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Getting your own made, could work. You would likely need a high quality image. The other potential issue would be the legality of it, but if they/you already own the map it could be legal in the UK and the EU (I am not a lawyer, and cannot give advice on this issue and, besides, I don't know which country's laws are most relevant to you).


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I just got this game, so I could be wrong, but every time I won ( 2-3 players) I one by taking a lot of 3 or less train paths, because of how efficient they were. I could draw 2 cards I needed, and next turn play them with no problem, and finish tickets relatively quickly. I usually go from Seattle to Chicago via Houston, avoiding Miami, (the game makes it ...


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How much have you played? I agree that someone who gets lucky and gets several long tickets that are all along the same route will have a big advantage. However, other players can disrupt the player by blocking his routes... in which case he loses a lot points. Also - the 1910 expansion has a 'most tickets' complete bonus -which gives a bonus 15 ...


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The goal in TTR is not "complete the cards you're given", it's "get the most points". There are plenty of ways to do this with short routes (e.g. by focusing on building only length 4+, not going for longest route, and picking the spots where everyone wants to go). If no one in your group wants to adjust their play style to match the cards they're dealt, ...


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Yes, without the risk of beïng disrupted, the long routes are a winner. I'm not sure if your solution helps. But I have a few of my own: Disregard the points for the routes. Divide the routes in three stacks (long, middle and short). First deplete the long routes, then the middle and then the short. That way each player has a similar chance for long ...



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