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Ticket to Ride & Ticket to Ride Europe SoloPlay~ Rules (Original game concept and design by Alan R Moon, Days of Wonder ® 2004 - 2005) Additional rules 2008 SoloPlay ™ (BGG User — GameRulesforOne) Introduction: ‘The game Ticket to Ride was designed for 2-5 players. The SoloPlay™ rules have been designed to give a single player the opportunity to play a game with a similar level of challenge. Some rule changes were needed to balance all aspects of the game as if it were being played by 3 players. The following rules have been play-tested extensively to ensure that the game is balanced and is as true as possible to the original concept. It is assumed that the player has a good knowledge of the original rules to be able to play this variant. Game Setup: 1. Remove 8 sets of (45)trains from the box for play, 2 “opposing” and 1 active player. 2. Remove 1 scoring marker matching the active player and place it on zero of the scoring track. 8. Shuffle the ticket and train decks thoroughly. 4. Set the opposing players’ positions: 5. Draw 3 future tickets and lay them next to the game board be made available in order to the active player as tickets are completed. a. Starting with one of the opposing colors, draw/complete 1 ticket by placing the “player’s” trains on the game board using the fewest trains possible. i, If there are two ways that use the same number of trains, it is up to the active player to decide which way to go. b, Draw another ticket and complete it also using the fewest trains possible. i, Since there are already trains placed, those need to be considered to determine the route that requires the fewest additional trains to be put down. It may not be the shortest overall distance. ¢. Continue drawing tickets and placing the opposing “player's” trains until at least 40 trains have been placed to fill the tickets. i. If the “player” does not have enough trains to complete the final ticket, begin. at the left “from” city and place until a route can not be filled completely. Do not partially fill a route. Set the remaining trains aside. d. Repeat this process for the other opposing “player”, keeping in mind that each connection between cities can only be used once in a 8 player game. e. The tickets used are placed out of play. £. Note: It is possible that a city/region can be “locked” out during the placement of the opposing trains. Discard any tickets with no penalty at any point in the game when it directs a player to a locked out city/region. If the player has at least one way to get to the city, the ticket can not be set aside. the order drawn. These will 6. Draw 3 tickets for the active player. a. Starting option: The player may choose to draw a 4" ticket in an effort to improve the available tickets — this is at a cost of one-half of the value of the one to be discarded or 5 points, whichever is greater. b. High Value Ticket Note: During the course of play, the active player can never have in hand/nor complete more than 1 ticket that is worth more than 15 points (high value ticket) . If more than 1 high value ticket is drawn during the setup into the future and/or hand do one of the following: i, If more than one in hand or in the futures, the player decides which one ticket to keep discarding the other with no penalty. ii, If the player has 1 or more in hand and 1 or more in the futures, the player decides which 1 to retain in hand and do one of the following with the future ticket(s): 1, Remove all high value tickets and redraw, advancing the future tickets if necessary. 1of6 Intellectual Properties of SoloPlay™ (BGG User ~ GameRulesforOne) 2. Keep 1 high value ticket in the futures to be switched for later when it becomes available at a cost. See the Editor’s Notes at the end of this rules set for additional details. 7. Draw 4 train cards for the active player's hand and place 6 “table trains” down for the player to draw from when play begins. Play changes that are important to note before beginning play: 1. The SoloPlay” variant of Ticket to Ride implores small/major penalties for hand sizes over 8 different limits. It is important that these are considered when planning your game strategy. 2. Locomotives (wilds) are used as in the regular game, allowing the player to complete routes more quickly, but they will count against the player when scoring routes and during end game scoring. 8. The player can draw 3 cards (instead of 2) from the deck during a turn but 2 “table trains” must be discarded to do so. Note: table locomotives cannot be discarded. 4. The supply deck will not be re-shuffled and discarded (“derailed”) trains will count against the player during the end game scoring. 5. The gray routes are easier to complete and therefore incur a small sore reduotion when they are used. 6. 2 separate discard piles need to be maintained. 1 for trains used to complete routes and 1 for all “other” discards. Sooring is affected by the number of “other” discards that occur during the game. 7. Additional tickets can not be drawn until one or more has been completed. Game Play: There are 3 steps to a player's turn: Step 1— Acquire train(s) and/or complete a route/ticket(s) Step 2 — Discard (derail) trains when hand limits are exceeded Step 3 — Refill Table Cards (Step 1 - acquiring trains and completing a route/ticket(s)) 1. The player has 4 options to choose from in Step 1: Option1: Draw 2 table trains to be added to the player's hand (Important note: only 1 can be a locomotive(wild)) b. Option2: Draw 1 table train and complete a city to city route. (or station) i. The player can use any combination of locomotives and cars to complete a route with one exception and one addition: 1. Exception: The player must use at least 1 colored train to complete a city to city route. 