Ticket to Ride Legacy – Legends of the West
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Embark on a riveting journey through the untamed frontiers of yesteryears with Ticket to Ride Legacy – Legends of the West. Get ready to rewrite history and carve your legacy in this immersive board game experience that fuses strategy, adventure, and nostalgia into a single, exhilarating package.
Step into the shoes of a daring pioneer, traversing the vast landscapes of the Old West as you build railways that will shape the destiny of a nation. With meticulously designed components and a captivating storyline that unfolds across generations, Legends of the West invites players to become a part of history, making impactful decisions that resonate through time.
Unveil the intricate narrative as you uncover hidden secrets, forge alliances, and overcome challenges that mirror the trials of the Wild West era. With each completed route, you cement your place in the annals of history, transforming a chaotic landscape into a network of interconnected cities.
The legacy aspect of the game ensures that your choices echo through the ages, creating an evolving experience that you can pass down to future generations of players. As you progress, you’ll unlock new components, scenarios, and game elements that introduce fresh dimensions to the game, ensuring that every session is a unique adventure.
Each and every detail in Ticket to Ride Legacy – Legends of the West is just exceptional, from the intricately designed train pieces to the richly illustrated map that captures the spirit of the frontier. It’s a game that not only offers exciting gameplay but also tells a compelling story that draws you in and keeps you engaged from start to finish.
Whether you’re a seasoned Ticket to Ride enthusiast or a newcomer to the world of board games, Legends of the West promises an unforgettable experience that blends strategy, history, and camaraderie. As you build your railroads, you’re building a legacy that will stand the test of time. Get ready to rewrite history and leave your mark on the wild and rugged landscape of the Old West.
Awards
Rating
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Artwork
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Complexity
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Replayability
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Player Interaction
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Component Quality
You Might Like
- Ticket to Ride… with a story
- Every game brings a new experience
- Tickets please
- You end up with a unique version of Ticket to Ride
Might Not Like
- You will be doing deliberate damage to this game…
- … and it costs a lot of money
- Because it is a campaign, it plays best if everyone commits to playing every game
Related Products
Description
Embark on a riveting journey through the untamed frontiers of yesteryears with Ticket to Ride Legacy - Legends of the West. Get ready to rewrite history and carve your legacy in this immersive board game experience that fuses strategy, adventure, and nostalgia into a single, exhilarating package.
Step into the shoes of a daring pioneer, traversing the vast landscapes of the Old West as you build railways that will shape the destiny of a nation. With meticulously designed components and a captivating storyline that unfolds across generations, Legends of the West invites players to become a part of history, making impactful decisions that resonate through time.
Unveil the intricate narrative as you uncover hidden secrets, forge alliances, and overcome challenges that mirror the trials of the Wild West era. With each completed route, you cement your place in the annals of history, transforming a chaotic landscape into a network of interconnected cities.
The legacy aspect of the game ensures that your choices echo through the ages, creating an evolving experience that you can pass down to future generations of players. As you progress, you'll unlock new components, scenarios, and game elements that introduce fresh dimensions to the game, ensuring that every session is a unique adventure.
Each and every detail in Ticket to Ride Legacy - Legends of the West is just exceptional, from the intricately designed train pieces to the richly illustrated map that captures the spirit of the frontier. It's a game that not only offers exciting gameplay but also tells a compelling story that draws you in and keeps you engaged from start to finish.
Whether you're a seasoned Ticket to Ride enthusiast or a newcomer to the world of board games, Legends of the West promises an unforgettable experience that blends strategy, history, and camaraderie. As you build your railroads, you're building a legacy that will stand the test of time. Get ready to rewrite history and leave your mark on the wild and rugged landscape of the Old West.
When it comes to re-imaginings of board games, it can be a mixed bag. Some are… questionable, to say the least (Twilight Inscription), some are a revelation (Terraforming Mars: Ares Expedition) and some are… are you sure about this… oh! Who’d a thought it? I (we) am four games into Ticket to Ride: Legends of the West and I am going to keep this as spoiler-free as possible but… if you want to go into this and not know what your getting into then you are probably already into it. Did any of that make any sense at all? No? Yeah, I might spill a few beans. Barely a side serving. Or should that be ‘siding’ serving?
LET THE PUNATHON COMMENCE!
The Power Of Three
Legends of the West is a legacy version of Ticket to Ride, brought to you by the Emperor of Euros, Alan R. Moon, Unmatched Master Rob Daviau and the King of Co-ops, Matthew Leacock (Rob and Matt have already worked on Pandemic: Legacy together). Wait a minute, Ticket to Ride LEGACY? Surely the whole idea of a Legacy game is to tell a story and Ticket to Ride is not exactly what you’d describe as a ‘narrative driven game’. In fact, it’s only a map and mini away from being an abstract. But what if you didn’t get all the map… at once? And what if you made your train journeys… into actual journeys? In fact, the more you look at it, you more you ask yourself ‘why shouldn’t Ticket to Ride be a story-driven game? I mean, if it was good enough to be the title of a Beatles song…’ CAUTION: FOLLOWING CONTENT MAY CONTAIN SPOILERS, BUT I WILL KEEP THEM TO A MINIMUM AND STOP SHOUTING.
