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Field guide

How to play Ticket to Ride

2–5 players (best at 3–4) Light — gateway strategy

What is Ticket to Ride?

Ticket to Ride is a route-claiming game by Alan R. Moon in which you collect colored train-car cards, spend them to claim railway routes across a map of the United States, and quietly work to complete secret destination tickets connecting distant cities. The rules fit on a single page, yet the tension of watching an opponent snap up the one route you desperately need gives the game a sharp, competitive edge.

Each turn you do exactly one of three things — draw cards, claim a route, or draw new destination tickets — so every decision is clear but never trivial. The race to build the longest continuous path while keeping your incomplete tickets hidden from rivals makes each game feel like a different puzzle.

Setup

  1. Unfold the board and place it in the center of the table.
  2. Each player takes 45 plastic trains in their color and places their score marker on the start space (0) of the score track.
  3. Shuffle the train-car card deck and deal 4 cards to each player. Then turn 5 cards face-up beside the deck to form the visible offer. If three or more Locomotives are among the initial five, discard all five and flip five fresh ones.
  4. Shuffle the destination ticket deck and deal 3 tickets to each player. Each player must keep at least 2 — return any you don't want face-down to the bottom of the deck. Keep your tickets secret.
  5. First player — the player who most recently rode a train goes first (if uncertain, the youngest player).

How to play

On your turn, take exactly one of these three actions:

  • Draw train cards — take any 2 cards from the 5 face-up cards or the face-down deck (mix freely). A face-up Locomotive (wild) may be taken, but if you do it counts as your entire draw for the turn — you get no second card.
  • Claim a route — discard a set of same-colored cards equal to the route's printed length, place your plastic trains on every space, and score points immediately from the scoring table (longer routes are worth disproportionately more). Locomotive (wild) cards count as any color and can be mixed with same-color cards to make up the full set. Gray routes can be claimed with any single color of your choice (plus any Locomotives) — you just need enough cards that all match or are wild.
  • Draw destination tickets — draw 3 tickets from the destination deck and keep at least 1; return any unwanted tickets face-down to the bottom of the deck.

Replenish any face-up card taken from the offer immediately, flipping a replacement from the deck. If three Locomotives are ever face-up simultaneously, discard all five and flip five fresh cards.

How to win

The game ends the turn after any player's train supply drops to 2 or fewer pieces — everyone including that player takes one last turn. Then reveal destination tickets:

  • Add the printed point value of every ticket you completed.
  • Subtract the printed point value of every ticket you failed to complete.
  • Award 10 bonus points to the player (or players) with the longest continuous path of their own trains.

The player with the most total points wins. Ties are broken in favor of whoever completed more destination tickets.

Strategically, claim contested routes early — a blocked route can strand a whole ticket. Don't overcommit to new tickets late in the game; an unfinished ticket is a guaranteed point loss. And keep the longest-path bonus in view — even a modest lead in connected trains can swing a close finish.