Ticket to Ride: New York Review

The original Ticket to Ride is my all-time favourite board game. I really enjoy that game’s balance of accessibility and strategic depth. Over the course of play, there’s a lot of interesting decisions to make, from determining which colour cards to draw, to knowing when to place your trains on the board, to finding alternate paths to your destination when a jerk has blocked your path. In spite of my love for that first game, I haven’t really ventured much beyond it. I have the 1910 Expansion, and I’ve played Ticket to Ride: Europe a few times, but that’s it. Based on what I’ve seen of the other standalone games and expansions, there wasn’t enough new or unique there for me to venture beyond my comfort zone.

Enter Ticket to Ride: New York. The latest entry in the series is also the smallest. With a playing field that only covers the south side of Manhattan, this iteration of the game is meant to deliver the thrills of the original in a package that can be played in about 15 minutes. I love the idea of having a quick version of Ticket to Ride to play, but does anything get lost in the distillation process?

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