When comparing Dead of Winter Crossroads vs Ticket to Ride, 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 Dead of Winter Crossroads is ranked 16th. 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 Exciting risk-reward system
Sometimes performing an action can be risky. Typically, when moving or attacking you need to roll the 'exposure die' (you could get frostbite, receive a zombie bite, or have nothing happen). This means that it can be risky moving around to different locations. Each location has its own strengths and weaknesses, with some being very rewarding. Deciding whether or not the move is worth the risk makes it a very exciting system where you'll always be weighing the benefits and drawbacks of every single movement.
Pro Lots of tough choices to make on a personal level
All players attempt to survive together, fending off zombies, gathering supplies, and working towards a common goal. However, each player also has their own secret side-objective ranging from saving the most survivors to hoarding certain items and even betraying the group. Playing for the survival of the group while also juggling your own secret goals can result in many tough personal choices. Do you share resources with the group or keep them for yourself? Do you go off and scavenge supplies for personal gains even it means leaving the group weakened? Do you save that survivor or just let them die because it's one more mouth to feed?
Pro Survivalist theme of the game is very well integrated
The survivalist theme shines through in each and every tough decision, gameplay system, and objective the game throws at you. Most of the world is dead, the environment is extremely hostile, there are zombies everywhere, and one wrong move can be the difference between survival and death for you and/or your group. Do you work towards the goal of the group, or do you sabotage them for personal gains? Do you hoard resources or share? There is an endless list of choices that have to be made. Overall, it really feels like a true survival situation that sucks you in.
Pro Random scenarios and decisions add replayability
There are a couple of gameplay mechanics that add a very random and deadly element to the game that really affect how the game plays out. Since they are completely random card draws, each game session will be unique its own way.
At the start of each player's turn, another player draws a 'crossroads' card for that player. Each crossroads card has a trigger - sometimes it is triggered by an action that they player could take, where they are located, or which players are in the game. These cards typically offer a choice between two options, and can drastically sway the game for better or worse.
Also, each turn a 'crisis card' is flipped, showing the current crisis for that turn. If the players can't work together to overcome the crisis (or the betrayer sabotages it) really bad things happen which put the whole group in immediate danger.
Pro Unpredictable actions help keep things exciting
Most actions (searching, moving, etc) are based on a random dice roll, making it very difficult to plan ahead. Instead of a set number of actions per turn, you get one dice plus one additional dice for each character you control. Based on what you roll on the dice, you will be able to perform various actions. Since you're working within the constraints of each roll, each turn will present new opportunities or setbacks. This helps things stay exciting throughout.
Pro Great for quick games
Each game lasts about one to two hours, making it a great game for when you want to get involved in deep game that doesn't overstay its welcome.
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.
Cons
Con It may be long and slow, with unexperienced players
As with many board games, new players may have trouble comprehending all the rules. Additionally, sometimes tough decisions need to be made. Newer players won't be aware of the nuances behind every choice and may need things explained to them.
Con Limited actions, especially towards end game
Some of the rules and effects completely discourage movement, such as an unlucky exposure roll that could cost you the game. Near the end game, zombies may fill up in an area and make it very difficult to clear them out, effectively reducing the map size and your access to resources.
Con Predictable enemies
The zombies are very predictable. You know when and where they will spawn, as well as who they will attack.
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.