![]() Select tickets that link up with current tickets.Ĭoncentrate your routes on the main cities that appear in a lot of routes. Select tickets that already exist within other partially completed tickets. Select tickets that already exist within other completed tickets. Place trains on the less optional routes first and save Locomotive cards until you absolutely need to play them.įocus on completing connections that require a certain color rather than gray (any color) connections. You don't want that your opponents know what you are doing because else they will block you. The scoring for 6 one-train routes or 3 two-train routes is worth much less than a single 5-train or 6-train route.Ĭontrol the choke points and grab them early or your will be forced to go around.ĭraw from the top of the deck unless you need trains for a specific route. Play trains on longer routes to the same destination if possible. The number of players (2-4) is also clearly marked on the box. I particularly like the 6+ sign which was painted as a candle and made it really clear what age this game is aimed at. It is beautifully illustrated with colourful characters standing on the station platform next to the train. Hopefully, you pull a ticket that you already completed. The first thing you notice with the Ticket to Ride: First Journey board game is the box. If you are far behind points, then draw 3 tickets. On 1vs1 player games, you can save up cards in your hand longer and build your track at once. It was illustrated by Julien Delval and Cyrille Daujean and published in 2004 by Days of Wonder. Pick up face-up locomotives when you can instead of lucky drawing 2 face down cards. Ticket to Ride is a railway -themed German-style board game designed by Alan R. When you have a long route trough the center of the board and you are waiting on cards of a certain color to finish a short route, it's better to give up on it and draw new routes. With fewer trains remaining, the better play is to go for long links of opportunity.Ī 6-train link is 15 points even if it doesn't connect any city.ĭon't be afraid to draw destination cards early in the game (especially the first few turns). Once your route is complete, consider to start on a new one. Spending your turn to block someone don't gain much points, but else your opponent scores much more points if he can complete his route.įollow the eyes of your opponent to see which route he is planning. If you need a one-train leg, get it as soon as you have the card.īlock other players if you can. Remember also that big routes are much harder to complete in a 4-5 player game.Īvoid telegraphing where your routes are going because others can block you easily.Ĭlaim the critical routes first.
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