Ticket to Ride Board Game
Ticket to Ride Europe Board Game
From the craggy hillsides of Edinburgh to the sunlit docks of Constantinople, from the dusty alleys of Pamplona to a windswept station in Berlin, Ticket to Ride Europe takes you on an exciting train adventure through the great cities of turn-of-the-century Europe.
The second installment in our best-selling Ticket to Ride series of train adventures, Ticket to Ride Europe takes you into the heart of Europe. In addition to the new board map, Ticket to Ride Europe offers you brand new game play elements including Tunnels, Ferries and Train Stations. We've also upgraded you to First-Class accommodations with larger cards, new Train Station game pieces, and a lavishly illustrated game board.
When Alan R. Moon, the game designer, and we embarked on this new adventure, we worked hard to make sure we'd bring you more than just a new map, but rather a whole new game experience on the tracks of turn-of-the-century Europe.
Here's what your private berth will offer once you step on board
Ticket to Ride - Märklin Edition is the third installment in Days of Wonder's best-selling boardgame series that has won over 15 international game awards, including the prestigious Spiel des Jahres.
The boardmap for the Märklin Edition is based on a map of Germany and introduces Passengers and Merchandise to the Ticket to Ride gameplay.
Passengers are used to pick up merchandise worth different numbers of points along the routes that they claim. Varying stacks of merchandise tokens with different point values are placed next to the different cities on the map. Players can place one of their 3 Passenger tokens on any city along a route that they claim. On his game turn, the player can choose to then move one of his passengers from the city it currently occupies along any or all of his continuous routes, picking up Merchandise Tokens from each city he moves through. Of course he'll always take the highest remaining tokens. The point total of the tokens is then added to his score.
All aboard for a new adventure across the North American continent. If you're ready to travel, this exciting new expansion is ready to give you a new Ticket to Ride!
Ticket to Ride - USA 1910™ is a new card expansion for the original Ticket to Ride board game. It consists of 181 new large format cards (the same size as Ticket to Ride Europe and Märklin), that include: 35 new Destination Tickets, a new GlobeTrotter bonus card for completing the most tickets, plus a complete replacement deck of all the cards from the original game deck.
Also included is a new rulebook that gives Ticket to Ride players three new ways to play the game including 1910 rules - games using only the new Destination Tickets; the Mega Game, featuring all the tickets; and Big Cities, which uses only tickets to certain large cities.
The USA 1910 cards and rules variants will really change your strategies and tactics when you play Ticket to Ride. They will surprise even long-time veteran railroaders and bring hundreds of hours of new fun to your family and friends. So hop on board and discover... a whole new ride with Ticket to Ride - USA 1910!
Upgrade your ticket with exciting new routes to the great rail destinations of Europe and add fresh new gameplay to all versions of Ticket to Ride with Warehouses and Depots!
The Ticket to Ride Europa 1912 expansion for the Ticket to Ride series includes 101 Destination Tickets - the 46 original tickets, plus 55 new ones that enable 3 new variants to the Ticket to Ride Europe map: Europe Expanded, which adds 19 new routes to the original 46; Big Cities of Europe, with tickets to 9 major European cities; and Mega Europe, which uses all the new routes as well as the 46 original Destination Tickets.
This expansion also introduces Warehouses & Depots - new game rules and pieces that create an additional strategic layer and can be played with any of the Ticket to Ride maps. Wooden Train Depots are placed on cities selected by each player. Throughout the game, each player's Warehouse will accumulate Train cards and those who have the foresight, clever timing, or just plain good fortune to build a route to a Depot can make off with a fistful of Train cards. Depot placement and skillful Warehouse tactics become a key part of a winning Ticket to Ride strategy!
Meet Alvin & Dexter - two detailed monster figures that bring their own special brand of chaos to cities across the Ticket to Ride landscape. Alvin (the Alien) and Dexter (the Dinosaur) are two wacky characters ready to help you stomp opponents and zap tickets in this fun expansion. But don't take them too lightly; they also introduce a devious new tactical layer to the game.
The last two players to start get to place the monsters in different cities on any Ticket to Ride map. It doesn't matter which map - Alvin and Dexter are just as adept at rampaging through London, Zurich or Stockholm as they are in New York or San Francisco. Once a monster moves in, it's now a City in Chaos - no one can build a new route into or out of that city until the monster moves on!
The Map Collection is a new series of expansions, each featuring 2 different maps on a double-sided board.
Vol. 1 – Ticket to Ride Asia features Team Asia, designed for 4 or 6 players, and the Legendary Asia map for 2-5 players where traversing the Himalayan passes will cost you dearly.
Vol. 2 – Ticket to Ride India features unique Grand Tour of India bonuses, points awarded for routes with 2 different paths between your Destination cities, plus Ticket to Ride Switzerland, the terrific, long out of print map for 2 and 3 players
Vol. 3 – Ticket to Ride Heart of Africa explores the heart of the continent with Terrain cards that can double the value of train routes.
Vol. 4 – Ticket to Ride Nederland introduces a cost for some of the rail routes, which you'll pay for with Bridge Toll Tokens to the bank... or to another player!
The Ticket to Ride 10th Anniversary Edition comes in an oversize game box featuring new cover design and graphics. It includes a giant US board map that is 50% larger than the original. It still uses the classic US routes, but with new illustrations and design. There are 5 sets of finely sculpted custom plastic trains, each featuring a different type of train car and unique paint scheme reminiscent of toy trains of yesteryear.
This special 10th Anniversary Edition is a "must-have" for Ticket to Ride fans. The game play remains faithful to the original classic US map version – but the new design, illustrations, oversized map and especially the new custom trains and tin storage boxes – take the Ticket to Ride experience to a whole new level.
