Ticket to Ride: Europe

Ticket to Ride: Europe is a strategy board game featuring a map of Europe as the game board, up to 5 players, and takes 1-2 hours. The objective is to have the most points by the end of the game.

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rom the craggy hillsides of Edinburgh to the sunlit docks of Constantinople, from the dusty alleys of Pamplona to a windswept station in Berlin, Ticket to Ride Europe takes you on a new train adventure through the great cities of turn-of-the-century Europe. =====

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'''Will you risk a trip through the dark tunnels of Switzerland? Venture aboard a ferry on the Black Sea? Or erect lavish train stations in the great capitals of the old empires? Your next move might just make you Europe's greatest train magnate!''' =====

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Place the board in the center of the table. Each player receives a set of 45 Colored Train Cars, a matching set of three Colored Train Stations and the corresponding Scoring Marker. Each player places their Scoring marker on Start ❶ on the Scoring Track running along the map's border. Throughout the game, each time a player scores points, their scoring marker advances accordingly. =====

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Take the deck of Destination Tickets and separate the long routes (the six Destination Tickets with a blue background) from the regular routes; Shuffle the long routes, and randomly deal one to each player ❺. Put any remaining long routes back in the game box without letting anyone see them. =====

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Before taking their first turn, players must choose which Destination Tickets they will keep from among those they were initially dealt. Each player must keep a minimum of two tickets although they may keep more. Put any Destination Tickets you wish to discard back in the game box without letting any of the other players see them. The Tickets that are put away may either be long routes or regular ones. The tickets you decide to keep are held until the end of the game. =====

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The player who has visited the most European countries in their lifetime begins the game, and play then proceeds clockwise. On their turn, a player must perform one (and only one) of the following four actions: =====

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Claim a Route – The player claims a route on the board by playing a set of Train cards from their hand that match the color and quantity of the spaces that make up the route. They place one of their colored trains on each space, and score the number of points indicated on the Route Scoring Table for that route’s length; =====

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Build a Train Station – The player may build a Station in any city that does not yet have one. To build his first Train Station, the player plays one Train card of any color and places one of his Train Stations on that city. To build his second station, a player must play a set of two cards of the same color, and to build his third station a set of three cards of the same color. =====

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There are eight types of regular Train cards, in quantities of 12 each, and 14 Locomotive cards. The colors of each type of Train card match the colors of various routes between cities on the board – Purple, Blue, Orange, White, Green, Yellow, Black, and Red. =====

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If a player chooses to draw Train cards, they may draw two cards per turn. Either of these cards can be drawn from the five face-up cards next to the board or from the top of the deck (blind draw). If drawing a face-up card, the player must immediately replace it with a new card taken from the top of the draw pile. If a player selects a face-up Locomotive card, it is the only card they may pick this turn (see Locomotives). =====

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A player may have any number of cards in their hand at any time. When the draw pile is exhausted, the discards are reshuffled into a new draw pile deck. The cards must be shuffled thoroughly, since they will usually have been discarded in sets. =====

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In the unlikely event there are no cards left in the deck, and no discards available to shuffle as a result of players hoarding cards in their hands, a player will not be able to draw Train cards. They must then Claim a Route, Draw Destination Tickets or Build a Station. ===== LOCOMOTIVES

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If a face-up Locomotive card is picked during a card draw, it must be the only card picked that turn. If a Locomotive is turned over as a replacement for a first card drawn during the turn, or if a Locomotive is available face-up but not picked up as the first (and only) card, it cannot be selected as a second card. =====

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A route is a set of continuous colored spaces (in some instances, gray spaces) between two adjacent cities on the map. To claim a route, a player must play a set of Train cards whose color and quantity match the color and number of spaces of the chosen route. =====

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When a route is claimed, the player places one of their plastic trains on each of the spaces of the route. All the cards from the set used to claim the route are then discarded. That player's Scoring Marker is then moved the appropriate number of spaces along the Scoring Track, per the Route Scoring Table. =====

No more than one route may be claimed in a given player’s turn.
DOUBLE - ROUTES

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Some cities are connected by Double-Routes. These are routes whose spaces are parallel and equal in number from one city to the other. One player can never claim both routes between the same cities during the course of the game. =====

Be aware of routes that are partially parallel to each other but are linked to different cities. These are not double-routes.
Important Note: In two or three player games, only one of the Double-Routes can be used. A player can claim either of the two routes between cities, but the other route is then closed to the other players for the remainder of the game.

