Rules of the board game Ticket to Ride Europe in Russian.

Composition of the game Ticket to Ride Europe

    1 map of Europe;

    240 colored trailers (45 each in blue, red, green, yellow and black + spares of each color);

    15 colored railway stations (3 of each color);

    158 cards including:

    110 train cards

    • 12 cards of each of eight colors

      14 train cards

    46 route maps:

    • 6 long routes with blue background

      40 regular routes

    1 “European Express” card for the longest route;

    1 scoring card;

    5 wooden scoring tokens (one for each player);

    rules of the game;

    1 access code to the online games “Days of Wonder” (printed on the last page of the rules)

Preparing for the game.

Place the game board in the center of the table. Each player receives a set of 45 carriage cards, three stations of the chosen color and a corresponding scoring token, which he places on the starting scoring track (1), which runs along the edges of the playing field. As the player earns points in the game, he moves his token to the corresponding field of the scale.

Shuffle the deck of carriage and train cards and deal four cards to each player (2). Then place the deck near the playing field, and place five cards next to each other from the top of the deck face up (3).

Place the “European Express” card and the scoring card (as a “reminder” for the players) next to the board (4).

Take the directional route deck and separate the long route cards (six cards with a blue background) from the regular route cards. Shuffle the long route cards and deal one card randomly to each player (5). You can put the remaining cards back into the game box - they will no longer be needed. Try not to show players which route cards have not been dealt out.

Now shuffle the simple route cards (with a normal background), deal three cards (6) to each player, and place the remaining ones face down next to the board

Done - you can start playing!

It is important! Players already familiar with the first game in the series, Ticket to Ride™, should take note of the following new additions to Ticket to Ride Europe: Ferries, Tunnels and Train Stations.

Beginning of the game

Before the start of the first turn, each player must choose from the received route cards those that he wants to keep. The player must keep at least two routes (although he can keep more). Also put the remaining unnecessary route maps in a box without showing them to anyone. You can opt out of both simple and long routes. The selected route cards will remain with you until the end of the game.

Purpose of the Game Ticket to Ride Europe

The goal of the game is to score as many points as possible.

Points can be earned as follows:

  • Create a route between two neighboring cities on the map;
  • Create a continuous route between the cities shown on your route map.
  • Create the longest continuous route in the game to get the European Express card;
  • And also for each unused railway station.

If at the end of the game the player was unable to create the route indicated on his route card, then the number of points indicated on it is deducted from the score.

Move order

The player who has visited the most European countries in his or her lifetime starts first, after which play proceeds counterclockwise.

During his turn, a player must do one (and only one) of four actions:

Take Carriage Cards – The player may draw either two carriage cards, or one train card if it is face up (see “Trains”).

Build a route – The player can build a route if he has a sufficient number of carriage cards of the color required for the route in his hand. After that, he places trailers of his color on each square of the route on the playing field, and moves his token along the score scale to the number of points corresponding to the length of the route. Played carriage cards are placed separately from other cards in one pile.

Draw a Route Card – The player draws three route cards and chooses at least one of them to keep.

Build a train station – The player can build a station in any city that does not already have one. To build the first station, the player must give one carriage card of any color. To build the second station, he must use two cards of the same color. And to build the third station, he must use three cards of the same color.

Taking carriage cards.

There are eight types of regular carriage cards (12 of each), and 14 train cards. The color of each carriage card corresponds to the colors of the different routes on the map - purple, blue, orange, white, green, yellow, black and red.

If a player decides to take carriage cards, he takes two pieces per turn. You can take a card either from the five that are face up, or one from the top of the deck. If a player takes an open card, then immediately after taking it he must put a card from the deck in its place. However, if a player takes an open locomotive card, then his turn ends.

If it turns out that out of five open cards, three cards are locomotives, then all five cards are discarded, and new cards from the deck are placed in their place.

A player can have an unlimited number of cards in his hand. When a deck of cards is ordered, the discarded cards are shuffled into a new deck.

Shuffle the deck well, since the cards discarded during the game are several of the same color in a row.

In rare cases, when the deck runs out and there are no discarded cards on the table (since all cards are in the hands of the players), the player does not draw cards (obviously), but must build any route, take a card with a route or build a station .