Legends of the West opens with the players, as few as two or up to five of them (the more the merrier as this is an event game0, vying for control of the rail-lines on the East Coast of the United States of America in the late Nineteenth Century. This follows the mysterious demise of the head of Reeves Rails, Thaddeus Reeves, potentially at the hands of the dastardly Ma O’Connell, a competitor of Thaddeus.
The first game is very much like one of the smaller versions of TTR, like San Francisco or London, and play follows the same structure as other games in the TTR series: gain Train Cards, play Train Cards to make train lines and gain Ticket Cards to earn end game points if routes are complete. But here the similarity ends in a number of ways.
Firstly, you don’t gain victory points for putting down trains. You may receive Dollars for making tracks of your own colour, but all the points are worked out and recorded at the end of the session.
There are also Big Cities on the map that, when you build a line to or from them, you receive a Train card from the top of the deck – this means that you get a lot more flow in the game rather than the not-so-bad-but-tangible ‘clunk’ of having to draw train cards before you can put down trains – it is all down to luck on what you draw though, (luck? In a Euro?) but it can play out.
More significantly though, there are cards lurking within the train deck that can trigger events – this is where we see the hand of Mr Leacock most clearly. These ‘Newspaper’ cards, when drawn, see the players draw the top card of the event deck. These can be one-off immediate bonuses or forfeits, such as gaining or losing Dollars depending on certain players’ connections, or ongoing effects that may make things easier or harder for players – this is usually where the shadowy figure of Ma O’Connell rears her schemin’ noggin (though later in the game she plays a more active role in frustrating players, as do other, as yet, unrevealed characters. Spoilers…). These will remain in play until another ‘Newspaper’ card is revealed, which will either illicit a sigh of relief or groan of frustration.
Once the first game has been completed, scores are recorded for each player on an invoice for that year. Players receive scores based on how much actual money they have accrued, how many train minis they have left (less trains means more points) and how many Dollars they receive for completed tickets. Invoices are then posted into the Vault of each player’s box- this box will also be used to store all the other items they will gain over the course of the game. The Vault will not be opened until the end of the twelve-game campaign and the contents will be used to determine the overall winner.
Then the fun really begins.
Tickets Please! (They Certainly Do!)
Okay, this is the BIG SPOILER bit – stop here if you don’t want to know.
Okay, last chance… Good to go? Good to go.
Once you get to the end of your first game of Legends of the West, your story cards – oh yes, the story cards, I forgot about them. When you start a game, the story cards will instruct you how to set up the board for that ‘Year’ and give you instructions on what to do with event cards and the like. It will then have a big PAUSE to stop you from going too far into the narrative. Sorted? Sorted. Anyway, at the end of the first game, the story tells you to open the Conductor box – there are lots of boxes to open in Legends, one for each region of the States that you unlock, but this is the first, most important of the boxes.
Inside the Legends of the West box is a shiny hole-punch. Or to be more precise, a ticket punch, because at the end of each game, you are going to punch each of the tickets for the routes that you complete. This is possibly one of the most satisfying and thematic mechanics to be introduced into a game ever.
Tickets for routes come in two varieties. One variety has two circles for each player’s colour. When/if you complete the route, you punch one of the circles of your colour; if you punch a second circle of your colour, having completed the route a second time in another game, that route is taken out of the game (retired) and sent to the Dead Letter Office – this is where all of the retired cards will go during the campaign rather than send them to the circular filing cabinet (bin).
The other variety of ticket only has one circle of each colour, and once any of those circles is punched, it will be retired. But when it is retired, it will tell the player to retrieve a numbered Postcard. This Postcard will then give that player a bonus, which could be a different way to score in a later game, or information about another region, or even a one-time effect that can be cashed in when the time is right. Everyone in the group will know what the Postcard is about, whether it be about couriering fine wines or transporting circus animals, but only the owner of the post card will know what it really means. Mwah-hah-hah-hah…
I don’t really want to say too much about what else is revealed in the game as doing so would spoil the surprises in store, but I will say that there are nods to other classic games such as Settlers of Catan and Pandemic – you’d expect this with Matt Leacock on board, as it were, but I will be interested to see what other games get a shout out before the end of the campaign – and I CAN reveal that a dice will be rolled during one of the rounds. Also, by the end of the game, you will actually be left with a unique and still playable version of Ticket to Ride, which is not always the case with Legacy games. Good though, considering your initial outlay for this game (it is not cheap).
Off The Rails Or Fast Track To Classic?
If it isn’t clear from the preceding, I really like this TTR Legends of the West. I mean, sure, I wasn’t the one who put up the wonga for this (I have a friend who goes all in – HI CRAIG!), so I am not experiencing the buyer’s remorse here, but… I feel if I did, it would be mild.
