How to play ticket to ride

Step by step instructions on how to play Ticket To Ride. Ticket To A Ride is a very popular euro strategy board game. Learning how to play Ticket To Ride is very easy, but mastering it takes time. It is a simple game yet it runs deep in choices and overall strategy. Coming out in 2004, this popular board game has spawned numerous sequels and sold millions of copies. There is great set collection and resource management elements that will keep you entertained from beginning to end. This is your guide to how to play Ticket To Ride.

FOR MORE: Ticket To Ride Page | Ticket To Ride Review | Games Like Ticket To Ride | Buy Ticket To Ride on Amazon

HOW TO PLAY TICKET TO RIDE – WHAT IS IT?

On a blustery autumn evening, five old friends met in the backroom of one of the city’s oldest and most private clubs. Each had traveled a long distance — from all corners of the world — to meet on this very specific day… October 2, 1900 — 28 years to the day that the London eccentric, Phileas Fogg accepted and then won a £20,000 bet that he could travel Around the World in 80 Days.

When the story of Fogg’s triumphant journey filled all the newspapers of the day, the five attended University together. Inspired by his impetuous gamble, and a few pints from the local pub, the group commemorated his circumnavigation with a more modest excursion and wager – a bottle of good claret to the first to make it to Le Procope in Paris.

Each succeeding year, they met to celebrate the anniversary and pay tribute to Fogg. And each year a new expedition (always more difficult) with a new wager (always more expensive) was proposed. Now at the dawn of the century, it was time for a new impossible journey. The stakes: $1 Million in a winner-takes-all competition. The objective: to see which of them could travel by rail to the most cities in North America — in just 7 days. The journey would begin immediately…

Ticket to Ride is a cross-country train adventure. Players compete to connect different cities by laying claim to railway routes on a map of North America. Learning how to play Ticket To Ride is easy but mastering it is difficult.

HOW TO PLAY TICKET TO RIDE – STEP BY STEP

Time Needed: Approximately 30 – 60 minutes.

This is a step by step guide for how to play Ticket To Ride the popular route building strategy board game. Additional notions and special rules can be found below the list. These will be referenced for your convenience.

1. SETUP | Scoreboard
To kick off the setup for how to play Ticket To Ride, put the map game board in the center of the table.

2. SETUP | Give Out Player Color
Each player chooses a color and takes those corresponding marker and train pieces.

3. SETUP | Put Train Cards
Shuffle the deck of 110 various color train cards. Put out five of the cards from the top of the deck as a communal river. Give each player four cards to be their starting hand.

4. SETUP | Put Out Longest Bonus Card
Place the Longest Path Bonus card face up next to the board.

5. SETUP | Destination Cards
Shuffle the deck of 30 destination cards. Give each player three cards to be their main goals. Each player can pick what to keep but they must pick at least two. Please the remaining cards in a face-down deck next to the game board. This is the last step of setup in how to play Ticket To Ride before gameplay starts.

6. GAMEPLAY | Players Take Turns
The first player is the person who “is the most traveled” but you can randomly choose. Each turn a player can do one of three things and then the turn passes to the next player in clockwise order. Learning how to play Ticket to Ride is simple because you only have three actions to take.

7. GAMEPLAY | Choose Action | Option 1 | Draw Train Cards
The player may draw 2 Train Car cards. They may take any one of the face-up cards or he may draw the top card from the deck (this is a blind draw). If they draws a face up card, he immediately turns a replacement card face-up from the deck. They then draws his second card, either from the face up cards or from the top of the deck. (See Train Car Cards for special rules for Locomotive cards).

8. GAMEPLAY | Choose Action | Option 2 | Claim Route
The player may claim a route on the board by playing a set of Train Car cards that match the color and length of the route and then placing one of their colored trains on each space of this route. They then record their score by moving their Scoring Marker the appropriate number of spaces along the Scoring Track on the board.

