Blocking is great in 2 player Ticket to Ride
Posted: 11 July 2026, 18:24
Let's add a positive thread to the Ticket to Ride forums.
Blocking has added an additional layer to the game of Ticket to Ride, so it seems reasonable to make a thread of appreciation for it. I'll toss out some perks to the game, feel free to add more!
Blocking makes move order mater. Players can choose to start routes to make it ambiguous where they're going to make it harder to block them, or even mislead a player into thinking something that isn't necessarily the case and cause players to block the wrong spots. Players can look at the color decisions of their opponents to determine what might be good to block and also see what colors they've used to determined areas that are likely safer to be saved for later.
Blocking gives a tool for lower scoring draws to keep up with higher scoring draws instead of just being run over by blind luck.
Blocking is a double edged sword. If a player blocks too much, even if they manage to disrupt their opponent, they might not have enough resources to avoid a counterblock wrecking them back. They also risk their opponent speeding through completion, and the overblocking player, who hasn't developed their own structure enough yet, may be too far behind to catch up even with the disruption they caused.
Blocking forces both players to address each other instead of just playing solitaire and not even acknowledging anyone else even exists. Players that misjudge when they should, as well as when they shouldn't, block will fall behind those that judge correctly, adding another element of skill to the game. Sometimes you'll get wars over key areas and other times both players are largely proactive but keep an eye out to make sure a key block does (or doesn't) swing the game around.
Blocking makes move order mater. Players can choose to start routes to make it ambiguous where they're going to make it harder to block them, or even mislead a player into thinking something that isn't necessarily the case and cause players to block the wrong spots. Players can look at the color decisions of their opponents to determine what might be good to block and also see what colors they've used to determined areas that are likely safer to be saved for later.
Blocking gives a tool for lower scoring draws to keep up with higher scoring draws instead of just being run over by blind luck.
Blocking is a double edged sword. If a player blocks too much, even if they manage to disrupt their opponent, they might not have enough resources to avoid a counterblock wrecking them back. They also risk their opponent speeding through completion, and the overblocking player, who hasn't developed their own structure enough yet, may be too far behind to catch up even with the disruption they caused.
Blocking forces both players to address each other instead of just playing solitaire and not even acknowledging anyone else even exists. Players that misjudge when they should, as well as when they shouldn't, block will fall behind those that judge correctly, adding another element of skill to the game. Sometimes you'll get wars over key areas and other times both players are largely proactive but keep an eye out to make sure a key block does (or doesn't) swing the game around.