The goal: link cities, score the most
You're building train lines between cities. Every route you claim scores points, and secret goals called destination tickets can add more. Whoever has the most points at the end wins.
You collect train cards in matching colours and use them to claim routes between cities on the map. Secret destination tickets give bonus points if you connect their two cities.
Box says 8+
We suggest 7+ with an adult helping, 8+ on their own.
Each turn is one simple choice: draw cards or claim a route. A child who can match colours and read city names on the map can play with a little help planning routes. Other players can take the route you wanted, which can frustrate younger kids.
Players can block each other. Content: None
Rated from the rulebook, checked 2026-10-08
Rules as of the Ticket to Ride (North American map) English rulebook, copyright 2025 Days of Wonder.
Checked against the Ticket to Ride (North American map) English rulebook, copyright 2025 Days of Wonder. Page numbers count the cover as page 1. The lesson below uses a small invented map to keep things short, but this checklist is for the real board.
Scroll through the lesson while the map follows along, and tap things to try them. Then play a short solo game right underneath. The cities on this map are invented to keep it small. The rules are the real ones.
You're building train lines between cities. Every route you claim scores points, and secret goals called destination tickets can add more. Whoever has the most points at the end wins.
Everyone takes 45 trains in one colour and 4 train cards. Five more cards go face-up beside the deck. Then you're dealt 4 tickets and must keep at least 2. Keep them secret. (The solo practice game below deals 3 to keep things short.)
A destination ticket. Link these two cities for 6 points. Miss it and you lose 6. The dotted line on the map shows its two ends.
Pick exactly one, then play passes clockwise. On the map, Coral and Mint are partway through a game, and their trains sit on the routes they've claimed.
Take two cards, one at a time. Each comes from the five face-up cards or blind from the deck, and a face-up card is replaced straight away. Try it. Routes that card's colour can pay for light up on the map.
Locomotives are wild, counting as any colour. A face-up one uses your whole draw, so you take it alone. You can't take one as your second card. If three of the five face-up cards are locomotives, all five are swapped for new ones. There's no hand limit.
Play as many cards as the route has spaces, all one colour. A red route needs red cards. Gray routes take any one colour. Locomotives fill in for any card. Then put a train on every space, discard the cards, and score by length.
Tap a route on the map. Dashed outlines are routes this hand could pay for right now.
Your hand
| 1 space | 1 |
| 2 spaces | 2 |
| 3 spaces | 4 |
| 4 spaces | 7 |
| 5 spaces | 10 |
| 6 spaces | 15 |
You claim one route per turn. Any open route is fair game, and it doesn't have to connect to your others.
At the end, everyone reveals their tickets. If your trains make one unbroken line between a ticket's two cities, add its points. If not, subtract them. Rivals can block you by claiming routes you need.
Done. Coral's line runs through Pinecrest and Midway. Worth +10.
One route short. Foxhollow to Bridgeton is still open (dashed on the map). If it never gets built, Coral loses 5.
Mid-game you can draw more tickets: take 3 and keep at least 1.
Some city pairs have two parallel routes. You can never claim both. With 2 or 3 players, once one is taken the other is closed. With more players, both can be used, but never by the same player. Try the toggle.
When a player ends their turn with 0, 1 or 2 trains left, everyone, including them, gets one last turn. Then it's over. Reveal tickets, add or subtract them, and give 10 points to the player with the longest unbroken line. A line can loop or pass through a city twice, but no train is used twice. If players tie for longest, they all get the 10.
Coral's final score
| Routes claimed | |
| Northport to Foxhollow, done | |
| Lakeview to Bridgeton, missed | |
| Longest line, trains | |
| Total |
The highlighted line on the map is Coral's longest. Mint's longest is only trains.
Tied on points? The player with more finished tickets wins. Still tied? The longest line wins. Still tied after that? You share the win.
You're the only player, with 18 trains instead of 45, so a game takes roughly 15 to 20 turns. You get 3 starting tickets instead of 4 and keep at least 2, then draw cards, claim routes and link your cities before your trains run out. Dashed routes are ones you can pay for right now. Payment is automatic: matching cards first, locomotives only to fill gaps. The longest-line bonus isn't counted, since it only matters against rivals.
Set up the board, then teach one turn by playing it. The rulebook suggests ages 8 and up, so a 9-year-old and an 11-year-old are both in range. Finding the cities on the map can slow kids down.
The rulebook I checked doesn't offer a beginner variant, so every simplification below is a house rule.
You always do exactly one of three things. Here's the whole turn.
Route points are 1, 2, 4, 7, 10 and 15 for routes of 1 to 6 spaces (page 4). For each player, count how many routes of each length they claimed, then add the points from completed tickets and subtract failed ones at the end. Tick the longest path box for the player or players who have it. The scoreboard adds everything up, and it checks that no one has used more than 45 trains.
For the table. The front is your turn, the back is scoring.
A player ends a turn with 2 trains or fewer? Everyone gets one last turn.
| 1 space | 1 |
| 2 spaces | 2 |
| 3 spaces | 4 |
| 4 spaces | 7 |
| 5 spaces | 10 |
| 6 spaces | 15 |
| Ticket linked | plus its points |
| Ticket not linked | minus its points |
| Longest line | 10 |
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