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* ScrappyMechanic: Many game critics have been vocal in their disapproval of the tunnels due to their LuckBasedMission nature: Until you try to claim a tunnel segment, you don't know how many cards it will cost you. If it's a 3-train tunnel and you only have three cards of the designated color, you could get it on the first try, or waste several turns trying to complete the tunnel. Collecting one more card than necessary seems like the best way to mitigate this risk, but it's still a crapshoot.

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* ScrappyMechanic: ScrappyMechanic:
**
Many game critics have been vocal in their disapproval of the tunnels due to their LuckBasedMission nature: Until you try to claim a tunnel segment, you don't know how many cards it will cost you. If it's a 3-train tunnel and you only have three cards of the designated color, you could get it on the first try, or waste several turns trying to complete the tunnel. Collecting one more card than necessary seems like the best way to mitigate this risk, but it's still a crapshoot.
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* ScrappyMechanic: Many game critics have been vocal in their disapproval of the tunnels; see LuckBasedMission above.

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* ScrappyMechanic: Many game critics have been vocal in their disapproval of the tunnels; see tunnels due to their LuckBasedMission above.nature: Until you try to claim a tunnel segment, you don't know how many cards it will cost you. If it's a 3-train tunnel and you only have three cards of the designated color, you could get it on the first try, or waste several turns trying to complete the tunnel. Collecting one more card than necessary seems like the best way to mitigate this risk, but it's still a crapshoot.
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* FanNickname: The Switzerland edition is sometimes known as, "Ticket to Ride: Escape from Switzerland," due to the large number of routes leading out of the country.
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* SequelDifficultySpike: Most of the expansions are designed to make the game a lot trickier than the basic USA/Europe maps. Some examples:
** Nearly half of Switzerland is made up of tunnel routes.
** Africa groups the colors into types of "terrain", making it much harder to come up with contingency plans, since you will often need the same one or two colors to approach a city from any direction (unlike most maps, where the color scheme appears to be random). Double-tracked routes are pretty much nonexistent except at the edges of the board. The instruction manual flat-out warns you that a 5-player game will be total mayhem.
** India may require the most careful planning of them all, due to the "mandala" bonus it awards for completing tickets two different ways. The usual strategy goes like this: 1) Mentally draw a circle on the board that contains all of your ticket destinations. 2) Pray that none of the routes along that circle get blocked. One missing link can rob you of a 30 or 40-point bonus at the end of the game.
** Nederland appears to subvert this at first, by opening up both sides of the double routes in a 2 or 3-player game, but requiring the second player to use such a route to pay tokens to the first player. ''Everything'' you build requires you to pay tokens to the bank, or to other players. And there's a ''huge'' bonus (easily worth more than any single ticket in the deck) for whoever has the most tokens left at the end of the game. Oh, and did we mention that there's a dummy player competing for space in the 2-player game?
** Team Asia is the cruelest of all. You get to work together with a partner. [[RightHandVersusLeftHand But you're not allowed to show your cards to your partner (except under very specific circumstances) or discuss your plans with them.]]
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Added a YMMV trope.

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* GatewaySeries: The game has been praised by critics for being a well-made entry point for those looking to enter serious tabletop gaming.

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Not YMMV


* LuckBasedMission:
** Any route that is significantly tunnel-heavy in Europe and ''especially'' Switzerland. Until you try to claim a tunnel segment, you don't know how many cards it will cost you. If it's a 3-train tunnel and you only have three cards of the designated color, you could get it on the first try, or waste several turns trying to complete the tunnel. Collecting one more card than necessary seems like the best way to mitigate this risk, but it's still a crapshoot.
** Drawing tickets late in the game can be this. A player could either get a ticket they've already completed or draw a route that cannot possibly be finished due to lack of trains or blocked routes.
* NoExportForYou: Originally the case with Nordic Countries, which was initially released only in those countries. Popular demand led to a wider release.



