recursal/Fanatic-Fandom huggingface dataset:
Depots

Depots are new pieces only available in the Europa 1912 expansion.

## Rules

At the start of the game, once the players have received their Train cards and selected the Tickets they wish to keep, each player gets a Warehouse and 5 Depots of matching color. The Warehouse is placed in front of each player, with 4 Depots next to it. The 5th Depot is placed in any city on the board, starting with the player who will go last in the game, and the the second-to last and so on.

Each time a player uses his turn to draw train cards, he must first draw the top card off the train card deck and place it in any Warehouse without looking at it, before drawing his own Train cards. Each time a player uses his turn to claim a route into a city with a player's Depot in it (including their own), he may pick all the train cards from that player's Warehouse, by discarding one of his own Depots from his Warehouse back into the game box.

In addition to his regular turn, a player may always, as a free Action, take one or more Depots still next to his Warehouse and place them on any empty cities. At the end of the game, the player with the most unused Depots next to their Warehouse score 10 points. All tied players score the bonus. Once placed on the board, a Depot can never be moved nor removed, and may not co-exist with other pieces.  And players may pick cards from 2 Warehouses in a single turn, when claiming a Route that connects 2 cities each with its own Depot, but they must still discard 2 of their own Depots. The number of Train cards stored in a Warehouse is open information. In the rare event there are no more Train Car cards left to draw or reshuffle and one or more players have run out of Depots, all Warehouses are immediately emptied out and the Train cards reshuffled into a new draw pile.

Depots can be played on any map.
FlareClan's Legacy Wikia

## Welcome To The Forest of FlareClan..

FlareClan's Legacy is a fanfiction written by myself (Wiki User: Sealloverlovesseal) based off of the Warriors series by Erin Hunter, and will be released once is finished. All characters, events, books, or other things related to the fanfic will be placed on this wiki for mostly myself to keep all organized.

## FlareClan Significant Info

> **Territory:** A forest of oak and pine, once burnt by a wildfire, giving the clan their unique fiery name. As much as the forest has grown since the flames, you can tell it was once burnt by the darkened trees and the patches of nothingness within the territory. Also, Fire Lilies are numerous, as these flowers appear rapidly after a forestfire has flared.
>
>

> **In The Beginning:** FlareClan was first started by Sleetstar, before Sleetfur. She is a very thick furred white she-cat with silver ears and whole fox-like tail- bright orange eyes. Her mother told stories of the forestfire down to Sleetfur and her siblings, and after Sleetfur ran into WindClan while searching for a certain herb to heal her mother; Sleetfur realized how wonderful clan life was. The territory that Sleetfur and her kin inhabitated was already named "The Land of Flaring Flames", named by nearby rogues. The day her mother passed away left Sleetfur and her two siblings very sickly, and her siblings had passed. A rogue in the area named Quick and his sister Aspen supported Sleetfur and within around 3 moons Quick and Sleetfur had become mates. She remembered WindClan, and was ready to plan how she would create her own clan.. FlareClan. She recruited many rogues, and took in all she knew from the time with WindClan, which was only a moon. Once she had enough cats interested, every cat's rogue names were added a suffix and Sleetfur became Sleet*star**.* Quick had become Quickthunder, and was made deputy of FlareClan. Aspen had become Aspenberry. FlareClan was born.
>
>

> **Significant Leaders:**
>
>

~=~Sleetstar~=~ Very thick furred, white she-cat with silver ears and silver fox-like tail. Thick fur rings her neck. Bright orange eyes. Mates with: Quickthunder.
> **Significant Deputies:**
>
>

~=~Quickthunder~=~ Slender white tom with very dark gray tabby patches smearing his pelt, looking more like rushed smudges and streaks. His eyes are the color of yellowish orange, amber. Mates with: Sleetstar.
> **Significant Medicine Cats:**
>
>

~=~Tinyoak~=~ Small creamy brown tom with soft fur and also soft blue eyes. Creamy lighter brown underside. One of his paws is twisted from falling into a ditch. Apprentice: Ryefern
~=~Ryefern~=~ Golden brown tabby she-cat with a ginger tabby front leg. White underside, paws, and tailtip. Kind dark brown eyes.

## How To Contact The Author? {I Guess?}

Wiki Account: Sealloverlovesseal

Email: Only will give out to trustworthy individuals

[---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Gemini Nanorobotics Inc.

Gemini Nanorobotics Inc. is a subsidiary of the Gemini Corporation. As the name implies, Gemini Nanorobotics Inc. focuses on the development, and construction, of nanotechnology such as nanites; in addition to varying nanomaterials such as graphene and carbyne.

Gemini Nanorobotics Inc. holds a de facto monopoly over the construction of nanomachines, due to their closely-guarded designs which allow for cheap and easy mass-manufacturing. They frequently supply nanites to large-scale projects, with the authorization of it's parent company. Examples being Scala Caelo and Apollo's Ring.
France

France is an expansion, which requires a base game. It comes with Old West.

## Components

* A France map and corresponding tickets
* Track pieces (3 2-length, 3 3-length, 1 4-length, 1 5-length, in each color)

## Differences

* Track Building
* Ferries
* Countries
* 40 train cars instead of 45.
* Both Globetrotter and Longest Route bonuses.

## Lore

Dive into thriving French culture during Impressionism and the Industrial Revolution; street cafes, "Starry Night", Paris boulevards, and Notre-Dame. The French railroad system is a blank canvas just waiting for your masterful strokes. However, before you can start claiming routes, you'll need to lay the tracks! Watch for your opponents, though, because they might claim the route you just spent so much time building...