9. GAMEPLAY | Choose Action | Option 3 | Take New Destination Card
The player draws 3 Destination Tickets from the top of the deck. They must keep at least one of them, but they may keep two or all three if they choose. Any returned cards are placed on the bottom of the deck.

10. GAMEPLAY | Score on Route
If you chose to claim a route as your action, now you score points based on the length of that route. Depending on if it is 1 – 6 pieces in length, consult the chart for how many points that give you. Move your game piece around the track that many.

11. GAMEPLAY | Score on Destination
If you complete one of your destination cards (connecting the two listed cities together), flip it over and score those points. Each card will have a different value on it, move your score tracker along the edge that many spaces.

12. ENDING GAME | Down To 2 Pieces Or Less
When one player’s stock of colored train pieces gets down to 2 or less left at the end of his their turn, each player, including that player, gets one final turn. The game then ends and players calculate their final scores.

13. SCORING | Subtract Missed Destinations
Take any destination cards where you did not connect the two cities successfully and subtract those from your score.

14. WINNING | High Score Wins
Whoever has the highest point total when everything is said and done wins the game. See, learning how to play Ticket To Ride is easy.

HOW TO PLAY TICKET TO RIDE – KEY INFORMATION

GAME CONTENTS

  • 1x Board map of North American train routes.
  • 240x Colored Train Cars (45 each in Blue, Red, Green, Yellow and Black, plus some extra replacement cars in each color).
  • 110x Train Car cards (12 each of Box, Passenger, Tanker, Reefer, Freight, Hopper, Coal, and Caboose cars, plus 14 Locomotives).
  • 30x Destination Ticket cards.
  • 1x Longest Path Bonus.
  • 5x Wooden Scoring Markers (1 for each player in Blue, Red, Green, Yellow and Black)
  • 1x Rulebook

HOW TO PLAY TICKET TO RIDE – IN CLOSING

We hope you can now say you know how to play Ticket To Ride. The game is a top-notch euro-strategy board game that is an icon for a reason and everything you could want in a game of its type. This 2 – 5 person game is quick and lightweight but there are so many paths to victory and everything works together so much, that you have to think multiple steps ahead to win. This is one of those games that belongs on every board game shelf.

Ticket to Ride is a 2-5 player board game designed by Alan R. Moon and published by days of wonder. the game has won 2 awards for the best board games in 2004 and 2005.

The game story is, 5 players have challenged each other to see how many different cities they can travel to in North America by train in just 7 days.

Object of the game

Be the player with most points at the end of the game.

Game Component

1 North America train routes map board.
240 colored train cars.
110 train car cards
30 Destination Ticket cards
1 summary card
1 longest Continuous path Bonus card
5 wooden scoring markers

Game Setup

Place the game board in the middle of the table. Now, each player Selects their favorite color and take 45 train cars along with the same color scoring marker.

Place your scoring marker on start 1 on the scoring track on the map’s border. Whenever a player score points, they will move their marker accordingly.

Shuffle all the cards and separate them. Now, deal 4 Train car cards to each player. Put the remaining deck of the cards near the board along with the longest path bonus card face up and turn the top five cards from the train car cards deck face-up.

Each player gets 3 destination cards. a player must choose to keep at least 2 cards but, if they want all 3 cards, they can keep them. If they choose 2 cards, put the remaining card on the bottom of the destination card deck.

Note: all player must keep their destination tickets secret until the game end.

How to play Ticket to Ride (Gameplay)

Choose the play that goes first and proceed, the game in a clockwise direction. A player must choose one action to play during their turn from the following 3 actions:

#1 Claim a Route

you can claim a route by playing a set of cards from your hand that matches the color and number of spaces between the cities. For example: if I want to claim the route from little rock to new Orleans, then I would have to play 3 cards showing green trains and place 3 of my plastic cars into those spaces.

end your turn, move your scoring marker according to the number of trains you place, and put your used cards into a discard pile beside the draw deck.