* [[ThatOneLevel That One City]]: Every board seems to have at least one city that's inconveniently located, such that it's out of the way of most other routes. Drawing a ticket that leads to such a city late in the game can be your downfall.

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* [[ThatOneLevel That One City]]: ThatOneLevel: Every board seems to have at least one city that's inconveniently located, such that it's out of the way of most other routes. Drawing a ticket that leads to such a city late in the game can be your downfall.
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* CrackIsCheaper: The base games (USA and Europe) are a daunting $50 right off the bat. Ouch. Thankfully, the card expansions and bonus boards are much more affordable.
* EpicFail: In the online version, players who quit are replaced by "bots" that are generally much easier to beat than real live people. Losing to something named "Dumbot1" was a bit of a blow to the ego. Thankfully, when the game got a major overhaul, the generic "Bot" names were replaced with more people-sounding ones.



* MagnificentBastard: Can be you if you block off the needed routes of another player. Especially bad in the Northeast Seaboard, where routes can be between two cities with one link between them. This can lead to a PrecisionFStrike, depending on whether your route has been blocked completely or simply made more difficult.
** While the train stations in Europe make blocking less of a viable means of bastardry, you can always wait for an opponent to build a longer link for you and then use a train station to avoid spending your own trains on it, theoretically allowing you to complete more tickets.
** In Marklin, the passenger cards enable you to gobble up points by riding your opponents' train routes, stealing tokens from cities they thought were "safe".
** In Switzerland, since discarded tickets don't go back into the deck, you can take a turn drawing tickets for no other reason than to waste routes that could be easy points for your opponents. If done right, this will stress out your opponents as they fret over whether it's more important to complete the missions they're working on, or take new tickets before the deck is completely empty.
** Ask someone who is relatively new to the game to play India with you. Watch them build a nice, neat circle around most of the board. Block off the last segment of that circle. (You may want to brace yourself for the inevitable [[FlippingTheTable table flipping]].)
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* AwesomeMusic: In sharp contrast to the laid-back soundtracks of the other games, the electronic version of Legendary Asia has a percussion-heavy soundtrack befitting a Himalayan adventure.

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* AwesomeMusic: SugarWiki/AwesomeMusic: In sharp contrast to the laid-back soundtracks of the other games, the electronic version of Legendary Asia has a percussion-heavy soundtrack befitting a Himalayan adventure.
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** Las Vegas has only two ways into the city, both by 2-3 card single routes, but thankfully there aren't any destinations that lead there. Then came USA 1910, which added two.

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* LuckBasedMission: Any route that is significantly tunnel-heavy in Europe and ''especially'' Switzerland. Until you try to claim a tunnel segment, you don't know how many cards it will cost you. If it's a 3-train tunnel and you only have three cards of the designated color, you could get it on the first try, or waste several turns trying to complete the tunnel. Collecting one more card than necessary seems like the best way to mitigate this risk, but it's still a crapshoot.

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* LuckBasedMission: LuckBasedMission:

**
Any route that is significantly tunnel-heavy in Europe and ''especially'' Switzerland. Until you try to claim a tunnel segment, you don't know how many cards it will cost you. If it's a 3-train tunnel and you only have three cards of the designated color, you could get it on the first try, or waste several turns trying to complete the tunnel. Collecting one more card than necessary seems like the best way to mitigate this risk, but it's still a crapshoot.crapshoot.
** Drawing tickets late in the game can be this. A player could either get a ticket they've already completed or draw a route that cannot possibly be finished due to lack of trains or blocked routes.
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* EpicFail: In the online version, players who quit are replaced by "bots" that are generally much easier to beat than real live people. Losing to something named "Dumbot1" can be a bit of a blow to the ego.

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* EpicFail: In the online version, players who quit are replaced by "bots" that are generally much easier to beat than real live people. Losing to something named "Dumbot1" can be was a bit of a blow to the ego.ego. Thankfully, when the game got a major overhaul, the generic "Bot" names were replaced with more people-sounding ones.
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** Africa has Addis Ababa and the three countries off the map at the northern end of the board, which can be difficult to reach from the more populated southern areas. Tchad in particular is at least two segments away from any named city. And Madagascar is (naturally) only reachable by ferry.