## Trivia

* According to the lore, the map takes place during Impressionism and the Industrial Revolution. However, the Impressionist period did not begin until after the Franco-Prussian war, which has not happened if Metz, Strasbourg, and Mulhouse are still French. Nice was also only ceded to France by Italy in 1860. Therefore, the game must take place between 1860 and 1870. However, the map also uses the modern German flag, which was only created in 1919.
Bonuses

Bonuses are points given to the player who has completed a certain goal besides tickets.

The Nederland, World and Great Lakes maps do not have bonuses.

## Longest Continuous Path

10 points are given to the person with the most train cars in his longest path.

The Longest Continuous Path bonus appears in USA (where it was introduced), USA Mega, Europe, Europa Expanded, Europa Mega, Team Asia, France, Switzerland, and India.

## Most Completed Tickets

10 points for the person who has completed the most tickets.

The most completed tickets bonus tile appears in Marklin

## Globetrotter

15 points for the person who has completed the most tickets.

The Globetrotter bonus appears in USA Classic, USA Mega, Nordic Countries, Germany, France, Africa, Team Asia, and Pennsylvania

## Explorer

10 points for the person who has connected the most cities in one network.

The Explorer bonus only appears inLegendary Asia.
The Heart of Africa

The Heart of Africa is an expansion, which requires a base game.

## Components

* A Central African themed map and corresponding tickets.
* 45 Terrain cards

## Differences

* Countries
* Ferries
* Terrain cards
* The board is color-coded into Jungle (Cold colors), Desert (Warm colors), and Mountain (Grayscale) routes.

## Lore

Venture into the Heart of Africa to build routes through some of the continent’s most remote and desolate locales. Will you bolster your terrain surveying skills and local knowledge to try and establish more valuable routes – or dare to dash across the continent in a mad race to cut the game short?

## Trivia

* According to the rulebook, the map is set in 1910. However, Kisumu was only known as Port Florence between 1901 and 1903.
* As with some previous maps, historical names from the colonial era are used for cities. For example, Serpa Pinto is called Menongue since 1975. Interestingly, Mocamedes became Namibe but is now Mocamedes again as of 2016.
* The map includes junctions, or nameless cities, normally due to lack of major towns in certain areas. Strangely, Lusaka, Dodoma, Nairobi, Kampala, all major capital cities, are omitted, with junctions placed near their location, except for Kampala, which is superceded by the very minor Congolese village of Bogoro. Despite this, some towns that do appear are very minor compared to most other cities on the map (< 5,000 inhabitants) such as Port Nolloth, Bogoro, Livingstonia, and Kodok, however these may have been added for their fame/infamy.
	+ The junction north of Bangui may be interpreted as Fort Crampel, the 1910 name of Kaga-Bandoro.
	+ The junction south of Bondo may be interpreted as Stanleyville, the 1910 name of Kisangani.
	+ The junction south-east of Leopoldville (Kinshasa) may be interpreted as Luluaburg, the 1910 name of Kananga (while Mbuji-Mayi is also nearby, and is today more populous, it did not exist in this time period).
	+ The junction south-east of Fachoda is today Juba, though this was a minor outpost on the Nile until the 1920s when a church and governmental buildings were established there.
* Fachoda and the junction approximately in Juba do not count as Sudan, despite them being within Sudan in 1910. The year before this map's release, South Sudan had declared independence, which likely explains this.
Suicide Squad DLC

Throughout the main story and side-missions, most of the original DC Suicide Squad members are actually dead, so in this universe, when Amanda Waller is making her squad, she actually picks other potential villains that she had her eyes on. This includes Task-Master, Bullseye, Rhino, Hob Goblin, among others. They are sent on a mission by A.R.G.U.S. to contain a revolutionary threat in South America, but when they arrive, a dimensional rift opens, and they have to fight the original DC Suicide Squad from a different Earth.

 TBAL

## CHARACTERS

* Amanda Waller / Norman Osborne
* Crossbones / Col. Rick Flag
* Winter Soldier / Bronze Tiger
* Task-Master / Deathstroke
* Bullseye / Deadshot
* Rhino / Killer Croc
* Hob Goblin / Killer Frost
* Radioactive Man / El Diablo
* \_\_\_ / Captain Boomerang
* Elektra / Harley Quinn
* Ghost / Katana

TBAL
Stations

Your 3 stations let you borrow one route at the end of the turn. On your turn, pay the cards needed (one card for the first station, 2 identical ones for the second, etc.) and place a station on a city that the borrowed route connects to. You may borrow one route per station. Also, every station you don't build gives 4 points.

Stations are only officially used in Europe, where they are vital due to the shape and distribution of the map, however they can easily be house-ruled onto almost any map to ease congestion or to combat blocking.
Great Lakes

Great Lakes is part of the Rails and Sails reimplement of Ticket to Ride. It comes with World.

## Components

* 25 train cars in the general 5 colors (with a new shape!)
* 50 boats in the general 5 colors
* 80 train cards (11 of each color, 14 locomotives, no oranges or blues)
* 60 ship cards (4 singles and 6 doubles in each color)
* 65 tickets for World (you won't need these)
* 55 tickets for Great Lakes
* 3 harbours in each color
* 5 wooden score markers
* Rules Booklet for World and Great Lakes

## Setting up

Same as the base game, but...

* Give each player their harbours
* Give each player all their travel pieces
* Give each player 2 train cards and 2 ship cards
* Give 5 tickets to each player; they must choose at least 3.

## Rules

Same as in the base game, but...