Grey Route – some routes are made up of grey spaces, which means you can claim it with any set of matching color trains and or the wild cards.

Double Route – some cities are connected by double routes but you can only claim one of these.

Locomotives – these are multi-colored cards, that can be used as wild cards. the cards can be part of any set of cards when claiming a route.

Note – A player may only claim a single route during their turn.

#2 Draw train car-card

A player may choose to draw 2 train car cards. to do that take anyone face-up card or draw from the top of the deck. If you take from the face-up cards, then immediately replace it with a new one from the deck and then you draw another card again. Either face-up cards or from the top of the deck.

Exception– if the first card you take is a face-up multicolor train card, then you do not get to take a second card. Likewise, if you claim a regular train first, you can not take a multicolor train card on your second choice.

On the other hand, if your first card is taken from the top of the deck and it just happened to be a multicolor train card. Then you got lucky and you get to draw again as normal.

#3 Draw Destination Ticket

players may draw 3 cards from the top of the destination card deck. You must then keep at least one but can keep all 3 of them. To end your turn, return the card at the bottom of the destination card deck you didn’t keep.

Tip – there is some good reason to have more destination cards, because each route you claim, you get points. but keep in mind for every if you fail to claim the destination card route, then their point value is deducted from your total score.

Scoring

Whenever a player claims a route, they record the points they receive by moving their scoring marker on the scoring track.

Here how the scoring works
Route Lenth – Points
1-1
2-2
3-4
4-7
5-10
6-15

How to win Ticket to Ride

When any player only left with less than 2 train cars, then all the players get one last turn to play before ending the game.

Calculating scores

Calculate all the route a player claim during the game and add or subtract the destination route they successfully claim or failed in claiming.

Players who have the longest continuous route( same color train, loops including) receive the special bonus card, which is worth 10 points.

In the end, the player with the most points wins the game. If in any situation game tied between 2 or more players, then in that situation the player who completed the most destination tickets wins.

How to play ticket to ride

  • 1. What is the goal of Ticket to Ride?
  • 2. Ticket to Ride is a 2-5 player cross country train adventure game that is set in the USA. Players compete to score the highest points by:
  • 3. Game setup
    • 3.1. Distribute Train Cards:
  • 4. Gameplay
    • 4.1. Turn Action: Draw Train Car Cards
    • 4.2. Turn Action: Claim a route
    • 4.3. Turn Action: Draw Destination Ticket cards
    • 4.4. End of Game
  • 5. How do you win in Ticket to Ride?
  • 6. Video Walkthrough

Quickly learn how to play Ticket to Ride with our fast and easy to read summary of the rules.

How to play ticket to ride

What is the goal of Ticket to Ride?

Ticket to Ride is a 2-5 player cross country train adventure game that is set in the USA. Players compete to score the highest points by:

    • connecting key destination cities
    • claim and control railway routes between cities
    • completing the longest rail routes

Game setup

Each player takes their trains and scoring track by

  • taking a set of 45 coloured trains
  • placing their scoring marker on 1 on the scoring track

Distribute Train Cards:

  • Shuffle train cards and hand out 4 per player
  • Place remaining deck next to the board and turn top 5 cards face-up

How to play ticket to ride

Distribute Destination ticket cards

  • Shuffle cards and deal 3 cards to each player
  • Players decide which to keep 2 or all 3 cards
  • Returned cards placed under the deck and placed next to the board
  • Destination Tickets kept secret until the end of the game

Gameplay

  • Oldest player starts first
  • Play proceeds clockwise around the table
  • Each player takes one turn at a time until the game ends
  • On each player’s turn, they choose one of the following actions:

Turn Action: Draw Train Car Cards

  • Colours of train car cards match the route colours (There are 8 different colours)
  • Locomotive car cards are MULTI-COLOURED
  • Train Car Cards are used to claim a route of a particular colour
  • Locomotive car cards are WILD CARDS which can be used to represent any colour

