You know how to play Ticket to Ride—but you keep coming in second or third place. Sound familiar? The difference between casual players and consistent winners often comes down to a handful of strategic principles that most people overlook.
The Quick Answer: Focus on long routes (the points-per-train ratio is much better), keep your plans flexible rather than rigid, watch what colors your opponents are collecting, and time the end of the game deliberately rather than letting it catch you off guard.
Let’s dig into the strategies that will transform your game tonight.
The Mathematics of Longer Routes
This is the single most impactful strategic insight in Ticket to Ride: longer routes are dramatically more efficient than shorter ones.
Consider the math: a 1-train route scores just 1 point per train, while a 6-train route scores 2.5 points per train. That’s more than double the efficiency! Here’s the full breakdown:
| Route Length | Points | Points Per Train |
|---|---|---|
| 1 train | 1 | 1.00 |
| 2 trains | 2 | 1.00 |
| 3 trains | 4 | 1.33 |
| 4 trains | 7 | 1.75 |
| 5 trains | 10 | 2.00 |
| 6 trains | 15 | 2.50 |
Practical application: When choosing between multiple path options to complete a destination ticket, favor routes through 5 and 6-length connections whenever possible. If you can connect Los Angeles to Chicago using one 6-length route and two 4-length routes versus several 2 and 3-length routes, the longer path almost always scores better.
Choosing Your Initial Destination Tickets
The first major decision of the game sets the tone for everything that follows. Here’s how to evaluate your starting tickets:
Look for Overlapping Routes
Ideal starting tickets share portions of their paths. If one ticket goes from Los Angeles to New York and another from Seattle to Denver, several western routes could serve both objectives. Overlap means efficiency.
Prioritize Coast-to-Coast Tickets
Long transcontinental tickets (like Los Angeles to New York, Seattle to Miami, or Portland to Nashville) offer several advantages:
- High point values (often 20+ points)
- They naturally create paths for the Longest Route bonus
- Shorter tickets often fit along these routes anyway
Consider the Third Ticket Carefully
You must keep at least two tickets, but the third is optional. In my experience, the third ticket is worth keeping if:
- It overlaps significantly with your other two
- It’s relatively short and low-risk
- It doesn’t require trains in a completely different part of the map
When in doubt, throw back tickets that pull you in multiple directions. A failed destination ticket costs you double—you lose the points instead of gaining them.
Critical Chokepoints to Secure Early
Some routes on the board are disproportionately valuable because they’re the only practical connection between regions. These “chokepoints” get claimed early in competitive games. Learn to recognize and prioritize them:
High-Priority Routes on the US Map
- Houston to New Orleans – The only Gulf Coast connection. If blocked, you’re forced through Dallas or completely around
- Los Angeles to Las Vegas / Phoenix – Critical western connections
- Atlanta to Nashville / Charleston – Gateway routes for the Southeast
- Seattle to Portland / Vancouver – Only 1-2 space routes, easily grabbed and game-changing if blocked
- El Paso connections – Central hub for southern routes
If your destination tickets require any of these routes, don’t wait. Claim them in the first few rounds before someone else does.
When to Draw Cards vs. Claim Routes
Beginners often make one of two mistakes: claiming routes too quickly (running out of cards) or hoarding cards too long (getting surprised when the game ends). Here’s how to balance:
Draw Cards When:
- You need specific colors for important routes
- Your opponents aren’t threatening your planned routes
- The face-up display shows colors you need
- You’re building toward a long (5-6 train) route
Claim Routes When:
- A critical chokepoint might be taken
- You have exactly the cards you need (don’t over-collect)
- An opponent is low on trains and might end the game soon
- You can claim a long route that completes part of your network
Pro tip: Try to claim multiple routes in consecutive turns when you do start building. This prevents opponents from reading your strategy and blocking you. If you build one route, wait three turns, build another, wait again—your pattern becomes obvious.
Reading Your Opponents
Information is power in Ticket to Ride. Pay attention to these tells:
What Colors They’re Collecting
If an opponent consistently grabs blue cards from the face-up display, check the board for blue routes. Which ones make sense given what they’ve already built? This tells you where they’re planning to expand.
Where They’ve Started Building
Early placements often reveal destination tickets. If someone claims Denver to Kansas City in round two, they’re probably working on a coast-to-coast route. Consider whether blocking them helps or hurts you—sometimes it’s better to race for your own objectives than to play defense.
