Ticket to Ride Rules: How to Play, Setup & FAQ
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Ticket to Ride at a glance
- Players
- 2–5
- Play time
- 30–60 min
- Age
- 8+
- Complexity
- Light
- Mode
- Competitive
- Publisher · Year
- Days of Wonder · 2004 (2025 Refresh)
- Works for
- 2 players, Groups (5+), Family (mixed ages)
- Less suited to
- Under 8
Table traits · from the rulebook and player discussion
| Field | Level | Basis |
|---|---|---|
| Learning curve | LowBasisRulebook: complexity Light; confirmed by recurring player discussion on BoardGameGeek and Reddit | Rulebook: complexity Light; confirmed by recurring player discussion on BoardGameGeek and Reddit |
| Player interaction | MediumBasisBased on recurring player discussion on BoardGameGeek and Reddit | Based on recurring player discussion on BoardGameGeek and Reddit |
| Replay variety | HighBasisBased on recurring player discussion on BoardGameGeek and Reddit | Based on recurring player discussion on BoardGameGeek and Reddit |
| Downtime | LowBasisRulebook: 1 action per turn | Rulebook: 1 action per turn |
Ticket to Ride takes 2 to 5 players, ages 8 and up, and a game lasts 30 to 60 minutes. You collect colored train cards and spend them to claim railway routes between North American cities. Each turn you do just 1 thing, so new players pick it up in a single game. The tension comes from secret tickets and from routes other players grab first.
This guide follows the 2025 edition rules from Days of Wonder. The 2025 box has larger cards, 33 tickets instead of 30, and a new opening draw. Everything else plays the same as the older edition.

What's in the box and how to set up
The box holds the board, 110 train cards, 33 tickets, plastic trains in 5 colors, 5 scoring markers and 1 longest path bonus card. The train cards are 12 in each of 8 colors, plus 14 locomotives that work as wild cards.
- Put the board in the middle of the table.
- Each player takes 45 trains and the matching scoring marker, and puts the marker on 0 on the score track.
- Shuffle the train cards and deal 4 to each player.
- Turn the top 5 train cards face up next to the deck. If 3 or more of them are locomotives, discard all 5 and turn up 5 new ones.
- Put the longest path bonus card next to the board.
- Deal 4 tickets to each player. Keep at least 2 and return the rest, shuffled, to the bottom of the ticket deck.
Keep your tickets secret until the end. A ticket names 2 cities and a point value. Connect them and you gain those points. Miss and you lose them.
How a turn works
On your turn, you do exactly 1 of these 3 things.
- Draw train cards. Take 2 cards, each from the face-up row or blind from the deck. Refill the row after each face-up pick. A face-up locomotive counts as your whole draw, so it must be your first pick and you stop there. A locomotive drawn blind from the deck counts as 1 card.
- Claim 1 route. Play cards equal to the route's length, all in the route's color. Gray routes take any 1 color. Locomotives fill in for any color. Put 1 train on each space, score the route at once, and discard the cards.
- Draw tickets. Take 3 tickets and keep at least 1. Put the others on the bottom of the deck. You can't throw away tickets you already held.
There's no hand limit, so you can save cards for a long route. Your routes don't have to connect to each other. A route must be claimed in full in a single turn. If 3 of the 5 face-up cards are ever locomotives, discard all 5 and turn up 5 new ones.
A first round, step by step
Say Blue kept 2 tickets: Denver to El Paso and Kansas City to Houston. Blue's hand has 2 red cards, 1 yellow and 1 locomotive. On turn 1, Blue draws 2 cards, a red from the face-up row and a blind card from the deck. On turn 2, Blue claims a 4-space red route with 3 red cards and the locomotive, and moves the marker up 7 points.
On turn 3, Blue draws again. Nothing fancy. One choice per turn keeps everyone moving.
What the route table means for your plans
The table rewards patience. A 6-space route scores 15 points. Two 3-space routes use the same 6 trains and score just 8. Long routes are also where the trains go fastest, and the end comes when someone runs low. That's the tension. Hold out for long routes and big tickets, or spend trains quickly to end the game before others finish their tickets. Tickets are the swing either way, because each missed ticket costs its full value.
What changed in the 2025 edition
If you learned on an older box, 3 things are different. There are 33 tickets instead of 30. You start by keeping at least 2 of 4 tickets instead of 2 of 3. And the cards are bigger, with new art. Turns, routes and scoring didn't change, so older map expansions still play the same way.
