Modern Games
Browse all Modern board games in the Meeple Pulse database.
Styles
Themes
AbstractAdventureAncientAnimalsArtBusinessCard GameCo-operativeComic BookCooperativeCrimeEconomicEnvironmentalismExplorationFantasyHistoricalHorrorHumorIntrigueLiteraryMagicMarvelMedievalModernMuseumMysteryMythologyNatureNauticalPoliticalPress Your LuckSatireSci-FiSocial CommentarySocial InteractionSpaceSuperheroesThematicTravelWarWesternWord-Guessing
Mechanics
3D PlacementActingAction / DexterityAction DraftingAction Point AllowanceAction Point Allowance SystemAction Point SystemAction PointsAction ProgrammingAction QueueAction RetrievalAction SelectionAction/EventAlliancesAlternate ActivationApp-AssistedApp-DrivenArea ControlArea InfluenceArea MajorityArea Majority / InfluenceArea MovementArgumentationAsymmetricAsymmetric FactionsAsymmetric GameAsymmetric PowersAsymmetrical PowersAuction & BiddingAuction/BiddingAuctioningBag BuildingBettingBetting and BluffingBetting and WageringBetting and WagersBiddingBingoBlind BiddingBluffingCampaign / Battle Card DrivenCampaign / LegacyCampaign / Legacy GameCampaign / Mission-basedCampaign / ScenariosCampaign GameCampaign PlayCard DraftingCard DrawingCard DrivenCard Driven ActionCard Driven CombatCard Driven Dice AllocationCard Driven MovementCard ManagementCard PlayCard Play / Hand ManagementCard Play Conflict ResolutionCard SheddingCard-Driven MovementCharacter CreationCharacter ProgressionChit-Pull SystemCo-op PlayCo-operative GameCo-operative PlayCode-breakingCombat ResolutionCombo ChainCommand CardsCommodity SpeculationCommunication LimitsContract FulfillmentContractsCooperative GameCooperative GameplayCooperative PlayCooperative Trick-takingDebateDeck BuildingDeck ConstructionDeck, Bag, and Pool BuildingDeck-BuildingDeductionDexterityDice DraftingDice PlacementDice RollingDiplomatic InfluenceDraftingDynamic Battle SystemEnclosureEnd Game BonusesEngine BuildingEngine-BuildingEscape RoomEvent DrivenExplorationFarmingFlip and WriteFollowFollow ActionGrid CoverageGrid MovementHand ManagementHex-and-CounterHexagon GridHidden MovementHidden RolesI Cut You ChooseIncomeInfluence / Area MajorityLadder ClimbingLegacyLegacy ElementsLegacy GameLegacy SystemLimited CommunicationLine DrawingLine of SightMancalaMap MovementMarketMarket DraftingMarket ManipulationMarket MechanicMarket SpeculationMatchingMeasurement MovementMemoryMission ObjectivesModular BoardModular Board ConstructionMovement TemplatesMulti-Use CardsMulti-use CardsMultiple ScenariosMust FollowNarrative ChoiceNarrative Choice / ParagraphNegotiationNegotiation MechanicsNetwork & Route BuildingNetwork BuildingNetwork and Route BuildingOne vs ManyOne vs. ManyOpen DraftingPaper-and-PencilPartnershipsPattern BuildingPattern RecognitionPick-up and DeliverPlayer EliminationPlayer InteractionPlayer JudgePoint SaladPoint to Point MovementPolyominoesPush Your LuckPush-Your-LuckPuzzlePuzzle-LikePuzzle-SolvingRaceReal-TimeRecipe FulfillmentResource ManagementRole PlayingRole SelectionRoll / Spin and MoveRondelRoute BuildingRoute-BuildingRoute/Network BuildingSanity SystemScenario / Campaign PlayScenario / Mission / Campaign GameScenario / Mission FunctionSecret Unit DeploymentSemi-Cooperative GameSet CollectionSheddingSimulationSimultaneous ActionSimultaneous Action SelectionSimultaneous Hidden AllocationSocial DeductionSocial InteractionSolo / Solitaire GameSpace ExplorationStat Check / Skill CheckStock HoldingStorytellingStrategic PlanningTableau BuildingTactical Decision-MakingTake ThatTargeted CluesTeam PlayTeam-Based GameTeam-Based GuessingTeamworkTech TreesTech Trees / Tech TracksTechnology & Armament TracksTechnology TreeTension & Aggression TracksTile DraftingTile LayingTile PlacementTime TrackTime TravelTower DefenseTrack MovementTradingTrick-takingTug of WarTurn Order: PassTurn Order: Stat-BasedUnit PlacementVariable Phase OrderVariable Player PowersVariable Set-upVariable SetupVictory Point TracksVotingWord AssociationWord GameWord GuessingWord-GuessingWord-guessingWordplayWorker Placement

RANK #236
Embark on a frosty railway adventure with *Ticket to Ride: Nordic Countries*, a standalone installment in the award-winning series designed specifically for a more intimate and competitive experience. Set against the beautiful, snow-dusted backdrop of Denmark, Finland, Norway, and Sweden, this game challenges two or three players to become the region's greatest transportation magnate. The core objective remains familiar to fans of the series: collect colored train car cards to claim railway routes, strategically connecting cities across the map. Your primary source of points comes from fulfilling secret Destination Tickets, each one tasking you with linking two specific cities. Successfully completing these tickets adds to your score, but failure will cost you dearly. The player who has amassed the most points from their routes, completed tickets, and the coveted 'Globetrotter' bonus for the most tickets fulfilled, will be declared the winner.
The gameplay is elegantly simple yet rich with strategic choices. On your turn, you perform one of three actions: draw more train car cards, claim a route by discarding a matching set of cards, or draw new Destination Tickets to potentially increase your score. *Nordic Countries* introduces compelling twists on this classic formula with the inclusion of Ferries and Tunnels. Ferries are special sea routes that demand a specific number of powerful Locomotive wild cards to claim, making these cards exceptionally valuable. Tunnels add a thrilling element of risk; after committing your cards to a mountain route, you must reveal cards from the top of the deck, potentially forcing you to play extra cards to complete the connection. This version also uniquely alters the rules for Locomotives, restricting their use primarily to these special routes, which intensifies the strategic planning around their acquisition and use.
What makes *Ticket to Ride: Nordic Countries* a standout title is its brilliantly crafted map, which is significantly tighter and more constrained than its predecessors. This design choice inherently creates a high-stakes environment where player interaction is not just possible, but inevitable. Players must constantly watch their opponents, anticipate their moves, and decide whether to build their own network or defensively block a critical path. The scarcity of double-routes means competition for key connections is fierce from the very start. This heightened tension, combined with a brisk playtime of 30-60 minutes, makes it an exceptionally engaging and replayable game for couples, families, and anyone seeking a fast-paced, light-strategy experience with a healthy dose of direct competition.
2-3 45m⚖️ 1.9