-
Board Games
-
Magic the Gathering
- Singles
- Deck Builder
- SELL YOUR CARDS
- Pre-Orders
- Booster Packs
- Booster Boxes
- Bundles
- Preconstructed Decks
- Secret Lair
- Other Products
Pokémon
- Scarlet & Violet - Paldean Fates
- Pre-Orders
- Booster Packs
- Booster Boxes
- Preconstructed Decks
- Tins/Boxes
- Elite Trainer Boxes
- Accessories
Lorcana
Digimon TCG
YU-GI-OH!
My Hero Academia
Flesh and Blood
Cardfight!! Vanguard
Other
-
Binders
Deck boxes
Dice
Sleeves
Storage
-
Paints
- Paint Sets
- Game Colors
- Model Colors
- Model Air
- Mecha Colors
- Xpress Color
- Metal Colors
- Auxiliarie Paint
- Spray Cans
- Surface Primers
- Panel Liners
- Contrast Color
Airbrush
Brushes
Scenery
Puzzle
-
Apparel
Figures
Other
-
Warhammer 40k
Warhammer Age of Sigmar
Marvel Crisis Protocol
Warhammer Underworlds
The Horus Heresy
Dice
Other
-
Dice
Accessories
Game Systems
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Ticket To Ride: Rails & Sails (Nordic)
Regular Price 749,00 krHurry! Only1units left in stock!Ticket to Ride Map Collection: Volume 2 – India & Switzerland
Family Game
Recommendations:
Players: 2-4
Age: 10+
Duration: 90-120 minTicket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you'll be moving across water, of course, and that's where the sails come in.
As in other Ticket to Ride games, in Ticket to Ride: Rails & Sails players start with tickets in hand that show two cities, and over the course of the game they try to collect colored cards, then claim routes on the game board with their colored train and ship tokens, scoring points while doing so. When any player has six or fewer tokens in their supply, each player takes two more turns, then the game ends. At that point, if they've created a continuous path between the two cities on a ticket, then they score the points on that ticket; if not, then they lose points instead.
Ticket to Ride: Rails & Sails puts a few twists on the TtR formula, starting with split card decks of trains and ships (with all of the wild cards going in the train deck). Three cards of each type are revealed at the start of the game, and when you draw cards, you replace them with a card from whichever deck you like. (Shuffle the card types separately to form new decks when needed.)
Similarly, players choose their own mix of train and ship tokens at the start of the game. To claim a train route (rectangular spaces), you must play train cards (or wilds) and cover those spaces with train tokens, and to claim a ship route (oval spaces), you must play ship cards (or wilds) and cover those spaces with ship tokens. Ship cards depict one or two ships on them, and when you play a double-ship card, you can cover one or two ship spaces. You can take an action during play to swap train tokens for ships (or vice versa), and you lose one point for each token you swap.
Some tickets show tour routes with multiple cities instead of simply two cities. If you build a network that matches the tour exactly, you score more points than if you simply include all of those cities in your network.
Each player also starts the game with three harbors. If you have built a route to a port city, you can take an action during the game to place a harbor in that city (with a limit of one harbor per port). To place the harbor, you must discard two train cards and two ship cards of the same color, all of which must bear the harbor symbol (an anchor). At the end of the game, you lose four points for each harbor not placed, and you gain 10-40 points for each placed harbor depending on how many of your completed tickets show that port city.
Ticket to Ride: Rails & Sails includes a double-sided game board, with one side showing the world and the other side showing the Great Lakes of North America. Players start with a differing number of cards and tokens depending on which side they play, and each side has a few differences in gameplay.
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Alara Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
'