Scoring and how to win
You score each route the moment you claim it. Longer routes are worth much more per train:
| Route length | Points | Points per train |
|---|---|---|
| 1 | 1 | 1.0 |
| 2 | 2 | 1.0 |
| 3 | 4 | 1.3 |
| 4 | 7 | 1.8 |
| 5 | 10 | 2.0 |
| 6 | 15 | 2.5 |
When it ends. When a player finishes a turn with 0, 1 or 2 trains left, everyone, that player included, gets 1 final turn. Then the game ends.
Final scoring. Recount route points if anyone wants a check. Then reveal tickets: add each completed one and subtract each one you missed. The longest continuous path of a single color earns a 10-point bonus. Tied players all get it. The path can loop and pass through a city more than once, but no train counts twice.
Here's a worked example. Red claimed routes of 6, 4, 3, 3 and 2 trains, for 15 + 7 + 4 + 4 + 2 = 32 points. Red completed tickets worth 12 and 8 but missed one worth 5, so tickets add 15. Red also has the longest path for 10 more. Red's final score is 57.
Ties. The tied player who completed the most tickets wins. If that's still tied, the one holding the longest path card wins. Otherwise they share the win.
Teaching it to new players
Teach the 3 choices and nothing else. Then deal the tickets and let everyone pick. Explain the route table when the first route gets claimed, and the longest path bonus when trains start running low. Most new players are taking full turns on their own within a round or two, because every turn is one of the same 3 choices.
Player count variants
2 or 3 players. Some cities are joined by double routes, 2 parallel routes of the same length. In a 2- or 3-player game, only 1 of the pair can be used. Once someone claims either side, the other closes for everyone. With 4 or 5 players both can be claimed, but never both by the same player.
4 or 5 players. Both sides of every double route are open, and there are more trains on one board. A route you need is more likely to go before you claim it.
How it compares
| Game | Players | Play time | Age | Complexity | Source |
|---|---|---|---|---|---|
| Ticket to Ride | 2–5 | 30–60 min | 8+ | Light | Rulebook |
| Catan | 3–4 (5–6 with expansion) | 60–90 min | 10+ | Medium | Publisher website, rulebook |
| Carcassonne | 2–5 | 30–45 min | 7+ | Light | Publisher website |
Ticket to Ride and Catan both reward planning a network, but Catan adds trading and a robber. Ticket to Ride is shorter and plays at 2. Carcassonne has a similar weight and player count, with a map the players build tile by tile.
Expansions
Days of Wonder sells map expansions that swap in a new board and tickets and use the trains and cards from your base game. Asmodee lists the 2025 Refresh as compatible with existing expansions. The United Kingdom + Pennsylvania pack adds 2 maps. The UK map adds technology upgrades, and the Pennsylvania map adds shares in railroad companies.
Common Rules Questions
Can you take a face-up locomotive as your second card?
No. A face-up locomotive has to be your first pick, and then your draw is over. If you take a regular face-up card first and a locomotive turns up as the refill, leave it. A locomotive you draw blind from the deck counts as a normal single card, so you still draw a second.
Do your routes have to connect?
No. You can claim any open route anywhere on the board. Connections matter only for your tickets and for the longest path bonus. Claiming a lone route far from your network is legal, and sometimes it's a smart way to block a path someone else needs.
Can one player claim both sides of a double route?
No. The same player can never claim both routes between the same 2 cities. In a 2- or 3-player game, only 1 of the 2 can be used at all. Once it's claimed, the other side is closed for everyone.
Can you discard a ticket you can't finish?
Only when you draw it. At setup you keep at least 2 of the 4 dealt. When drawing later, you keep at least 1 of the 3 drawn and return the rest. Tickets already in your hand stay there, and each one you miss is subtracted at the end.
When exactly does the game end?
The trigger is a player ending their turn with 0, 1 or 2 trains left. Then every player, including that player, takes 1 more turn. After that final round, reveal tickets and add the longest path bonus.
If you like Ticket to Ride, try these
More board game guides are on the way, including Carcassonne and Rummikub. For a longer game with trading and building, read our Catan guide. For short tile drafting, try Azul; for a bird engine, try Wingspan. Everything else is in our board games section.
Sources
- Days of Wonder, Ticket to Ride rules (2025 edition)
- Asmodee Canada, Ticket to Ride 2025 Refresh product page (tickets, expansion compatibility)
- CATAN GmbH, CATAN The Game rulebook, 6th edition, and catan.com (Catan players, age and time)
- Z-Man Games, Carcassonne game page (players, age and play time)
How we check rules and build the intro card: our methodology.
