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A ticket to ride game
A ticket to ride game




a ticket to ride game

Sometimes Laura and I make our own destination cards and add them to the ones that come with the game. Rule variant #5: Custom destination cards. I've found it's usually better to draw four cards early on in the game, when the benefit of drawing four outweighs its risk, and to draw three later on in the game, when the risk from drawing four outweighs its benefit. This variant has the effect of letting a player see more destination cards but at the risk of being more likely to get stuck with unrelated destination cards.

a ticket to ride game

However, if the player draws a fourth card, then that player must keep two cards, not one (or keep three if at the beginning of the game and not using rule variant #3). This rule variant allows a player to optionally draw a fourth destination card. Rule variant #4: Players may draw an extra destination card.īy canonical rules, when a player draws destination cards-including the cards dealt to the player at the beginning of the game-the player draws three cards and must keep at least one (or two if at the beginning of the game and not using rule variant #3 ( players may discard two destination cards)). This rule variant lets a player start the game by keeping only one destination card, thus allowing the player to better avoid having to complete unrelated destinations. Connecting one pair of those cities doesn't help with connecting the other pair. An example of this is connecting longitudinally oriented Duluth–Houston and connecting latitudinally oriented Vancouver–Montreal. This has the effect of sometimes forcing a player to try to connect two unrelated pairs of cities. Rule variant #3: Players may discard two destination cards at the beginning of game.īy canonical rules, players must keep at least two of the three destination cards they are dealt at the beginning of the game. This variant has the least impact of any of the variants described here, though it's well suited to being paired with rule variant #1 ( no more than fifteen cards in hard). This rule variant changes that by allowing the player to better control their hand at the beginning of the game. Rule variant #2: Players start with zero car cards.īy canonical rules, players start with four randomly drawn car cards the cards may or may not be of colors useful to the player. Overall, I've observed that this variant brings more balance to the game. The variant also makes it harder to collect a lot of cards of the same color-necessary for completing longer, more rewarding routes. It restricts the maximum number of cards a player may hold to fifteen, thus forcing players to make routes sooner and risk exposing their destinations earlier in the game. In any event, hoarding becomes overplayed. Probably the success of hoarding has something to do with allowing the hoarder to keep their destinations a secret longer and not tip off the other player too early in the game.

a ticket to ride game

But Laura and I have noticed that in our two-player games, the strategy of hoarding cards tends to win over the strategy of playing cards soon after they're drawn.

a ticket to ride game

Rule variant #1: Players can't hold more than fifteen car cards in their hands at any time.īy canonical rules, there's no limit to how many cards a player may hold in their hand at any time. These are all variants we've used only when playing together, in a two-player game, but some of the variants might work in a game with three or more players. Here are seven Ticket to Ride rule variants Laura and I have come up with.






A ticket to ride game