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Gamehelptickettoride
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Goal
Score the highest number of points.
Starting The Game
- Each player gets four cards from the train car card deck.
- Each player is dealt three destination cards and must select at least two to keep. Choose them wisely, as you will have to claim enough routes to connect the two cities. The numbers assigned to the cards are the number of points you will gain at the end of the game. If you don't complete the destination card by then, you will lose the same amount of points.
- After selecting your cards, 5 train cards will be dealt in a row face up into the draw area
Turn Overview
Play only one of the following actions:
- Draw train cards. take 2 in any combination from the deck or the face up cards; or take only 1 locomotive (rainbow colored / wild) card from the face up cards. There is no hand size limit.
- Claim a route. A route is a rail line from one city to another. To claim a route, you must have the same colored train car card as shown on the map (gray represents any 1 color you like) and enough cards for each car shown on the map. You may use one or more locomotives cards as wild cards. To claim a route, click on the route on the map. The longer the route, the more points you will score, as shown in below. Important Note: In 2 or 3 player games, only one of the DoubleRoutes can be used. A player can claim either of the two routes between cities, but the other route is then closed to other players.
- Take more destination cards. If you want more destination cards, take three from the deck, and choose at least one to keep.
Trains/Cards
- - There are 8 types of regular Train Car cards, plus Locomotive cars. The colors of each type of Train Car card match various routes between cities on the board – Purple, Blue, Orange, White, Green, Yellow, Black, and Red.
- - Locomotives are Multi-colored and act as a wild card that can be part of any set of cards when claiming a route.
- - If a Locomotive card is one of the five face-up cards, the player who draws it may only draw one card, instead of two.
- - If, after having drawn one card the replacement card is a Locomotive, the player cannot take it.
- - If at any time, three of the five face-up cards are Locomotives, all five cards are immediately discarded and five new ones are turned face-up to replace them.
- - When the deck is exhausted, the discards are reshuffled into a new draw pile deck. The cards should be shuffled thoroughly, since all the cards have been discarded in sets.
- - The deck contains 12 of each color card, and 14 "Wild" Locomotives.
- - On the board, each specific color has 27 total spaces, comprised of (1) 2's, (2) 3's, (2) 4's, (1) 5's, (1) 6's.
Destination Tickets
- There are 30 total Destination Tickets, which are kept hidden until the end of the game.
- If a player successfully completes a series of routes that connect the two cities, they will add the amount of points indicated on the Destination Ticket to their point totals at the end of the game.
- If they do not successfully connect the two cities, they DEDUCT the amount of points indicated.
- Destination Tickets are kept secret from other players until the game’s final scoring.
Route scoring
When claiming a route, the number of points received depends upon the length of that route, as detailed in the table below.
Route Length | Points |
1 | 1 |
2 | 2 |
3 | 4 |
4 | 7 |
5 | 10 |
6 | 15 |
End Of Game
- The last round is triggered as soon as any player has 2 or fewer train cars left. Each player (including the player who triggered the game end) gets a turn; then, scoring begins.
- Each player then gains (or loses) points according to how many destination cards they completed (or failed to complete).
- The player(s) with the longest continuous path of train cars on the map gains 10 points for having the longest route.
- The player with the most points wins!
- In the case of a tie, the player with the most completed destination tickets is the winner.
- If the game is still a tie, the player with the longest continuous path wins.