![]() You need to connect the cities on your tickets in such a way not just to complete those tickets but to put you in a position to draw more tickets that might benefit you (without making you go in the hole), all while possibly trying to create the longest contiguous rail segment. I remember teaching it to a family member some years back, explaining and re-explaining the rules, and having her say after we’d finished playing, “I like that, but that’s about as complex a game as I can handle.” And it really is kind of complex when you first approach it: you have to plan ahead, think on your feet, gather the right resources, and spend those resources at the right time. Again, I know it can be hard for hobbyists to understand, but Ticket to Ride isn’t quite as simple as we take it for. What makes Ticket to Ride: First Journey succeed is the way it streamlines the original game. For the rest of us, Ticket to Ride: First Journey is just the game we’ve been looking for–simple enough that kids can understand it, beautiful enough to hold their attention, and interesting enough that their parents aren’t slowly dying inside. ![]() When it was first announced that Ticket to Ride Junior would be released, the prevailing opinion on Board Game Geek was a smug, “Isn’t the regular board game Ticket to Ride Junior?” My response to that is, yes: maybe if your kids are playing Agricola in diapers, Ticket to Ride might be simple enough for your kids to play at a young age. In this regard, Ticket to Ride: First Journey is a huge success. So I’m grateful for children’s games that don’t make me dislike my children or time spent with them. In either case, it can be excruciating as you watch the minute hand–tick, tick–ever so slowly make its way around the clock, finally pronouncing either the end of the game or bedtime, a mercy in either case. Either we’re playing something that is objectively unfun, or one of the children is being a sore winner/loser or not paying attention. Playing games with the kids is more often than I’d like to admit a concession. The player who has completed the most tickets wins. Alternatively, when one player has claimed their sixth ticket, the game ends immediately. When a player has two or fewer trains left in their stock, each player (including the player who just placed trains) takes one more turn. (Additionally, in place of a turn, a player may place their two tickets on the bottom of the destination deck to draw two new ones.) If a player connects a city on the eastern edge of the board to a city on the western edge of the board using only their trains, they may claim the “east to west” ticket. If players can trace a line connecting the two cities on their destination tickets using only their trains, they can reveal the ticket to claim it and draw a new one. They may either draw two train cards from the top of the train deck or play a number of train cards matching the color and length of a track segment on the board, placing their trains on that segment. ![]() Each player receives four train cards and two tickets and play begins. The board is placed in the center of the table, and the decks of train cards and destination tickets are shuffled. To begin, each player gets all the trains of a color. The first player to complete six destination tickets wins. Players are trying to connect cities on the board with their trains to claim destination tickets. Ticket to Ride: First Journey is a set collection/network building game for two to four players. But can you get there faster than your friends? How It Works The answer given in Ticket to Ride First Journey is, of course, by train. Do you know the fastest way from Amsterdam to Ankara? What about from Madrid to Vienna?
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