Just tried it and it doesnt work. By the time I collected my cards they made there cities. I lost while I was more then 40 Points ahead with someone who made 5 cities connect
It only works when A. Your opponent(s) don't know wtf is going on and don't counter it (and it's actually pretty easy to counter, despite what they say in the video) and B. As you noticed, better players will grab more tickets with routes they know they can complete to outscore you.
I agree tat you should not used this strategy, but only half-half because of your arguments. It is certainly a mind-numbing, utterly unfun strategy that can crush people who only play the game every now and then to have a night of fun. But I don't agree with that this is a strategy that always wins. A mixed strategy can consistently get higher points. For those that don't rage-quit when this happens, this strategy does show some concepts that many players don't realize and can make them better: 1) Yes, you should try to include long routes in your destination tickets, as they leave a better 'points per car' value (and you spend less turns building them). Duluth-Houston is an excellent example. If you complete it by building it directly north-south, then you spend 8 cars and 5 turns building for 16 points (8 for the ticket + 8 for the individual routes). That's indeed very poor compared to the 1-turn, 6-cars for 15 points routes. Lesson: don't do that! Try to finish such routes as an 'afterthought', when you can finish them by just 1 or 2 routes from cities your existing network. E.g. If you already have Duluth-El Paso, then you build El Paso - Houston to finish the Duluth Houston ticket. 1 turn, 6 cars, 23 points (8 for the ticket, 15 for the route) 2) Finish the game quickly if you are ahead - others get stuck with unplayed cars, and maybe even unfinished destination tickets 3) Be aware of the game reaching the end, and when to draw or not draw extra destinations. A player with 15 cars left but 18 cards in hand could easily mean that the game is over in 3 turns. A player with just 7 cars but no cards would need at least 4 turns and most likely more.
When you see someone doing this, you need to deprive them of their routes. However, all players should be going after a few 6 card routes anyways. The best way to win TTR is to get points quickly AND be efficient with your routes. Just looking at the board, the other players have a LOT of North South routes going on. Most of the highest value tickets are West/East which is also most of the six point routes. If they would have used a few of those, it would have thrown off the speed player. The concept is good, but to really win, go after those 6 car routes WHILE also fulfilling your tickets and then you will win competitive play.
For advanced players, this strategy is very poor. The maximum amount of points you get for routes is 112 and the likelihood of completing your tickets is not very high. Therefore, if we average the ticket point loss to 15, the maximum points you can receive with longest road is 107 points. For competitive play, this is simply not good enough. In Australia in the Ticket to Ride tournament, you would pace around 3rd or 4th for America, and this strategy isn't even viable in Europe and India. The general strategy is to build the 'most optimal ticket route' and then pick up lots of tickets. Building from Los Angeles or Seattle to New York, Atlanta and Nashville via Pittsburgh and Denver generally seals you the game with 170 points. Blowing this poor strategy out of the water. Even if you don't start with optimal tickets, this strategy still works. Do not ever play this way in competition. 107 is not good.
You don't have this problem with the 10th anniversary edition, but I never play without the 1910 expansion anymore. The base game does not have enough small destination cards making a second half of the game very dull, because no one wants to draw new cards. Also, I like that John's impersonation of a "sour" gamer is Canadian.
Was that Canadian? I've encountered that accent many times, but never placed it as Canadian. Though I've also never had it pointed out me that someone was Canadian when talking to them either. I suppose you could employ this strategy without the 1910 expansion, then you wouldn't have to worry about there being a second half.
It’s important to note that this ONLY works on TTR USA (the original game) and completely relies on no other players claiming ANY of those routes (which is highly likely they they will), this is not game breaking, playing this way CAN win you the game however it is certainly not 100%, it’s probably around 60%, and let’s be honest it’s just a shit way to play (as you said in the video!)
My game group is all about winning. Thank you for this strategy, lol!
I love it! You do such a great job on these. I’m at work so I can’t comment on all of them but I’m checking out all your stuff.