Trains in Ticket to Ride Europe

Trains are multi-colored cards that play the role of jokers in the game. Their cards can be played with any color of carriage cards when constructing a route. Train maps are also needed to create ferry crossings (see “ferries”).

During a player's turn, they can only draw one face-up train card. If this card entered the game from the deck instead of one already taken, or if it was already on the table, and the player did not take it with the first (and only card), then it cannot be taken with the second card.

However, if a player is lucky enough to receive a train card by taking it face down from the deck, then he retains his right to draw another card that turn.

Construction of routes

A route is a set of continuous multi-colored sections (in some cases they are gray) between two neighboring cities on the map. To build a route, the player needs to lay out the number of carriage cards of the same color as the route corresponding to the number of its sections. Most routes can be built with cards of only one, specific color.

Train cards can replace a carriage card of any color (see example 1)

Gray routes can be built using maps of any one color. (see example 2)

When building a route, the player places his wagon tokens on the corresponding sections of the route on the map, and discards the cards used to build it from his hand. The player then moves his token along the score track according to the scoring table (page 7)

The player can build any route on the playing field, and he is not obliged to continue his already laid routes.

The route must be built entirely in one turn. Those. You cannot place two wagon tokens on a route of three sections in one turn, and wait until the next turn to place the remaining token.

During a turn, a player cannot build more than one route.

Dual routes

Some cities are connected by double routes. These routes go together from one city to another, and have the same number of sections. One player cannot build both parts of the same double route throughout the entire game.

Pay attention to the routes that only partially go together - they connect different cities and are not double.

Note: In a two- or three-player game of Ticket to Ride Europe, only part of a double route can be used. A player can only create one route, after which the second half of it will be considered inaccessible to other players for the rest of the game.

Ferry crossings

Crossings are special gray routes connecting cities by water. They are easy to spot from the images of trains on one side of the route.

To create a ferry crossing, the player must play a train card for each train symbol on the route, as well as the required number of carriage cards of the same color for the remaining sections on the route.

Tunnels

Tunnels are special routes that can be easily identified by special marks and bold outlines on each section.

The thing about the tunnel is that the player never knows how long it might end up!

When attempting to build a tunnel, the player first lays out the cards required to build it. After that, the top three cards from the carriage deck are laid out face up. For each of these three cards that match the color of the cards used to build the tunnel, the player must “pay extra” for an additional carriage card of the same color (or use a train card). Only after this will the construction of the tunnel be considered successful.

If a player does not have enough additional cards of the desired colors (or decides not to spend them yet), he takes his cards back into his hand, and his turn ends.

At the end of the turn, all three open carriage cards are discarded.

Don't forget that train maps are multi-color and versatile maps. This way, a train card drawn from the deck during a tunnel attempt will automatically match the color of the player's cards, requiring him to play an additional card.

If a player decides to build a tunnel using only train cards, then he will have to play an additional card (and this will have to be a train card) only if there is also a train card among the cards drawn.

In rare cases, if there are fewer than three cards in the deck and discarded cards, then only the remaining cards are revealed. If absolutely all the cards are in the hands of the players, and there is nothing to draw to check the property of the tunnel, then it is built without checking and risking additional cards.

Taking route maps

During a player's turn, he may draw additional route cards. To do this, he takes the top three cards from the pile of route cards (if there are less than three cards left in it, the player takes all the remaining ones).

The player who takes these cards must choose at least one of them to keep, but he can also keep two or all three cards.

Those drawn route cards that the player discarded go to the bottom of the route card deck. The route maps left behind are retained by the player until the end of the game.

Routes between cities indicated on route maps are an additional goal for players; they can bring both bonus and penalty points.

If, at the end of the game, a player creates a continuous route of carriage tokens of his color between the cities indicated on his route card, he receives the additional number of points indicated on the card. If the player was unable to build the route indicated on the map, then the number of points indicated on it is deducted from his score.

Route cards are kept secret from players by their opponents until the end of the game. The number of such cards in a player’s hands is unlimited.

Construction of stations

A train station allows its owner to use one (and only one) of another player's routes, which starts or ends in the city where the station is built. This route is taken into account only for completing the task on the route map.

