Ticket to Ride rules: how to play and how to score
Reviewed on 13 October 2026 against the publisher’s rulebook. How we check
Ticket to Ride plays 2 to 5 players: you compete for the railway network of North America, and you score with each route you claim, then at the end. Here are the essential rules, setup and scoring, based on the official rules.
- Players
- 2 to 5
- Play time
- About 1 hour
- Winner
- Highest total; on a tie, most completed Destination Tickets
Ticket to Ride quick rules
- The goal
- The board shows cities in North America connected by routes, made of small colored spaces: you claim them by placing your train cars on them. Each route you claim scores right away, and your Destination Tickets, kept secret, ask you to connect two cities: completed, they score their points, failed, they take them away. The Longest Continuous Path is worth 10 points, and the highest total wins.
- Your turn
- On your turn, you do one action, and only one, out of three: draw Train Car cards, claim a route, or draw new Destination Tickets. You never combine two actions in the same turn. You may hold as many cards in your hand as you like.
- Drawing Train Car cards
- You draw two Train Car cards, each one from the five face-up cards or blind from the top of the deck; a face-up card you take is replaced right away. Locomotives, multicolored, are wild: a face-up Locomotive counts as two cards and can never be your second card, but a Locomotive drawn blind counts as a normal card. As soon as three of the five face-up cards are Locomotives, discard all five and turn five new ones face up.
- Claiming a route
- Discard as many Train Car cards as the route has spaces, all in its color: Locomotives replace any color, and a gray route can be paid in any one color of your choice. Place one train car on each space and score right away: 1, 2, 4, 7, 10 or 15 points for a route of 1 to 6 spaces. One player can never claim both tracks of a Double-Route, and with 2 or 3 players, only one of the two tracks can be used.
- Destination Tickets
- A Destination Ticket names two cities and a point value: to complete it, connect them with a continuous path of your own train cars, whatever the detour. With this action, you draw 3 Destination Tickets and keep at least one; the ones you return go to the bottom of the deck. A ticket you keep counts until the end: failed, it costs you its points.
- Game end and scoring
- When a player has 2 train cars or fewer left at the end of their turn, each player takes one final turn, including that player. Everyone then reveals their Destination Tickets: add the completed ones, subtract the failed ones. The Longest Continuous Path earns the Longest Path bonus card and 10 points, to each tied player on a tie; if the totals are tied, the most completed Destination Tickets wins, then the longest path.
- Beginner pitfalls
- Don’t keep too many Destination Tickets: each failed ticket takes its points away. A route you want can be claimed by someone else at any time: don’t wait too long on the key links. Long routes score much more, and watch the other players’ train cars: the end can come fast.
- USA 1910
- The expansion replaces all the cards with large-format cards and adds 35 Destination Tickets marked 1910, with three ways to play. In 1910, the Globetrotter card (15 points for the most completed Destination Tickets) replaces the Longest Path card. The Mega Game shuffles all 69 Destination Tickets and uses both bonus cards; Big Cities uses the 35 tickets that show a city written in red. In those two, you draw 4 Destination Tickets during the game and keep at least one.
How to score Ticket to Ride
- Routes (scoring track)
- Your score on the scoring track of the board: 1, 2, 4, 7, 10 or 15 points per route of 1 to 6 spaces, scored when you claim it.
- Completed Destination Tickets
- The total points of your Destination Tickets whose two cities are connected by a continuous path of your train cars.
- Failed Destination Tickets
- The total points of your Destination Tickets left unconnected, subtracted from your score.
- Longest Continuous Path
- 10 points for the longest continuous path; on a tie, each tied player scores them. It may loop and pass through a city several times, but each train car only counts once.
- Number of completed tickets
- Scores nothing: it breaks ties, before the longest path.
- Globetrotter (USA 1910)
- 15 points for the player who completed the most Destination Tickets, in the 1910 and Mega Game ways to play.
Worked example
Mia has 62 route points on the track. She completes two Destination Tickets (11 and 8) but fails a 9: 62 + 11 + 8 − 9 = 72. With the Longest Path bonus: 72 + 10 = 82 points.
Common mistakes
- Trusting the scoring track without recounting: one missed move mid-game and everything is off. Recount routes at the end.
- Forgetting to subtract failed Destination Tickets: they cost exactly what they would have earned.
- Counting a train car twice in the longest path: loops are fine, but each train car only counts once.
- On a tie for the longest path, giving the 10 points to only one player: each tied player scores them.
- With USA 1910, in the 1910 way to play: keeping the Longest Path card. The Globetrotter card replaces it.
How to set up Ticket to Ride
A game takes about 1 hour. Follow the first three parts; the last one is only for the USA 1910 expansion.
The board
- Place the board map in the center of the table.
- Place the Longest Path bonus card faceup next to the board.
- With 2 or 3 players, remember that only one track of each Double-Route can be used.When a player claims one of the two tracks, the other stays closed until the end of the game.
Each player
- Everyone picks a color and takes their 45 train cars.
- Place your scoring marker on Start, on the scoring track that runs around the board.
The cards
- Shuffle the Train Car cards and deal 4 to each player.
- Place the rest as a facedown deck near the board, and turn 5 cards faceup next to it.If 3 of these 5 cards are Locomotives, discard all 5 and turn 5 new ones faceup.
- Shuffle the Destination Tickets and deal 3 to each player.
- Everyone looks at their 3 Destination Tickets in secret and keeps at least 2.Returned cards go to the bottom of the Destination Ticket deck, placed facedown next to the board. Keep your tickets secret until the end.
USA 1910
- Use the large-format cards of the expansion instead of the cards of the base game.The expansion reprints in large format the 110 Train Car cards, the 30 original Destination Tickets and the Longest Path card. It adds 35 Destination Tickets marked 1910, 4 Mystery Train tickets and the Globetrotter card.
- Choose one of the 3 ways to play: 1910, the Mega Game or Big Cities.You can also play the classic way, with the 30 original Destination Tickets and the rules of the base game.
- 1910: play with the 35 Destination Tickets marked 1910, and replace the Longest Path card with the Globetrotter card.The deal doesn’t change: 3 Destination Tickets, at least 2 kept.
- Mega Game: shuffle all 69 Destination Tickets, deal 5 to each player, who keeps at least 3.Both bonus cards are used: Longest Path and Globetrotter.
- Big Cities: play with the 35 Destination Tickets that show a city written in red, deal 4 to each player, who keeps at least 2.The big cities are Chicago, Dallas, Houston, Los Angeles, Miami, New York and Seattle.
Frequently asked questions
How many cards do you start with in Ticket to Ride?
4 Train Car cards and 3 Destination Tickets each, of which you keep at least 2. Everyone also takes their 45 train cars.
How many points is a 6-space route worth in Ticket to Ride?
15 points. The scale is 1, 2, 4, 7, 10 and 15 points for routes of 1 to 6 spaces.
Can you take a face-up Locomotive in Ticket to Ride?
Yes, but it counts as two cards: your turn stops there, and it can never be your second card. Drawn blind from the deck, a Locomotive counts as a normal card.
Ludingo’s Ticket to Ride sheet was last reviewed on 13 October 2026, based on: daysofwonder.com 1, daysofwonder.com 2, rulebook (PDF), BoardGameGeek.