Ticket to Ride

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Ticket to Ride

Overview

Ticket to Ride is a cross-country train adventure in which players compete to connect cities across a map of North America by claiming railway routes. Players collect Train Car cards, then spend sets of matching cards to claim routes on the board. Points are earned by claiming routes, completing Destination Tickets (secret goals connecting two cities), and having the Longest Continuous Path. The player with the most points at the end of the game wins.

Components

Train Car Card Colors

The 8 regular types correspond to route colors on the board: Purple, Blue, Orange, White, Green, Yellow, Black, and Red. Locomotives are multi-colored wild cards.

Setup

  1. Place the board map in the center of the table.
  2. Each player takes a set of 45 colored Train Cars and the matching Scoring Marker.
  3. Each player places their Scoring Marker on Start on the Scoring Track.
  4. Shuffle the Train Car cards and deal 4 cards to each player.
  5. Place the remaining Train Car deck near the board; turn the top 5 cards face up beside it.
  6. Place the Longest Path Bonus card face up next to the board.
  7. Shuffle the Destination Ticket cards and deal 3 to each player.
  8. Each player must keep at least 2 of their 3 Destination Tickets (may keep all 3). Return any unwanted tickets to the bottom of the Destination Ticket deck.
  9. Place the Destination Ticket deck next to the board.
  10. The most experienced traveler goes first; play proceeds clockwise.

Turn Structure

On your turn, you must perform exactly one of the following three actions:

  1. Draw Train Car Cards
  2. Claim a Route
  3. Draw Destination Tickets

Play then passes clockwise to the next player.

Actions

Draw Train Car Cards

Draw 2 Train Car cards. For each draw, you may take any one face-up card OR draw blind from the top of the deck.

Claim a Route

Play a set of Train Car cards equal to the number of spaces in the route to claim it. Place one of your plastic trains on each space of the route.

Double Routes:

Route Scoring Table:

Route Length Points
1 1
2 2
3 4
4 7
5 10
6 15

Draw Destination Tickets

Draw 3 Destination Ticket cards from the top of the deck.

Scoring / Victory Conditions

During the Game

End-Game Trigger

Final Scoring

  1. Verify route points: Recount each player’s claimed routes to confirm the Scoring Track is correct.
  2. Destination Tickets: Reveal all Destination Tickets.
    • Completed tickets (a continuous path of your routes connects both cities): Add the ticket’s point value.
    • Incomplete tickets: Subtract the ticket’s point value.
  3. Longest Continuous Path Bonus: The player with the longest continuous path of routes receives the bonus card and adds 10 points. When measuring path length:
    • Only count continuous lines of plastic trains of the same player color.
    • A path may include loops and pass through the same city multiple times.
    • A given plastic train piece may never be counted twice in the same path.
    • Tie: All tied players receive the 10-point bonus.

Winner

Special Rules & Edge Cases

Player Reference

Turn Actions (choose exactly 1)

Action Details
Draw Train Car Cards Draw 2 cards (face-up or blind); face-up Locomotive = only 1 card
Claim a Route Play matching set of cards, place trains, score points
Draw Destination Tickets Draw 3, keep at least 1

Route Scoring Quick Reference

Length 1 2 3 4 5 6
Points 1 2 4 7 10 15

End-Game Bonuses

Bonus Points
Completed Destination Ticket + ticket value
Failed Destination Ticket - ticket value
Longest Continuous Path +10

Key Numbers