Stations can be built in any unoccupied city, even if it does not yet have routes. Only one station can be built in one city.

During one turn, each player can build only one station, and a total of three stations throughout the entire game.

To build the first station, a player must discard one train car card from his hand and place his station token on the selected city. To build the second station, the player must discard two carriage cards of the same color, and three cards of the same color to build the third station. As usual, carriage maps can be replaced with train maps.

If a player uses the same station to complete objectives on multiple route cards, he must use the same route (to or from the city with that station) when checking the conditions on those cards. Until the end of the game, the station owner is not required to indicate which route he will use. Building stations is not a mandatory action for players. In addition, for each unused station the player receives four additional points at the end of the game.

End of the game

When any player has two or fewer carriage tokens left at the end of his turn, each player, including him, gets one final turn. The game ends by counting the final points.

Scoring in Ticket to Ride Europe

During the game, participants immediately mark their points received for laying routes, but you can recalculate the points again if you want to make sure that no error has crept into the calculations.

After this, all players show their route cards. For successfully constructed routes indicated on these maps by the player, he adds to his score the number of points indicated on the map. If the player was unable to build the route indicated on the map, then the number of points indicated on it is deducted from his score.

Don't forget that each station allows its owner to use one (and only one) route of another player passing through that city to complete a task on the route map.

If a player uses the same station to complete objectives on multiple route cards, he must use the same route (to or from the city with that station) when checking the conditions on those cards.

For each railway station remaining in the player's inventory, four points are added to his score.

Finally, the player who builds the longest continuous path receives a “European Express” card and 10 additional points. When calculating the length of the track, only car tokens of one color are taken into account. A continuous path may have loops and pass through the same city multiple times, but any wagon token cannot be used in the count more than once. Stations, and the routes of rivals to which they can provide access, are not taken into account when calculating the length of the route, and cannot be included in it. If the calculation reveals that several players have built equal “longest routes,” then each of them receives 10 points.

The player with the most points is the winner. If two or more players have an equal number of points, the winner is the one who completed more tasks from the route cards. If after this the winner cannot be identified, then the player who used the least number of stations wins. In very rare cases, if it is still impossible to name a winner, then the winner becomes the player who received the “European Express” card.

Download the complete Ticket to Ride Europe rules in pdf format with pictures and examples.


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Appeared in my collection of board games quite a long time ago. This was almost the first serious game and, probably, the only one that I have been playing for so long. Moreover, what’s interesting is that, unlike the same “Colonizers”, “Carcassonne” or Magic: The Gathering, it cannot be said that this game is different every time and therefore you can play it endlessly. No, apart from the additions, the map is very static, the set of routes is quite limited and the entire variety of the game is limited by which routes you get at the beginning of the game. At first glance, everything is quite boring. But this is only for the first time. I was prompted to write this article by the fact that I recently acquired a free online version of “Train Ticket” for iPad. Without going into details, I want to note that even if I honestly paid 229 rubles, I still would not regret it. However, this allowed us to look at this tabletop in a new way. In fact, this happens often. If you sit down to play a game with friends from time to time, then usually (with rare exceptions) you don’t bother about the ideal strategy, since the main goal is still to get the maximum pleasure from communication and the gameplay itself. When playing virtually, everything is completely different. Here the rating appears, and with it the thirst to win, the thirst to show everyone else how cool you are at running the railway empire. However, all of the text below will also be useful for the regular, offline version of the game, with which everyone begins to get acquainted with.

It just so happens that in my collection of board games there are almost all versions of TTP, except for the main one (America). Well, I don’t know why this happened. Moreover, I have never played an offline map of America in my life. Meanwhile, from the point of view of minimizing luck and “pure” strategy, this card is the most correct.

I don’t know, unfortunately or fortunately, but, as in the vast majority of board games, in TTP your winnings depend on luck. Of course, this dependence is not as great as in many other games (for example, “Cow 006” with a large number of participants becomes absolutely random), however, I would rate the degree of randomness at the “below average” level, since in my opinion, the skill of the player here still slightly more important than luck. Moreover, the final outcome is influenced not only by the presence/absence of the necessary resources on the table (and those that come across when drawing from the top of the deck), but also by the set of tasks that you receive on the starting hand and during the drawing process (slightly less).

