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==Basic tips==
== Know the facts ==
In Ticket To Ride, you want to collect as many points as possible, while reducing your opponent's opportunity to collect points.


You collect points in three ways:
=== The board ===


'''Build railroads'''. Each railroad segment you build earns 1-15 points. Longer railroads are worth significantly more points than shorter railroads.
* Each color has 27 spaces.
* Each color has one 6 route.
* 6/8 colors have one 5, two 4, two 3 and one 2.
* White and green have an extra 5 and 2 and one less 4 and 3.


'''Complete tickets'''. Each ticket requires you to connect two cities before the game ends. The greater the distance between cities, the more points you get. Tickets are risky! If the game ends before you connect the cities, you lose points equal to the ticket's value.
{| class="wikitable" style="width:max-content;"
|+27 spaces per color
!White and Green
!Black, Orange, Red, Yellow, Purple and Blue
|-
|{{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}}


'''Earn the longest railroad prize''' (10 points)
{{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}}


You can limit your opponent's ability to collect points in two ways:
{{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}}


'''1. End the game earlier'''. The game ends when you have two railroad cars remaining. The fewer turns it takes to use up your cars, the more control you have over the end time. To avoid being caught off guard by an early game end, keep watch on the number of cars and color cards in your opponents' hands.
{{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}}


'''2. Block their path'''. Building railroads early may allow you to claim your preferred routes, leaving your opponent to take inconvenient detours. To avoid being blocked yourself, identify critical choke points in your route, and claim them early. (Some players, as in any other game, consider deliberate blocking - when you take a segment that interferes with your opponent without actually helping you - to be unsporting, but it can be considered a crucial strategy in a competitive format.)
{{car|colour=#7f7}} {{car|colour=#7f7}}


==More advanced tips==
{{car|colour=#7f7}} {{car|colour=#7f7}}
|{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}


'''Choose tickets wisely'''
{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}
* Complete your tickets: it's worth double the official point value, because of the points you lose if you don't complete it
* Try to get tickets with nearby start and end points. Make sure you can join up all of the required cities with your 45 train cars (leaving plenty of spare for detours)
* If you successfully complete a big coast-to-coast route (e.g. NY-LA or Seattle-Miami), you may be able to draw many more tickets and add them on easily
* Drawing tickets late in the game, when you have little time to adapt your route to an inconvenient one, is risky


'''Longer routes are better than shorter ones'''
{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}
* You get more points per train car  
* You can reach your destination in fewer turns


'''Rainbow cards are powerful'''
{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}
* Use rainbow cards to:
 
** Complete longer routes for more points (e.g. a 6-car route with only 5 matching cards)
{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}
** Alter your route flexibly (to detour around your opponent, or extend your route to collect new tickets)
 
** End the game faster (helping you use up odd color cards, instead of having to draw more)
{{car|colour=#44f}} {{car|colour=#44f}}
* Normally, you can only take 1 rainbow card instead of 2 regular cards. However, if you draw frequently from the face-down deck, you will likely get some rainbows for "free".
|}
 
=== The Destination Ticket deck ===
 
{| class="wikitable sortable" style="width:auto;" border="2"
|+30 Destination Tickets
|-
!From
!To
!Points
|-
|Boston
|Miami
|12
|-
|Calgary
|Phoenix
|13
|-
|Calgary
|Salt Lake City
|7
|-
|Chicago
|Santa Fe
|9
|-
|Chicago
|New Orleans
|7
|-
|Dallas
|New York
|11
|-
|Denver
|Pittsburgh
|11
|-
|Denver
|El Paso
|4
|-
|Duluth
|El Paso
|10
|-
|Duluth
|Houston
|8
|-
|Helena
|Los Angeles
|8
|-
|Kansas City
|Houston
|5
|-
|Los Angeles
|New York
|21
|-
|Los Angeles
|Miami
|20
|-
|Los Angeles
|Chicago
|16
|-
|Montréal
|New Orleans
|13
|-
|Montréal
|Atlanta
|9
|-
|New York
|Atlanta
|6
|-
|Portland
|Nashville
|17
|-
|Portland
|Phoenix
|11
|-
|San Francisco
|Atlanta
|17
|-
|Sault St. Marie
|Oklahoma City
|9
|-
|Sault St. Marie
|Nashville
|8
|-
|Seattle
|New York
|22
|-
|Seattle
|Los Angeles
|9
|-
|Toronto
|Miami
|10
|-
|Vancouver
|Montréal
|20
|-
|Vancouver
|Santa Fe
|13
|-
|Winnipeg
|Houston
|12
|-
|Winnipeg
|Little Rock
|11
|}
</div>
 
