I find completing all your tokens and ending the game first while going for the bonus longest train works best. Remember, 6 trains are 15 points. The more the better. You end the game quicker thus restricting the number of turns your opponent gets which in turn gets them less points overall. And if the game is very close, the longest train gives you 10 points (which is also 10 points your opponent doesn’t get). Destination cards are not as important. I win a lot of two games by taking seattle to new york or vancouver to montreal and complete a train back and forth or even taking 4 or 5 point destinauons and not completing those and still do vancouver to montreal and back. Thats like 5 6-trains of 15 points each. That strategy often results in 100+ points for you and about 80 points for your opponent since they didnt get many turns. I just draw mystery cards till im about 30 cards in hand then start picking up my remaining missing colors. Usually works
1 tip I have for the game is the end game... you can see how many trains others still have, and can pick more destination tickets, but as effective can be to quickly put a long track down and surprise others that your (nearly) end the game so they only have 1 or 2 more turns left
This guide is basically telling you how to play the game, if you (which nobody does unless you are absolutely awful) are trying to do the most optimal route but can’t turn well - you can’t, every tip in this basically tells you to play this way and it’s incredibly obvious to do this even for beginners.
Unlike many of the other games we have covered, Ticket is a little thin on deep strategy. So you're absolutely right that the video is a reflection of that.
Like picking one locomotive from the face-up cards. I think that's a bad tip. Picking up 2 from the draw pile will get you more locomotives in the long run
@@LegendaryTactics There's actually a lot of deep strategy that top players in the world employ. One of them is masking your routes by leaving large sections open with colors that your opponents have used. For ecample, they have played 5-Green and you have LA to Miami, the 6-green should be the last segment you complete. That's just one example.
@@tyrroo agreed. It does have a lot of bad advice. Any "tips" on TTR that include EVER picking up additional tickets is just terrible and wrong advice.
Blocking is fine if you need a route or you're going for a point-scoring play, but if you're blocking just to block on a one or two-car route, that's wrong. I only block if I genuinely need to get to that city for my own strategy. If I'm nowhere near it, you can have that route. I don't want to win that way.
My tip for Candyland is don't play. The shuffling and determining who goes first completely defines the outcome of the game. Players have zero agency. There are variants online that try to fix this but not enough except for a rudimentary game for very young kids.
I find completing all your tokens and ending the game first while going for the bonus longest train works best. Remember, 6 trains are 15 points. The more the better. You end the game quicker thus restricting the number of turns your opponent gets which in turn gets them less points overall. And if the game is very close, the longest train gives you 10 points (which is also 10 points your opponent doesn’t get). Destination cards are not as important. I win a lot of two games by taking seattle to new york or vancouver to montreal and complete a train back and forth or even taking 4 or 5 point destinauons and not completing those and still do vancouver to montreal and back. Thats like 5 6-trains of 15 points each. That strategy often results in 100+ points for you and about 80 points for your opponent since they didnt get many turns. I just draw mystery cards till im about 30 cards in hand then start picking up my remaining missing colors. Usually works
You can have a maximum of 12 cards on hand
1 tip I have for the game is the end game... you can see how many trains others still have, and can pick more destination tickets, but as effective can be to quickly put a long track down and surprise others that your (nearly) end the game so they only have 1 or 2 more turns left
Not a bad idea!
The conductor has 6 fingers on his right hand.
Two thoughts. 1: Gross. 2. How do you notice these things?
On...both hands, I think? Better to slide those long routes into place?
Someone is looking for him
Just what I needed for the next time I play Ticket To Ride. Thanks for making this video
Glad we could help!
Blocking is seldom helpful for 3+ player games. You're often hurting yourself at the same time and the 3rd player is the big winner to your blocking.
So if there are 3 or less players its not a good option?
Right on. I need to learn this game. Thanks Legendary, Liked, and Shared.
It's a fun one! You'll like it!
can you pick train colors on line?
This guide is basically telling you how to play the game, if you (which nobody does unless you are absolutely awful) are trying to do the most optimal route but can’t turn well - you can’t, every tip in this basically tells you to play this way and it’s incredibly obvious to do this even for beginners.
Unlike many of the other games we have covered, Ticket is a little thin on deep strategy. So you're absolutely right that the video is a reflection of that.
Agreed, this doesn't have a single expert strategy tip at all
Like picking one locomotive from the face-up cards.
I think that's a bad tip.
Picking up 2 from the draw pile will get you more locomotives in the long run
@@LegendaryTactics There's actually a lot of deep strategy that top players in the world employ. One of them is masking your routes by leaving large sections open with colors that your opponents have used. For ecample, they have played 5-Green and you have LA to Miami, the 6-green should be the last segment you complete. That's just one example.
@@tyrroo agreed. It does have a lot of bad advice. Any "tips" on TTR that include EVER picking up additional tickets is just terrible and wrong advice.
Can you choose train colors on like
Thanks this helped I got destroyed before watching this
Glad it helped!
Blocking is fine if you need a route or you're going for a point-scoring play, but if you're blocking just to block on a one or two-car route, that's wrong. I only block if I genuinely need to get to that city for my own strategy. If I'm nowhere near it, you can have that route. I don't want to win that way.
First comment! Great tips
Yay! Thank you!
I think it would be fun if you do a strategy guides for some mass market games:
For example:
Sorry
Candy land
Battleship
Sorry
Trouble
I'm not sure about Candy Land, but certainly for Battleship. Aren't Sorry and Trouble basically the same game?
My tip for Candyland is don't play. The shuffling and determining who goes first completely defines the outcome of the game. Players have zero agency.
There are variants online that try to fix this but not enough except for a rudimentary game for very young kids.
Get like many points ticket like 22 21 20
Bigger tickets are great, as long as you can complete them!