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Days of Wonder

Ticket to Ride

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Ticket to Ride is Alan R. Moon's classic railway game for 2–5 players, ages 8+, playable in around 30–60 minutes. Collect train cards, claim routes across North America and complete destination tickets in this light, award-winning gateway game from Days of Wonder.

Players
2–5 players
Play time
Up to 1 hr
Age
All ages
Complexity
Easy

About the Game

Ticket to Ride invites players to race across North America by rail, collecting coloured train cards and spending them to claim routes between cities. Every turn is a tense choice: draw more cards, claim a route before a rival snatches it, or take new destination tickets that promise big points for connecting distant cities. Longer routes and completed tickets score the most points, with a bonus for the longest continuous railway.

Designed for 2–5 players, a typical game runs 30–60 minutes with light, family-friendly rules that can be taught in minutes. Recommended for ages 8 and up, it blends set collection, route building and hand management with a dash of push-your-luck risk.

Created by Alan R. Moon and published by Days of Wonder in 2004, Ticket to Ride won the Spiel des Jahres and numerous other awards, becoming the definitive gateway game for new players. Its success launched the long-running Ticket to Ride series of maps and sequels.

History

Designed by Alan R. Moon and published by Days of Wonder in 2004, Ticket to Ride won the Spiel des Jahres and numerous other awards. Its elegant, learn-in-minutes gameplay made it the definitive gateway game and launched the long-running Ticket to Ride series.

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Shipping details

Ticket to Ride

$44.00

Watch: How to play

Rules of Ticket to Ride

  • Setup: Give each player 45 coloured trains and their scoring marker. Deal 4 train cards to everyone, then deal 3 destination tickets to each player, who must keep at least 2.
  • Place 5 train cards face up beside the board and the rest as a draw deck; keep remaining destination tickets as a separate deck.
  • On your turn, do exactly one action: draw train cards, claim a route, or draw new destination tickets.
  • Drawing cards: take 2 train cards from the face-up display, the deck, or one of each. A face-up locomotive (wild) counts as both cards.
  • Claiming a route: discard cards matching the route's colour and length, then place your trains on it. Grey routes can be claimed with any single colour.
  • Drawing tickets: take 3 destination tickets and keep at least 1.
  • Claimed routes score points immediately based on length — longer routes are worth much more.
  • Game end: when a player has 2 or fewer trains left, everyone (including that player) takes one final turn.
  • Final scoring: add points for completed tickets, subtract points for incomplete ones, and award a 10-point bonus for the longest continuous railway. Highest score wins.

Strategy

  • At setup, try to keep destination tickets whose cities overlap or lie along a similar path, so one railway can complete several tickets.
  • Spend early turns drawing cards to build a flexible hand before committing to routes.
  • Claim long, high-value routes (5–6 trains) when you can — they form an efficient scoring backbone.
  • Watch what colours opponents are collecting and where they are building; contested routes may need to be claimed early.
  • Hold onto locomotives (wilds) for emergencies rather than spending them on easy routes.
  • Only draw extra destination tickets mid-game if your network is already well connected — incomplete tickets cost you points.
  • Keep your route plans somewhat flexible so a blocked path doesn't leave a ticket unfinishable.
  • The 10-point longest-railway bonus is worth chasing, but not at the expense of completing your tickets.