# Ticket to Ride Map Collection 1: Asia + Legendary Asia ## General Info - **Year Published**: 2011 - **BGG Rating**: 7.7 - **BGG Rank**: — - **Players**: 2-6 (Best with: 6) - **Duration**: 30-60 min - **Weight**: 1.96 / 5 - **Designers**: Alan R. Moon, François Valentyne - **Artists**: Cyrille Daujean, Julien Delval - **Publishers**: Days of Wonder, ADC Blackfire Entertainment, Hobby World, Rebel Sp. z o.o. - **Categories**: Expansion for Base-game, Trains - **Mechanics**: Communication Limits, Hand Management, Network and Route Building, Open Drafting, Set Collection, Team-Based Game ## Verdict If you love Ticket to Ride and want fresh Asian challenges, this expansion gives you two very different ways to play.two distinct variantscooperative team modemountain routes twistrequires base gameplay time may varyRECOMMENDED ## Description Ticket to Ride Map Collection 1: Asia + Legendary Asia adds two distinct setups to the classic rail‑building game, both using a double‑sided board that spans the massive continent of Asia. The Team Asia mode is perfect for larger groups: four or six players form two‑person teams seated side‑by‑side. Each player keeps a secret hand of cards and tickets, while some resources are placed in a shared card holder that both teammates can access. When drawing cards, one goes to the holder and the other to the hand; when drawing tickets, the first kept ticket is placed in the holder and any additional tickets stay in hand. Teams pool their points, and the highest‑scoring team wins. Legendary Asia introduces mountain routes marked with an X. Claiming such a route forces the player to place a train from their reserve into the Mountain Crossing area; each train there yields two points but is unusable for the rest of the game. A player who connects the most cities in a single network also earns a ten‑point "Asian Explorer" bonus. Both variants require the base Ticket to Ride or Ticket to Ride: Europe to play. The expansion includes the double‑sided map, Asia‑specific destination cards, mountain markers, and rules for both setups, preserving the series’ hallmark mechanics of hand management, set collection, route building, and communication limits. With a light weight (about 2/5) and a 30‑60 minute playtime, it’s approachable for both seasoned fans and newcomers looking for fresh geographic challenges. ## How to Play Objective of the Game In Ticket to Ride: Volume 1 - Asia, players form teams of two to build railway routes across Asia, connecting cities and completing secret Destination Tickets. The goal is for your team to score the most points by claiming routes, completing tickets, and earning bonuses. Partners score as one unit, using a single marker to track their points. Preparation (Setup) Players create teams of 2 (either 4 or 6 people will be playing) and sit next to their partner. Each team splits their 54 trains of their color in half (27 trains per player) for independent use. Each team takes 2 card holders: one for "common Train cards" and one for "common Destination tickets." These are shared and openly visible between partners. Choose either the USA, Europe, or Nordic Countries Train Card deck to use. Each player receives 4 Train cards, which go into their "hand" and are kept secret from their partner. Each player is dealt 5 Destination tickets (also secret from their partner). Players must keep 3 or more of these tickets. At the same time, each player will put 1 of the kept Destination tickets onto their "common Destination ticket" holder, making it open to partners. Discarded Destination tickets go to the bottom of the deck. The "Longest Train" (+10 points) and "Globetrotter" (+10 points) bonuses are used for this map. For the starting player, pick the most experienced team, and start with player 2 on that team. Game Flow Starting with the 1st player, and going clockwise, each player will execute 1 of 3 actions (Draw Train Cards, Claim Routes, Take Destination tickets) on their turn in full before the next player starts his turn. The End Game will trigger when 1 team has 4 or less trains. All players will have 1 more turn (like normal). Actions and How to Play On a player's turn, they will perform only 1 of these 3 action choices: 1. Draw Train Car Cards A player obtains 2 train cards. They can take from the selection row, refilling immediately, or they can draw blindly from the top of the deck. There is no hand limit for cards. When "Drawing Train Cards," 1 of the cards must go into your hand and 1 must go onto your common card holder. After drawing the 1st card, you must decide where this card goes. The 2nd card will go into the location not chosen. If drawing a single Locomotive card, it must go onto the common card holder. If a player chooses to take a Locomotive (multicolor wild card) from the selection row, they can only take 1 card this turn. However, if a player is lucky enough to draw a Locomotive blindly off the top of the deck, they are allowed to take another card. If at any point there are 3 Locomotives face-up