How to Play

Ticket to Ride: Rails & Sails

2-5 players 60-120 min 7.4 Board Game Geek Rating

This global expansion of Ticket to Ride combines trains and ships for worldwide travel. Players collect colored cards to claim railway and shipping routes connecting cities on their destination tickets. The game features separate train/ship card decks, swappable tokens, and harbors that provide bonus points when placed in port cities. Victory goes to whoever scores the most points by completing routes and ticket destinations.

Published 2016

Ticket to Ride: Rails & Sails

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the board
Put the game board showing the Great Lakes map in the center of the table
2
Prepare card decks
Shuffle the Train cards and Ship cards into two separate decks
3
Deal starting hands
Give each player 2 Train cards and 2 Ship cards for their initial hand
4
Reveal face-up cards
Turn 3 cards face-up from each deck (6 total cards visible)
5
Distribute tickets
Deal 5 Ticket cards to each player; each player must keep at least 3 of them
6
Receive plastic pieces
Each player takes 33 trains and 32 ships of their chosen color
7
Choose piece combination
After deciding which tickets to keep, select any combination of pieces totaling exactly 50 (e.g., 22 trains and 28 ships)
8
Take harbors
Each player receives 3 Harbor pieces of their color
9
Determine first player
The player who has traveled the most goes first; play continues clockwise

On Your Turn

What you can do during your turn.

1
Perform one action
On your turn, you must perform exactly one of five possible actions
2
Draw up to two cards
Take cards from either the six face-up cards or blindly from the top of either deck
3
Replace face-up cards
When taking a face-up card, immediately replace it with a new card from either deck of your choice
4
Wild card restriction
If you take a face-up Wild card, it is the only card you may take that turn
5
Blind Wild exception
Drawing a Wild card blindly from the deck counts as only one card, allowing a second draw
6
Three Wilds rule
If three of the six face-up cards are ever Wild cards, discard all six and replace with three cards from each deck
7
No hand limit
Players may hold unlimited cards in their hand
8
Play matching cards
Discard Train or Ship cards from your hand matching the color and number of spaces on the route
9
Match route type
Train routes (rectangular spaces) require Train cards; Ship routes (oval spaces) require Ship cards
10
Use gray routes flexibly
Gray routes can be claimed with any single color of the appropriate type
11
Apply Wild cards
Wild cards can substitute for any color in any route type
12
Use Double-Ship cards
Each Double-Ship card can place up to two ships on a route
13
Place pieces
Put one of your plastic trains or ships on each space of the claimed route
14
Score immediately
Move your scoring marker according to the Route Scoring Table (1 space = 1 point, up to 9 spaces = 27 points)
15
One route per turn
You may only claim one route per turn
16
Double route restriction
You cannot claim both routes of a double route; in 2-3 player games, only one route of a double pair may be claimed by anyone
17
Draw four tickets
Take 4 Ticket cards from the top of the deck (or fewer if not enough remain)
18
Keep at least one
You must keep at least one drawn ticket but may keep two, three, or all four
19
Return unkept tickets
Place rejected tickets face-down at the bottom of the Ticket deck
20
Tickets are permanent
Kept tickets cannot be discarded later in the game
21
Build in coastal cities only
Harbors can only be built in blue cities with anchor symbols
22
Require a connection
You must have at least one route (train or ship) ending at that city
23
Pay building cost
Discard 2 Train cards and 2 Ship cards, all the same color, all with harbor symbols
24
One harbor per city
Each coastal city may have only one harbor
25
Swap with the box
Trade any number of plastic pieces from your supply for equal pieces of your color from the box
26
Lose points
You lose 1 point for each piece exchanged
27
Availability required
You can only exchange if the desired piece type is available in the box

Winning

How to claim victory.

1
Trigger game end
When any player has 6 or fewer pieces remaining in their supply (trains and ships combined), the end game begins
2
Play final rounds
All players, including the triggering player, take exactly two more turns each
3
Calculate route points
Points scored during the game for claiming routes are already tracked
4
Score completed tickets
Add the point value of each ticket where you connected both cities with a continuous path of your pieces
5
Deduct failed tickets
Subtract the point value of each ticket where you failed to connect the two cities
6
Score harbors
For each built harbor, earn points based on completed tickets featuring that city:
7
Penalize unbuilt harbors
Lose 4 points for each of your three harbors that was not built
8
Determine the winner
The player with the highest total score wins
9
No bonus awards
Unlike other Ticket to Ride games, there is no bonus for Longest Route or Most Completed Tickets

watch & Learn

Let the pros teach you with these top videos.

How to Play: Ticket to Ride: Rails & Sails

How to Play: Ticket to Ride: Rails & Sails

Instructional

speluitleg Ticket to Ride - Rails & Sails

speluitleg Ticket to Ride - Rails & Sails

Instructional

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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