The player may draw 2 train car cards. For each of the 2 cards, the player may:

  • draw blindly from the deck (if you draw a LOCOMOTIVE card, you may still draw your second card)
  • or take any one of the face-up cards
    • immediately draw from the deck and replace the face-up card
    • if a player draws a LOCOMOTIVE Card from the face-up cards, the player draws 1 train car card instead of 2
    • if the replacement face-up card is a LOCOMOTIVE Card, the player cannot take it

IF AT ANY TIME, 3 of the 5 face-up cards are LOCOMOTIVES, all cards are immediately discarded and five new ones are turned face-up to replace them

When the train car card deck is exhausted, discarded cards are reshuffled into a new deck.

If there are no discarded cards, players claim routes or draw destination tickets only.

Turn Action: Claim a route

To claim a route, the player must:

  • play a set of cards equal to number of spaces in the route
  • set of cards must be the same type
    • Blue route must be claimed using blue-coloured cards
    • Gray coloured routes can be claimed using set of cards of any one colour

When route is claimed, players place one of their plastic ratins in each of the spaces of the route.

Cards used to claim routes are discarded.

Claiming rules

  • Players may claim any open route
  • Player may only claim maximum of one route on their turn
  • Some cities are connected by double routes – a player can only claim one of the routes, NOT both

In 2 or 3 player games, only one of the Double-Routes can be used. If one of the routes is claimed, the other is closed.

Points scored when claiming routes

“Ticket to Ride” is a song by the Beatles from their 1965 album, Help!. It was recorded 15 February 1965 and released two months later. It was also used in the 1965 film Help!, The Beatles’ second film, and was included on the film’s soundtrack. In 2004, this song was ranked number 394 on Rolling Stone ’​s list of “The 500 Greatest Songs of All Time”.

Written by: Lennon-McCartney
Recorded: 15 February 1965
Producer: George Martin
Engineer: Norman Smith

Released: 9 April 1965 (UK), 19 April 1965 (US)

John Lennon: double-tracked lead vocals, rhythm guitar
Paul McCartney: harmony vocals, bass, lead guitar
George Harrison: rhythm guitar
Ringo Starr: drums, tambourine, handclaps

Available on:
Help!
1
Anthology 2
Live At The BBC

How to play “Ticket To Ride”

Ticket to Ride – Lyrics

I think I’m gonna be sad
I think it’s today, yeah
The girl that’s driving me mad
Is going away

She’s got a ticket to ride
She’s got a ticket to ride
She’s got a ticket to ride
But she don’t care

She said that living with me
Was bringing her down, yeah
For she would never be free
When I was around

She’s got a ticket to ride
She’s got a ticket to ride
She’s got a ticket to ride
But she don’t care

I don’t know why she’s ridin’ so high
She oughtta think twice
She oughtta do right by me
Before she gets to saying goodbye
She oughtta think twice
She oughtta do right by me

I think I’m gonna be sad
I think it’s today, yeah
The girl that’s driving me mad
Is going away, yeah

Oh, she’s got a ticket to ride
She’s got a ticket to ride
She’s got a ticket to ride
But she don’t care

I don’t know why she’s ridin’ so high
She oughtta think twice
She oughtta do right by me
Before she gets to saying goodbye
She oughtta think twice
She oughtta do right by me

She said that living with me
Was bringing her down, yeah
For she would never be free
When I was around

Oh, she’s got a ticket to ride
She’s got a ticket to ride
She’s got a ticket to ride
But she don’t care

My baby don’t care
My baby don’t care
My baby don’t care
My baby don’t care

Game Rules, Reviews, Tips And Strategies

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How to play: Ticket to Ride (Days of Wonder)

Overview
Your objective is to travel to more cities than your opponents using the North American rail system.