Just tried it and it doesnt work. By the time I collected my cards they made there cities. I lost while I was more then 40 Points ahead with someone who made 5 cities connect
It only works when A. Your opponent(s) don't know wtf is going on and don't counter it (and it's actually pretty easy to counter, despite what they say in the video) and B. As you noticed, better players will grab more tickets with routes they know they can complete to outscore you.
I agree tat you should not used this strategy, but only half-half because of your arguments. It is certainly a mind-numbing, utterly unfun strategy that can crush people who only play the game every now and then to have a night of fun. But I don't agree with that this is a strategy that always wins. A mixed strategy can consistently get higher points.
For those that don't rage-quit when this happens, this strategy does show some concepts that many players don't realize and can make them better:
1) Yes, you should try to include long routes in your destination tickets, as they leave a better 'points per car' value (and you spend less turns building them). Duluth-Houston is an excellent example. If you complete it by building it directly north-south, then you spend 8 cars and 5 turns building for 16 points (8 for the ticket + 8 for the individual routes). That's indeed very poor compared to the 1-turn, 6-cars for 15 points routes. Lesson: don't do that! Try to finish such routes as an 'afterthought', when you can finish them by just 1 or 2 routes from cities your existing network. E.g. If you already have Duluth-El Paso, then you build El Paso - Houston to finish the Duluth Houston ticket. 1 turn, 6 cars, 23 points (8 for the ticket, 15 for the route)
2) Finish the game quickly if you are ahead - others get stuck with unplayed cars, and maybe even unfinished destination tickets
3) Be aware of the game reaching the end, and when to draw or not draw extra destinations. A player with 15 cars left but 18 cards in hand could easily mean that the game is over in 3 turns. A player with just 7 cars but no cards would need at least 4 turns and most likely more.
I tried this 4 times in a row on BGA and it didn't work once. What do I do???
When you see someone doing this, you need to deprive them of their routes. However, all players should be going after a few 6 card routes anyways. The best way to win TTR is to get points quickly AND be efficient with your routes. Just looking at the board, the other players have a LOT of North South routes going on. Most of the highest value tickets are West/East which is also most of the six point routes. If they would have used a few of those, it would have thrown off the speed player. The concept is good, but to really win, go after those 6 car routes WHILE also fulfilling your tickets and then you will win competitive play.
For advanced players, this strategy is very poor.
The maximum amount of points you get for routes is 112 and the likelihood of completing your tickets is not very high.
Therefore, if we average the ticket point loss to 15, the maximum points you can receive with longest road is 107 points.
For competitive play, this is simply not good enough.
In Australia in the Ticket to Ride tournament, you would pace around 3rd or 4th for America, and this strategy isn't even viable in Europe and India.
The general strategy is to build the 'most optimal ticket route' and then pick up lots of tickets. Building from Los Angeles or Seattle to New York, Atlanta and Nashville via Pittsburgh and Denver generally seals you the game with 170 points. Blowing this poor strategy out of the water.
Even if you don't start with optimal tickets, this strategy still works.
Do not ever play this way in competition. 107 is not good.
The first thing he says in the video is that this strategy sucks lol
@@SoundwaveSC He said it sucks because it breaks the game of how good it is.
It’s because he uses his trains so quickly that other people don’t have enough time to finish their routes
@@mata2479 you can be more efficient than this if you know how to play it
@@leocarlton4364 true!
You don't have this problem with the 10th anniversary edition, but I never play without the 1910 expansion anymore. The base game does not have enough small destination cards making a second half of the game very dull, because no one wants to draw new cards.
Also, I like that John's impersonation of a "sour" gamer is Canadian.
Was that Canadian? I've encountered that accent many times, but never placed it as Canadian. Though I've also never had it pointed out me that someone was Canadian when talking to them either. I suppose you could employ this strategy without the 1910 expansion, then you wouldn't have to worry about there being a second half.
had no idea what you were talking about. any recommendations in plain language?
It’s important to note that this ONLY works on TTR USA (the original game) and completely relies on no other players claiming ANY of those routes (which is highly likely they they will), this is not game breaking, playing this way CAN win you the game however it is certainly not 100%, it’s probably around 60%, and let’s be honest it’s just a shit way to play (as you said in the video!)