When I first started playing the online version, I read several articles on the English-language Internet on the topic of proper tactics and noticed that there was no consensus on this matter. This is understandable. The following does not in any way claim to be the truth in the highest authority and reflects solely the author’s position on this issue.

So, first of all, it’s worth noting that the tactics in almost all versions of TTP are different. Today we renew ourselves on the most popular map - America.

We will be transported overseas and travel through the cities of North America. Here are some simple tips that might help you earn a little more points:

1) Trite, factual. Only long routes decide the game. Unlike Europe, there is no initial division of routes into long and short, so randomization in this matter is off the charts. Usually, when playing with an equal opponent, the absence of routes on the hand of more than 12 points means very, very big problems. Why? Yes, because most of these routes are located in the center of the map or on the right side of it (where there are a lot of small stages worth 2 points each, and while you are puffing yourself up, doing your little jobs and earning 2-7 points for each road construction, your opponent will connect two opposite parts of the map and only by building long roads will you earn more points than you on all your routes). The only advice that can be given in this case (unless, of course, all the tasks are located close to each other) is to take on additional tasks at the very beginning of the game. In any case, if you are unlucky again this time (which is unlikely), then most likely you will lose. Yes, yes, you can cherish the hope of finishing your small tasks as quickly as possible, then collect more routes and take them in quantity rather than quality, or simply finish the game as quickly as possible in the hope that your opponents will not have time to complete their tasks, but in practice this can be extremely rarely. Therefore, the main advice is to build your strategy based on long routes, take small routes only if they do not force you to deviate too much from the optimal route or if they prolong your route. Below is a great example of a starting hand for a drain.

2) Locomotive cards. Are they important? Many articles on TTP strategy write that the basic strategy should be to take cards from the top of the deck for the first few (actually 10-12) moves. The authors claim that this approach is due to the fact that at the very beginning of the game you do not know exactly which route you will take and which colors you will need most, and taking from above gives you a chance in a few moves to take a couple of locomotives, which are extremely useful for the game .

There is some truth, in my opinion. However, this practice is not always appropriate. Firstly, you need to understand that not building anything, but only taking, will most likely only work in a two-player game, where each player in his soul hopes that his opponent will not interfere with him and he will build everything quickly, quickly, because he the coolest and knows how to connect cities into one chain. When playing with four players, and even more so with five players, the tactic of waiting and taking several moves in a row from above can result in extremely disastrous consequences. But that's not all. The fact is that blindly drawing from above ultimately leads to the fact that at some point, as a rule, we are left with quite a lot of unnecessary cards. As practice shows, the number of these cards can reach 10 or even more. If we divide the number of cards in half, it turns out that we made 5 or more moves in the game in vain. Wouldn't it be easier to spend these 5-6 moves to take a guaranteed locomotive? I think the conclusion is obvious. I would reformulate this rule a little: you should definitely take from above if:
a) there are many colorless roads on your route;
b) there are many long roads of different colors on your route;
c) there is nothing to take from the board, and there is nothing to build with.

If this happens, and there are only 2 or 3 colors on your path (unfortunately, this is all the time), and you have already selected the necessary colors for the rest of the roads or they have already been built, you should not take from above in any way case. It would be better to take the locomotive (if there is one on the board). By the way, it is very significant that by the end of the game locomotives often become very rare, because... players are already despairing of finding one specific color on top. Therefore, I recommend getting ahead of everyone and starting taking locomotives a little earlier. By the way, the probability of a locomotive coming from above depends on the presence of them on the board and in your hand (as well as in the hands of your opponents - but this information is inaccessible, so it can be neglected). If there are no locomotives on your hand, and there are no locomotives on the table, the probability that among the two cards taken from above one will be a locomotive is about 20% (there are 110 cards in the game, of which 14 are locomotives). Those. approximately (very approximately) - only every fifth turn in the dark will bring you one joker card.

