Compare Ticket To Ride USA 1910 (DLC) Key prices across trusted key stores and find the best deal. Developed by Days of Wonder. Published by Days of Wonder. Released on 5/24/2012. Available on PC. Genres: Single Player, Multiplayer, Indie.

The USA base game has a balance problem, and this DLC is Days of Wonder's answer to it. Three new modes, 35 new destination tickets, and a Globetrotter bonus card that shakes up the end-game math.

Let's be straight about what this DLC actually is. You are not getting a new map, new mechanics in the shooter-style sense, or any kind of standalone content. What you are getting is a card expansion that fixes real structural issues with the vanilla Ticket to Ride USA map and then layers three distinct rule variants on top. For a digital board game adaptation, that is a reasonable deal, but you need to own the base Ticket to Ride game for any of it to load. The core problem with vanilla USA Ticket to Ride is that the destination ticket pool pushed play toward a predictable east-west spine. Certain routes dominated, and experienced players could read their opponents' hands after a couple of placements. The 1910 expansion addresses that directly by introducing 35 new destination tickets that open up the south, the southwest, and the central corridor. Cities like Las Vegas and Washington that never appeared in the original ticket pool now have routes built around them, and the whole map starts to feel less like a solved puzzle. The three new modes each have a genuinely different tempo. The 1910 variant swaps out the original destination deck entirely, replacing the Longest Route bonus with the Globetrotter card, which awards 15 points to whoever completes the most tickets across the session. That single change flips the late-game calculus: risk-taking, ticket-hoarding players get rewarded instead of punished. The Big Cities mode uses a curated pool of tickets that all connect to one of seven hubs (Chicago, Dallas, Houston, Los Angeles, Miami, New York, Seattle), which creates brutal congestion around those nodes and turns polite route-planning into something noticeably more aggressive. The Mega Game throws all 69 destination tickets into the deck at once, deals five at the start with a keep-three requirement, and produces sprawling sessions where the board gets genuinely chaotic. Where this falls short is in scope. Two of the three modes still feel like menu variations rather than fundamentally new games, and players who expected a new map will be disappointed. The community consensus is also clear that if you play Ticket to Ride regularly online, 1910 is close to essential, but occasional players will barely notice the difference. No new mechanics in the mechanical sense, no new map geometry, no tunnel or ferry systems like you get in the Europe DLC. If you are the kind of player who sets up lobbies twice a week and has already memorized the base ticket values, this fixes real problems. If you loaded up Ticket to Ride once and forgot about it, this is not the thing that brings you back. Fred, Scout Team

Ticket To Ride USA 1910 (DLC) Key
Single PlayerMultiplayerIndie

Ticket To Ride USA 1910 (DLC) Key

Add-on / DLC for Ticket to Ride — view full game
May 24, 2012Days of Wonder
GamerScout Says

The USA base game has a balance problem, and this DLC is Days of Wonder's answer to it. Three new modes, 35 new destination tickets, and a Globetrotter bonus card that shakes up the end-game math.

PC
Best Price Available
€0.00
at N/A
Historical low: €0.65

GamerScout Verdict

Essential if you play the USA base map weekly; a hard skip if you have fewer than a dozen sessions on the base game.

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Price History

Historical low
€0.655 Jun 2026
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About Ticket To Ride USA 1910 (DLC) Key

Let's be straight about what this DLC actually is. You are not getting a new map, new mechanics in the shooter-style sense, or any kind of standalone content. What you are getting is a card expansion that fixes real structural issues with the vanilla Ticket to Ride USA map and then layers three distinct rule variants on top. For a digital board game adaptation, that is a reasonable deal, but you need to own the base Ticket to Ride game for any of it to load. The core problem with vanilla USA Ticket to Ride is that the destination ticket pool pushed play toward a predictable east-west spine. Certain routes dominated, and experienced players could read their opponents' hands after a couple of placements. The 1910 expansion addresses that directly by introducing 35 new destination tickets that open up the south, the southwest, and the central corridor. Cities like Las Vegas and Washington that never appeared in the original ticket pool now have routes built around them, and the whole map starts to feel less like a solved puzzle. The three new modes each have a genuinely different tempo. The 1910 variant swaps out the original destination deck entirely, replacing the Longest Route bonus with the Globetrotter card, which awards 15 points to whoever completes the most tickets across the session. That single change flips the late-game calculus: risk-taking, ticket-hoarding players get rewarded instead of punished. The Big Cities mode uses a curated pool of tickets that all connect to one of seven hubs (Chicago, Dallas, Houston, Los Angeles, Miami, New York, Seattle), which creates brutal congestion around those nodes and turns polite route-planning into something noticeably more aggressive. The Mega Game throws all 69 destination tickets into the deck at once, deals five at the start with a keep-three requirement, and produces sprawling sessions where the board gets genuinely chaotic. Where this falls short is in scope. Two of the three modes still feel like menu variations rather than fundamentally new games, and players who expected a new map will be disappointed. The community consensus is also clear that if you play Ticket to Ride regularly online, 1910 is close to essential, but occasional players will barely notice the difference. No new mechanics in the mechanical sense, no new map geometry, no tunnel or ferry systems like you get in the Europe DLC. If you are the kind of player who sets up lobbies twice a week and has already memorized the base ticket values, this fixes real problems. If you loaded up Ticket to Ride once and forgot about it, this is not the thing that brings you back.

Fred
Fred · Scout Team

Shooters

Tags

steamBoard Game AdaptationRoute BuildingDestination TicketsGlobetrotter BonusBig Cities ModeMega Game VariantMultiplayer StrategyDLC-Required Base Game

System Requirements

Minimum

Memory
1GB (XP), 2GB (Vista), 2GB (Windows 7)
Storage
140 MB Free Space
Graphics
OpenGL 1.4
Processor
Dual Core 1.6 GHz
System requirements
Windows Vista, Windows 7

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Game Info

Developer
Days of Wonder
Publisher
Days of Wonder
Release Date
May 24, 2012

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Frequently asked questions about Ticket To Ride USA 1910 (DLC) Key

How much does Ticket To Ride USA 1910 (DLC) Key cost?

Ticket To Ride USA 1910 (DLC) Key pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Ticket To Ride USA 1910 (DLC) Key available on?

Ticket To Ride USA 1910 (DLC) Key is available on PC.

When was Ticket To Ride USA 1910 (DLC) Key released?

Ticket To Ride USA 1910 (DLC) Key was released on 24 May 2012.

Who developed Ticket To Ride USA 1910 (DLC) Key?

Ticket To Ride USA 1910 (DLC) Key was developed by Days of Wonder.