* Boats
* Harbours

## Lore

With a surface of almost 100,000 square miles, the five Great Lakes are a major landmark in North America. Steamers from various companies offer their services to cross the Lakes Superior, Michigan, Huron, Erie, and Ontario, docking in the numerous harbors of the region. Enjoy the sunset on Lake Michigan from the harbor of Chicago, discover the brisk beauty of Lake Superior, and follow the secret paths of the Wyandot to victory...

## Trivia

* This map is set between after 1970, as the name Thunder Bay did not exist before then. Rouyn-Noranda was also two separate cities before 1986, however they are so close that Noranda's station served both.
* Perry Sound should be Parry Sound.
* The map includes two junctions, or nameless cities, normally due to lack of major towns in certain areas. The one northwest of Marquette could be interpreted as Copper Harbor, a minor port serving a copper mine, though this was not a census-recognized community until 2006. The one west of Port Elgin could be interpreted as close enough to Port Austin or Port Hope on the thumb of Michigan.
* Strangely, Lansing is omitted, despite being the capital of Michigan, the centerpiece state of the map.
* Ottawa is not a harbor town, despite being on the Ottawa River which connects it and Montreal.
* South Baymouth was never reached by rail, though Little Current, the largest town on Manitoulin Island, was until the bridge was converted to road-only in 1980.
Countries

Countries are special. Routes built into them are dead ends.

Tickets might connect a city to a certain country, or it could be a Country-Country or City-Country ticket. These tickets show a start point (a city or a specific country) and then show all the other countries with scores next to them. If you connect to one of those countries, you get the points on that card. If you connect to multiple countries, you get the one with the highest score. If you don't connect any, you lose the smallest amount of points.

Countries appear in Switzerland, The Heart of Africa, Pennsylvania, United Kingdom, Maerklin, Deutschland, France, Poland, and Italy.
Pennsylvania

Pennsylvania is an expansion, which requires a base game. It comes with United Kingdom.

## Components

* A Pennsylvanian map and corresponding tickets.
* 60 stock shares

## Differences

* Shares
* Ferries
* A singular country
* Globetrotter

## Lore

(Continued from United Kingdom lore) Also includes the Pennsylvania map – in a state full of railroad history, invest in the most profitable companies to develop your rail network. But do not let your opponents outbid you, or you risk losing the benefits of your investments!

## Trivia

* This map involves railroad companies, with a broad range of dates. There is no date where the Erie Lackawanna and BR&P both existed.
	+ The Pennsylvania Railroad operated from 1846 to 1968.
	+ The Baltimore and Ohio Railroad operated from 1830 to 1987.
	+ The Erie Lackawanna Railroad operated from 1960 to 1976, as a merger of the Erie Railroad and Delaware, Lackawanna, and Western Railroad.
	+ The Reading Railroad operated from
	+ The Lehigh Valley Railroad operated from 1846 to 1976.
	+ The New York Central Railroad operated from 1853 to 1968.
	+ The Western Maryland Railroad operated from 1852 to 1983.
	+ The Jersey Central Railroad operated from 1839 to 1976.
	+ The Buffalo, Rochester, and Pittsburgh Railroad operated from 1885 to 1932.
* Alan R. Moon has hinted that shares or something similar will appear in another map.
* On the back of the stock cards, there is a reference to Back to the Future: The stocks are signed by Emmett L. Brown.
Mountain routes

Mountain routes are marked by an "X" on the space. For each "X" you must discard a train car onto the South-Eastern part of the board. Each train car you discard gives you 2 extra points. Example: Kathmandu to Mandalay requires 2 orange cards and 4 train cars, but gives 6 points.

Mountain routes appear in Legendary Asia.
Boats

At the start of the game, each player gets 75 pieces, and must choose what they'll take according to the limits of the map and where their tickets lead them. The draw area has 2 face down piles: one for the ships, and one for the trains. There are 6 face-up cards, and when one takes one, they can choose what they'll replace it with. Wilds can be used for train and ship routes, but you can only find them in the train deck. On the other hand, 3/5s of the ship cards are double ships, which means they count as two cards of that color. Neither deck has blue or orange. The ship routes are the routes with ovals, whereas the train routes are rectangular. Just place the cards down logically.

Boats require a Rails and Sails fitted map, boats pieces, and the proper train and ship cards.

Boats appear in every Rails and Sails map.

Boats and trains that lead to the same place are not double routes.
USA 1910

USA 1910 is a map expansion that requires the original US map to play. It brings 3 new ways to play.

## Components

* A new, larger set of train cards
* A new, larger, and more extensive deck of tickets.

## Differences

### Classic 1910

Use only tickets with the Classic logo on them. Ironically, these tickets are all the tickets that aren't in the base game.

### Big Cities

Use only tickets with the Big Cities logo on them. These tickets all have at least one Big City on them (New York, Chicago, Miami, Dallas, Houston, Los Angeles, and Seattle).
The Dice Expansion

The Dice Expansion is an expansion for every map of Ticket to Ride. A real copy is recommended, but is inadequate for Rails and Sails (see below).

## Components

* 5 white die
* 3 black die
* 15 single route tokens
* 15 double route tokens
* Fancy Ticket to Ride die cup

## Setting up

Same as the map you are playing on, but no train cards are used. Place the tokens along the table.

## Basic Rules

On his turn, a player rolls all five Train dice. He may then re-roll any, all or none of them once, after which the result stands. A die has 2 single route faces, 2 double route faces, 1 wild face, and 1 station face. With his results, he can place a route. All routes are gray, it only matters whether it's a single or double route.

In addition, the player may use any two unused dice to pick token(s) of his choice. These tokens each count as one space toward the claiming of a Route of the corresponding type (Single or Double). The tokens may be used at once (if claiming a Route) or later, but a player can never hold more than 3 tokens of any type. If a player starts his turn with 3, he cannot claim more this turn, even if he spends some. A player may freely discard some or all of his tokens at the end of his turn, to draw different ones later.

