The last five minutes of Ticket to Ride decide more games than any other five. Route points are already on the track, but tickets and the longest path can move a player 30 or 40 points in either direction. Done in a rush, that is where points get lost and friendly arguments start. Done in order, it takes a few minutes and everyone trusts the result.
This lesson follows the scoring sequence in the current Days of Wonder rulebook and adds a few habits that keep the count clean.
Step 1: check the route points
You score each route the moment you claim it, so the scoring track should already be right. It often is not. A marker gets bumped, someone moves 4 for a 4-train route that pays 7, or a turn slips by unscored. The rulebook suggests a recount, and it is worth doing.
The table you need:
| Route length (trains) | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Points | 1 | 2 | 4 | 7 | 10 | 15 |
The fastest way to recount is by length, not by map order. For one player, count their 6-train routes, then their 5s, and so on down to 1s. Write a small tally:
- 2 routes of 6: 30 points, 12 trains
- 3 routes of 4: 21 points, 12 trains
- 2 routes of 3: 8 points, 6 trains
- 4 routes of 2: 8 points, 8 trains
- 1 route of 1: 1 point, 1 train
That player has 68 route points and 39 trains on the board.
The cross-check. Every player started with exactly 45 trains. Add the trains column and compare it with 45 minus the trains left in their supply. Here, 39 on the board means 6 should be left over. If the numbers disagree, a route was miscounted, and you find it now instead of arguing later.
Step 2: reveal tickets one at a time
Go around the table. Each player flips their tickets one by one, and for each one, traces the path with a finger from city to city along their own trains.
- Connected: add the ticket’s value.
- Not connected: subtract it.
Only that player’s trains count. A gap of one route, even a short one, is a failed ticket. A path can be as winding as it likes; detours through other cities are fine.
Tracing out loud matters. It catches the most common honest mistake, which is a player who thought a route was theirs when it belongs to the player whose color looks similar under the lamp.
Keep a running note of how many tickets each player completed. You need it for ties.
Step 3: award the longest path
The player with the longest continuous path of their own trains takes the bonus card and scores 10 points. If players tie, all of them score the 10.
Counting a path is where most tables go wrong. The rules:
- Count trains, not routes. A 6-train route adds 6.
- One continuous line. You can travel through a city more than once and the path may loop, but no single train counts twice.
- Forks do not add up. At a fork, the line carries on down only one branch, so the shorter spur is left out.
A reliable method: find the ends of the player’s network, the cities where their trains stop. Start at one end and walk the line, counting as you go. At every fork, follow each branch in turn and keep the longest total. Then try starting from a different end. For most networks, two or three tries find the answer.
If two players are close, count both paths with a second person watching. Ten points is a big swing to get wrong.
Step 4: totals and ties
Add each player’s route points, ticket result, and bonus. Most points wins.
If players tie, the rulebook breaks it in this order:
- The player who completed the most tickets.
- If still tied, the player holding the longest path card.
- If still tied, they share the win.
If the tied players also shared the longest path, the rulebook does not say which of them holds the card. Sharing the win is the simplest reading.
A worked example
A player’s final count:
| Points | |
|---|---|
| Route points (from the tally above) | 68 |
| Duluth to Houston, completed | +8 |
| Chicago to New Orleans, completed | +7 |
| Denver to Pittsburgh, not completed | -11 |
| Longest path, 24 trains, the longest at the table | +10 |
| Total | 82 |
Two finished tickets earned 15 and one failed ticket cost 11, so tickets netted only 4. The bonus mattered more than the tickets did.
Make it a moment
The reveal is the best part of the game. Tickets have been secret for an hour, and now everyone learns who was heading where. Go slowly. Let each player tell the story of their railroad as they trace it, and let the table react. The math only takes a few minutes; the stories are why people ask for a rematch.
When you are ready for what comes after the first game, our Ticket to Ride strategy guide shows how those same three scoring parts shape every decision before the end.
Next lesson
Your First Three Games of Ticket to Ride
Level 1 starts with your first three games: the rules slips and strategy traps almost every new table runs into, and how to fix each one.
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