3) Start of the game. As you begin to pave the road, that’s how you will build it. What am I talking about? Oh yes, the beginning of the game is a very important part in many cases. First of all, after taking tasks, it is necessary to identify the so-called. "narrow places. These are the places that, if you lose them, you will have a very hard time. On the map of America, there are quite a lot of such places (unlike Europe), but the most unpleasant are the routes Nashville - Atlanta, New Orleans - Houston, Portland - Seattle (when playing with two players), as well as Las Vegas - Los Angeles, the latter is less critical due to the small number of routes passing through Vegas. Almost any place can be “narrow” for you, the closure of which will lead to significant complications. Identifying and building these places is your main task at the very beginning of the game, not drawing an infinite number of cards from above in the hope of . Small bridges between network cities also play a very important role. In most cases, if there is only one road between any cities within your proposed network, then it is advisable to build it, regardless of what routes will come later. Therefore, if this jumper is not a double (and even more so if it takes significant effort to bypass it), it should also be erected as soon as possible.

4) Should I take routes? Or should I complete the existing ones first? In most cases, the answer is clear - get it! Why? Because in the vast majority of cases, after completing all the initial tasks and taking on new ones, you will find that you could have done them along the way, while spending only a few more trailers and laying out the overall route in a completely different way. Now, in order to complete these tasks, you will need to build branches (so you will no longer see the final bonus for the longest continuous route!), and it may also turn out that to complete these tasks you need a lot of cards of a certain color, and at the end of the game - this oh what a problem! Therefore, I recommend taking on tasks as soon as you are sure that all the bottlenecks are closed and that you can afford to spend a whole turn exploring new routes. In addition, it will be useful to take on new tasks at the beginning of the game even if your oxygen is cut off in one of the “bottleneck” places and you have to go around the gardens. In this case, as a rule, there are several workaround options, and the likelihood that new tasks will overlap with one of the workaround options is extremely high.

5) Bonus for the longest route. How critical is it?

As practice shows, when playing with a large crowd (4-5 people), this bonus is very critical. The fact is that due to great competition, players are practically deprived of the opportunity to collect tasks during the game, and it often happens that several players finish the game with the same number of tasks. Believe me, 10 points in this case is an extremely pleasant surprise in the end. Therefore, whenever possible, try to connect cities into one chain. However, don't get carried away. If the direct path is closed, the detour is too long, but there is an option to make a small branch, it is usually better to choose the second one, and the time you would spend resuming your chain would be much smarter to spend taking on and completing new tasks. And of course, it’s worth considering at the very beginning: is it even possible to build a chain of your tasks and how much more difficult it will be than simply connecting all the tasks into one network. If the issue is 2-3 extra roads, then this is usually justified. If you have to go almost around the entire map for the final bonus, make a network, it also has its advantages.

6) Long or short roads?
Here the answer is almost as clear as to the question with routes. In the vast majority of cases, you need to choose long roads. For example, from Los Angeles to El Paso there are two main routes: directly or through Phoenix. In this case, the same number of trailers will be spent. However, in the first case, to perform this action you will need one move, which will bring you 15 points, the second option will require 2 moves and will bring you 8 points. I think the conclusion is obvious. However, sometimes (usually towards the end of the game) you should still choose the second option. For example, if the players have an average of 12-17 trailers left, and you take on new tasks where Los Angeles is, your network has already reached El Paso and you have no black resources at all. Sure, you can draw cards from the top in hopes of collecting 6 black cards, but hey! Opponents have 12 trailers! This means that the game may end in 3-4 moves, or even earlier. You shouldn't care how many points you lose by building 2 small roads instead of one big one. You must get to the City at all costs!

7) Which routes to leave? If this happened and at the very beginning of the game you took very close routes, this does not mean at all that until the end of the game you should look for routes that are also close to yours and discard the rest. As a rule, such luck runs out quickly, and at the end of the game you are left with a small network in the middle of the map (or on one edge), with a set of not very long routes and without the ability to quickly get to any of the corners of the map (or to an entire part of the map) . But a lot of long routes start (or end) right from the corners! So here's my advice: don't be afraid to branch out into any (or several) corners at the very beginning. This way, you will minimize in the future the risks that, having taken 3 additional routes at the end (each worth 12-20 points), you will not be able to complete any of them.

