The Ludarium Academy · Full course · Free
Coast to Coast
An unofficial Ticket to Ride course
Learn Ticket to Ride, teach it in ten minutes, and know when to draw, when to claim, and when a ticket is worth the risk.
Five levels, 19 lessons
Start with lesson oneLevel 0 · Learn to play
Passenger
After this level: Set up, teach, and score a full game by hand, longest path included, without opening the rulebook.
Level 1 · Beginner
Brakeman
After this level: Keep tickets that build one railroad, draw cards with a plan, and claim the tight spots on the USA map before anyone else.
Level 2 · Intermediate
Engineer
After this level: Read what every rival is building, judge a ticket by the trains it needs, draw new tickets at the right moment, and count the endgame.
Level 3 · Advanced
Dispatcher
After this level: Put odds on your draws, win the two-player race, block only when it pays, and know when big routes beat a ticket plan.
Level 4 · Tournament ready
Stationmaster
After this level: Play the USA 1910 Mega Game under tournament rules, and plan a path to the WBC event or a Gen Con qualifier.
- 1How to Play Ticket to Ride: Rules, Setup, and Scoring
- 2How to Teach Ticket to Ride
- 3How to Score a Game of Ticket to Ride by Hand
- 4Your First Three Games of Ticket to Ride
- 5Ticket to Ride Openings: Tickets and First Turns
- 6Ticket to Ride Train Cards: Face Up, Blind, or Locomotive?
- 7Reading the Ticket to Ride USA Map: Hubs and Choke Points
- 8Ticket to Ride Player Counts, Variants, and Maps
- 9The Ticket to Ride Midgame: Hand, Tempo, and Table
- 10What a Ticket to Ride Ticket Is Really Worth
- 11When to Draw More Tickets in Ticket to Ride
- 12Ticket to Ride Endgame and Scoring Math
- 13Ticket to Ride Odds: Will the Cards You Need Come?
- 14Two-Player Ticket to Ride Strategy: Winning the Race
- 15Reading Opponents and Blocking in Ticket to Ride
- 16The Long Route Plan in Ticket to Ride
- 17Competitive Ticket to Ride: Tournaments and Local Play
- 18Ticket to Ride Mega Game Strategy for Tournaments
- 19A Practice Plan for Tournament Ticket to Ride
Every lesson is free to read here, any time. Sign up and they also arrive by email, one at a time, so the course keeps you learning between game nights.
Who it is for
- New players who want the rules clear before the first train goes down.
- Hosts who teach Ticket to Ride to family, friends, or a new group.
- Players who keep finishing with tickets in the red and want to know why.
- Anyone curious about other maps, online play, and tournaments.
- Players
- 2 to 5
- Play time
- 30 to 60 minutes
- Ages
- Ages 8 and up
- Rules as of
- Ticket to Ride rules, 2025 edition (Days of Wonder), the refreshed USA map
Questions
How many destination tickets do you keep in Ticket to Ride?
In the current edition you are dealt 4 tickets at the start and must keep at least 2. Older printings deal 3 and you keep at least 2. When you draw tickets during the game, you draw 3 and keep at least 1.
Can you take two locomotives in one turn in Ticket to Ride?
Only if both come blind from the top of the deck. A face-up locomotive must be the first card you take, and then you take no second card. A locomotive drawn blind counts as one card, so you still draw your second.
What happens when a player gets down to two trains?
When a player ends their turn with 0, 1, or 2 trains left, every player, including that player, gets one final turn. Then the game ends and you score tickets and the longest path.
Can both double routes be used in a two-player game?
No. With 2 or 3 players, only one route of each double pair can be claimed, and the other closes. With 4 or 5 players both can be used, but never by the same player.
Do you lose points for tickets you do not finish?
Yes. At the end, every ticket you kept adds its value if you connected both cities with your own trains, and subtracts its value if you did not.
Teach sheet · PDF · Rules as described in the Ticket to Ride rules, 2025 edition (Days of Wonder), the refreshed USA map; official rules.
Unofficial. Not affiliated with Days of Wonder or Asmodee. Ticket to Ride is a trademark of Days of Wonder.