Level 4 · StationmasterLesson 18 of 19

Ticket to Ride Mega Game Strategy for Tournaments

USA 1910 Mega Game strategy: 69 tickets, keep 3 of 5, draw 4 keep 1, and the 15-point Globetrotter bonus, plus how the format changes what you keep and draw.

The tournaments lesson showed that the World Boardgaming Championships plays the USA 1910 Mega Game as its default in the heats and in every round after them, and that the Train Gamers Association uses it for the quarterfinal of its Gen Con system tournament. If you want to compete, this is the game to learn. It uses the same board and the same turn, but it rewards a different kind of player.

The rules that change

The Mega Game comes from the USA 1910 expansion. Its rulebook sets it up this way:

  • All 69 tickets go in one deck: the 35 new 1910 tickets, the 30 original tickets in a larger reprint (4 of them with lower values than the old cards), and 4 from the old Mystery Train promo.
  • Starting tickets: deal 5 to each player. Keep at least 3.
  • Drawing tickets: draw 4 and keep at least 1. Returned tickets go to the bottom of the deck, as usual.
  • Both bonus cards are in play: the 10-point longest path card and the 15-point Globetrotter card for the player who completes the most tickets.

Everything else is the base game: 45 trains, the same cards, the same route scoring, and the same end trigger.

Why it plays differently

Completed tickets count twice. Every finished ticket adds its value and also moves you toward the Globetrotter’s 15 points. The bonus rewards the number of tickets, not their value, so a 5-point ticket counts toward it as much as a 20-point one.

You start with more goals. Keeping 3 of 5 means everyone builds bigger networks, and the board fills faster in the middle. Expect more fights over the hubs from the USA map lesson.

Ticket draws are richer. Drawing 4 instead of 3 gives you more chances to find a ticket your railroad already covers or nearly covers. With a long railroad, mid-game draws become one of the best moves in the game.

The long route plan is weaker. A player who keeps few tickets gives up the Globetrotter almost by default. Long routes still score well, but now they have to beat 15 extra points on the other side.

Choosing 3 of 5

The starting choice matters more than in the base game, because you must keep more.

  1. Find the pair that overlaps best, using the trains-per-point thinking from the ticket value lesson.
  2. Add the third that costs fewest new trains given that pair. It does not need to be big. It needs to be finishable.
  3. Keep a fourth or fifth only when it rides almost entirely on the same track.

A clean three-ticket spine across the map, with short tickets hanging off it, is the classic Mega shape. It finishes tickets, earns the longest path, and makes mid-game draws pay.

Drawing tickets in the Mega Game

The ticket drawing lesson still applies, with two shifts:

  • Draw earlier and more often, once your first tickets are close. Four cards to choose from makes a cheap keep much more likely.
  • Value short tickets more. A 4-point ticket that your network already finishes is worth 4 points plus one step toward 15. In a close race for the Globetrotter, it can be worth more than a big ticket you might fail.

The danger is the same as always: the end. Late draws still cost double when they fail, and they do nothing for the Globetrotter unless you finish them.

Racing for the Globetrotter

The Globetrotter is decided by count, so track it. In a WBC game, the number of tickets each player holds is public information. Held is not the same as completed, but a player holding many tickets with a long railroad is likely your rival for the bonus.

When the race is close near the end, the cheapest completed ticket is often the best move on the board. One more finished ticket can swing 15 points.

Note how WBC breaks a tied game: first the longest train award, then most tickets made, then ticket score, then route score, then later turn order. Both bonuses show up in the tie-breakers too.

Managing the clock

WBC rounds are scheduled for 2 hours, and Mega Games with four players run long, because everyone has more tickets to think about. Practice playing at a steady pace. Plan during other players’ turns, keep your hand sorted by color, and know your next claim before your turn comes.

Practice the format

Board Game Arena offers the 1910 and Mega variants as game options, so you can play many Mega Games online before an event. Use the same tracking habits: tickets completed, Globetrotter won or lost, and longest path won or lost.

Next lesson

A Practice Plan for Tournament Ticket to Ride

Last, a practice plan: six weeks of games, drills, and reviews to get you ready for your first Ticket to Ride event.

Unofficial. Not affiliated with Days of Wonder or Asmodee. Ticket to Ride is a trademark of Days of Wonder.