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This was the first grown-up game that I was able to get my youngest daughter, Anna, to enjoy. She was only 6 years old and had some trouble keeping track of the destinations. We made two modifications that really made her fall in love with the game.
1) Open destinations. Keep the destination cards face up. Anna had a hard enough time keeping track of her multi-colored train cards, let alone the destination cards. Keeping them face up in front of her made it easier.
2) Use colored markers on the map to indicate each player’s destinations. This really helped my daughter go beyond the typical linearity of most kid strategies and consider a network instead.
I would also urge any parent using this variant to avoid exploiting a blocking strategy until your kid figures it out for themselves. Fewer tears that way.
I find that drawing a small stack of cards (like 28ish) before laying down a single train works supprisingly well. I know most people are going to say but then I give someone the chance to block me, but at least in the US map it is pretty difficult to totally block off someone and once you have your entire route in your hand it is pretty hard to stop you.
If you use this strategy try to refrain from drawing the shown cards. Remember the more you draw from the deck the more wilds you will get and the less information your opponent will have if you think he is going to try and block you.
Also if you do decide to use this strategy try to get high point routes the best possible route is one from east to west like New York to Portland so you can get those high point yellow, orange, and pink routes.
You’ll really see this in the digital format, because if you don’t grab them first the bots will. There are two routes that you should try to get on your first or second turn if you think you are going to need them.
Houston to New Orleans: If you need to get across the map east to west on the south end this route is very important. Failure to grab this route could cause you is spending at least two more turns to get around and reroute.
Nashville to Atlanta: To me this is one of the most important routes on the board even though it is only one space. It can easily be used to connect routes that are both east and west as well as many of the routes that travel along the east coast. It is also nice because it will link better to longer routes yielding more points verses two spaced routes.
What’s a linchpin? It’s the most important route in your plan. After deciding which destinations you want to connect together, you’ll probably find that there’s one spot where you NEED a particular route in order to avoid a huge detour around the map.
Now, most people tend to get route after route in order, slowly building their strip of trains as they go, but it’s more important to figure out where the ‘hot spots’ on the board are, and grab them early!
For example, the connection between New Orleans and Houston is a very popular one, so I’d grab it early. Another important route is Las Vegas, which only has two routes connecting to it. Finally, be sure not to get cut out of Alaska.
A couple of routes to grab early include:
Portland-Seattle
Atlanta-Nashville
Houston-New Orleans
and perhaps…
L.A.-Phoenix.
I enjoy relaxed play, but some serious TTR veterans will use these routes to block your progress rather easily (assuming you have routes along those links). Don’t let them do it by grabbing them first. Hopefully your game is more friendly than that, but just in case…
The loudest groans I have heard while playing Ticket to Ride don’t come from someone taking a needed route, or drawing a bad set of tickets. Instead, these follow after drawing new tickets, spending the time to analyze one’s hand of cards and the board, and deciding on a plan. A turn or two later, the player realizes they don’t have enough trains left to complete the routes they need.
Don’t let this happen to you!
Make sure to include the number of available trains you have left when planning your final routes. Also keep in mind the alternative routes’ length (if any) in case someone grabs the most direct link you were planning on using.
Running out of trains early may not cause you to lose, but it will sour your gaming experience.
A corollary to the Annoy opponents tip.
If your routes take you near key block areas like Nashville to Atlanta or LA to Pheonix, get your trains on it ASAP. You don’t want to get blocked and stuck with a longer route or break up a potential longest route. Those areas take few cards, so you can get them early and not give away your route too early.
Every T2R board has Key Cities. These are cities that either serve as a major hub or crossroads geographically, or that appear a little more often than others on that game’s Destination Tickets (the two are usually related).
Choose your opening routes to allow yourself to cross thru 3-5 of those Key Cities and finish a long, continuous path (helping win the Bonus Pts, too, if your game is using that card/rule). Then, if you’ve “played your cards right” (snicker), you’ll be in a position, with plenty of time/turns left, to draw aLOT more Destination Tickets (maybe baffling your opponents).
It is very likely that with each draw you will have already completed at least one of those routes = free points! Even if you have to “swallow” a loss of points once/twice, you’ll more than make up the difference in longer, already connected, routes!
Figuring out what the Key Cities on each map isn’t difficult, just takes some observation and repeated play. And, HEY! That’s what we’re all here for, right?
One strategy I really enjoy using is hoarding a particular color. Early in a game I will pick a particular color that I don’t need and pick it up whenever there is not something I need. I then sit on this color for as long as I can then use them for the gray (any color) routes towards the end. This causes problems for other players that might desperately need more of that color, but since you can still use them for the gray routes it doesn’t really hurt you. It is important to not let this strategy get in the way of getting cards you need, though.
It is usually a good idea to build up a very large hand before laying down trains, but how do you know when to play? Just consider these things:
1) Is a route ‘key’? How long will a detour take you?
2) Is the route colored or wild? If possible, wait to play on wild (grey) roots, claim routes that are confined to one color first.
3) Are there cards you need face up in the draw area? If there are, take them, they are more likely to be taken by other players than the route you might otherwise play on.
Of course, each of these things has to be taken one case at a time, but generally they are sound.