The dish

Ticket to Ride First Journey app.

The current explosion in popularity of European-style boardgames has tended towards older players, adults or teenagers, without as much emphasis on the youngest players who, at least historically, were a prime target for boardgame publishers. A few companies have produced stripped-down, introductory versions of their Eurogames for kids aged 8 and under, but until now none of them had appeared in app form. Asmodee Digital changed that with today’s release of their Ticket to Ride: First Journey app for iOS devices, Android, and Steam, and as you’d expect from an Asmodee product, it looks incredible, plays smoothly, and is extremely stable and reliable. At $4.99, it’s a steal for folks who want to introduce their younger kids to the glories of tabletop gaming.

Ticket to Ride: First Journey is a simplified version of the boardgame Ticket To Ride, which is itself among my top five games all time for its own simplicity and universal appeal, with First Journey – sold exclusively at Target – aimed at kids six and up (and probably fine for kids as young as four, as long as they can match colors). The board itself is smaller, with fewer cities on it and fewer trains required to connect cities that remain – there are no five-train connections between cities, for example.

If you’re already familiar with the rules and mechanics of the full versions of Ticket to Ride, here are the main differences between that game and the First Journey version:

The board is streamlined, and the cities on your route cards are animated in the app until you complete them. Each city has a unique icon, like a beaver in Montreal, a totem pole in Seattle, or a movie camera in Los Angeles. The pictures are bright and the text is very clean – not quite Comic Sans, but in that vein. You can drag your train cards to a route to place them; it’s a little fussy about your placement, but the app zooms in on the two cities to help you direct the arrow to the correct route. When you have two colors of tracks between cities, the one you can use is evident and the one you can’t use shows up with lock symbols on it. Some of the routes are extremely short – one track of three trains, two tracks of one or two trains each – so it doesn’t take long to complete your tickets.

On a turn, you have just three options: take two train cards, place trains on the map, or trash your two current route tickets and draw two new ones. That keeps turns quicker than in the base game, since no one is hemming and hawing over which train cards to select, and gives you an out when other players have done something to prevent you from completing a route card.

The route-planning aspects of the main game are still here but much simpler. There’s no longest route bonus, just the “coast to coast” bonus, so building a more efficient route that encompasses your two initial tickets is more about hoping you’ve already completed tickets you’ll draw later in the game or will at least be closer to finishing them. That means less need for the long-term planning of the original game, which makes it easier for younger players to keep up with the adults.

For the youngest players, First Journey might still present the frustration that comes from getting boxed out of a route, especially with three or four players. You can use your turn to trash your two current route cards, however, and draw two new ones, which at least gives you a chance to draw something you’ve already completed or at least will be able to complete. It also means that showing other players your route cards isn’t a negative, so if parents want to help their kids it doesn’t hurt the parents’ ability to play their own hands. The game still has a fair amount of luck involved in card draws of both types, and it’s possible to just have an unlucky game, which cuts both ways with younger players since they can be helped by randomness as well as irritated by it. There are three levels of AI difficulty; I only played against the Hard AI, which I think would be hard for a young player new to the game but isn’t challenging for someone who’s played the full Ticket to Ride.

The game appears to end immediately when one player reaches six points, rather than allowing all players a final turn as in the base game, which seems to give the first player an advantage. It’s possible, therefore, to have a player complete his/her fifth route and then draw a ticket for a route s/he has already completed, ending the game on the spot.

The game comes with a U.S. map and players can unlock a Europe map with a free Asmodee online account. The Europe map will be a standalone game in physical form (due out to U.S. retail in January) and includes a coast-to-coast style bonus, which is more of a west-to-east bonus with players connecting Dublin, Brest, or Madrid to Moscow, Rostov, or Ankara (represented by a samovar rather than an iron fist). There are also collectible stamps within the app for players to earn with each victory.

The First Journey app is ideal for players too young for the full game, with the inflection point probably somewhere around age 7 or 8 depending on your kids’ experiences with better boardgames. For older kids and adults, I recommend the Ticket to Ride app itself, which is among the best boardgame apps available and allows you to buy different maps as in-app purchases to give you different experiences and new rules tweaks.

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