A New Train Adventure Begins!
The Ticket to Ride Card Game delivers all of the excitement, fun and nail-biting tension of the original Ticket to Ride board game, but with several unique game-play twists in a new stand-alone, card game format.
Players collect sets of illustrated Train cards which are then used to complete Destination Tickets - routes between two cities depicted on each ticket. But before their Train cards can be used, players must face the risk of "train-robbing", where another player may force them to lose their hard-earned cards.
Every fan of the board game will want to own a copy of the Ticket to Ride Card Game!
A clever tile-laying game. The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. The players develop the area around Carcassonne and deploy their followers on the roads, in the cities, in the cloisters, and in the fields. The skill of the players to develop the area will determine who is victorious.
- Bridges, Castles and Bazaars Expansion
Abbey Mayor Expansion
Princess and Dragon Expansion
Its fair time in Carcassonne. A traveling
salesman arrives and brings his newest invention: a wonderous catapult!
Carcassonne: The Tower Expansion
Carcassonne Hunters and Gatherers Board Game
Carcassonne: The Big Box III Collector's Edition Game
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!
"This world's not big enough for all of us, so it's time you step aside to make room for me."
That's the spirit of Philippe Keyaerts' award-winning Small World, and the 2011 release Small World Underground is a standalone game that keeps that spirit intact, while putting a new spin on the game play.
Small World Underground includes 15 fantasy-themed races of creatures along with 21 special powers. Each player will control several creature/power combinations over the course of the game – spending points to draft these combinations – and will use those creatures to claim control of various subterranean locations. Some locations hold relics or are designated as "places of power", and monsters must first be conquered before a player can claim these special benefits. At the end of each turn, a player scores points for the regions he holds, and the player with the most points at game end wins.
Small World Underground is playable on its own, but can be combined with other Small World releases. The publisher recommends that players be familiar with Small World before playing Small World Underground.
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all. Small World: Be Not Afraid... adds five new races to this game – Barbarians, Homunculi, Pixies, Pygmies, and Leprechauns – along with five new special powers; the races and powers can be mixed with those of the base game as well as any other Small World expansions.
Cursed! is a Small World board game expansion. Cursed! includes 2 new Small World Races - Kobolds and Goblins; along with 5 new Special Power Badges - Cursed; Hordes of; Marauding; Ransacking; and Were-. The Cursed! expansion was created as part of the Small World Design Contest and features winning designs from the over 700 different entries submitted. This is an expansion and requires a copy of the Small World board game.
The Grand Dames of Small World is the first expansion for Days of Wonder's Small World board game released in 2009. The Grand Dames includes 3 new powerful female race banners - Gypsies, Priestesses and the ghostly White Ladies. It also includes 2 new Special Power Badges - Historian and Peace-Loving. The Grand Dames of Small World expansion was created as part of the Small World Design Contest and features winning designs from the over 700 different entries submitted. This is an expansion and requires a copy of the Small World board game.
Will you end up drinking the Philter of Forgetfulness, be flung from the Great Catapult, or even have a chance to seduce the White Queen?
Thanks to this new expansion for Small World, the wise veterans of the game now have a chance to re-write History...
Tales & Legends introduces 54 new Event cards that change the storyline of each turn during the game. Some events may have small consequences, while others are nearly cataclysmic in their impact.
At the start of each turn (except the first) a new event card is drawn and put into play. The next Upcoming Event is also visible, so players know what faces them on the next turn.
In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.
In Dominion: Intrigue (as with Dominion), each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.
Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the basic Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion, and you will need to have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published
Prosperity is the 4th addition to the Dominion game family. It adds 25 new Kingdom cards to Dominion, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards
Dominion: Alchemy is an expansion, and can't be played by itself; to play with it, you need Dominion, or a standalone expansion to Dominion (Dominion: Intrigue). Those provide the Basic cards you need to play (Treasure, Victory, and Curse cards), as well as the full rules for setup and gameplay. Dominion: Alchemy can also be combined with any other Dominion expansions you have.
In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
The players are plantation owners in Puerto Rico in the days when ships had sails. Growing up to five different kind of crops—corn, indigo, sugar, tobacco, and coffee—they must try to run their business more efficiently than their close competitors: growing crops and storing them efficiently, developing San Juan with useful buildings, deploying their colonists to best effect, selling crops at the right time, and, most importantly, shipping their goods back to Europe for maximum benefit.
A card game based on Puerto Rico. The pack of 110 cards consists of production buildings (indigo, sugar, tobacco, coffee, and silver) and "violet" buildings that grant special powers or extra victory points. Cards from the hand can be either built or used as money to build something else. Cards from the deck are used to represent goods produced by the production buildings, in which case they are left face-down. A seven-card hand limit is enforced once per round.
Your objective: to battle for the rights to plunder and become the most famed and feared Pirate the world has ever seen. To do so, you will need to navigate shrewdly, fight recklessly and pillage mercilessly. You will gain fame by winning battles; burying gold and treasure; and bragging about your exploits at the Tavern. At the end of twelve months, the pirate with the most fame will be declared the most fearsome Pirate of the High Seas!
In Granada, one of the most impressive building projects of the Middle Ages has begun: the construction of Alhambra. A palace, fortress, and a small city -- all-in-one
Alhambra is made up of the world’s most beautiful gardens, pavilions, chambers and towers.The most prominent builders in all of Europe and Arabia want to demonstrate their skills in building Alhambra. Employ the most talented teams of builders to construct your Alhambra.
Hire stonemasons from the north and gardeners from the south, who all want a fair wage and insist on being paid with their native currency. With their help, towers can be constructed, gardens designed, pavilions and mezzanines erected, and manors and royal chambers built. Compete against your opponents to build the greatest and most impressive Alhambra.