Game type: Planning – Strategy
Number of players: 2-5
Suggested age: 8+

Game Pieces
map of the North American train routes
240 colored train cars split into 5 colors (45 each of blue, red, green, yellow, and black).
110 train car cards (12 each of box, passenger, tanker, reefer, freight, hopper, coal, caboose, and 14 locomotives)
30 destination cards
5 wooden scoring markers (1 for each color)
1 “Longest Path” bonus card

Pregame Setup
Assign each player their own set of (45) matching color train cars

For each train set that was assigned to a player, place the corresponding colored scoring marker at the “1” position on the game board.

Shuffle the train cards and deal out 4, face down, to each player. Draw the next 5 cards and place them face up for all players to see.

Shuffle the destination cards and deal 3 to each player face down. Each player may choose to return 1 destination card to the bottom of the deck or keep all 3.

Place longest path bonus card to the side of the board.

Playing the Game
Decide on who goes first, then take turns clockwise around the table.

The turn is divided into three actions

Draw train cards: The player may draw two cards from the deck or from the face-up cards. The player can decide to split their draw.

If a face-up card is taken, then another must be drawn to replace it.

If a player draws a locomotive card from the face-up cards, then that player may only draw 1 card for that turn. If a player draws a locomotive from the deck, then they may still draw another card.

If the draw pile runs out of cards then reshuffle the discard back into the draw pile. If all cards are drawn (and in players hands) then skip the draw step.

Claim a route: To claim a route a player must play the correct number of cards that match the color of the route.

Grey routes: are neutral and can be claimed by any color but they must all be the same color.

Route scoring: 1 (length) = 1 (points), 2 = 2, 3 = 4, 4 = 7, 5 = 10, 6 = 15
When you claim a route you place your plastic car tokens over the route and you move your score marker forward on the board.

Locomotives are wild cards and can be used with any color set.

Players may only claim one route per turn.

Draw destination tickets: at the end of their turn a player may decide to draw 3 new destination tickets and must keep at least 1. Returned cards are placed at the bottom of the deck.

Destination tickets are worth points if you can claim a route to them. You may have as many destination tickets as you want, but if you fail to claim a route to them then their point value is deducted from your total.

You cannot discard destination tickets that you already have and you must always keep at least one if you draw new tickets. You will want to keep your tickets secret.

Winning the Game
Game end: once any player reaches two or fewer plastic train cars at the end of their turn, then every player gets one last turn including the player with two or fewer train cars.

Scoring: take each players base score from the routes claimed during the game and add or subtract the total value for each destination ticket that was completed or failed.

The player with the longest continuous route (loops included, must match color) wins the longest route bonus card worth 10 extra points.

The player with the highest score wins the game. If there is a tie then the player with the most completed tickets wins. If there is still a tie then the longest continuous route wins.

How to play ticket to ride

David Mulder / Flickr.com

Ticket to Ride is a cross-country train adventure from Germany that you can play like a board game or online. It is one of the most popular modern games with millions of board games sold and online games played. In 2005, the game was awarded the International Gamer’s Award and around that time won many other accolades.

The objective is for players to collect cards of various types of train cars to claim railway routes connecting cities in various countries around the world. The longer the routes, the more points you can earn. You get more points if you can fulfill your destination tickets by connecting two distant cities and for the player who builds the longest continuous railway.

The game does not have any dice, and players can choose what cards to take on their turn. Even still, Ticket to Ride has a significant amount of luck involved. This means that no strategy is guaranteed to win all of the time, or even most of the time. There is some basic Ticket to Ride strategies, and tips on how to win at Ticket to Ride.

How to play ticket to ride

Pick Up Train Cards

The most basic and primary action in Ticket to Ride is drawing train cards. Your other two options are drawing additional destination tickets and placing trains, although that should happen less frequently.

With only a few cards in your hand, it is hard to determine which color tracks you will want to lay down, even if you know what tickets you are trying to fill. Until you have more cards, you will not know which color you will need for your wildcard locomotives.

