Learn to play · Board game
How to play Ticket to Ride
Ticket to Ride is Alan R. Moon's train game, first published by Days of Wonder in 2004 and winner of that year's Spiel des Jahres. You collect coloured train cards and spend them to claim railway routes between cities on a map of North America, racing to link the pairs of cities on your secret tickets before rivals block the way. This guide follows the 2025 refresh of the original USA game, which has new art, a clearer board, larger cards and three extra tickets, and deals four tickets at the start instead of three. It is for 2–5 players aged 8 and up and takes 30–60 minutes. People love it because each turn is one simple choice, yet every game builds toward the moment someone takes the one route you needed.
What's in the box
Base game · 6 kinds of component
Everything in the box, drawn as diagrams so you can recognise each part when you open it. The map here is a stand-in: the real board shows North America.
Red and yellow have each claimed a route. Abstract map; numbers match the list. Hover or select a part to see what it does.
A map of cities joined by coloured routes, some of them double, with the score track running round the edge.
- Map: North America
- Score track: Round the edge
Placed on a route to claim it. When anyone ends a turn with 2 or fewer, everyone gets one last turn.
- Per player: 45
- Player colours: 5
- Spares: A few of each colour
Collected in sets of one colour and spent to claim a route of that colour and length. Locomotives are wild.
- Coloured cards: 96
- Each of 8 colours: 12
- Locomotives (wild): 14
Each names two cities. Link them with your trains by the end to score its value; fail and you lose it.
- Dealt at setup: 4, keep at least 2
- Drawn in play: 3, keep at least 1
Moved round the score track as you claim routes: 1 point for a 1-car route, up to 15 for a 6-car route.
- Per player: 1
Goes to whoever has the longest continuous path of their own trains at the end; tied players all score it.
- Worth: 10 points
Diagrams for learning, not product photos. See Sources for the official rulebook.
How to play
Setup: Put the board in the middle. Each player takes 45 plastic trains and the scoring marker of one colour, and puts the marker on 0 of the score track round the edge. Shuffle the train cards, deal 4 to each player, and turn 5 face up beside the deck; if 3 or more of those are locomotives, discard all five and turn up five more. Put the longest path bonus card by the board. Deal everyone 4 tickets: keep at least 2 in secret and put the rest at the bottom of the ticket deck. Choose a first player any way you like; play goes clockwise.
Your turn: Do exactly one thing: draw train cards, claim one route, or draw tickets.
Drawing train cards: Take 2 cards, each either one of the face-up cards or the top card of the deck, and replace a face-up card as soon as you take it. A face-up locomotive is wild and costs your whole draw: you may take one only as your first card, and then you take no second card. A locomotive drawn blind from the deck counts as a normal card. Whenever 3 of the 5 face-up cards are locomotives, discard all five and turn up new ones. There is no hand limit.
Claiming a route: Play as many cards as the route has spaces, all of the route's colour; a grey route takes any one colour, and locomotives stand in for any colour. Put one of your trains on each space and score at once: 1, 2, 4, 7, 10 or 15 points for a route of 1 to 6 spaces. A route doesn't have to join your others. You can't claim both routes of a double route, and with 2 or 3 players only one route of each double route can be used at all.
Drawing tickets: Draw 3 tickets and keep at least 1, putting the rest at the bottom of the deck; you can't return tickets you already held. Each ticket names two cities and a value. Link them with a continuous line of your own trains to gain the value at the end; fail and you lose it.
End game: When a player ends their turn with 2 or fewer trains left, everyone, including that player, takes one final turn.
Final scoring: Recheck the route points, then reveal your tickets: add the ones you completed and subtract the rest. The player with the longest continuous path of their own trains takes the bonus card for 10 points, and tied players all score it; a path may loop and revisit cities, but no train counts twice. The highest total wins. Ties go to the player with more completed tickets, then to the holder of the longest path card, and otherwise the win is shared.