## Map Rules

* Stations require 1, 2, or 3 station faces (or wilds) to claim.
* After having rolled or re-rolled the Train dice, if a player decides to claim a Tunnel Route, he rolls the 3 Tunnel dice and, for each Tunnel symbol rolled, he must add 1 more Single/Double Route Train dice or token than normal to claim the Tunnel Route. If he cannot do that, he may not decide to take another action instead (i.e. he cannot Claim another Route or Draw Destination Tickets), and his turn ends. A player may not re-roll his Train Dice after having rolled the Tunnel Dice, even if he rolled his Train Dice only once.
* Ferries act like normal, requiring a wild to claim.
* In Switzerland, Nordic, and the UK maps, only 4 die are rolled per turn.
* Any routes higher than 8 are officially unclaimable, such as the 9 routes in Nordic or India.
* In Asia, tokens are shared instead of train cards. The numbered tunnels act as if they were normal ones.
* In The Heart of Africa, routes are still gray. When doubling routes, use the colors as normal.
* Due to the high amount of double routes in Nederland, single track dice represent Red, Orange, Yellow, and Black, while double track represents Blue, Green, Pink, and White. Grays act as normal.
Route Scoring

This is a page that wil make everyone shut up once and for all!

## Normal

This scoring is the official scoring, though it's not on a curve or anything.

* 1=1

* 2=2

* 3=4
* 4=7
* 5=10
* 6=15
* 7=18
* 8=21
* 9=27
* 10=40

## Balanced

Having one green is nothing special, but each one after that is more valuable, as there are less in the deck. This is a more fair representation that I (Luctheminecrafter) made with a variant of Fibonacci numbers.

* 1-1
* 2-2
* 3-4
* 4-7
* 5-11
* 6-16
* 7-22
* 8-29
* 9-37
* 10-46
* 11-56
* 12-67
* 13-79
* 14-92
* 15-106
* 16-121
* 17-137
* 18-154
* 19-172
* 20-191
* 21-211
* 22-232
* 23-254
* 24-278
* 25-302
* 26-327 (Max possible, since 12 colors plus 14 locomotives)
Guy Gardner

<Brief Bio Description of the character>

Weight

Eye Color

Hair Style & Color

## ALTERNATE COSTUMES

<Each playable character has multiple alternative costumes to play as, which can each be unlocked throughout the game by completing side-missions, parts of the main story, and by finding collectibles>

* Main Game Costume
* Classic Comics Costume
* Parallel Earth Costume

## SPOILER ALERT

<Include how they play into the main story, the side missions, and include their inevitable fate from the game>

## IN-COMICS CANON POWERS/ABILITIES & SUCH TO TAKE ACCOUNT OF

### Powers

<Like it says, their powers according to the canon [& Slightly off-canon] comics>

<Also, if there is a power or ability or anything that is specific to a certain version/dimensional version of that character, specify that please. Also specify if the character formerly had said power or ability.>

## SPECIFIC GAME-PLAY MISC. THINGS

<Such as specific combat finishers, combo's, controls, tips on how to best play, etc.>

## SPECIAL INTERACTIONS WITH OTHER CHARACTERS

<When you are playing as a particular character, and you run into another hero or villain out in the world, there might be a slight bit of dialogue between the two, as a joke or as simple witty banter. Some dialogue options will not occur until you have passed certain side missions or certain parts in the story. Sometimes, the character you run into might want to fight you then and there!>

<Include a list of the characters with special interactions, and list what is actually said and what happens>
Poland

Poland is an expansion, which requires a base game.

## Components

* A Polish map and corresponding tickets
* Country cards

## Differences

* Countries
* Country Cards
* 35 train cars rather than 45

## Lore

Welcome to Ticket to Ride Poland! From the Baltic Sea to the Tatra Mountains, Poland offers wide open vistas just waiting to be discovered. Take in the fresh sea breeze on the Gulf of Gdansk, or maybe you prefer the charming mountain trails around Zakopane! Ticket to Ride: Poland takes you on a unique journey into a rich past as you play the role of a railway magnate from the 1950s. Contribute to the development of the railroad network not only in Poland, but also with its neighboring countries.

## Trivia

* According to the rule book, the game takes place in the 1950s, but uses modern borders. While no major border changes happened to Poland between 1945 and the modern-day, the borders and flags of surrounding countries imply the dissolution of the USSR as well as Czechoslovakia. Since Poland was communist in the 50s, the lore stating you play as a railway magnate is also contextually inaccurate.
* Poland is Map Collection 6 1/2, as it was produced in 2019 by the Polish board game company Rebel with the permission of Days of Wonder, as a Poland-exclusive release. It was later reproduced by Days of Wonder for an international release after high demand.
Character Score Markers

Character Score Markers are a box of wooden score markers, each with a different shape, appropriate for each character on the USA box (including the sides). It also includes one for Halloween Freighter.

* Red is a fan.
* Orange is a pumpkin.
* Yellow is an umbrella.
* Green is a Gatsby cap.
* Blue is a top hat.
* Purple is a bowtie.
* Black is a cane.
* White is a glove.
Nathan

Nathan "Nate" Wu, 28, was born on Earth. Sent to live with his rich uncle Dao during the crisis that predated the Fall, Wu grew up in a hypercorp hab populated by chinese workers. He soon found out his uncle's wealth did not come from legal means; he was a Shui Fong enforcer, and soon put Nate to work for him doing occasional odd jobs.

   Nate looked up to his uncle with great respect, if not admiration, and undying loyalty.