== Strategy ==
 
=== Destination Tickets ===
 
* Destination tickets with nearby cities need fewer train cars
* Tickets are risky! Be sure you can complete your tickets with your remaining car pieces before taking more.
 
=== Train Car Cards ===
 
* If another player takes a color that you want, you can use multi-color locomotives to complete them (e.g. a 6-car route with only 5 matching cards and one multi-color)
* Draw face-down train car cards to draw up to two multi-color cards per turn
* Avoid face-up multi-color unless:
** it's an emergency or
** you would hold more cards than your remaining car pieces
 
=== Train Car Pieces ===
 
You only have 45 train cars.
Generally speaking, that means you can only go horizontally across the country '''once''' and Vertically once.
Very efficient routes can go vertically twice, but that means there are few detours and/or branches.  
 
For reference, Los Angeles to Vancouver to Montreal to Miami is 44 trains if you hit the absolutely most efficient route.
(Exact same count for the Southern route).
Any detour that makes the train more than 1 car longer and the whole route is impossible.
 
* Claim longer routes to:
** gain more points per car
** play more cars per turn


'''Choose your timing wisely'''
'''Choose your timing wisely'''
* If you were playing Ticket to Ride solo, you would wait until the very end of the game to build, when you had drawn all the color cards and tickets you wanted and knew exactly where to go and how to get there
* Without opponents, you would first draw 45 train car cards of the colors you want and only then play your 45 cars.
* In a real game with opponents, you face a challenging choice:
* With opponents, some of the routes you want will be claimed before you can claim them, so you need to balance claiming routes early with using cards efficiently.
** Commit to a path too soon, and expect to be frustrated when you don't draw the correct color cards to complete it later
** Build too late, and your opponent may lay claim to critical routes and block you (or worse, end the game before you build!)
** Build too late, and your opponent may lay claim to critical routes and block you (or worse, end the game before you build!)


==Less Advanced Tips==
=== Competition ===
 
Other than maximising your points, you can also limit your opponent's ability to collect points by:
 
'''Ending the game quickly'''
* The last round is triggered when any player has less then three car pieces remaining.
* Play more cars per turn by claiming longer routes.


You only have 45 trains. Generally speaking, that means you can only go Horizontally across the country ONCE and Vertically once. If you're super clean about the route you can go Vertically twice, but that means there's zero waste or detours.
'''Claiming routes to 'block' your opponent'''
* Claiming routes early may allow you to claim your preferred routes, leaving your opponent to take inconvenient detours.
* To avoid being blocked yourself, identify critical choke points in your route, and claim them early.
** ''N.B. Some players, as in any other game, consider deliberate blocking - when you take a segment that interferes with your opponent without actually helping you - to be unsporting, but it can be considered a crucial strategy in a competitive format.''


For reference, Los Angeles to Vancouver to Montreal to Miami is 44 trains if you hit the absolutely most efficient route.  (Exact same count for the Southern route).  Any detour that makes the train more than 1 car longer and the whole route is impossible.  
'''Drawing train car cards of a color that you opponent needs'''
* Where an opponent is collecting cards of a certain color (for example for a 6-length route), or there is a gap in their route of a certain color, you can draw that color so that your opponent has to:
* Use more turns to draw the cards they need.
* Use any multi-color cards they hold.
* Make it harder for them to complete their routes.