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Ferries are  special  Gray  routes  linking  two  adjacent  cities across  a  body  of  water. They are  easily  identified by  the Locomotive  icon(s)  featured on  at  least  one  of  the  spaces making the route. =====

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When attempting to claim a Tunnel route, a player first lays down the number of cards required by the length of the route. Then the three top cards from the Train draw pile are turned face-up. For each card revealed whose color matches the color of the cards played to claim the Tunnel, an additional card of the same color (or a Locomotive) must now be played from their hand. Only then can the player successfully claim the Tunnel route. =====

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Remember that Locomotives are multi-colored wild cards. As such, any Locomotive card drawn from the top of the Train draw pile during an attempt to go through a tunnel will automatically match the color of the train cards played on the route, and force the player to play an additional card. =====

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If a player attempts to go through a Tunnel using Locomotive cards exclusively, they will only have to play additional cards (which must be additional Locomotives in this case) if Locomotives show up among the three cards drawn for the Tunnel. =====

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In the rare event there are not enough cards available in the draw and discard piles to reveal 3 cards and determine the effect of the tunnel on a player, then only those cards that are available are revealed. If, as a result of players hoarding cards, there are none to be revealed, a tunnel can be claimed without risking additional cards. =====

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A player can use their turn to draw additional Destination Ticket cards. To do so, they draw three new cards from the top of the Destination Ticket Deck. If there are fewer than three Destination Tickets left in the deck, the player only draws the cards that are available. =====

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A player drawing Tickets must keep at least one of them, but may choose to keep two, or all three. Any drawn Ticket not kept in hand is placed at the bottom of the Destination Ticket Deck. Tickets drawn and not immediately discarded must be kept until the end of the game. They cannot be discarded during a later Ticket draw. =====

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The cities listed on a Destination Ticket represent travel goals for the player; they can result in a bonus or a penalty. If, by the end of the game, a player has created a continuous path of their color plastic trains between the two cities named on a Destination Ticket they hold, they score the additional points indicated by the Point Value on the Ticket. If they have failed to complete a continuous path between those cities, they deduct the Point Value on the Ticket from their total score. =====

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To build their first Station, a player plays and discards one Train card from their hand, and places one of their colored Train Stations on the chosen city. To build a second Station, the player must play and discard a set of two cards of any one color; and to build their third, a set of three Train cards of any one color. As usual, you can replace any number of cards by Locomotives. =====

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If a player uses the same Station to help connect cities on several different Tickets, they must use the same route into the city with the Station for all of those Tickets. The Train Station owner does not need to decide which route they will use until the end of the game. =====

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When any one player’s stock of colored plastic trains gets down to two trains or fewer at the end of their turn, each player, including that player, gets one final turn. The game then ends and players calculate their final scores. =====

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Players must then reveal all of their Destination Tickets. The value of successfully completed tickets is added to their total score. The value for any incomplete Tickets is deducted from their total score. =====

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Remember that each Station played allows its owner to use one (and only one) route belonging to another player into that City for the purpose of completing a Destination Ticket. If a player uses the same Station to help connect cities on the paths of several different Destination Tickets, they must use the same route into or out of the city with the Station for all Tickets. =====

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Finally, give the 10 point bonus for the European Express to the player(s) who have the Longest Continuous Path on the board. When evaluating and comparing path lengths, only take into account continuous lines of plastic trains of the same color. A continuous path may include loops, and pass through the same city several times, but a given plastic train may never be used twice in the same continuous path. Stations, and the opponents’ routes they may provide access to, do not count for the purpose of computing paths and claiming the longest one. If several players are tied for the longest path, they each receive the 10 point bonus from the European Express card. =====

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The player with the most points wins the game. If two or more players are tied with the most points, the player who has completed the most Destination Tickets is the winner. If still tied, the player who used the least number of Stations is declared the winner. In the unlikely event players are still tied, the player with the European Express bonus card wins. =====

Game design by Alan R. Moon
Illustrations by Julien Delval

Graphic design by Cyrille Daujean

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Geographical Note: We strove to accurately represent the political boundaries of Europe in 1901 and preserve the cities' common name in their local language at the time. For gameplay purposes however, we were forced to slightly adjust the location of certain cities on the map. =====

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Phil Alberg, Buzz Aldrich, Dave & Jenn Bernazzani, Pitt Crandlemire, Terry Egan, Brian Fealy, Dave Fontes, Tery Gaudet, Matt Horn, Craig Massey, Janet Moon, Mark Noseworthy, Michael Robert, Bob Scherer-Hoock, Mike Schloth, Eric Schultz, Scott Simon, Rob Simons, Adam Smiles, Tony Soltis, Richard Spoonts, Brian Stormont, Rick Thornquist and everyone at Days of Wonder. =====