Dao introduced Nate to many firsts: The first whiskey he drank, the first cigarette he smoked,  the first car he drove,  the first woman he took, the first gun he shot, the first stack he popped.

Nathan was never too proud of his acomplishments, especially the ones involving violence, but he knew he was good at what he did, and he couldn't help but feel some ammount of gratification in being acknowledged by the great Dao Wu after a well done job. Morality was secondary to his loyalty to his Uncle.

Then the Fall happened. It affected everyone, changed everything; but somehow, business for the Triads went about as usual - people still needed drugs and weapons, now more than ever.

Nate had sometimes wondered about when he'd make it back home, filled with riches and wisdom passed down to him by his uncle, and make his parents proud. Tough luck.

Knowing that he had no home to go back to, that everyone he ever knew back on Earth was dead, changed something inside him. As time passed, he felt increasingly entrapped, enclosed in this hab floating in space, which was now at triple capacity as more and more infugees flooded in.

Eventually the weight of his actions and the will to break free took their toll, and Nathan set off on his own, using his skills to make a living as a free-lance Ego-Hunter.

For five years he hunted. He went to hundreds of different places, met thousands of different people, and made a name for himself. He was focused, trustworthy, but unfulfilled, as the nature of his job at times didn't feel any more honorable than being a Triad thug. But still he endured, with utmost professionalism and discretion.

And then, two years ago, he found Firewall. Or to me more precise, Firewall found him. They said his skills, persona, contacts and willingess to fulfill his objectives above all else were precisely what they looked for in a sentinel, and revealed to him many truths behind the workings of transhumanity.

Working for Firewall, at times, feels a lot like working for any other shady clients he's worked for during his almost decade-long career, but now his missions had purpouse, now they felt, in a way, personal. For some reason, it made him feel something he had never felt before: whole.

Just another day working under Firewall.Sometimes you just have to sit back and ask yourself: "What the fuck just happened."
Tour Tickets

Tour Tickets are a new form of destination ticket introduced in the World map.

You must connect each of the cities in order to get the biggest number on the ticket. If you connect them, but not in order, then you get the smaller number. If you don't connect all the cities, you lose lots and lots of points.
Locations In Universe

Locations In Universe

TBAL

## MARVEL LOCATIONS

* Manhattan (MAIN GAME MAP)
	+ Avengers Tower (Iron Man; Captain America; Hulk; Thor; Hawkeye; Black Widow)
	+ StarkTech HQ (Iron Man; Jarvis; Pepper Potts)
	+ Daily Bugle HQ (Spider-Man; J. Jonah Jamieson; Venom)
	+ Baxter Building (Mr. Fantastic; Invisible Woman; Human Torch; Thing; Franklin Richards)
	+ Times Square (Joker; Spider-Man; Level 1)
	+ S.H.I.E.L.D. New York Helicarrier (S.H.I.E.L.D.; Nick Fury Jr.; Maria Hill; Captain America; Black Widow; Hawkeye)
	+ F.E.A.S.T. Center (Spider-Man; Aunt May; Mr. Negative)
	+ Hell's Kitchen (DareDevil; Jessica Jones; Iron Fist; Punisher; Kingpin; Bullseye; Killgrave)
	+ Harlem (Luke Cage; Black Maria; Cottonmouth; Diamondback; Bushmaster)
	+ Oscorp Tower (Green Goblin)
	+ Sanctum Sanctorum New York ("A Strange Occurrence"; Doctor Strange)
	+ Central Park ("The Most Dangerous Game"; Beast Boy; Kraven The Hunter; Beast)
* Wakanda (Black Panther; Storm)
* Negative Zone
	+ Negative Zone Prison
* Xavier's School (Level 10; Professor X; Cyclops; Jean Grey; Wolverine; Ice Man; Angel; Beast; Night Crawler; Gambit)
* Genosha (Magneto; Mystique; Blob; Toad)

## DC LOCATIONS

* Justice League Watchtower (Batman; Superman; Wonder Woman; Hal Jordan; Aquaman; Cyborg; Martian Manhunter)
* Gotham City (Batman)
	+ Arkham Asylum ("Blood-Lust"; Hugo Strange; Joker; Two-Face; Penguin; Riddler; Bane; Man-Bat
	+ Wayne Manor (Batman; Alfred; Nightwing; Red Hood; Robin III; Robin IV; Bat-Girl)
		- Bat-Cave (Batman; Vision)
	+ Wayne Tower (Batman; Lucius Fox)
	+ Iceberg Lounge ("Cage-Fight"; Solomon Grundy; Abomination; Penguin)
* Metropolis (Superman)
	+ LexCorp Tower (Lex Luthor; Metallo; Level 3)
	+ Daily Planet HQ (Lois Lane; Jimmy Olsen)
* Themyscira (Wonder Woman; Amazons; Level 2)
* Star City (Flash)
	+ S.T.A.R. Labs (Vibe; Killer Frost; Reverse Flash)
* Coast City (Green Arrow; Speedy; Red Arrow; Arsenal; Artemis)
* Oa (Hal Jordan; John Stewart; Guy Gardner)
* Atlantis (Aquaman; Black Manta; Namor)
* Phantom Zone (General Zod)
* Mount Justice (Young Justice; Aqualad; Miss Martian; Artemis; Robin; Nightwing)
* The Tower Of Fate ("A Strange Occurrence"; Dr. Fate)
* Jump City (Teen Titans)
	+ Titans Tower (Teen Titans; Nightwing; Star-Fire; Cyborg; Beast-Boy; Raven; Donna Troy)
* (The Middle East, DC)
	+ Kahndaq (Black Adam)
	+ Bialya (Queen Bee)
* League Of Shadows HQ (Ra's Al Ghul; Talia Al Ghul; League Of Shadows; Robin IV)

 TBAL
Legendary Asia

Legendary Asia is an expansion, which requires a base game. It comes with Team Asia.