8) And finally, a few banal tips, following which you can avoid fatal mistakes:

— Always count the number of trailers before leaving additional routes. Very often it seems that a route worth 20 points fits perfectly into your network; building for it is nothing at all, just 2 roads, but 20 points at once! But it turns out that you have not yet completed several old routes (the bottlenecks are closed, no one will stop me from connecting there!). As a result, the new route becomes a priority for us, we actively take maps for it, build a road, and then it turns out that one locomotive is not enough to connect the two sections. It’s stupid, of course, but believe me, this happens all the time. In addition, it is highly advisable not to count “back to back”. Even if it seems to you that none of your opponents will build roads where you need, it is always possible that your opponent comes up with several “unrealistic” routes and, in order not to earn a minus, he chooses some short route on the other side of the map from its network, and still does it! And you are left with nothing, because... the detour doesn’t seem to be difficult, but there are no trailers for it anymore!

— Keep track of the number of trailers and cards your opponents have. When the average number of trailers becomes less than 20, as a rule, this is an indicator that the game will most likely end in a few moves. Especially if one of your opponents has a lot of cards. It is quite possible that he has been saving up for long journeys all this time and will finish the game in 3-5 moves. This is especially true if there are long roads near its chain. In the case of a more active game, when opponents have few cards, the number of 15-20 trailers should not confuse you. Usually this outcome means that opponents will start taking on new tasks soon, which means that it is actually only the middle of the game!

— Do not delay the construction of long roads. Even if they are not a bottleneck (such as in the case of doubles), taking the long road by your opponent can make your life very difficult. Of course, you can indirectly tell whether someone is going to build this road or not by what cards your opponents take. But again, this is not a panacea! You never know what cards he had in his starting hand and which he takes in the dark, and it is possible that this path is not obligatory for him, so he takes cards that are more important to him, and he has accumulated 6 cards of this color accidentally. One way or another, don’t delay building a long road. In the event of an overlap, you will either have to save up again (which can be fatal already in the middle of the game), or take a detour using shorter roads (if there is no duplicate, there are no options left). In this case, you will not only lose several moves, but also a lot of points. Remember that building a road of 6 trailers is equivalent to completing one and a half average tasks!

As I promised, I will continue to tell you about interesting desktops implemented for iOS. And today I decided to introduce you to one of my favorite games - Ticket to Ride (aka “Train Ticket”). This game was invented by Alan Moon and was released 10 years ago, in 2004. She immediately received many awards and prizes, such as “Best Board Game 2004” according to the Origins Award and “Spiel des Jahres 2004”, the French award “As d'Or 2005”, “Diana Jones award 2005”, second place in the category "Family Games" according to Schweizer Spielepreis 2004. Ticket to Ride: Europe, one of the varieties of the game, received the International Gamers Awards in 2005, and in 2007 - "Best Family Game" and "Game of the Year" according to the site boardgamer.ru.

As with Carcassonne, I played both the board and electronic versions of Ticket to Ride. And I can assure you that for iOS the game is implemented simply superbly, from the graphics and convenient arrangement of objects to the musical accompaniment.

In the game we need to build a railway connecting cities and score the most points. There are several Ticket to Ride options, and almost each of them has its own features. You can see a map of the USA, Europe, Asia and, separately, Switzerland. As for the desktop version, Days of Wonder has also released maps of Africa, Scandinavia, Germany, Holland and India.

At first the rules may seem a little confusing to you, but after the first game everything will fall into place. The game is designed for 2-5 players, each of whom takes turns. You will have the opportunity to play against a computer, online, or with multiple players on one or more devices.

In my opinion, playing on one device is not very convenient, since a lot of time is spent passing the iPad from hand to hand. The advantage of playing online is the ability to run multiple games at the same time.

Consider the playing field. In the lower right corner there is your icon and the number of remaining trailers, and the points you have scored will also be displayed there. Icons of other players are located above the field.

Each player is dealt cards: 4 trailers and 3 tasks. They are located below, to the left of your icon. These cards are not seen by other players, since for them it should remain a secret behind seven seals.

Then each player chooses which task cards to keep, the minimum number is two, but if you wish, you can take three cards. Each completed task can bring a different number of points; the length of the path and the complexity of the construction are important here. A card can be worth 5 or as much as 20 points, you just have to decide which path to take.

You can click on each task card and thus highlight in blue the cities that need to be connected. If it does not suit you, press one more time, the cities will fade, and this card will not be selected. When you decide, click the “Done” button and start playing.

