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13 Posts

Ticket to Ride» Forums » Variants

Subject: 1910 Expansion without the expansion cards? rss

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Craig Duncan
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I imagine I will end up getting the 1910 expansion deck, but for the time being I am holding off.

In the meantime, I'm curious if anyone out there has tried something like the 1910 expansion but with just the original TtR game. By that I mean: use the (tiny) cards from the original TtR, do NOt use the longest continuous route bonus, and instead use the "globe trotter" bonus (a la 1910) for the most tickets completed. Does it work? How does it compare to the 1910 expansion?

And what about having BOTH the longest route bonus AND the globe trotter bonus in the original game (i.e. using just the tiny original cards) -- sort of like the Mega Cities game in the 1910 expansion. How would that work?

Of course, I will try this out myself but I'm curious if anyone out there has had any experience with these tweaks already.
 
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Kevin Salch
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If I recall correctly..
This is possible with the 1910 cards. One of the nice things about the 1910 cards is you have options on what sets of cards you play with. And I think one of those sets is the "standard" set of tickets. As I recall there was a minor scoring change on 1 or 2 or the shorter routes, but you could check the fourums on this.
 
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Peter Schott
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One of the other advantages with the 1910 expansion is that there are more tickets that are achievable, IIRC. Without that expansion, there's too much of a chance that the tickets you'd draw wouldn't be possible at all and would give you too many negative points. Besides the card size, that's one of the biggest advantages with the newer tickets. I'd really recommend saving up the $20 and buying the expansion if you generally like the game. It's easier on the hands with the larger cards and the newer tickets do make a substantial difference. We generally don't bother with a variant when we play - just put all the tickets in place and go.
 
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Eric Clason
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Along with larger size cards for all the cards in TtR, the 1910 expansion also comes with a set of new tickets. The 1910 rules list 4 ways to play:
-With the original tickets and longest route bonus (same as TtR without 1910)
-With the new tickets and most completed tickets bonus
-With all the tickets and both bonuses
-With the big cities tickets (some old, some new)

The 1910 rules doesn't list original tickets with most completed cities bonus as one of the options, but there is no reason you couldn't play that way.
 
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Dan C
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You could use whatever bonus you like. But the variants are designed for all the new tickets
 
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Craig Duncan
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jedimusic wrote:
You could use whatever bonus you like. But the variants are designed for all the new tickets



I guess my question is: what is it about the new 1910 cards that makes the globe trotter bonus especially appropriate?
 
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David


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cdunc123 wrote:
jedimusic wrote:
You could use whatever bonus you like. But the variants are designed for all the new tickets


I guess my question is: what is it about the new 1910 cards that makes the globe trotter bonus especially appropriate?


I seriously doubt there is anything about the tickets that makes it particularly appropriate. I really think that it's a case of the designer/publisher just showing you other ways to play the game. The main change that chasing a most-tickets bonus makes is to the possible value of short tickets, and to drawing extra tickets at the end (although this is rarely a great plan anyway). Others might be able to comment on whether the long/short ticket balance of the decks is very different.
 
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Dan C
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I've read a lot where people think the longest route bonus just boosts the score of the person in the lead anyway. If someone has the longest route they are likely to also have the largest tickets connected as well.

The globetrotter (most tickets completed) bonus seems to be a way to balance it out a little; a lot of little tickets completed get you a bonus to help compete with the large ticket(s) completed by opponents.

It's one reason I personally prefer the TTR variants that have different stacks/options for long/short tickets. (1910 expansion doesn't have that)
 
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Craig Duncan
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jedimusic wrote:
I've read a lot where people think the longest route bonus just boosts the score of the person in the lead anyway. If someone has the longest route they are likely to also have the largest tickets connected as well.

The globetrotter (most tickets completed) bonus seems to be a way to balance it out a little; a lot of little tickets completed get you a bonus to help compete with the large ticket(s) completed by opponents.


Yes, I see this advantage. Next time I play TtR (just the original, without the 1910 expansion cards) I'll replace the longest route bonus with the globetrotter, just for kicks.
 
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Carl Brousseau
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cdunc123 wrote:
Yes, I see this advantage. Next time I play TtR (just the original, without the 1910 expansion cards) I'll replace the longest route bonus with the globetrotter, just for kicks.


There's a heavier focus on East/Central tickets in the 1910 deck (not 1910+original i.e. mega game). A common assumption among good base game players is that the hardest way to win is to start with eastern tickets (especially in a 2-player game), and the biggest reason is that the eastern part of the board has a lot of short routes and you can't expect to offset that disadvantage by drawing more tickets. So 1910 adds many short eastern tickets, such that if you're stuck in the East you can now hope for a luckier ticket draw and the globetrotter bonus. I have never tried globetrotter with the base game set of tickets but I would assume the bonus is unlikely to offset the inherent disadvantage in board points from having eastern tickets (or a short route strategy).
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Craig Duncan
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barneyg wrote:
cdunc123 wrote:
Yes, I see this advantage. Next time I play TtR (just the original, without the 1910 expansion cards) I'll replace the longest route bonus with the globetrotter, just for kicks.


There's a heavier focus on East/Central tickets in the 1910 deck (not 1910+original i.e. mega game). A common assumption among good base game players is that the hardest way to win is to start with eastern tickets (especially in a 2-player game), and the biggest reason is that the eastern part of the board has a lot of short routes and you can't expect to offset that disadvantage by drawing more tickets. So 1910 adds many short eastern tickets, such that if you're stuck in the East you can now hope for a luckier ticket draw and the globetrotter bonus. I have never tried globetrotter with the base game set of tickets but I would assume the bonus is unlikely to offset the inherent disadvantage in board points from having eastern tickets (or a short route strategy).


Thanks, Carl! This is exactly the kind of information I was seeking.
 
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Dan C
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The 1910 variant tickets also include Las Vegas as a destination, for instance. The original ticket deck did not have Las Vegas. There might be a couple other cities too, but I remember LV being one
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Carl Brousseau
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jedimusic wrote:
The 1910 variant tickets also include Las Vegas as a destination, for instance. The original ticket deck did not have Las Vegas. There might be a couple other cities too, but I remember LV being one


Raleigh, Charleston, Omaha, Saint Louis, Washington too. All cities are now represented on at least one ticket:

http://boardgamegeek.com/filepage/23977/ticket-to-ride-usa-1...
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