## Components

An Asian themed map and corresponding tickets, and a rulebook.

## Differences

* Mountain Routes
* Ferries
* Explorer Bonus
* Long Tickets

## Lore

(Continued from Team Asia lore) Or, if you prefer the quiet pleasures of traveling alone along the Silk Road, or winding your way through the hustle and bustle of Indochina, venture into the forbidden eastern lands of François Valentyne’s Legendary Asia. Just be ready for a hair-rising ride through the mountain passes of the Himalayas!

## Trivia

* This map was created by Francois Valentyne, who tied for first in the Ticket to Ride Map Creation contest.
* According to the tickets, this map is set in 1913. Despite this, the map uses modern borders, with a few exceptions: Korea appears united, the western most provinces of India seem to be incorporated into Bangladesh, Ukraine appears to have annexed South Russia, Iraq has taken Kuwait, and Africa has no borders.
Nordic Countries

Nordic Countries is the fourth installment of the Ticket to Ride series. When it was released, it was only available in the countries shown on the map (bar Estonia and Russia).

## Components

The same as in the first game, but with 45 white, purple, and black trains and score markers (and a Nordic-themed map and corresponding tickets, but that's obvious).

## Setting up

The same as in the first game, but give only 40 trains and 5 destination tickets to each player.

## How to play

The same as in the first game, with some added features:

* Ferries
* Tunnels
* 9 space route worth 27 points. On this route, any 4 cards can replace the main color.
* Like Switzerland, wilds may only be used for tunnels and ferries.
* On ferries, you may trade in any 3 cards to replace a locomotive.
* Globetrotter

## Lore

Ticket to Ride Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki and Stockholm. Visit Norway’s beautiful fjords and the magnificent mountain scenery on the Rauma Railway. Breathe in the salt air of the busy Swedish ports on the Baltic Sea. Ride through the Danish countryside where Vikings once walked. Hop on the Finnish railway and travel across the Arctic Circle to the land of the Midnight Sun.

## Trivia

* According to the tickets, this map is set in 1910. However, Finland was not independent from Russia at this time, and its borders are post-WWII era (and the town of Imatra was only established in 1948 because of said border change).
Sentry

<Brief Bio Description of the character>

Weight

Eye Color

Hair Style & Color

## SPECIAL CHARACTERISTICS

(Such as Water-Breathing, Mutant, Kryptonian, etc.)

## ALTERNATE COSTUMES

<Each playable character has multiple alternative costumes to play as, which can each be unlocked throughout the game by completing side-missions, parts of the main story, and by finding collectibles>

## SPOILER ALERT

<Include how they play into the main story, the side missions, and include their inevitable fate from the game>

## IN-COMICS CANON POWERS/ABILITIES & SUCH TO TAKE ACCOUNT OF

### Powers

<Like it says, their powers according to the canon [& Slightly off-canon] comics>

<Also, if there is a power or ability or anything that is specific to a certain version/dimensional version of that character, specify that please. Also specify if the character formerly had said power or ability.>

## SPECIFIC GAME-PLAY MISC. THINGS

<Such as specific combat finishers, combo's, controls, tips on how to best play, etc.>

## SPECIAL INTERACTIONS WITH OTHER CHARACTERS

<When you are playing as a particular character, and you run into another hero or villain out in the world, there might be a slight bit of dialogue between the two, as a joke or as simple witty banter. Some dialogue options will not occur until you have passed certain side missions or certain parts in the story. Sometimes, the character you run into might want to fight you then and there!>

<Include a list of the characters with special interactions, and list what is actually said and what happens>
Nederland

Nederland is an expansion, which requires a base game.

## Components

* A Netherlands themed map and corresponding tickets
* Bridge toll tokens and loan cards

## Differences

* Bridge Tolls
* Dummy Player in 2 player games (At the bottom of tickets are 2 cities, each round after the 6th, pull one up and place cars that you aren't using on that route, if there is one. Give toll tokens to any players who deserve them)

## Lore

Amsterdam’s numerous canals make it the Venice of the North, but all of Nederland is filled with waterways. A rail journey in this low-lying country – where 20% of the land is below sea level – crosses countless bridges. Spend too much time admiring the beauty and you’ll spend your money in bridge tolls!

## Trivia

* This map is set after 1967, when Lelystad was founded. However, steam was not used on Dutch main lines past 1958.
Italy

Italy is an expansion, which requires a base game. It comes with Japan.

## Components

* An Italian map and corresponding tickets
* 10 Ferry Cards

## Differences

* "Wave" Ferries
* Countries
* Regions bonus

## Lore

Welcome to Ticket to Ride Italy. As you ride through the countryside, enjoy the alpen glow on majestic peaks and sunsets behind cypress hedges in glorious Tuscan landscapes. You can also hop aboard a ferry to reach Sicily or neighboring countries… but don’t forget why you’re in Italy. Can you build the most impressive rail network and connect the most regions around the country?

## Trivia

* Since Croatia and Slovenia are independent states, this map takes place before 1995 (presuming the map does not take place during the Croatian War of Independence).
* Despite appearing in Europe, at a larger scale, Brindisi does not appear on this map.
* Sardinia is shifted greatly to fit onto the map.
* In Italy, Map Expansion 7 was sold as Italy-Japan rather than Japan-Italy, featuring Italy-centric box-art.
World

World is part of the Rails and Sails reimplement of Ticket to Ride. It comes with Great Lakes.