The cities you select will be highlighted in green; you just need to think about the route that will connect them. You can take a shortcut or a longer one, depending on what goal you are pursuing. Sometimes another player may interfere with your plans and spoil the given route. In this case, you will have to change it and go around.

Next to your icon, as I already mentioned, the number of carriages you have is displayed. 45 is the maximum amount you can put on the board. When one of the players has less than three cars left, you are warned about this and you make your last move. After this, the game ends and scoring begins. There, at the bottom left of the icon, your 4 carriage cards that were dealt to you from the very beginning are shown. The number on the card indicates how many cars of a given color are in your hands.

On the playing field you can see multi-colored lines that connect cities - these are the segments of the path that you will need to build. Each segment can consist of 1-8 cars. I will give a simple example of how to build route segments. If you need to build a black segment consisting of 3 carriages, you must collect 3 black carriage cards. If you don’t have enough black cards to build, then you can take a locomotive. This card acts as a joker and can replace any color of the carriage.

For each turn you need to perform one of three actions:

  • take carriage cards
  • take task cards

On the right you see 5 open carriage cards and a stack below them. There are two options: either you take cards that have already been revealed, or you rely on luck and get them from an undisclosed pile. You can take only 2 wagon cards or one locomotive per turn. If you take cards from an unopened pile, you may end up with as many as two locomotives.

If you already have the required number of carriage cards in your hands, you can place them on the field. If a track segment is gray, you can place any cars of the same color on it. For example, if a gray segment consists of 2 cars, you can put 2 black, 2 green or 2 red cards on it. If a track segment is yellow, then only yellow cars can be placed on it. Two cities can be connected by one or two parallel segments. And it is still unknown which player will have time to occupy this single segment, because it is not clear which route your opponent has chosen.

Finally, you can choose a few more task cards. At the very beginning, you already took such cards, if suddenly this seemed not enough to you, then during the game you can get more and more... and then build routes connecting cities. The task pile is located above the open carriage cards. This time you can keep just one card if the others do not suit you. But if you decide to take additional tasks, you will no longer be able to cancel your decision and will have to keep at least one card in your hands.

By making certain moves, you try to score the most points. They can be obtained in three ways:

  • place the carriage cards on the playing field
  • complete task cards
  • build the longest path

For each road segment built you get points:

  • segment of 1 car – 1 point
  • segment of 2 cars - 2 points
  • 3-car segment – ​​4 points
  • 4-car segment – ​​7 points
  • segment of 5 cars - 10 points
  • segment of 6 cars - 15 points

When you complete a task, you receive the number of points indicated on the card. If you do not comply, they are deducted from the amount you collected. And there is one more bonus: the “longest path” card, for which you get 10 points.

Over time, you will have your own strategy, and you will feel how best to act in a given situation. Moreover, it will be very easy for you to understand the features of other maps (Europe or Switzerland). I’ll just tell you that European maps also contain tunnels and road segments, for the construction of which you will definitely need a locomotive. I can assure you that once you start playing Ticket to Ride, you will not be able to put it down for several hours. Personally, I spent a lot of time on this matter. Additional maps on iPad cost:

  • Europe — 169 rubles
  • Switzerland — 129 rubles
  • Asia -129 rubles
  • Extensions for the US map - 33 rubles

The price is not small, and sales for this game appear very rarely. One US card may be enough for you, but I tried all possible options. Believe me, this game is worth the money spent!

Place the game board in the center of the table. Each player receives a set of 45 carriage cards, three station cards of the chosen color and a corresponding scoring token, which he places on the starting field of the scoring track that runs along the edges of the playing field. As the player earns points in the game, he moves his token to the corresponding field of the scale.

Shuffle the deck of carriage and train cards and deal four cards to each player. Then place the deck near the playing field, and next to it, place five cards next to each other on top of the deck, face up.

Also place the European Express card and the scoring card (as a “reminder” for the players) next to the board.

Take the directional route deck and separate the long route cards (six cards with a blue background) from the regular route cards. Shuffle the long route cards and deal one card randomly to each player. You can put the remaining cards back into the game box - they will no longer be needed. Try not to show players which route cards have not been dealt out.

