Hand Management

Ticket to Ride: The Card Game

A New Train Adventure Begins!

The Ticket to Ride Card Game delivers all of the excitement, fun, and nail-biting tension of the original Ticket to Ride board game, but with several unique game-play twists in a new stand-alone, card game format.

Players collect sets of illustrated Train cards, which are then used to complete Destination Tickets - routes between two cities depicted on each ticket. But before their Train cards can be used, players must face the risk of "train robbing," where another player may force them to lose their hard-earned cards.

Contains 96 illustrated train car cards, 46 destination tickets, 6 big city prize cards, and a rulebook.

Part of the Ticket to Ride series.

To begin the game, each player is dealt train car cards and destination ticket cards. All these cards are kept secret from the other players until played or scored. Each player may keep all his ticket cards, just one or any number in between. A player's turn has two parts: first the player moves face up train car cards from his Railyard to his face down, On-the-Track stack; second the player may perform one of the following actions: 1) draw more train car cards, 2) place train car cards in his Railyard, or 3) draw destination tickets. Like the original Ticket to Ride board game, when a player chooses to draw train car cards, he may choose from the five face up cards or draw from the top of the face down deck. When placing cards in the Railyard, a player may place two or more cards of the same color including locomotives which are wild, or three cards, each of a different color. Also when placing cards in the Railyard, a player may not play cards of the same color as those currently present in his Railyard nor of the same color as those present in any opponent's Railyard unless he plays more of that color than are present in the opponent's Railyard. If the player plays more, then the opponent must discard his cards of that color. This is called "Train robbing." When drawing destination tickets, a player draws four and may keep any number of them including none.

When the train car card deck is exhausted in a two or three player game, each player gets one more turn and the game ends. In a four player game, completed tickets are scored and discarded train car cards are reshuffled into a new draw deck. When that deck is exhausted, each player gets one more turn and the game ends. At the end of the game all tickets not previously scored are scored. The point values of completed tickets are added to a players score while those of tickets not completed are subtracted. To complete tickets, players match train car cards in their On-the-Track stack by color and quantity with their tickets. Each big city bonus is awarded to the player with the most completed tickets having that city. These bonus points are added to the player's score. The player scoring the most total points wins.

Masters Gallery

In Masters Gallery, players are art critics and gallery owners at the same time, trying to pump up the value of certain artists before cashing in their works. The works of five artists – Vermeer, Degas, Renoir, Monet and Van Gogh – are in play. Each player starts with a hand of masterpiece cards, and on a turn you play one on the table to show a stake in the fate of that artist; some masterpiece cards include special actions that allow you to play a second card, draw an extra card, increase the value of a certain artist, or have everyone play a masterpiece card at once.

When a certain number of works from one artist are on the table, the round ends, and each work from the most well-represented artists are sold for $1-3. Masters Gallery lasts four rounds, with players receiving additional masterpiece cards prior to new rounds and the value of an artist's work increasing based on past performance. The player with the most money after four rounds wins.

Masters Gallery depicts classic works of art on its cards; Modern Art: The Card Game, which features identical game play, uses "modern art" along the lines used in designer Reiner Knizia's Modern Art board game.

Bacchus

When the gods throw a party: The Roman god of wine, Bacchus, has organized three great Bacchanalias to be held in his honor. He has given his satyrs the enviable task of recruiting young nymphs to come to these wild parties.

These lovely ladies dress very colorfully and love to romp and cavort with the satyrs… and oh boy, do they love to party!

As a player, you are one of Bacchus’ satyrs. Your task is to gather together as many like-dressed nymphs at the bacchanalias as possible, driving up the point value of these stylish nymphs and scoring as much as possible in the process.

So party on, you insatiable hoofed ones, all in the name of Bacchus!

Igels: Das Kartenspiel

Description from the publisher:

Winter will be coming soon, and the forest creatures must look after their winter food supplies...
Gone are the days where all of them could find enough to eat without having to look very hard ... nowadays, they must fight for it!

In this card game, you'll take the side of hedgehogs, squirrels, rabbits or mice in the fight for the last food to be found in the forest. In the process, you can make use of all sorts of helpful items that people have "forgotten" in the woods. And there are lots of those items: an abandoned chainsaw, Cola cans, worn out, smelly shoes, illegally dumped oil containers and much more. If you're clever, you can also lure your opponents onto the roadway that people regularly travel through the woods.

Igels is a fast-paced, funny card game in which the winner is the player with the most food points at the end of the game.

Musketeers

From the rules overview: "In the Queen’s service, the Musketeers are trying to acquire three valuable gems. However, the Cardinal and his dreaded Guards are out to sabotage the Musketeers’ mission. Many skirmishes between the Musketeers and the Guards ensue. The most successful Musketeers will be awarded gems. Those who fail will be sent to prison and will remain empty handed."

Setup: remove some specific cards depending on the number of players. Shuffle and place all Guard cards in the center, along with the Gem and Prison cards. Shuffle the Musketeer cards and deal 12 each.

Play: players select 3 cards to place face down; these are their potential rewards (Pay cards) this fight. Reveal the top Guard. Players simultaneously select a card, then reveal. If the sum is lower than the Guard strength, the player playing the lowest card places a Prison card on one of his Pay cards. Otherwise, the player with the highest card either places a Gem card on one of his Pay cards, or returns one of his Prison cards to the center. If center area doesn't have a card you need, take it from another player. If all you have 3 Prison cards, your played card doesn't add to the other players' cards.

The round ends after 9 fights. Players earn silver for their Pay cards, doubled if a Gem is on top and reduced to 0 if a Prison is on top. The player with the most coins wins. Alternatively, keep playing rounds till someone gets 100 or more points, and the player with the most points wins.