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** Africa has Addis Ababa and the three countries off the map at the northern end of the board, which can be difficult to reach from the more populated southern areas. Tchad in particular is at least two segments away from any named city. And Madagascar is (naturally) only reachable by ferry.ferry.
** Pretty much everything north of the Arctic Circle in Nordic Countries. The shorter segments leading up along the Norwegian coast are all tunnels and ferries, the 5-train route from Roveaneimi to Kirkenes does not allow the use of locomotives, and the only other option is a 9-train route through Murmansk, which allows card substitution to pull it off, but it the longest route to be seen on any Ticket to Ride map thus far.
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* EpicFail: Players who quit are replaced by "bots" that are generally much easier to beat than real live people. Losing to something named "Dumbot1" can be a bit of a blow to the ego.

to:

* EpicFail: Players In the online version, players who quit are replaced by "bots" that are generally much easier to beat than real live people. Losing to something named "Dumbot1" can be a bit of a blow to the ego.
Is there an issue? Send a MessageReason:
None

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* EpicFail: Players who quit are replaced by "bots" that are generally much easier to beat than real live people. Losing to something named "Dumbot1" can be a bit of a blow to the ego.
Is there an issue? Send a MessageReason:
None

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** In Switzerland, since discarded tickets don't go back into the deck, you can take a turn drawing tickets for no other reason than to waste routes that could be easy points for your opponents. If done right, this will stress out your opponents as they fret over whether it's more important to complete the missions they're working on, or take new tickets before the deck is completely empty.
** Ask someone who is relatively new to the game to play India with you. Watch them build a nice, neat circle around most of the board. Block off the last segment of that circle. (You may want to brace yourself for the inevitable [[FlippingTheTable table flipping]].)
Is there an issue? Send a MessageReason:
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** Team Asia has Kathmandu, which is close to the middle of the board but only accessible via deceptively short tunnels that could cost you up to six extra train cards.

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** Team Asia has Kathmandu, which is close to the middle of the board but only accessible via deceptively short tunnels that could cost you up to six extra train cards.cards.
** Africa has Addis Ababa and the three countries off the map at the northern end of the board, which can be difficult to reach from the more populated southern areas. Tchad in particular is at least two segments away from any named city. And Madagascar is (naturally) only reachable by ferry.

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** In Marklin, the passenger cards enable you to gobble up points by riding your opponents' train routes, stealing tokens from cities they thought were "safe".



** In Marklin, the passenger cards enable you to gobble up points by riding your opponents' train routes, stealing tokens from cities they thought were "safe".
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* NoExportForYou: Originally the case with Nordic Countries, which was initially released only in those countries. Popular demand led to a wider release.
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None

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** The passenger tokens in Marklin are derided not so much for their effect on the gameplay, but for the annoyance of having to set them up each time, and the fear of losing even one small piece (unlike the trains, there are no replacement tokens).
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** Legendary Asia has Khabarovsk, in the northeastern corner of the board. You either need five matching red or black cards to get there from other mainland cities, or you have to take at least two ferries to get there via Seoul and Vladivostok. The ferries also make getting to the island nations (Japan, Taiwan, Sri Lanka, and for all practical purposes, South Korea) a bit of a pain.

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** Legendary Asia has Khabarovsk, in the northeastern corner of the board. You either need five matching red or black cards to get there from other mainland cities, or you have to take at least two ferries to get there via Seoul and Vladivostok. The ferries also make getting to the island nations (Japan, Taiwan, Sri Lanka, and for all practical purposes, South Korea) a bit of a pain.pain.
** Team Asia has Kathmandu, which is close to the middle of the board but only accessible via deceptively short tunnels that could cost you up to six extra train cards.

