When you place a route, you can take one meeple from each connected city, and majority in each color scores you 20 points (or 10 for second place). The main mechanism here is the passenger meeples, which are placed in every city, and some big cities have several. What I like about new maps is when they force you to re-evaluate your tactics and strategies based on simple, subtle changes. Mechanically, this might be the best Ticket to Ride map yet. So, I was definitely curious to see Germany‘s streamlined rules. My favorite map is probably still the original, but I also really enjoy maps with very simple but effective changes, such as India or Legendary Asia (neither designed by Moon himself), although sometimes the new rules can be very fun ( Team Asia, Pennsylvania). I’d be quite happy with just new locations and topography and tickets, but instead we have maps that often have more new rules than I’d like. Let’s start with my general philosophy about Ticket to Ride. Alan Moon once told me in an interview that he feels like every new Ticket to Ride map needs a new mechanism, and I don’t care for that much. However, Ticket to Ride games can lend themselves to particularly mean moves, even sometimes unintentionally, so it could lead to frustration and anger for some players. There are no characters, other than the cover, and the cutesty wooden meeple tokens. The game is primarily just pictures of trains and actual little plastic trains, and a map of Germany in the early 1900s. Is the final product worthy of the Ticket to Ride line? Let’s find out! Content Guide Now, Days of Wonder has rebranded the game as Ticket to Ride: Germany, simplifying the passenger system and ditching the Märklin tie-in. Märklin had several new rules, including a passenger system for bonus points, and a unique deck of train cards full of different Märklin train models. Since winning the Spiel des Jahres in 2004, Ticket to Ride has had many iterations, and one of the more unique iterations was Ticket to Ride: Märklin.
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