## Components

* 25 train cars in the general 5 colors (with a new shape!)
* 50 boats in the general 5 colors
* 80 train cards (11 of each color, 14 locomotives, no oranges or blues)
* 60 ship cards (4 singles and 6 doubles in each color)
* 65 tickets for World
* 55 tickets for Great Lakes (you won't need these)
* 3 harbours in each color
* 5 wooden score markers
* Rules Booklet for World and Great Lakes

## Setting up

Same as the base game, but...

* Give each player their harbours
* Give each player all their travel pieces
* Give each player 3 train cards and 7 ship cards
* Give 5 tickets to each player; they must choose at least 3.

## Rules

Same as in the base game, but...

* Boats
* Harbours
* On this map alone, trains can extend across the board, for example, Cristchurch-Valparaiso.
* Pair Routes
* Tour Tickets

## Lore

The world is changing fast. All over the world, railroad tracks bridge countries and continents, and trips that would take weeks can now be completed in a matter of days. Water is no longer the obstacle it once was; now, huge ocean liners carry hundreds of passengers across the sea. From Los Angeles to Sydney, from Murmansk to Dar Es Salaam, Ticket to Ride: Rails & Sails takes you on a railroad adventure across the entire globe. All aboard, and get ready for an unforgettable journey!

## Trivia

* This game is set after 1984, the year Cambridge Bay was officially made a hamlet.
* The background is rather undetailed, showing no trace of Korea or many big lakes.
* The map includes a junction, a nameless city, normally due to lack of major towns in certain areas. It is placed on the Kerguelen Islands, which have no permanent settlements on them.
Deutschland 1902

Deutschland 1902 is a map expansion that requires Deutschland 1902. It brings 3 new way to play. Like Deutschland, it is only available in Germany.

## Components

* More tickets for Deutschland
* Baggie
* Lots of wooden meeples

## Differences

### Expanded

In this variant, play with all the tickets.

### Expanded w/ Passengers

In this variant, play with all the tickets and passengers.

## Trivia

* This expansion is set in 1902. However, the map it is played on does not use the borders of this time period.
Ticket to Ride - Europe

Ticket to Ride - Europe is the sequel of Ticket to Ride.

## Components

The same as in the first game, but with 3 station markers per color (as well as a European map and corresponding tickets, but that's obvious)

## Setting up

The same as in the first game, but give one long ticket to each player as well as 3 short ones.

## How to play

The same as in the first game, with some added features:

* 8 space routes are worth 21 points
* Tickets are divided into long and short tickets (long ones have a blue background). Any long ticket not taken at the start of the game goes back in the box. The start is your only opportunity for a long ticket.
* Ferries
* Tunnels
* Stations
* Long Tickets

## Lore

From the craggy hillsides of Edinburgh to the sunlit docks of Constantinople, from the dusty alleys of Pamplona to a windswept station in Berlin,  Ticket to Ride Europe takes you on an exciting train adventure through the great cities of turn-of-the-century Europe.

## Trivia

* The map is presumably set in 1902, since USA 1910 is set 10 years after USA, and 1910's counterpart is Europa 1912. However, Petrograd was only known as such during and after World War I. Croatia and Bosnia-Herzegovina are portrayed as independent, though at this time they were autonomous kingdoms within the Austro-Hungarian empire. Portugal and Luxembourg's borders also appear to be missing, despite existing at this time.

## Awards

* 2005 International Gamers Awards – General Strategy; Multi-player
* 2005 Japan Boardgame Prize Best Advanced Game Nominee
* 2005 Italy game of the Year
* 2005 Nominated Game Academia selection (Austria)
* 2006 Årets Spill Best Family Game Winner
* 2013 Hungarian Board Game Award Special Prize Winner
Europa 1912

Europa 1912 is a map expansion that requires the Europe base to play. It brings 3 new way to play.

## Components

* A new, larger, and more extensive deck of tickets. (101 tickets in total)
* 5 depots in each color.
* 1 warehouse card for each player

### Europa Expanded

Use all the tickets with no logos and the ones with the 1912 logo.

### Europa Mega

Use all the tickets. Give 2 Long Distance tickets to each player, of which they can only keep 1.

### Big Cities

Use all the tickets with the Big Cities logo on them. Do not distribute Long Distance Tickets.

## Trivia

* This map is set in 1912.
* The rulebook mentions that the 3 aforementioned variants are only the favorites. Therefore mixing and matching tickets is not necessarily a house-rule. For example, you may choose to only include tickets that have an end city in the USSR.
Team Play

Split the plastic trains of each team's color into 2 sets of 27 trains, one for each player on the team. Players on the same team score together, using the common score marker of matching color, but must keep their own set of trains separate from each other. Teammates on the same team also share 2 cardholders (one for their team’s common Train cards, the other for their common Tickets), placing them in front of them, within easy reach of one another. During play, teammates can make light talk, but cannot exchange game information, excepted as permitted by the rules dictating the use of their team’s cardholders.

Once both teammates have selected their Tickets, they must simultaneously place 1 in the team’s common Tickets cardholder. Each team thus has 2 Tickets shared at game start. All other Tickets still in players’ hands must remain secret. During the game, if a player wishes to draw additional Destination Tickets, he draws 4 new Tickets, of which he must keep at least 1. The player then places 1 of these newly kept Tickets into his team’s common Tickets cardholder, keeping the others secret from his teammate. Destination Tickets rejected, either at game's start or following a draw of new Destination Tickets in mid-game, are discarded to the bottom of Destination Tickets deck, as in a regular Ticket to Ride game. During the game, a player may use his whole turn to place up to 2 Destination Tickets in his hand onto the common Tickets cardholder, to share information with his teammate. The player cannot do anything else this turn.