Strategy
Read your tickets first: Before you draw a single card, trace the shortest line that links all your tickets and look for overlap. Tickets that share a corridor are worth far more together than apart, so from the opening four keep the ones that line up best and send the others back. Find the bottlenecks: Some cities are reached by only one or two short routes. If your plan runs through one, claim it early, even if it means spending cards you'd rather save; rivals often take a route for their own reasons and cut your line anyway. With 2 or 3 players each double route works as a single one, so bottlenecks are tighter than the board suggests. Long routes pay: Route points climb faster than length. A 6-space route scores 15, nearly twice the 8 points from two 3-space routes that use the same six trains. Long routes also burn through your trains and bring the end closer, which suits a player who is ahead. Cards and tempo: Drawing cards is the most common turn, and a face-up locomotive costs you a whole draw. Take one when it completes a route you need now; otherwise two cards usually beat one, and a blind draw might still bring a locomotive. The colours rivals pick from the display tell you which routes they want, and your own picks tell them the same. More tickets, carefully: Drawing tickets mid-game can pay well when your network already reaches the cities, since you only have to keep one. Late in the game each ticket you can't finish is a loss, so draw only with trains and turns to spare. The ending: Watch everyone's train supply. When a rival is down to a handful, the game is a few turns from over and every ticket you hold must be finished or it counts against you. If you're ahead, running your own trains down quickly ends the game before others catch up. The longest path: 10 points is worth a detour. Where you can, join your routes into one long line rather than branching, especially late in the game.
Tips
- Keep tickets that share routes; two overlapping tickets beat three scattered ones. - A face-up locomotive uses your whole draw, so take it only when you need a wild card now. - Claim the single-route bottlenecks on your path before anything else; a claim doesn't have to join your other trains, so you can take a contested link early and build around it later. - With 2 or 3 players only one route of each double route can be used. - A 6-space route scores 15 points, nearly double two 3-space routes. - Watch rivals' trains: once someone ends a turn with 2 or fewer, everyone gets exactly one more turn. - Don't draw tickets late unless your network already reaches both cities.
Player count & time
Ticket to Ride is for 2–5 players aged 8 and up and takes 30–60 minutes. With 2 or 3 players only one route of each double route can be used, which keeps the map tight at every count. Smaller games are more of a race to finish your own network; with 4 or 5 the board fills quickly and routes vanish between your turns.
Map editions
Start with the USA map. Ticket to Ride: Europe is a standalone game that adds tunnels, ferries and train stations. Nordic Countries is a standalone for 2–3 players, Rails & Sails is a standalone with trains and ships on two maps, and Northern Lights (2025) is a standalone that adds shared objective cards worth bonus points. The Map Collection expansions, such as India & Switzerland or United Kingdom & Pennsylvania, are new boards that use the trains and cards from a base game. For a short game there are city editions such as New York, London and Paris, and Legends of the West is a legacy campaign played over twelve linked games.
Why people love it
The rules fit on a few pages, turns take seconds, and the map fills up around you as the game goes on. Nearly every game has the moment when someone claims the route you needed, and every game ends with the reveal of secret tickets, which can reorder the standings at the very end.
Common beginner mistake
Hoarding cards for a long route while ignoring bottlenecks, only to find that the single route into a city you need has gone. Claim the scarce connections on your path first and the long stretches with alternatives later. The other classic mistake is keeping or drawing too many tickets: every unfinished ticket costs its full value at the end.
Sources & attribution
- https://www.daysofwonder.com/game/ticket-to-ride/
- https://cdn.svc.asmodee.net/production-daysofwonder/uploads/2025/07/7201N_TICKET2RIDEV2_RULES_EN_20250425_WEB.pdf
- https://cdn1.daysofwonder.com/tickettoride/en/img/tt_rules_2015_en.pdf
- https://opinionatedgamers.com/2025/08/29/ticket-to-ride-2025-refresh-edition/
- https://www.daysofwonder.com/game/ticket-to-ride-northern-lights/
- https://www.daysofwonder.com/game/ticket-to-ride-legends-of-the-west/
- https://www.daysofwonder.com/ticket-to-ride/
- Further reading: BoardGameGeek
Original how-to-play summary — not a substitute for the official rulebook.