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* MagnificentBastard: Can be you if you block off the needed routes of another player. Especially bad in the Northeast Seaboard, where routes can be between two cities with one link between them. This can lead to a PrecisionFStrike, depending on whether your route has been blocked completely or simply made more difficult.

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* MagnificentBastard: Can be you if you block off the needed routes of another player. Especially bad in the Northeast Seaboard, where routes can be between two cities with one link between them. This can lead to a PrecisionFStrike, depending on whether your route has been blocked completely or simply made more difficult. difficult.
** While the train stations in Europe make blocking less of a viable means of bastardry, you can always wait for an opponent to build a longer link for you and then use a train station to avoid spending your own trains on it, theoretically allowing you to complete more tickets.
** In Marklin, the passenger cards enable you to gobble up points by riding your opponents' train routes, stealing tokens from cities they thought were "safe".
Is there an issue? Send a MessageReason:
Added Awesome Music

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* AwesomeMusic: In sharp contrast to the laid-back soundtracks of the other games, the electronic version of Legendary Asia has a percussion-heavy soundtrack befitting a Himalayan adventure.
Is there an issue? Send a MessageReason:
Added That One Level


* ScrappyMechanic: Many game critics have been vocal in their disapproval of the tunnels; see LuckBasedMission above.

to:

* ScrappyMechanic: Many game critics have been vocal in their disapproval of the tunnels; see LuckBasedMission above.above.
* [[ThatOneLevel That One City]]: Every board seems to have at least one city that's inconveniently located, such that it's out of the way of most other routes. Drawing a ticket that leads to such a city late in the game can be your downfall.
** In USA, it's Miami. Getting there requires 4, 5, or 6 cards of a matching color, depending on whether you route your trains through Charleston, Atlanta, or New Orleans.
** Europe has Edinburgh, which is only connected to one other city, London.
** Geneva, and just about anything near the Italian border, can be a royal pain to get to in Switzerland.
** Legendary Asia has Khabarovsk, in the northeastern corner of the board. You either need five matching red or black cards to get there from other mainland cities, or you have to take at least two ferries to get there via Seoul and Vladivostok. The ferries also make getting to the island nations (Japan, Taiwan, Sri Lanka, and for all practical purposes, South Korea) a bit of a pain.
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Added Game Breaker, Luck Based Mission

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* GameBreaker: Some feel this way about new rules introduced in the various expansions, while others feel this way about the original USA game. Some examples:
** Drawing two coast-to-coast tickets with the endpoints of both conveniently near each other at the start of the USA game can give a player an unfair advantage. As an example, if you can complete Seattle-New York, you only need two more segments to complete Montreal-Vancouver, which will net you over 40 points.
** The 1910 expansion introduces a fair amount of redundancy in tickets, with several pairs of tickets that have the same starting point and endpoints only one segment away from each other. This means that a savvy player who knows the deck well enough can be almost guaranteed to draw tickets that he/she has already completed, essentially earning free points late in the game.
** Europe introduces train stations, which make it much more difficult to shut a player out of a certain city. However, forcing a player to use a train station does reduce their bonus points at the end of the game, as well as jeopardizing their longest route bonus.
* LuckBasedMission: Any route that is significantly tunnel-heavy in Europe and ''especially'' Switzerland. Until you try to claim a tunnel segment, you don't know how many cards it will cost you. If it's a 3-train tunnel and you only have three cards of the designated color, you could get it on the first try, or waste several turns trying to complete the tunnel. Collecting one more card than necessary seems like the best way to mitigate this risk, but it's still a crapshoot.


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* ScrappyMechanic: Many game critics have been vocal in their disapproval of the tunnels; see LuckBasedMission above.
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* FanNickname: The Switzerland edition is sometimes known as, "Ticket to Ride: Escape from Switzerland," due to the large number of routes leading out of the country.
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Added DiffLines:

* CrackIsCheaper: The base games (USA and Europe) are a daunting $50 right off the bat. Ouch. Thankfully, the card expansions and bonus boards are much more affordable.

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