During the game, when a player chooses to draw Train cards, he must place one in his hand and the other in his team’s cardholder. When a player draws the first card, he must immediately decide whether to add it to his hand or share it with his teammate by placing it in the common cardholder. The second card he draws must then go to his other location (hand or cardholder). If the player chooses to draw a single face-up Locomotive, he must place it in the common cardholder. To claim a route, a player may use any combination of Train cards from his hand and/or those in his team’s cardholder.

In 4 Player games only, once one of the tracks of a double-route is claimed, the other route becomes unavailable to all players. One exception: Both tracks of the double-route from Hong Kong to Canton remain open even when there are only 4 players. The map of Asia also contains some triple routes. In 4 Player games, only 2 of these 3 tracks may be claimed, though both players on a same team may decide to claim one each, effectively blocking off the other team. The game ends when the combined amount of trains reaches 4.
Bridge Tolls

You start with 30 toll tokens. The player who goes first starts at 0 points, the second starts at 1 point, the third at 2 points, and so on. Each route has a number on it. When you claim a route, you must pay that many tokens to the bank. If you claim a double-route after someone else, you pay to that person.

Whoever has the most gets a bonus.

Bridge Tolls only appear in Nederland.
Hulk

<Brief Bio Description of the character>

Weight

Eye Color

Hair Style & Color

## ALL GADGETS/POWERS/ABILITIES AVAILABLE TO USE

Thrower: (Like Batarangs)

Explosive: (Like Explosive Gel)

Grapple:

Electric: (Like the Shock Gloves or R.E.C.)

Quick Escape Method: (Like Smoke Pellet)

Fire Arm/Gun: (There can be multiple)

## SPECIAL CHARACTERISTICS

(Such as Water-Breathing, Mutant, Kryptonian, etc.)

## ALTERNATE COSTUMES

<Each playable character has multiple alternative costumes to play as, which can each be unlocked throughout the game by completing side-missions, parts of the main story, and by finding collectibles>

## SPOILER ALERT

<Include how they play into the main story, the side missions, and include their innevitable fate from the game>

## IN-COMICS CANON POWERS/ABILITIES & SUCH TO TAKE ACCOUNT OF

### Powers

<Like it says, their powers according to the canon [& Slightly off-canon] comics>

<Also, if there is a power or ability or anything that is specific to a certain version/dimensional version of that character, specify that please. Also specify if the character formerly had said power or ability.>

## SPECIFIC GAME-PLAY MISC. THINGS

<Such as specific combat finishers, combo's, controls, tips on how to best play, etc.>

## SPECIAL INTERACTIONS WITH OTHER CHARACTERS

<When you are playing as a particular character, and you run into another hero or villain out in the world, there might be a slight bit of dialouge between the two, as a joke or as simple witty banter. Some dialogue options will not occur until you have passed certain side missions or certain parts in the story. Sometimes, the character you run into might want to fight you then and there!>

<Include a list of the characters with special interactions, and list what is actually said and what happens>
Power Girl

<Brief Bio Description of the character>

Weight

Eye Color

Hair Style & Color

## ALL GADGETS/POWERS/ABILITIES AVAILABLE TO USE

**Flight**: Flight

## SPECIAL CHARACTERISTICS

(Such as Water-Breathing, Mutant, Kryptonian, etc.)

## ALTERNATE COSTUMES

<Each playable character has multiple alternative costumes to play as, which can each be unlocked throughout the game by completing side-missions, parts of the main story, and by finding collectibles>

## SPOILER ALERT

<Include how they play into the main story, the side missions, and include their inevitable fate from the game>

## IN-COMICS CANON POWERS/ABILITIES & SUCH TO TAKE ACCOUNT OF

### Powers

<Like it says, their powers according to the canon [& Slightly off-canon] comics>

<Also, if there is a power or ability or anything that is specific to a certain version/dimensional version of that character, specify that please. Also specify if the character formerly had said power or ability.>

## SPECIFIC GAME-PLAY MISC. THINGS

<Such as specific combat finishers, combo's, controls, tips on how to best play, etc.>
Firefly

<Brief Bio Description of the character>

Weight

Eye Color

Hair Style & Color

## ALL GADGETS/POWERS/ABILITIES AVAILABLE TO USE

***Flight***: **Flaming Jetpack**

***Fire***: **Flamethrower**

## SPECIAL CHARACTERISTICS

(Such as Water-Breathing, Mutant, Kryptonian, etc.)

## ALTERNATE COSTUMES

<Each playable character has multiple alternative costumes to play as, which can each be unlocked throughout the game by completing side-missions, parts of the main story, and by finding collectibles>

## SPOILER ALERT

<Include how they play into the main story, the side missions, and include their inevitable fate from the game>

## IN-COMICS CANON POWERS/ABILITIES & SUCH TO TAKE ACCOUNT OF

### Powers

<Like it says, their powers according to the canon [& Slightly off-canon] comics>

<Also, if there is a power or ability or anything that is specific to a certain version/dimensional version of that character, specify that please. Also specify if the character formerly had said power or ability.>

## SPECIFIC GAME-PLAY MISC. THINGS

<Such as specific combat finishers, combo's, controls, tips on how to best play, etc.>

## SPECIAL INTERACTIONS WITH OTHER CHARACTERS

<When you are playing as a particular character, and you run into another hero or villain out in the world, there might be a slight bit of dialogue between the two, as a joke or as simple witty banter. Some dialogue options will not occur until you have passed certain side missions or certain parts in the story. Sometimes, the character you run into might want to fight you then and there!>

<Include a list of the characters with special interactions, and list what is actually said and what happens>