This review is going to be a little different from most of the reviews I usually write. In most of my reviews, I spend some time talking about the rules and the components and then follow it up with a detailed discussion of the gameplay. I think its safe to say that the rules to Ticket to Ride, have been discussed thoroughly, but if you aren't familiar with them, you can view the rulebook in a wide variety of languages at the official site. Also, the components have been covered as well so there's not much need to talk about them. Instead, lets focus on what makes Ticket to Ride a modern classic.
Easy to learn and familiar - A big part of what makes Ticket to Ride an ideal gateway game is that it is very easy to learn. The rules are based on collecting sets of cards. Most people at one point in their lives have played a classic card game like Go Fish or Rummy (in one of its many incarnations) so the idea of collecting sets is a comfortable thought. People are already accustomed to the fact that luck of the draw will play at least a small part in determining the winner based on how these other games work. To that end there is nothing shocking that may cause new gamers to flee in terror.
After the set collecting concept comes the building of tracks. This is something that players have experienced in Monopoly to some degree. In TTR, players use their resources (locomotives) to build something (claim track sections). In Monopoly, players also use resources (money) to build something (buying properties and houses/hotels). While the two function in different ways, this too is a concept that most people have experience through classic games, so its easy to wrap their heads around it in TTR.
Additionally, players have long term goals, also like those of Monopoly. In TTR, your goal is to build sections of track that connect two cities. When you do this, you score points at the end of the game. In Monopoly, your long term goals revolve around buying complete sets of property and building houses and hotels. When other players land on these, you take money from them which is how you determine the winner at the end of the game. Again, this isn't accomplished in the exact same way, but its a similar idea.
Differences that make it stand out
Most of the games that people grow up with in this country revolve around some kind of luck. It seems that we are born with a pair of six-sided dice in our hands because the thought of playing a boardgame without them is unfathomable. But thats exactly what Ticket to Ride offers. Its a boardgame that doesn't use dice. There's no roll-and-move. The outcome isn't determined randomly by the clickety-clack of plastic dice on the table. Instead, players get to choose exactly what they want to do. They have options and choice and are not locked into a mechanical set of actions. While not as broad as many more complicated games, TTR offers enough choice to make it a first step into the real world of gaming. This is essential because if you overwhelm someone with new concepts, they'll never grasp them all which may lead to a frustrating experience for them.
TTR does offer the familiarity of card games, but does so in a way that is very different from the games most Americans grow up with. Any time you have cards, you will have a fair amount of luck due to the random nature of drawing cards. This is expected and accepted because most people grow up playing some kind of card game. Wether its Hearts, Euchre, Casino, Go Fish, Rummy, or a whole slew of others, we've all learned to deal with the draw and play it out as best you can. TTR retains this familiar concept but mitigates some of the luck by having 5 face-up cards to choose from. While this may not seem like a big deal, its a drastic change from being forced to blind draw all the time. The element of luck mitigation which is almost completely absent from most American family games. You normally have no choice but to draw blind. TTR adds another layer of choice with this concept, thus expanding on the turn options giving players a larger feeling of control.
In addition to the gameplay differences, TTR stands out to new players because its very attractive to look at. The design team went the extra mile to create a gorgeous board that is the perfect marriage of form and function. The cards are made of a nice stock and also feature beautiful artwork. The pieces are finely detailed. Even the box is a work of art. All of these things combine to create an atmosphere that allows you to get lost in the game. Themes are largely unheard of and ignored by most standard American classics. This new idea really helps players feel invited into their new surroundings and gives them a real sense of being part of the game.
Small accomplishments and big successes
The two above sections have highlighted some of the things that make TTR a great game in general and also contribute to it being a great gateway game. A game that is easy to learn is always a great place to start when introducing new people to the boardgaming hobby. Any time you can provide people with familiar concepts while expanding their experience, you will usually be met by great success. But thats only part of why TTR is the ultimate gateway game.