I am very impressed at how they have managed to create a compelling narrative out of game which lacks one – I’m not complaining about a lack of narrative, not every game needs a narrative. The general quality of the components is very high, especially that tool, though in certain nods to certain games you might think ‘is that it’ – listen, it’s a tribute to ‘that’ game, how could it look like anything else?
The play also has a lovely pace to it – we usually get through a couple of games in a session, but as the map grows, game time is gradually increasing – and there is plenty of customisation opportunity in here – once the game is complete, I reckon we will all look back on the board and say ‘remember when’, and get all nostalgic, while still being able to enjoy new games with it. You could also say that this is an 18XX game too, but a lot more accessible than they appear to be – prove me wrong, 18XX fans…
I mean, I’ve been proved wrong about Legacy games. From now on, I will destroy all my games…
After a year of playing Ticket to Ride Legacy: Legends of the West, we finished the campaign-and I WON! 🎉 For the first time ever, we trashed cards, snapped pieces of the map in half (goodbye, haunted wasteland), and-wait for it-threw the entire game away. I loved it, but it wouldn’t play the same outside the group that shared this journey. Keeping our collection tight meant culling it after enjoying it to the fullest.
With that said, if you’re considering this campaign and have 4-5 players to enjoy it with-do it! It’s absolutely worth the train ride . Here’s the kicker: I’m a huge Ticket to Ride fan, but my wife? Not so much. After countless pandemic games, she was pretty much over it. Yet this legacy campaign pulled her right back in. Why? It’s still got the satisfying ticket-drawing, route-claiming fun we love, but now there’s an evolving story that shakes things up: expanding the map, building cities, exploring haunted wastelands, joining a circus, earning stocks, dodging robbers, and more!
So, Why Invest in this Legacy Game??
This isn’t your typical Ticket to Ride. Over 12 sessions, you’ll open secret frontier boxes, slap new rules into the rulebook, and permanently change the board. You’ll be able to claim roads and determine the color of the tracks. If these are of your color-you score extra points! There’s also postcards with hidden goals that could aid you during a game. There’s events that can provide bonuses or make things difficult. And then, there’s the frontier boxes which will expand the map as the years go on
Fresh Mechanics Keep It Interesting
Here’s a cool twist: Instead of longest road or most tickets, bonuses come from leftover trains after each session, and your earnings get stashed in a vault until the end of the campaign. It was so satisfying to watch that vault fill up while still having no idea who was ahead. Plus, the clever catch-up mechanic gives the last game’s loser a bonus to kick off the next round-perfect for keeping things competitive and fair.
The Map Expands, and So Does the Fun
You start with just the eastern U.S., but as you play, the map stretches westward. By the end, you’ve got this sprawling, unique network full of memories (and inside jokes). The evolving map is one of the game’s biggest highlights-it felt like we were literally building a part of history. Plus, you get to claim some cities and make some towns big cities. Even if they aren’t really big metropolises in today’s world. Additionally, every frontier expansion to the map comes with its own surprises that keeps the game fresh and exciting
Initial Setup
First, each player picks a railway company-because you can’t run a successful train network without a solid company name, right? You’ll get your company box, which becomes your personal scoreboard and vault as you make your way through the campaign. It’s where all your hard-earned riches will go, and trust me, it feels pretty satisfying to see it fill up over time. The game kicks off with a basic map, and the initial rules are simple enough to get started, but don’t let that fool you-things will increase in complexity as more frontiers are unveiled
Gameplay
Every turn, you’ll be either drawing train cards, tickets, or claiming routes. Your destination tickets get fulfilled privately and are disclosed at the end of the game. As the campaign moves forward, you’ll encounter new legacy events-things like Frontier Boxes unlock new rules and map expansions. These events shake things up and keep the game fresh and exciting. You’ll start modifying the map, adding new routes, and changing existing ones as the game evolves. New rules are introduced along the way to build complexity in a very palatable way. And, of course, the Vault Scoring system is key-you earn money throughout the game, and that money goes into your vault. What’s in your vault at the end of the campaign is what counts towards your final score.
Bottom Line
After countless hours of Ticket to Ride, I still love it. It’s the kind of game that is not only elegant, language independent, but it is also able to be played with anyone. Adding a legacy layer? I was intrigued but unsure-would it overcomplicate the simplicity that makes Ticket to Ride shine? Spoiler: It doesn’t! Legends of the West is an absolute blast. It’s a ride that only gets better with each play. The evolving gameplay, unique vault scoring system, and narrative add layers of strategy and immersion that keep you hooked. Yes, you’ll eventually have to say goodbye to the game, but trust me-it’s one unforgettable journey
Grab your bags, and give this baby a try!
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- Ticket to Ride with a story
- Every game brings a new experience
- Tickets please
- You end up with a unique version of Ticket to Ride
Might not like
- You will be doing deliberate damage to this game
- and it costs a lot of money
- Because it is a campaign, it plays best if everyone commits to playing every game