Drawing abundant cards early on is an important strategy. And unless you have a good reason not to (such as later in the game when you need one specific color), you should always draw face-down cards from the deck. This way, you might get a wild card. Drawing a face-up wild card takes your whole turn, so if you can draw two cards from the deck on your turn and one of them is wild, it is like you got a free card or extra turn.

Once your hand fills up, it becomes easier to see what colors you have a lot of, what colors to use your wild cards on, and what colors you need so badly that it is worth picking them up from the face-up cards. Until that happens, keep drawing from the face-down deck.

Draw Additional Destination Tickets

At the beginning of the game, you will draw three destination tickets. These routes are of varying lengths (requiring varying numbers of matching colored cards), and each discrete route marked on the board can be claimed by only a single player. These destination routes become your end goals. You can discard one destination ticket. But, you must always keep two. You may draw more destination tickets throughout the game, which is a sound strategy only if you think you can complete the route since you will get more points. But if not, failing to complete your tickets will lose you points, making it more difficult to win.

Contrary to what you might think, you don’t always need a lot of destination tickets to win the game.

One common strategy is to take a turn to draw destination tickets near the beginning of the game, to see if you can match any new routes to the ones in your hand, ideally finding some overlap. Usually, a better strategy is to take a few turns to draw train cards first, and then if you want to draw destination tickets, you’ll have more information about what color tracks you might be able to play before choosing which destination tickets you should keep.

Since the goal of the game is to complete tickets, if you have completed all the tickets in your hand, then you should try to end the game as fast as possible or draw more tickets to complete. If the game continues but you do not complete additional tickets, then you lose ground against the other players.

Place Trains

At the beginning of the game, each player selects a group of 45 colored train pieces with a matching scoring marker. The game ends when one player has only two or fewer of his or her train pieces. Previously hidden destination tickets are revealed and points are awarded (or subtracted) based on the completeness of destination ticket routes.

Placing trains on the board is a balance between not wanting to move too soon, and not wanting to move too late. If you play on the board too early, other players can easily see where you are trying to make connections and can place trains to block you.

On the other hand, if you wait too long to play your trains and just draw cards for a dozen turns, some of the key small connecting routes (like Atlanta to Nashville) will disappear before you get a chance to take them.

A good rule of thumb is to take a few turns to draw cards at the beginning of the game before playing any trains. You want to avoid playing one early connection on the board, and then having to draw more cards for three turns while other players block that connection. Instead, draw sufficient cards that you can take a few turns in a row to play trains, so other players do not have as much time to block you.

If a short grey connection is part of your route, build that first. Other players will not necessarily be able to save up enough cards for a six-length colored connection you need, but every player can easily play on a short grey connection, so those are the most urgent ones to grab.

Try to build outwards from your original connection to form an unbroken line of connections stretching from east to west (or west to east). This cross-country line will not only give you more points (especially if you can get the longest train) but will also make picking up and filling additional tickets much easier, because any two cities you need to connect probably are not far away from somewhere on your line.

Be Flexible

The main thing to remember when trying any strategy in Ticket to Ride is you need to be able to adapt as the game goes on. It is important that you can alter your strategy based on what the game deals you.

If you quickly choose the cards you need, then it might be time to focus on placing trains or drawing tickets. Whether you win or lose, you will have fun.

How to play ticket to ride

How to play ticket to ride

Ticket to Ride: Europe is a euro-style train building game for 2–5 players.

This game is essentially an alternate board version of Ticket to Ride with a few added rules. If you haven’t read my explanation of normal Ticket to Ride I recommend you do so here. I will explain everything that is different and what rules have been added.

So the first change we will address is that in Ticket to Ride (TTR) Europe there are no five train routes, normally worth 10 points, and in its place there is a single eight train route on the board worth 21 points.

