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Ticket To Ride: Amsterdam box art

Ticket To Ride: Amsterdam

Players

2-4

Time

10-15

Age

8+

Weight

1.55

Rating

6.98

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 1.8

Low interaction

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate interaction

Replay value

Ticket to Ride: Amsterdam has a high replayability score due to its variability gameboard, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and room for players to improve their strategy over time. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Ticket to Ride: Amsterdam has a moderate level of luck involved in the game. Random elements like card draws and dice rolls have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Ticket to Ride: Amsterdam strikes a good balance between luck and strategy.

Overview

Ticket to Ride: Amsterdam features the familiar gameplay from the Ticket to Ride game series — collect cards, claim routes, draw tickets — but on a map of 17th century Amsterdam that allows you to complete a game in no more than 15 minutes. You are in the middle of the Gouden Eeuw, the Dutch Golden Age. Amsterdam is the beating heart of global trade and the wealthiest city on Earth. Goods from around the world are piling up on the docks, in ship holds, in warehouses, and on the banks of its countless canals. You mean to profit from this! Each player starts with a supply of 16 carts, two transportation cards in hand, and one or two trade contract tickets that show locations in the Amsterdam market. On a turn, you either draw two transportation cards from the deck or the display of five face-up cards (or you take one face-up wild card, which counts as all six colors in the game); or you claim a route on the board by discarding cards that match the color of the route being claimed (with any set of cards allowing you to claim a gray route); or you draw two trade contract tickets and keep at least one of them. Whenever you complete a route that has carts depicted on it, with these primarily being on the perimeter of the city, you claim a merchandise bonus card. Players take turns until someone has no more than two carts in their supply, then each player takes one final turn, including the player who triggered the end of the game. Players then sum their points, scoring points for the routes that they've claimed during the game, the trade contract tickets that they've completed (by connecting the two locations on a ticket by a continuous line of their carts), and their standing among those who hold merchandise bonus cards. Whoever holds the most cards collects 8 points, with other players collecting fewer points. You lose points for any uncompleted contract tickets, then whoever has the high score wins!

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