Now shuffle the simple route cards (with a normal background), deal three cards to each player, and place the remaining ones face down next to the board

Done - you can start playing!

Beginning of the game

Before the start of the first turn, each player must choose from the received route cards those that he wants to keep. The player must keep at least two routes (although he can keep more). Also put the remaining unnecessary route maps in a box without showing them to anyone. You can opt out of both simple and long routes. The selected route cards will remain with you until the end of the game.

Purpose of the Game Ticket to Ride Europe

The goal of the game is to score as many points as possible.

Points can be earned as follows:

  • Create a route between two neighboring cities on the map;
  • Create a continuous route between the cities shown on your route map.
  • Create the longest continuous route in the game to get the European Express card;
  • And also for each unused railway station.

If at the end of the game the player was unable to create the route indicated on his route card, then the number of points indicated on it is deducted from the score.

Move order

The player who has visited the most European countries in his or her lifetime starts first, after which play proceeds counterclockwise.

During his turn, a player must do one (and only one) of four actions:

Draw Train Cards – The player may draw either two train cards or one train card if it is face up.

Build a route – The player can build a route if he has a sufficient number of carriage cards of the color required for the route in his hand. After that, he places trailers of his color on each square of the route on the playing field, and moves his token along the score scale to the number of points corresponding to the length of the route. Played carriage cards are placed separately from other cards in one pile.

Draw a Route Card – The player draws three route cards and chooses at least one of them to keep.

Build a train station – The player can build a station in any city that does not already have one. To build the first station, the player must give one carriage card of any color. To build the second station, he must use two cards of the same color. And to build the third station, he must use three cards of the same color.

Board game “Ticket to ride” - the most famous creation Alana Moon. The original plunges participants onto the railroad tracks North America, however, there are modifications with cities in European countries and cities within a specific country. Subsequent versions of the game are popular all over the world and bring unforgettable pleasure. Depending on the number of players, the party takes 30 – 60 minutes.

Difficulty level: easy

Number of players: 2-5

Develops skills: strategy, knowledge of geography

What's included?

The original version of "Ticket to ride" includes:

  • map of North America - playing field;
  • plastic cars – 240 pcs. + 3 reserves for each color;
  • cards with images of carriages – 96 pcs.;
  • cards with locomotives – 14 pcs.;
  • route maps – 30 pcs.;
  • a brochure with the rules of the game;
  • bonus card for the longest route;
  • advertising cards – 2 pcs.;
  • memo;
  • key to the online version of the game;
  • multi-colored wooden chips.

Game version "Train Ticket to Europe" differs in the contents of the playing field and the numerical value of the components.

What types of games and add-ons are there?

In addition to the basic modification described in the review, “Ticket to ride” has quite a lot of additions and independent games with other countries on the field:

  • « Train ticket junior: Europe» will introduce young travelers to new cities and help create routes to historical places. The rules are simplified, but the gameplay does not lose its depth. A great way to improve your geography knowledge in such an exciting and fun way!
  • « Ticket to ride: America 1910 "- an expanded and improved version of the original game. The specifics of route selection are such that you can create your own rules. Innovations are expected in the version: three alternative options for conducting a game, routes through megacities, a bonus for the most traveling participant, additional issue of cards and more.
  • « TickettorideNordiccountries» is filled with “fresh”, northern design and new rules. Routes from Copenhagen to Oslo, from Helsinki to Stockholm will have to be connected, and Russian Murmansk is also among the destinations.
  • » publications Marklin accompanies participants around the cities of Germany. The publication is dedicated to the oldest company producing collectible trains of the same name. The rules of the game are close to the basic version, but now passengers can leave the carriages and buy something along the way; missions are divided into short and long.
  • « Ticket to ride: Switzerland"designed for three players and contains tunnels, locomotive cards and countries surrounding Switzerland.

Who is this game for?

  • For looking for an unusual gift for a holiday, because everyone will like the game “Ticket to ride”;
  • for people who first time dealing with desktops to create a favorable impression from the very beginning;
  • For eternal tourists to think about which states of America you should visit;
  • For railway workers who go crazy from just the sight of trains;
  • For history buffs railways;
  • for those who want spend an evening with a small group;
  • For family holiday with children, recommended age – from 8 years, it's time to start studying geography.