Their Train Supply
Always count how many trains opponents have left. When someone drops below 15 trains, start calculating whether you can complete your tickets before they end the game. Below 10? The clock is ticking fast.
Their Behavior When You Build
Watch for subtle reactions when you claim routes. A frustrated sigh when you take Salt Lake City to Denver tells you something valuable about their plans.
The Locomotive Wild Card Strategy
Locomotives (rainbow wild cards) are powerful but come with hidden costs:
- Taking a face-up locomotive costs your entire draw action
- Locomotives are “locked in” once collected—you can’t use half of one
- Hoarding too many means other players get more colored cards
When locomotives are valuable:
- For gray routes where you need flexibility
- When you’re short one card for a crucial route
- Late game when the deck is running thin
When to skip them:
- Early game when colored cards are abundant
- When you know exactly what colors you need
- When the face-up display has two cards you want
Timing the End Game
The end triggers when any player has 2 or fewer trains after their turn. Expert players don’t just react to this—they plan it deliberately.
End the Game Quickly When:
- Your tickets are complete and opponents’ aren’t
- You have the Longest Route locked up
- You’re ahead and see opponents still collecting cards
Extend the Game When:
- You need a few more turns to complete critical tickets
- You’re behind and need time to catch up
- The Longest Route bonus is within reach with more building
In my experience, proactive game-ending wins more games than reactive play. If you’re in a strong position, don’t give opponents free turns to catch up.
The Longest Route Bonus
The 10-point Longest Route bonus often decides close games. Here’s how to compete for it:
- Connect your routes: Random scattered routes won’t help. Plan continuous paths
- West coast to East coast: Transcontinental lines naturally create long chains
- Don’t sacrifice tickets for it: Completing your tickets is usually more valuable than forcing the longest route
- Count carefully: The longest route uses the same train cars multiple times if they loop (count continuous path, not total trains)
Drawing Additional Destination Tickets
Mid-game ticket draws are high-risk, high-reward. My rule of thumb:
Consider drawing more tickets when:
- Your current tickets are nearly complete
- You have a strong, flexible network already built
- The areas you control align with likely new tickets
- It’s mid-game (turns 8-15), not late game
Avoid drawing tickets when:
- You’re struggling to complete existing tickets
- The game might end in 3-4 turns
- Your trains are already committed in one region
Remember: you must keep at least one ticket you draw. Even one failed ticket swings the game by double its value (you lose points instead of gaining them).
Player Count Adjustments
Strategy shifts significantly based on how many people are playing. Ticket to Ride is actually one of the best games at 5 players, but you need to adjust your approach:
2-3 Players
- More relaxed pace; chokepoints matter less
- You can afford to be more patient with card collection
- Remember: double routes can only have ONE claimed (this opens more options)
4-5 Players
- Extremely competitive for key routes
- Secure chokepoints within the first 4-5 turns
- Games end faster—don’t over-collect cards
- Both double routes can be claimed (more blocking potential)
Common Strategic Mistakes to Avoid
- Tunnel vision: Focusing so hard on your tickets that you miss opportunities or threats
- Over-blocking: Wasting turns to block opponents rather than advancing your own position
- Ignoring the scoreboard: Not knowing if you’re ahead or behind affects optimal play
- Collecting one color obsessively: This telegraphs your plans and leaves you stuck if that route gets taken
- Playing scared: Taking 2-train routes “just to be safe” when you should be going for longer, more valuable connections
Advanced Tip: The Information Game
Here’s something experienced players understand: Ticket to Ride is as much about hiding information as it is about collecting it.
- Draw blind from the deck when possible—taking face-up cards reveals your hand
- Don’t build in obvious patterns—build from the middle of your planned routes outward
- Stay calm when blocked—reactions give away information about your tickets
- Vary your play rhythm—predictable players are easier to block
Putting It All Together
Tonight, when you sit down to play Ticket to Ride, focus on these key principles:
- Prioritize longer routes for better point efficiency
- Secure critical chokepoints early
- Watch your opponents’ card draws and train counts
- Control the pace of the game—don’t let the end surprise you
- Keep your plans flexible and your information hidden
With these strategies in your toolkit, you’ll see your win rate climb. The beauty of Ticket to Ride is that its simple rules support surprisingly deep strategy—and now you know how to take advantage of it.
New to the game? Make sure to read our complete guide to how to play Ticket to Ride first. Looking for more great games to play with your group? Check out our best family board games guide.
