For 70$, it's maybe a questionable value, but if you can pick it up on a sale for ~50$ I'd say its worth it. Overall I think its the most different TTR to date, and it has more depth than TTR/TTR:E, which I like. It's not game breaking, but it does mean you really need to think about which tickets to keep, and it makes it easier to get screwed over / saved by the ticket deck. If you get lucky with tickets and get two or three matching endpoints, you've suddenly found yourself at +48pts (20+20 and you don't lose 4+4 points for not putting down harbors). Unlike the depots in TTR:E which let you finish a ticket but cost points to place down, each completed route that starts/ends on a city you've placed a harbor in gives you +10pts, up to 30pts per harbor. Ticket To Ride: Rails & Sails 1 double-sided Game Board (World / Great Lakes) 165 coloured Train Cars (33 each in blue, red, green, yellow and black) 250. I also wasn't a huge fan of the harbors (which are really expensive to put down and can make the game much swingier based on what tickets you drew). The World map wraps around the sides (much like a globe would), so you don't get quite as locked out as you do in the Great Lakes. I will say that the World map is better than the Great Lakes map. I think it made the game a little more strategic than normal Ticket to Ride. If your opponents are currently focusing on boats, you might be able to quickly snag some useful rails, but you may be giving up a shorter sea-route somewhere. Having the two separate decks (one for boats, one for trains) meant that you had to think more about what to take and when to take it. He draws cards until he can complete the longest routes and then tries to end the game as fast as he can, ignoring routes.
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