Ticket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you’ll be moving across water, of course, and that’s where the sails come in.
61.90€
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adebisi
Here we have an example of a poor implementation of an excellent game. Splitting the deck into two only makes the game drag on longer with a higher probability of having the game stall completely. There is not enough incentive to build early and thus you will see people hoarding and potentially exhausting the decks. Moreover, there are more tokens to spend before you can end the game.
Arantor
An interesting take on expanding the scale of TTR, by creating two distinct sets of carriages: trains and boats, but the biggest shift this causes is the inevitable “I didn’t give myself enough of the right kinds at the start” and the cost mechanics to switch break the flow. In my experience, better played without the cost and instead switch boats/trains for free as long as your total number of pieces stays the same, as the artificial route limiting is otherwise punishing.
BNehme
Needs some kind of house rule to let you exchangel excess cards you don't need for a missing card. Otherwise your hand becomes clogged with garbage.