in the selection row, discard all 5 cards, and turn over 5 new cards. If the train deck runs out, thoroughly reshuffle all discarded cards and create a new draw deck. 2. Claim a Route A player claims 1 route (a pathway between 2 adjacent cities) anywhere on the board by playing/discarding train cards equal to the route length and matching color. Place 1 of your colored trains on each space of this route. Locomotive cards are wild. They are used to represent any color. Grey routes can be claimed with a matching set of any 1 color, your choice! After you place your trains, for a route of 1/2/3/4/5/6 trains, score 1/2/4/7/10/15 points! (could score at end too.) In a 4 player game, only 1 pathway on the Double-Routes can be used except the Hong Kong-Canton route which can still have both used, and only 2 pathways on the Triple-Routes can be used. In 6 player games, all pathways can be used. One player can still only claim 1 pathway on a Double/Triple route, like normal, but your partner can also claim a pathway on the same route (creating 2 pathways on the same route with the same color train!). Tunnels: When attempting to claim a tunnel, first play your set of cards to the table like always, but you must now reveal the top cards of the Train Card deck. This map requires 4-6 additional cards to be drawn instead of the normal 3. See the individual tunnels on the board for how many extra cards should be drawn. For every card of the matching route color (including locomotives) that are revealed, you must play an extra card of that route’s color (can use locomotives to pay the extra requirements.) If a player tries to claim a tunnel exclusively with locomotives, he will only have to play extra cards (locomotives in this case) if locomotives are revealed. If the player can’t or doesn’t want to claim the route anymore, he takes back his cards into his hand and his turn is over. All revealed cards are discarded. 3. Draw Destination Cards A player will draw 4 Destination Tickets. Keeping them separate from the ones they already have, they select 1 or more cards to keep and add them to their hand. Then, 1 of the tickets you kept must go on the common card holder. Discards go on the bottom of the deck. At the end of the game, if a player can connect the 2 cities shown on the ticket by any route path they wish, they score the points shown. If they fail to make the connection, they lose the points shown. Players keep these cards secret until the end of the game, even when you complete them. There is no limit to the amount of tickets you can have. If there are less than 4 cards in the deck, draw what you can. If the deck runs out, this action can’t be taken. General Rule Changes A player may use his whole turn to place up to 2 Destination Tickets from his hand onto the common card holder. Partners may not "table talk" during the game. Talking about cards they have and intended moves is forbidden! End of Game and Scoring The End Game will trigger when 1 team has 4 or less trains. All players will have 1 more turn (like normal). After the final turn, each team reveals their Destination Tickets and adds (successful completion) or subtracts (failed) the points shown. The team who has the longest continuous path of train pieces (not branching network) will earn the 10 bonus points for the "Longest Train." If ties, all tied teams earn the full 10 points. The "Globetrotter" bonus awards +10 points for the team with the most completed tickets. Tied teams earn full points. If you chose to not score points for routes in game, do so now. The team with the most points is the winner! Ties are broken by the team with the more completed destination tickets. Tips for Winning Pay attention to who claimed which pathway on Double/Triple routes, as basic memory is the only way to know who can still play on those routes. Strategically place Destination Tickets onto the common card holder to allow your partner to see and work towards shared goals. ## FAQ ### How many players can join? From 2 to 6, depending on the variant (Team Asia uses 4 or 6, Legendary Asia works with 2‑5). ### What’s the typical playing time? Between 30 and 60 minutes, depending on player count and which setup you use. ### Do I need another game to play this expansion? Yes, you must own the base Ticket to Ride or Ticket to Ride: Europe. ### What’s the main difference between the two variants? Team Asia is a cooperative two‑player‑team mode with shared resources; Legendary Asia adds mountain routes that give extra points but lock the trains used. ### Does the expansion include everything needed? It comes with the double‑sided map, Asia‑specific destination cards, mountain markers, and rules for both setups, so you’re ready to play right out of the box. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 34.99 (https://boardgameprices.com/item/go?source=A&storeitemid=166202&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/560/ticket-to-ride-map-collection-volume-1-team-asia-legendary-asia?utm_source=boardgamesbot.com