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Ticket To Ride: Astro Edition

Map designed by Josh Wilson (jw ..at.. joshwilson ..dot.. net).

This is the information repository for my submission to Days of Wonder's Ticket To Ride user map contest.

Current map (v.0.3.5) - 1 MB JPG file - 31 x 31 in. for large format print or fits on 6 legal-size pages.

Current map (v.0.3.5) - 1 MB ZIP file - map cut into twelve smaller JPG files sized for standard portait print. (Slightly reduced map size to accommodate printing, but runs a bit small for train pieces.)

Rules supplement (1 page - 140 KB PDF file)

Destination tickets (1 of 2) (120 KB JPG file). Fits on 8 1/2 x 11 paper or cardstock sheet. Optionally print double-sided with ticket backs.

Destination tickets (2 of 2) (120 KB JPG file). Fits on 8 1/2 x 11 paper or cardstock sheet. Optionally print double-sided with ticket backs.

Destination ticket backs (75 KB JPG file)

Concept:

TTR: Astro Edition is a translation of Ticket To Ride to an astronomical setting.

Features:

Many extra details below.


Contest submission form information

Unique appeal or features: Ticket To Ride Astro Edition gives you a chance to traverse the heavens! Players visit major constellations, the brightest stars, nebulae, notable star clusters, and even a distant galaxy. The map represents an accurate northern hemisphere winter sky, so players can learn constellations and other notable night sky landmarks as they play.

New Rules: Play is nearly identical to the original version of Ticket To Ride, and uses the same number of original train pieces (of course, there are updated Destination Ticket cards). The only difference in rules is that, even for 2- and 3-player games, there is no restriction on claiming the second path in a Double-Route within the three noted major constellations (Orion, Ursa Major, and Cassiopeia). Outside of those constellations, the usual restriction on Double-Routes still applies.

New Component: There are no additional components. However, there is no explicit rule against incorporating components from other maps (such as TTR Europe's station pieces).

Additional Comments: Future maps with the same concept could also be developed, e.g., a summer sky edition or a southern hemisphere map.


Discussion on TTR: Astro Edition

Some additional thoughts on moving the design into production:

Gamer suggestions

Playing with a group of experienced gamers, we came up with a number of possible tweaks to the game that might be optional play features. These are not part of the current version of the map, but might be interesting extras (optional rules for experienced players? expansion components?).

Design process and concessions to accuracy

The idea for this map is rooted in my interest and background in astronomy. My undergraduate major was astronomy, and I even went to graduate school to study it for a while (though I ultimately decided not to make a career out of it). Recently I bought a ridiculously awesome telescope. I heard about the Ticket To Ride map design contest not long after I got this telescope and the idea seemed like a natural fit: constellations make natural networks, even if they are rooted in human imagination rather than any physical reality of space. 

At first I thought the map could be painstakingly accurate: for example, routes would be colored like destination stars, or the actual physical distance between stars would be reflected in route lengths. This proved impossible, unfortunately. Bright star colors don't distribute well the way the route colors in other TTR games do. (I suppose with some development you could make this work, using a skewed number common colors and cards, but among other complications it doesn't let players use the original game pieces. So let's call that v.2.0.) Having actual stellar distances invites a whole host of problems. Two stars right next to each other in the sky may be incredibly distant in reality. Multiply that times the dozens of stars on the board and it makes an unintuitive mess of what we perceive as an orderly network. So, first concession to pure accuracy: routes are colored to optimize game play rather than reflect any stellar facts. Oh well. Second concession: distances between points reflect apparent visual difference, rather than actual physical differences. This is particularly true with the inclusion of M74, a galaxy, which is orders of magnitude further away than anything else on the board.

The third concession came up as I picked logical stars to include. Some constellations simply don't have any bright stars. Either I had to leave them out or find something else of interest to point to. Hence, the inclusion of a few star clusters and nebulae. It's fun to have them just as interesting other points, though, so I'm happy with that. I also wanted to be sure to get most notable constellations involved, and that meant using all Zodiacal constellations, even if some are fairly dim.

Updates in v.0.3.5:

Updates in v.0.3:

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