When comparing Ticket to Ride vs 7 Wonders, the Slant community recommends Ticket to Ride for most people. In the question“What are the best board games?” Ticket to Ride is ranked 4th while 7 Wonders is ranked 13th. The most important reason people chose Ticket to Ride is:
The core mechanics of the game are pretty simple to learn in under 15 minutes. Each player is given a destination ticket with the route they are tasked to build. Each turn they simply decide whether to draw a train card that represents the train cars, claim a section of a route using one of their train cards, or get another destination ticket to begin a new route. Whoever builds the longest route wins.
Specs
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Pros
Pro Easy to learn
The core mechanics of the game are pretty simple to learn in under 15 minutes.
Each player is given a destination ticket with the route they are tasked to build. Each turn they simply decide whether to draw a train card that represents the train cars, claim a section of a route using one of their train cards, or get another destination ticket to begin a new route. Whoever builds the longest route wins.
Pro No direct conflict
Most players will be solely focused on building their own train routes, and as such, there is no direct conflict against opponents. This makes it a good game not only for beginners, but also players who do not like the cutthroat tactics of games like Monopoly. It also makes for a good game for couples to play as there will be no arguments or moves that may slight another player.
Pro Great presentation
The board, train pieces, and cards all come together to create a pleasing and functional experience. The game board is a colorful, thick cardboard map of North America. It's large enough so the game board never feels crowded with game pieces. There are also 225 custom-molded train car game pieces of various solid colors. The game cards themselves are nicely illustrated and feature pictures of trains that take front and center - they contain no text overlay.
Pro A great gateway game
Thanks to its intuitive nature and easy to grasp rules, Ticket to Ride is great for newcomers to the game or those unfamiliar with board games in general, or even kids. It is widely considered to be an excellent gateway game.
Pro Satisfying to build routes, regardless of winning
Even if you don't win the game, it's often satisfying to watch your train routes slowly get bigger as you connect cities. There are also bonus points you can achieve for connecting especially long or tricky routes, which you gives you additional goals to work towards aside from the main victory.
Pro Tense gameplay each turn
Each turn, you will have to decide whether you want to draw another train card or connect more routes on the board. Since you can only choose one of these options, this is a highly important decision that may have you on the edge of your seat. By drawing more cards, you'll have more trains to place later, but you may be leaving an empty route open up for your opponent to steal.
Pro High detail design
Both the game board and playing cards have a very distinct style. The game board has an almost faded background of the landscape featuring mountains, rivers, and forests with the routes intertwining around the map in colorful patterns. This strong contrast really gives the board an intricate appearance. The game cards come in a variety of colors and all feature hand drawn artwork of all sorts of train parts - engines, locomotives, coal carts, storage carts, and more.
Pro Great expansions
Ticket to Ride offers numerous expansion packs that build on the base game in fun new ways. For starters, there's all new maps for places such as Europe, Asia, India, Africa, and more. This means you can play the game you enjoy on an a fresh board with new routes to learn. Each expansion also adds its fair share of new gameplay elements (such as tunnels, boats, and train stations) and has new train cards.
Pro Easy to learn
No matter the player's skill level, 7 Wonders makes for an easy to learn and play game.
Pro Player scalable
7 Wonders easily adjusts to support anywhere from 2-7 players, making it great for both small and large groups.
Pro All players play until the end
Points aren't added up until the end of the game, so even if you are losing badly, you won't be ejected from the game or forced to sit out. Everyone can participate for the full duration.
Pro Requires planning and strategy
When choosing your card for play that round, you may pick a card that will benefit you directly (such as one that will give you a building upgrade or money), or you can simply pick a card that you know your opponent wants to prevent them from bringing it into play.
Additionally, if you want to play a card that requires resources you don't have, you can "borrow" resources from your opponent. In exchange for using their resources to play your card, you give them valuable currency to use later. You'll have to weigh whether it's worth giving them currency to use their resources knowing it could come back to hurt you later.
This constant trade off of helping and hindering creates some interesting situations among players where you have to determine what the best possible long term move will be while also considering the moves of those around you.
Pro Stays exciting thanks to 3 different card decks
Each of the three ages has its own unique deck of cards. Each time you pass into a new age, a brand new set of cards come into play. These new cards build on the progress you made in the previous age. For example, resources earned in the first age can be used to build new buildings in the other ages. This helps gameplay feel exciting and fresh as the game progresses, with lots of new options becoming available for expanding your city.
Pro Highly replayable
There's always an opportunity to try something new every game
Each player has their own game board which represents one of the Seven Wonders of the World. These boards clearly lay out the production resource and benefits of each Wonder. You can also choose to play the game using the board's A side or B side. Whichever side you choose drastically changes how that particular Wonder can play certain cards.
Additionally, since this a card game with resources and other variables, no two play sessions will ever be alike. Cards will always be dealt and played in a random order, and how you play these cards will vary based on your Wonder and your personal resources/currency situation.
Pro Super quick gaming sessions
This is an excellent choice for a quick gaming session, as most games only take around 30 minutes. This remains true even if there are seven players.
Cons
Con Very basic
The "North American" Ticket to Ride (original game) is fun but has very low complexity. Regular players will tire quickly from this lack of depth. The variants like Europe or India bring some new maps and more gameplay elements, which is sorely needed after the first few games.
Con Very luck-based
The original destination ticket and the cards you draw during game play are random. This can make some routes easier or harder to connect, and it boils down to literally just being the luck of the draw.
Con Sometimes blocking routes for opponents hurts you instead
When preventing an opponent from completing their train route, you have to use your own trains to block them. This means less trains to complete your own route. It seems like this design is self-defeating at times.
Con Expensive
The game generally retails for $50, which is quite high for a cardboard board game.
Con Most player interaction is limited
Most player interactions can only be conducted with the people directly sitting next to you. This can include passing cards, borrowing resources from your neighbors, etc. These kinds of actions can only be taken with the person to your immediate right or left. As a result, it sometimes feels like some of the players (especially those across the table) have no direct impact on each other, especially in larger games.
Con Iconography can be tough to learn
There are many different symbols to learn and keep track of, and this is the source of most learning woes for newer players.
Con Mistakes compound over time
In 7 Wonders you can really hurt yourself in the early game. Mistakes tend to be overly punishing and may be difficult to fully recover from. A long term strategy is necessary from turn one onward if you want to succeed.