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Ticket to Ride: Rails & Sails box with board and components laid out

Image: Days of Wonder · source

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Ticket to Ride: Rails & Sails

Days of Wonder · Premium

A world-map installment of the Ticket to Ride series in which players collect train and ship cards to claim railway and sea routes.

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We have not tested it ourselves: strengths and weaknesses below come from the tests cited.

Why Railfans Carry It

The maker says Rails & Sails takes players on a railroad adventure across the entire globe, from Los Angeles to Sydney and from Murmansk to Dar Es Salaam. Players collect cards of two types, trains and ships, to claim railway and sea routes on a double-sided board with the world map on one side and the Great Lakes of North America on the other. The designer, Alan R. Moon, writes on the maker's page that since the planet is about 70% water, adding ships to a world map seemed natural, and that he added double ship cards to accommodate the longer sea routes and placed all the wild cards in the train deck to balance them. He adds that the rules let players choose their own mix of ships and trains at the start.

In the Field

At the table, the maker lists the game for two to five players, ages 10 and up, with a playing time of 90 to 120 minutes. The box holds one double-sided game board, 165 colored train cars (33 each in blue, red, green, yellow and black), 250 colored ships (50 in each color), 140 travel cards (80 train cards and 60 ship cards), 120 destination ticket cards (65 for the World, 55 for the Great Lakes), 15 harbors and 5 scoring markers. The maker offers rulebooks in several languages, with separate rulebooks for the World and the Great Lakes boards. The English rulebook for the World map deals each player 3 Train cards and 7 Ship cards, and 5 tickets of which at least 3 are kept. Each player receives 25 trains, 50 ships and 3 harbors, then secretly chooses an assortment of 60 pieces to keep in supply and reveals it simultaneously with the others; first-time groups are advised to start with 20 trains and 40 ships. On a turn a player does one of five things: takes Travel cards, claims a route, draws four tickets and keeps at least one, builds a harbor, or exchanges pieces, which costs one point per piece. A harbor needs two Train cards and two Ship cards of one color with harbor symbols, and scores 20, 30 or 40 points depending on completed tickets into that city, but costs 4 points if left unbuilt. The game ends once a player's supply holds six pieces or fewer, after which everyone takes two more turns. The rulebook states that, unlike other games in the series, there is no bonus for Longest Route or Most Completed Tickets. It credits Alan R. Moon for the design, Julien Delval for the illustrations and Cyrille Daujean for the graphic design.

Strengths and Weaknesses

Strengths

  • World map and Great Lakes boards in one box
  • 165 train cars and 250 ships
  • Players choose their own mix of ships and trains at the start
  • Rulebooks offered in many languages

Weaknesses

  • A game takes 90 to 120 minutes
  • Maker lists it for ages 10 and up
  • Two to five players only

Key Specifications

Ticket to Ride: Rails & Sails — key specifications
SpecificationValue
Age10+
Ships250
Players2 - 5
DesignerAlan R. Moon
PublisherDays of Wonder
Game board1 double-sided (World / Great Lakes)
Train cars165
Playing time90 - 120 min
Travel cards140
Destination tickets120

Who It’s For

It suits railfans and families who already know Ticket to Ride and want a longer game on a world map, with players aged 10 and up as the maker lists it. Younger children or a shorter evening point to a different edition.

Alternatives

Ticket to Ride (Days of Wonder, the edition already in this catalogue) is shorter, at 30 to 60 minutes.

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