One of the best things about Ticket to Ride is that players have the ability to combine short term goals with long term goals. This gives them a constant feeling of success, wether they are leading the game or in last place. The simplest of these goals is getting the last card you need to complete a set. If your turn comes around and the card/cards you need are visible, you'll have a great feeling knowing that you have collected what you need for this goal. After that comes the joy of waiting for the opportunity to place your trains on the board where you need them and hoping no one else takes the space before you. This adds a nice layer of tension that gets relieved the instant you can place those trains. Again, this is a short term goal, but players can always get a good feeling from completing those tasks. As players complete more of their short term goals, they will ultimately be working towards the long term goal of completing a route. While you get temporary satisfaction from the small tasks, they all lead to the ultimate satisfaction of making a long route. This satisfaction is doubled if a player can branch of to other destinations. Altogether TTR is a game about small victories that lead to big victories. Personally I always enjoy playing because I feel like I've accomplished something. No matter whether I win or lose, I enjoy building my railroad empire.
A gateway to a new hobby
There are a few games which are reguarded as the best gateway games: TTR, Settlers of Catan, and Carcassonne to name a few. But I think TTR has a leg up on all of them.
Settlers of Catan is definately more similar to Monopoly than TTR which is why most people regard it as the first logical step. While the die rolling and the trading aspect are certainly present, I think Settlers is a bit too similar in some ways. The luck of the die can really kill you, just like in most American family games. If you constantly get hit with the robber or don't get any production, you will lose. Plain and simple. Just like Monopoly. If you can't get some lucky rolls, you don't have much chance. Also, if you can't get people to trade with you, you will be at a severe disadvantage. But overall, Settlers is a lot more complex than most people would lead you to believe. First of all, you have the Robber. Secondly, you have soldier cards. Third you have the bonus point cards, like the one for longest road. All of these concepts could be a bit daunting for the new gamer and the goal here is to make them feel safe and happy, not overwhelm them.
Carcassonne is my 2nd favorite game of all time, but I'm not likely to use it as a gateway game. First of all, the game really isn't very good with a large group (4 or 5 players). There's no time to develop strategy and even the best laid plans will lose to lucky Cathedral draws. Secondly, its not exactly easy to see the strategy required to enjoy it. If everyone is off on their own building their own cities, the game will work just fine. But thats now how the game is supposed to be played. Third, this game is best when played with people who play viciously. Carc is not a game of solitaire but instead a game of trying to trap, block, and otherwise frustrate your opponent. If you play nicey-nice, the game doesn't shine. Lastly, I believe that Carc is truly only good as a 2-player game. So much of the strategy and tactics are removed when more players are added and the luck factor increases drastically.
Time Factor
The one downfall of Ticket to Ride is that its not a short game, especially when 5 players are involved. But compared to Settlers or Carc, its about the same as Settlers and a fair bit longer than Carc. A 5-player game will probably clock in at around an hour and a half. You can figure on about 15-20 minutes for player, so when you play with less players the game moves faster. This is still much faster than those marathon games of Monopoly we all remember from our youth. Monopoly can drag on for much longer than it warrants, but the endgame in TTR is finite so you don't really have to worry about the game dragging on. The end is always in sight so anyone who doesn't enjoy it won't have to suffer for too long.
Why Ticket to Ride should be your gateway game of choice
Ticket to Ride has a lot going for it as a gateway game. Lets look at the pros and cons:
Pros:
Easy to learn
Welcoming theme
Familiar Mechanics
Lots of opportunity for success
Small sucesses work up to larger successes
There are ways to mitigate the luck
Cons:
The game can be a bit long
Its luck dependent
All things considered, TTR has everything it takes to be a great gateway game, and a great game in general. This is an ideal platform to launch new gamers into the boardgame world. The mix of easy to grasp and familiar mechanics makes this a great starter game for potential gamers. I highly recommend this game to anyone looking to show people what gaming is all about. While not as deep as lots of more strategic games, this is definately the type of game I would want use to give some insight into my hobby. TTR has helped recruit my mom, my sister and her boyfriend, my fiance's family, and my best friend and his wife. Its been the tool that I've used to bring my family and friends into the fold and I think you'll have equal success. I've yet to meet anyone who doesn't like this game and almost everyone I've introduced it to has asked to play it again. Thats what you call being hooked, and soon they'll be looking for other games of the same type. Before you know it, you'll have a whole group of gamers and you'll owe it all to Alan Moon's gem called Ticket to Ride.





















