How to play ticket to ride

How to play ticket to ride

The next change from the original game is that there are six mission cards that have blue backgrounds. These missions are all significantly longer missions worth a lot of points. At the start of the game each player will receive one of these blue missions, distributed randomly, as one of their four starting missions of which they need to keep at least two. A player may decide to discard their blue mission at the beginning of game, choosing to not keep it as one of their starting missions, but be warned: there is no other way to get a blue mission for the rest of the game.

How to play ticket to ride

Next there are a few extra rules and aspects to the Europe version of Ticket to Ride.

You may notice on the board that there are routes between cities that have an toothed black outline. These routes are all tunnels and as such are susceptible to cave-ins when you’re building them. When you try to build them you take the top three cards of the deck and reveal them. Each card revealed that matches the color you’re using (including Engines, which are wild) adds one more card of that color to the cost of the route. Once all three are revealed, you may choose to pay the extra cost (if you are able) or you can choose to not go ahead and take all of your cards back but you pass the turn to the next person.

How to play ticket to ride

Additionally, on some of the routes you may see an engine on one or more of the places. These routes have ferries and as such require an engine (aka wild card) for each one of the engine symbols on the route.

How to play ticket to ride

Finally, there are the stations, which allow you to borrow another player’s train route at the end of the game. Each player will have three station tokens to start the game with. Each station that is not used is worth 4 points at the end of the game. Placing a station takes up your entire turn, just like every other action you can take. If you want to place a station you choose the city you want to place it on and put it down right over the city. If it is your first station placement you have to discard a card of any color. For your second placement you have to discard two cards of the same color and for your third you discard three cards of the same color. You cannot place a station on a city that already has a station on it. At the end of the game, you get to choose one opponent’s train route that connects with that city and, only for the purposes of your mission cards, you can pretend that you own that route.

How to play ticket to ride

Stations allow you to bypass being blocked completely from a city or having to do a large detour because of an opponent’s placement, but they do so at a cost. As previously mentioned you get 4 points for every station at the end of the game for each station you don’t use, so placing one effectively costs you 4 points.

And, besides the difference in cities and missions due to the setting being Europe, that are main differences in rules between Ticket to Ride Europe and normal Ticket to Ride.

TTR Europe, while adding some more rules and complexity to the basic TTR rules, is still a quite simple game. It plays in about the same time as normal TTR and still follows the very simple “one action per turn” style to avoid decision paralysis during your turn.

That being said, I do think that the extra rules TTR Europe adds are best handled if you already understand and have experienced normal TTR. It’s not a huge extra load of information to process but, without previous knowledge of the game it can be harder to get into it as much.

Overall, still TTR simplicity and ease of access. Brother rating: Both brothers, easily.

The added complexity that TTR Europe expands upon normal TTR actually makes it a better game overall. Normal Ticket to Ride’s biggest strength was also its biggest weakness: being so simple. What TTR Europe does is make the game slightly more complex and injected more luck into the game via the cave-ins while removing some of the randomness of missions through the valuable blue mission cards. The game is still fantastically simple but the added aspects add more to keep in mind and adjust around, giving more depth to the game.

Overall Ticket to Ride Europe is just as good as if not better than normal Ticket to Ride. 10 out of 10 go pick this up if you don’t have it yet and you like Ticket to Ride.

How to play ticket to ride

David Mulder / Flickr.com

Ticket to Ride is a cross-country train adventure from Germany that you can play like a board game or online. It is one of the most popular modern games with millions of board games sold and online games played. In 2005, the game was awarded the International Gamer’s Award and around that time won many other accolades.

The objective is for players to collect cards of various types of train cars to claim railway routes connecting cities in various countries around the world. The longer the routes, the more points you can earn. You get more points if you can fulfill your destination tickets by connecting two distant cities and for the player who builds the longest continuous railway.

