Ticket to Ride has earned its status as a classic in the contemporary board game realm, thanks to its remarkably user-friendly rules. Nevertheless, as time passes, the strategic gameplay tends to feel excessively monotonous and overly simplistic. I’ve frequently characterized Ticket to Ride as the Candyland for Adults, involving color matching with a sprinkle of strategy. Whether you still harbor affection for Ticket to Ride and seek similar alternatives or are yearning for something with a more profound strategic dimension, peruse our impressive list of games (arranged by ease of learning) that offer akin mechanics and vibes to Ticket to Ride.
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#4
Get on Board
Players: 2-5
Time: 30 Min
Rules: Easy
Strategy: Medium
Similarities with Ticket to Ride
- Theme: Transportation
- Mechanic: Connections
- Mechanic: Network & Route Building
- Mechanic: Race
Ways That It’s Better
- Plays Faster. Usually 30mins or less.
- No Blocked Paths. The game simply gives you a point penalty for playing on the same space as another player known as a “Traffic Jam”.
- Equal Opportunity. Each player will play exactly 12 predefined routes. For example “three straight” or “two roads with a turn”. The routes are in a random order yet in the end everyone plays through the same routes.
- Less Random Route Goals. Each player at the start of the game will get a card to allow them to choose from a few options for a starting location along with that a card that tells players what their longest route will be. Overall the long route will be fairly equally difficult to complete as all other players. While being the first player to complete the route will gain more points.
- Shared Goals. Instead of having different goals the game will give two shared goals at random. The first players to complete it in a round will gain more points. These goals also give some motivation for which path you may want to take during the game.
#3
Railroad Ink
Players: 1-6
Time: 20-30 Min
Rules: Easy
Strategy: Medium
Similarities with Ticket to Ride
- Theme: Trains
- Mechanics: Connections
- Mechanics: Network and Route Building
Ways That It’s Better
- Plays Faster. Takes only 20-30 Mins. This is partially do to the fact that everyone takes their turn simultaneously.
- Interesting Puzzle. In Railroad Ink, a set of dice are rolled with symbols that all players simultaneously choose from for the paths they need to make. This provides a fun choice limitations to the game. It also adds unknowns in the future rounds, with a bit of a risk & reward mechanic.
- Fun Devastation. In Ticket to Ride if you get dealt bad routes at the beginning of the game you might already be basically out of any chances of winning. In this game the dice are rolled and routes are determined by what’s on the dice. This has a more fun situational risk and reward situation. No more getting angry at your wife for blocking the one path you needed to complete multiple Tickets.
- More Personality. Players can have fun drawing on their play mat making it look slightly unique to your hand writing.
#2
Russian Railroads
Players: 2-4
Time: 120 Min
Rules: Hard
Strategy: Deep
Similarities with Ticket to Ride
- Theme: Trains
Ways That It’s Better
- Complex Strategy. In Russian Railroads players have three railways that they may choose to build. Each path has its own progression and bonuses that can help you in different ways.
- Interesting Decisions. Turns consist more then just drawing up to a large hand of cards. Players strategically use workers to claim different types of actions. That can progress their strategy in unique ways.
- Strategic Blocking. Players can strategically take something another player needed for a round by playing their worker on that action. This can delay another players to claim something they needed but not permanently. They will have future opportunities to take that same action in following rounds of the game.
#1
Brass Birmingham
Players: 2-4
Time: 60-120 Min
Rules: Hard
Strategy: Deep
Similarities with Ticket to Ride
- Theme: Transportation
- Theme: Trains
- Mechanic: Network and Route Building
Ways That It’s Better
- Progression. The game has a progression system of building more routes and developing different industries.
- Strategic Depth. Players have a large array of strategic decisions to make outside of just which routes to build on. Players must consider; resources, connections, industries, selling, transporting, etc.
- Blocking. In Brass: Birmingham players can have desired paths blocked. However players can still transport things connected through other players routes, often this can be helpful to both players.