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Ticket to Ride

Board games · Route building

Family friendly
Launch

Create a free account to keep score — you come straight back here.

Summary — 2–5 players

Ticket to Ride is a railway board game for two to five, won by claiming routes across a map with matching sets of train cards. Routes score as they are laid, and the secret destination tickets you kept score at the end if their cities are joined, or count against you if they are not. When a player runs down to two trains, everybody takes one last turn and the highest total wins.

Scored by
highest score when the trains run out wins; the board keeps the running score and the app records the winner, or the podium
Origin
Alan R. Moon, Days of Wonder, 2004.

How it plays

1 of 7

Three things, and you do one

On your turn you do exactly one of three things: draw two train cards, claim a route, or draw more destination tickets. That is the whole turn structure. The tension is that every turn spent drawing is a turn somebody else spends taking the route you wanted.

Rules

How to play

Players and equipment

Two to five players, each for themselves. The box holds the map of North America, forty-five plastic train cars and a scoring marker in each of five colours, a hundred and ten train car cards – twelve in each of eight colours and fourteen locomotives, which stand in for any colour – thirty destination tickets, and the bonus card for the longest continuous route. This is a brief in our own words for a table that has played before; the rulebook in the box is the authority.

The deal

Everybody takes the forty-five trains of one colour and puts their marker on the start of the score track. Deal four train cards to each player, then turn five face up beside the deck as the market. Deal three tickets to each player: keep at least two, and put the rest face down under the ticket pile. A ticket names two cities and a number, which is what it earns you if you join them and what it costs you if you do not. Tickets stay secret until the end, and turns pass to the left.

Play

On your turn do exactly one of three things.

Draw train cards
A face-up locomotive counts as both draws; refill the market as you go, and if three locomotives ever show, sweep all five and deal a fresh market
Take two, from the market or blind from the deck
Claim a route
Grey routes take any one colour; locomotives stand in for anything
Play a set of matching cards equal to the route's length, place your trains, score it at once
Draw tickets
Whatever you keep, you are committed to
Take three, keep at least one

A face-up locomotive may only be taken as your whole draw: once you have taken any first card, your second may not be a face-up locomotive. A locomotive drawn blind from the deck counts as one card like any other.

A route is claimed by playing exactly as many cards as it has spaces, all of one colour, with locomotives filling any gaps. You may claim any open route on the map whether or not it touches your other trains, and you move your marker along the score track at once.

A double route between two cities takes one player per track, and with two or three players only one of the pair is in play. You may not claim both.

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