Here are seven Ticket to Ride rule variants Laura and I have come up with. These are all variants we've used only when playing together, in a two-player game, but some of the variants might work in a game with three or more players.
Rule variant #1: Players can't hold more than fifteen car cards in their hands at any time.
By canonical rules, there's no limit to how many cards a player may hold in their hand at any time. But Laura and I have noticed that in our two-player games, the strategy of hoarding cards tends to win over the strategy of playing cards soon after they're drawn. Probably the success of hoarding has something to do with allowing the hoarder to keep their destinations a secret longer and not tip off the other player too early in the game. In any event, hoarding becomes overplayed.
This rule variant prevents hoarding. It restricts the maximum number of cards a player may hold to fifteen, thus forcing players to make routes sooner and risk exposing their destinations earlier in the game. The variant also makes it harder to collect a lot of cards of the same color—necessary for completing longer, more rewarding routes.
Overall, I've observed that this variant brings more balance to the game.
Rule variant #2: Players start with zero car cards.
By canonical rules, players start with four randomly drawn car cards; the cards may or may not be of colors useful to the player. This rule variant changes that by allowing the player to better control their hand at the beginning of the game.
This variant has the least impact of any of the variants described here, though it's well suited to being paired with rule variant #1 (no more than fifteen cards in hard).
Rule variant #3: Players may discard two destination cards at the beginning of game.
By canonical rules, players must keep at least two of the three destination cards they are dealt at the beginning of the game. This has the effect of sometimes forcing a player to try to connect two unrelated pairs of cities. An example of this is connecting longitudinally oriented Duluth–Houston and connecting latitudinally oriented Vancouver–Montreal. Connecting one pair of those cities doesn't help with connecting the other pair.
This rule variant lets a player start the game by keeping only one destination card, thus allowing the player to better avoid having to complete unrelated destinations.
Overall, I've observed that this variant brings more balance to the game.
Rule variant #4: Players may draw an extra destination card.
By canonical rules, when a player draws destination cards—including the cards dealt to the player at the beginning of the game—the player draws three cards and must keep at least one (or two if at the beginning of the game and not using rule variant #3 (players may discard two destination cards)).
This rule variant allows a player to optionally draw a fourth destination card. However, if the player draws a fourth card, then that player must keep two cards, not one (or keep three if at the beginning of the game and not using rule variant #3).
This variant has the effect of letting a player see more destination cards but at the risk of being more likely to get stuck with unrelated destination cards. I've found it's usually better to draw four cards early on in the game, when the benefit of drawing four outweighs its risk, and to draw three later on in the game, when the risk from drawing four outweighs its benefit.
Rule variant #5: Custom destination cards.
Sometimes Laura and I make our own destination cards and add them to the ones that come with the game. We each make up a small number of destinations—say, five from each of us—and write each destination on an index card. The destinations are worth as many points as is the length of the shortest possible route between the two cities. No player can use the same city twice on any of the destinations they make up. (So, for example, one player can't make both the destinations Phoenix–Helena and Phoenix–Pittsburgh.) Players don't see the custom cards the other player creates.
When players draw destination cards, they draw two cards from the canonical deck and one from the deck of custom index cards. (In a variation on the variant, the opposing player decides how many from each deck to draw from.)
This variant prevents a player from memorizing the entire deck of destination cards. Thus, players are less likely to know what destinations their opponent is trying to complete. This has the effect of bringing more balance to the game. It also makes the game less predictable and more fun, as players find themselves connecting cities they rarely connect when playing with only the canonical deck.
Rule variant #6: Remove from the deck all destination cards worth more than X points.
By canonical rules, the destination cards range from 4 points (Denver–El Paso) to 22 points (Seattle–New York). This rule variant causes all destinations worth more than X points, where X is, say, 13, to be removed from the game.
Laura and I have noticed that the strategy of keeping long destinations tends to win over the strategy of keeping short destinations. However, the strategy of keeping long destinations is available only by luck, as it requires a player to draw at least one of a few cross-country destinations.
This rule variant eliminates that luck factor by removing those long destinations altogether, forcing all players to connect a greater number of short destinations.
Rule variant #7: Players can complete multiple routes in one turn.
By canonical rules, players can make only one route per turn—by connecting two adjacent cities. Long routes are harder to complete than short routes because long routes require more car cards of the same color, but long routes are worth geometrically more points than short routes, and long routes allow a player to span more distance in fewer turns.
Despite the trade-off between long and short routes, Laura and I have noticed that the strategy of completing long routes tends to win over the strategy of completing short routes. But some destinations make it hard to avoid short routes while other destinations make it easy to use long routes. For example, the most direct path connecting Duluth—Houston (8 points) comprises five routes, three routes of length 2 (6 more points) and two routes of length 1 (2 more points), while the most direct path connecting Los Angeles–Miami (20 points) comprises only four routes, three of length 6 (45 more points) and one of length 2 (2 more points).
But the destinations a player ends up with is largely based on luck. This rule variant counteracts that luck by allowing a player to make multiple short routes on the same turn, thus saving turns and earning more points. For example, a player could connect Houston–Kansas City (length 5: 10 points) in one turn and Kansas City–Duluth (length 3: 4 points) in the next, earning more points in fewer turns than if the five routes were completed individually. (Houston–Kansas City is another destination card, too, which can provide a further bonus.)
Here are the conditions that allow a player to make multiple routes in one turn.
The routes must together form a contiguous path.
The combined length of all routes is less than or equal to 6.
- All routes must be completed using car cards of the same color. For example, a length-2 red route and a length-3 light gray (any color) route may be completed at the same time by playing five red cards. A player may not play 2 red cards and 3 blue cards to complete those same routes.
When completing multiple routes in one turn, the player is awarded points for the combined length of the routes. For example, if connecting Houston–Kansas City, length 5, then the player is awarded 10 points as though completing a single route of length 5.
This rule variant has the most impact of all the variants described here. Firstly, it increases the value of some of the game's short destinations. For example, Denver–El Paso and Houston–Kansas City can each be completed in one turn. That means more points in fewer turns, as well as not tipping off the opposing player before completing the destination.
Secondly, this variant allows some cities to become fully blocked in one turn. Vancouver and Las Vegas each have only two short routes, and so a player may block, say, Vancouver, by completing both of that city's routes in one turn. That prevents the other player from being able to connect any destinations including Vancouver, including the coveted Vancouver–Montreal destination worth 20 points. (Las Vegas doesn't have any destinations, unless possibly so if playing with rule variant #5 (custom destination cards)).