Destination cards are important! Generally speaking, you need be able to claim at least 40 Destination points at the end of the game to be competitive, but 50+ is the winner's average.
In higher level games, the typical strategy is to draw a lot of face-down cards to collect as many multi-color as possible and complete as many long routes as you can to connect your destinations and claim the longest route bonus. With this strategy it is often possible to win with only 2 low scoring tickets.

Revision as of 19:23, 16 June 2023

Know the facts

The board

  • Each color has 27 spaces.
  • Each color has one 6 route.
  • 6/8 colors have one 5, two 4, two 3 and one 2.
  • White and green have an extra 5 and 2 and one less 4 and 3.
27 spaces per color
White and Green Black, Orange, Red, Yellow, Purple and Blue

The Destination Ticket deck

30 Destination Tickets
From To Points
Boston Miami 12
Calgary Phoenix 13
Calgary Salt Lake City 7
Chicago Santa Fe 9
Chicago New Orleans 7
Dallas New York 11
Denver Pittsburgh 11
Denver El Paso 4
Duluth El Paso 10
Duluth Houston 8
Helena Los Angeles 8
Kansas City Houston 5
Los Angeles New York 21
Los Angeles Miami 20
Los Angeles Chicago 16
Montréal New Orleans 13
Montréal Atlanta 9
New York Atlanta 6
Portland Nashville 17
Portland Phoenix 11
San Francisco Atlanta 17
Sault St. Marie Oklahoma City 9
Sault St. Marie Nashville 8
Seattle New York 22
Seattle Los Angeles 9
Toronto Miami 10
Vancouver Montréal 20
Vancouver Santa Fe 13
Winnipeg Houston 12
Winnipeg Little Rock 11

Strategy

Destination Tickets

  • Destination tickets with nearby cities need fewer train cars
  • Tickets are risky! Be sure you can complete your tickets with your remaining car pieces before taking more.

Train Car Cards

  • If another player takes a color that you want, you can use multi-color locomotives to complete them (e.g. a 6-car route with only 5 matching cards and one multi-color)
  • Draw face-down train car cards to draw up to two multi-color cards per turn
  • Avoid face-up multi-color unless:
    • it's an emergency or
    • you would hold more cards than your remaining car pieces

Train Car Pieces

You only have 45 train cars. Generally speaking, that means you can only go horizontally across the country once and Vertically once. Very efficient routes can go vertically twice, but that means there are few detours and/or branches.

For reference, Los Angeles to Vancouver to Montreal to Miami is 44 trains if you hit the absolutely most efficient route. (Exact same count for the Southern route). Any detour that makes the train more than 1 car longer and the whole route is impossible.

  • Claim longer routes to:
    • gain more points per car
    • play more cars per turn

Choose your timing wisely

  • Without opponents, you would first draw 45 train car cards of the colors you want and only then play your 45 cars.
  • With opponents, some of the routes you want will be claimed before you can claim them, so you need to balance claiming routes early with using cards efficiently.
    • Build too late, and your opponent may lay claim to critical routes and block you (or worse, end the game before you build!)

Competition

Other than maximising your points, you can also limit your opponent's ability to collect points by:

Ending the game quickly

  • The last round is triggered when any player has less then three car pieces remaining.
  • Play more cars per turn by claiming longer routes.

Claiming routes to 'block' your opponent

  • Claiming routes early may allow you to claim your preferred routes, leaving your opponent to take inconvenient detours.
  • To avoid being blocked yourself, identify critical choke points in your route, and claim them early.
    • N.B. Some players, as in any other game, consider deliberate blocking - when you take a segment that interferes with your opponent without actually helping you - to be unsporting, but it can be considered a crucial strategy in a competitive format.

Drawing train car cards of a color that you opponent needs

  • Where an opponent is collecting cards of a certain color (for example for a 6-length route), or there is a gap in their route of a certain color, you can draw that color so that your opponent has to:
  • Use more turns to draw the cards they need.
  • Use any multi-color cards they hold.
  • Make it harder for them to complete their routes.

In higher level games, the typical strategy is to draw a lot of face-down cards to collect as many multi-color as possible and complete as many long routes as you can to connect your destinations and claim the longest route bonus. With this strategy it is often possible to win with only 2 low scoring tickets.