The game does not have any dice, and players can choose what cards to take on their turn. Even still, Ticket to Ride has a significant amount of luck involved. This means that no strategy is guaranteed to win all of the time, or even most of the time. There is some basic Ticket to Ride strategies, and tips on how to win at Ticket to Ride.

How to play ticket to ride

Pick Up Train Cards

The most basic and primary action in Ticket to Ride is drawing train cards. Your other two options are drawing additional destination tickets and placing trains, although that should happen less frequently.

With only a few cards in your hand, it is hard to determine which color tracks you will want to lay down, even if you know what tickets you are trying to fill. Until you have more cards, you will not know which color you will need for your wildcard locomotives.

Drawing abundant cards early on is an important strategy. And unless you have a good reason not to (such as later in the game when you need one specific color), you should always draw face-down cards from the deck. This way, you might get a wild card. Drawing a face-up wild card takes your whole turn, so if you can draw two cards from the deck on your turn and one of them is wild, it is like you got a free card or extra turn.

Once your hand fills up, it becomes easier to see what colors you have a lot of, what colors to use your wild cards on, and what colors you need so badly that it is worth picking them up from the face-up cards. Until that happens, keep drawing from the face-down deck.

Draw Additional Destination Tickets

At the beginning of the game, you will draw three destination tickets. These routes are of varying lengths (requiring varying numbers of matching colored cards), and each discrete route marked on the board can be claimed by only a single player. These destination routes become your end goals. You can discard one destination ticket. But, you must always keep two. You may draw more destination tickets throughout the game, which is a sound strategy only if you think you can complete the route since you will get more points. But if not, failing to complete your tickets will lose you points, making it more difficult to win.

Contrary to what you might think, you don’t always need a lot of destination tickets to win the game.

One common strategy is to take a turn to draw destination tickets near the beginning of the game, to see if you can match any new routes to the ones in your hand, ideally finding some overlap. Usually, a better strategy is to take a few turns to draw train cards first, and then if you want to draw destination tickets, you’ll have more information about what color tracks you might be able to play before choosing which destination tickets you should keep.

Since the goal of the game is to complete tickets, if you have completed all the tickets in your hand, then you should try to end the game as fast as possible or draw more tickets to complete. If the game continues but you do not complete additional tickets, then you lose ground against the other players.

Place Trains

At the beginning of the game, each player selects a group of 45 colored train pieces with a matching scoring marker. The game ends when one player has only two or fewer of his or her train pieces. Previously hidden destination tickets are revealed and points are awarded (or subtracted) based on the completeness of destination ticket routes.

Placing trains on the board is a balance between not wanting to move too soon, and not wanting to move too late. If you play on the board too early, other players can easily see where you are trying to make connections and can place trains to block you.

On the other hand, if you wait too long to play your trains and just draw cards for a dozen turns, some of the key small connecting routes (like Atlanta to Nashville) will disappear before you get a chance to take them.

A good rule of thumb is to take a few turns to draw cards at the beginning of the game before playing any trains. You want to avoid playing one early connection on the board, and then having to draw more cards for three turns while other players block that connection. Instead, draw sufficient cards that you can take a few turns in a row to play trains, so other players do not have as much time to block you.

If a short grey connection is part of your route, build that first. Other players will not necessarily be able to save up enough cards for a six-length colored connection you need, but every player can easily play on a short grey connection, so those are the most urgent ones to grab.

Try to build outwards from your original connection to form an unbroken line of connections stretching from east to west (or west to east). This cross-country line will not only give you more points (especially if you can get the longest train) but will also make picking up and filling additional tickets much easier, because any two cities you need to connect probably are not far away from somewhere on your line.

Be Flexible

The main thing to remember when trying any strategy in Ticket to Ride is you need to be able to adapt as the game goes on. It is important that you can alter your strategy based on what the game deals you.

If you quickly choose the cards you need, then it might be time to focus on placing trains or drawing tickets. Whether you win or lose, you will have fun.