Level 0 · PassengerLesson 2 of 19

How to Teach Ticket to Ride

How to teach Ticket to Ride in ten minutes: a host script in the order you say it, what to save for later, and a printable teach sheet to keep on the table.

Ticket to Ride is one of the best games to teach, and one of the easiest to over-teach. The rules are short, so hosts read them all out, double routes and tie-breakers included, while new players stare at a map full of cities they have not found yet.

The fix is to teach the three choices, deal the tickets, and let the map do the rest. Here is a script in the order you would say it, with the places to stop talking. Print the Ticket to Ride teach sheet and set it where everyone can read it.

Before anyone sits down

Set up everything except the tickets. Board in the middle, every scoring marker on 0. Count out 45 trains per player; there are spares in the box, and an extra train or two changes the ending. Deal 4 train cards to each seat and turn 5 face up.

Hold the tickets back. If you deal them before the teach, people read tickets instead of listening.

Minute 1: the goal

Say: “We are building railroads across North America. You score points three ways: claiming routes, finishing your secret tickets, and having the longest continuous railroad at the end.”

Hold up a train. “You each have 45 of these. When someone gets down to 2, the game is almost over.”

Minutes 2 to 4: the three choices

Point at the teach sheet. “On your turn, you do one of three things. Only one.”

  1. Draw cards. “Take 2 train cards. From this face-up row, or blind off the deck.”
  2. Claim a route. Point at a 3-space blue route. “Play 3 blue cards, put 3 trains here, score points. Gray routes take any one color, as long as all the cards match.”
  3. Draw tickets. “Take 3 new tickets and keep at least 1. More goals, more risk.”

Then show the locomotive rule with a card in your hand: “These rainbow cards are wild. If you take one from the face-up row, it’s your only card that turn. If you get one blind off the deck, lucky you, it counts as one card and you still draw a second.”

Stop here. Ask: “Questions on the turn?”

Minutes 5 to 7: tickets and scoring

Now deal the tickets. “Here are 4 tickets. Each one names two cities. Connect them with your own trains by the end and you score the number on the ticket. Miss and you lose that number. Keep at least 2.”

While they read, keep talking, slowly: “Look for tickets that share a city or point the same way. One railroad can finish two tickets.”

Then point at the route scoring chart on the teach sheet: “Short routes score a little. Long routes score a lot. A 6-train route is worth 15.”

Let everyone decide which tickets to keep before you go on. This is the first real choice in the game, so give it a minute.

Minutes 8 to 9: the end

“When anyone ends a turn with 2 or fewer trains, everyone gets one last turn, including them. Then we flip tickets, add the ones we finished, subtract the ones we didn’t, and give 10 points for the longest railroad.”

That is all the scoring anyone needs before the first turn.

Minute 10: start, and teach the rest live

Say: “Whoever has been on a train most recently goes first.” The rulebook lets you choose a first player any way you like, so have fun with it. Then play.

The rest you teach when it happens:

  • Double routes. The first time someone looks at a pair of parallel routes, explain who can use them. With 4 or 5 players, both can be used, by different players. With 2 or 3, the second one closes once the first is taken.
  • Three locomotives face up. When it happens, discard all 5 and deal 5 new.
  • Drawing tickets mid-game. When someone does it, remind them they can only return the tickets they just drew.

What to leave out

  • Tie-breakers. Most completed tickets, then the longest path card. Mention it only if scores are close.
  • Strategy. Let people find their own first route. The second game is where advice lands.
  • Other maps and expansions. One map, one game, one good night.

Coaching during the first game

Help with the map, not the decisions. “Your cities are here and here” is helpful. “You should claim that route now” is playing for them.

Watch for two quiet problems. A player who has drawn cards for six turns straight may be about to lose a route they are saving for. A player who keeps drawing tickets late may be stacking up negative points. One gentle question helps more than a lecture: “Is anyone else heading that way?”

If your group includes kids, grandparents, or both, our guide to games for every age at one table explains why Ticket to Ride works so well across generations.

Next lesson

How to Score a Game of Ticket to Ride by Hand

Next, the last piece of Level 0: scoring a full game by hand, so the ticket reveal and the longest path count are calm, quick, and correct.

Unofficial. Not affiliated with Days of Wonder or Asmodee. Ticket to Ride is a trademark of Days of Wonder.