2. Addition: 5 of one color can be used to substitute for 1 train of the necessary color needed to complete a route. ii, Limitation: The player can not create “spurs”, off-shoots to the primary track, unless it is at least 8 trains in length or completes a ticket. ©. Option’: Draw 8 cards from the draw stack which also requires the player to discard 2 cards from the table trains (neither of which can be locomotives) and Skip Step 2 4. Option4: Exchange 3 locomotives (wilds) from the player’s hand for 1 table train. ‘The locomotives are placed in the discard pile. 2, Scoring completed routes: ‘a. Use normal scoring rules but modify if one or more of the following conditions apply to the trains played. Move the scoring marker forward the number of points earned, if necessary. i, Subtract 1 point if the route is a gray one ii, Subtract 1/2/4/7/10 points for 1/2/3/4/5 locomotives used to complete the route (Remember: at least 1 colored train must be used to complete a route) iii, Scoring examples: 1. 4 train gray route with 2 locomotives used @. 7 points (normal scoring), -1 point for the gray route, -2 points for the use of 2 locomotives = 4 points 2. 2 train gray route with 1 locomotive used 2 of 6 Intellectual Properties of SoloPlay™ (BGG User - GameRulesforOne) a. 2 points (normal scoring), -1 point for the gray route, -1 point for the use of the locomotive = 0 points In-game scoring bonus: (2 to 8 points) - Does not apply to stations. i, If when completing a route, the player empties the playing hand, the player scores the number of trains placed to complete the route as bonus points and draws 4 train cards from the draw stack to begin a new hand (unless an end game condition occurred). Ex. 4 trains = 4 bonus points plus the scoring of the route completion. 8. Completing ticket(s): ‘a. A player can complete 1 or more tickets on any given turn. As long as one of the “end of game” conditions has not been met, the player is obligated to draw the next 2 future tickets after scoring the completed ticket(s) or draw the top 2 from the ticket draw deck. ‘There are 3 possibilities after doing this: i, Both tickets can be immediately completed. 1. Score both tickets and draw another or keep the final future ticket if the player has no open tickets; otherwise the player is not obligated to acquire another future ticket. If this 3" ticket can also be completed, the player must complete it as well. ii, 1 ticket can be completed immediately. 1. Score the 1 ticket and then the player can decide whether to acquire the other (if the player does not have any tickets and an end of game condition has not been met — 1 must be kept) or to give it up and score the ticket against the player's score, moving back the scoring marker appropriately. The ticket given up is set aside and cannot be completed during the remainder of the game. iii, No tickets can be completed immediately. 1. The player will keep 1 of the tickets and give up the other, scoring the ticket against the player's score and moving back the scoring marker appropriately. b. If a player completes multiple tickets, the player will have fewer than 3 aotive tickets, which is to the player's advantage during the end game scoring as every incomplete ticket is scored against the player. Move the remaining ticket to the 1™ future position, if necessary, and/or draw 2-3 more tickets to fill the future positions remembering to discard high-value tickets when they appear if the player is unable or does not desire to switch for the ticket. See the Editor's Note at the end of this rules set for additional details. (Step 2 - derailing trains (discarding) Note: Step 2 is skipped if the player completed 1 or more tickets during step 1, regardless of how many ards the player has in hand or option 3 from Step 1 was chosen 1. The player must derail table trains if the player's hand exceeds the following limits: (Note: locomotives (wilds) cannot be derailed from the table trains: in the extreme oase where the player is required to discard 2 cards after drawing 2 and there is only one “colored” table train remaining, the player must discard one “color” train from the hand.) All “derailed” trains are kept separate from trains used to complete routes and will count for/against the player in the end game sooring. 7 or fewer cards — no derailment occurs 8-11 cards — derail 1 “color” table train (place in the discard stack) 12-14 cards ~ derail 2 “color” table trains (place in the discard stack) 16+ cards — discard from the player's hand one-half, rounded down, of the total cards in the hand. (Important: locomotives can be discarded in this case but only in groups of 3) peor (Step 3 ~ refilling the table trains) 1. ‘Draw the necessary cards from the draw stack to fill the table trains to 5. 8. Note: if whilo drawing the table trains a 3" locomotive is drawn, all 5 cards are discarded and refilled again until there are 2 or fewer locomotives b. Additionally: this step is not performed if one of the game end conditions has occurred. 3of6 Intellectual Properties of SoloPlay"™ (BGG User — GameRulesforOue) Game End Conditions: 1. The player continues to draw trains and complete routes/tickets until: a. The player has completed a route leaving 2 or fewer trains in the player’s supply. If the player completed a ticket, the player can opt to obtain additional tickets if it is to the player’s advantage to do so. Score the additional tickets (for/against) the player and proceed to final scoring. b. The supply deck is exhausted. Proceed immediately to the final scoring. Scoring the End Game: (adjust the player's score for each of the following conditions that may exist) All cards in the player's hand are placed on the discard stack. Subtract incomplete tickets (just like in the regular game) 2 Remove illegal spurs: these trains will count against the player in the remaining trains bonus/penalty. Extensions beyond a ticket destination arc OK and not removed. a. Lose 2 points for each train removed 3. Longest train bonus/penalty: must start and end at a ticket destination Lose 8 points for <20 trains length . Lose 3 points for 20-24 No points for 25-29 Add 8 points for 30-34 Add 6 points for 35-38 Add 10 points for 40+ 4, Remaining trains bonus/penalty: include “ spur” trains from above a. Lose 3 points for 3+ trains remaining in the player’s supply b. No points for 2 left in the player’s supply ©. Add 1 point for 1 left in the player’s supply d. Add 3 points for playing all of the player's trains 5. Ticket completion bonuses/penalty: a. Lose 15 points for completing less than 8 tickets b. Lose 8 points for completing 8 tickets ¢. Lose 3 points for 4 tickets d. No points for 5 tickets e, Add 3 points for 6 tickets f. Add 8 points for 7 tickets g. Add 15 points for 8+ tickets eee At 5 points if 5 or more tickets are completed, all less than 16 points each 6. Efficiency bonus/penalty (discard stack): ‘a. Add 15 points for 0-10 cards in the discard stack b. Add 6 points for 11-15 cards °. No points for 16-20 cards d. Lose 1 point for every set of 2 cards in the discard after removing 20 cards i. Example: 25 cards were discarded: 25-20=5 (2+2+ 1) so 2 points are lost for the 2 sets of 2 beyond the allowed limit. 7. Locomotive (wild) card use bonus/penalty: a. Add 10 points for 0 locomotives used b. Add 6 points for 1 locomotive used c. No points for 2 locomotives used d. Lose 1 point for every set of 2 locomotives used past 2. i, Example: 9 locomotives used: 9-2=7 which = -8 points for 8 full sets of 2 (2+2+2+1) rope ook Game Ratings: 1. Score 110-119 points (Brakeman victory) 2. Soore 120-120 points (Conductor (major) victory) 8. Score 130+ points (Engineer (complete) victory) Strategies: 1. Plan on completing 2 or more tickets at a time at least once to maximize your final score. Use the visible future tickets to aid in your planning. 2. Controlling the hand size is crucial to minimizing derailments and lost points. 4 of 6 Play! (BGG User — GameRulesforOue) Intellectual Properties of Sol 8, Consider alternative connections before over committing to that long point rich connection. It may cost you more points than its worth. Learn how to manage your locomotives (wilds) to gain, or at least prevent the loss of critical points due to the negative effect they have on scoring. Remember that wild cards can only be discarded from the hand in 8’s and never be discarded from the table trains. ‘There are a limited number (12) of each color train which should be considered when choosing the routes to complete and how to use the locomotives (wilds). ‘The initial train setup is important and changes depending on the sequence of the tickets drawn. Knowing the tickets helps in choosing the best setup paths for the other colors. ‘There is no single approach to success that will work in every game with this variant. Try different techniques and note how they can be used depending on the lay of the board and the sequence of the tiokets available. Empty hand bonus opportunities should be looked for to achieve the highest level victory. Editor’s notes: High Value Tickets: It was noted during play testing of this solo variant thet the high value tickets increased the luck factor beyond an acceptable tolerance when they are acquired in combination. ‘This is primarily due to the similar paths that they follow. As a result the following was added to maintain the integrity of the rules design. High Value Ticket Rule: The player cannot have in hand nor complete more than 1 ticket over a value of 15 points during the game. How to handle multi-high valued tickets in the combined future and hand tickets as you play the game: 1. If drawn in setup: i, The player cannot give up a high value ticket in hand unless at least 2 are present in the hand. 1 must remain in hand in any case. ii, The player decides which high value ticket(s) to keep, all _can not _be discarded. After removing the undesired high value tickets from play, draw additional ticket(s) for the hand/futures, advancing any future tickets that are affected filling the open positions, if necessary. 2. If drawn into the futures or left from the setup round the player can do one of the following after ticket completion during gameplay: (2 options) i, Option1: place the high value ticket in hand into the stack of completed tickets scoring 6 points against the player and imamediately piak up the future ticket regardless of its position in the futures. The player will still need to pickup the next ticket available making 2 drawn. This can be repeated as often as the player desires. ii, Option2: set aside the newly drawn ticket at no penalty and draw another ticket to fill the position. Example: values of futures positions 1, 2 and 8 (21, 8, 20) and in hand (4, 18, 17). The player must keep the 17 value in hand and then decide whether to discard both the 21 and 20 valued tickets and redraw or perhaps keep one of them for trade for a cost of & points. In this case the player decides to discard the 2 futures, advanoe the 8 ticket to the 1" position and draw 2 additional tickets. This is repeuted if more high value tickets are drawn. 1. Note: if the player decided to keep one of the high valued tickets in the futuros he would have been obligated to make the switch at a later point or to discard the entire value of the acquired ticket, if it could not be completed. Easier game options: Until you become more familiar with the mechanios of this variant, you can alter the setup in one of the following ways. 1. Place only 30 trains of each color or; 2. Place only 40 trains of one color 5 0f6 Intellectual Properties of SoloPlay™ (BGG User - GameRulesforOne) Ticket to Ride Europe (additional rules) Setup: 1. An additional discard stack is maintained for locomotives that are required to be used to complete ferry routes or if drawn during a tunnel completion attempt. 2. Stations can be used for the 2™' placing opponent but only for the last ticket that will allow the “player” to use the fewest trains but only if by using the station the ticket can be completed. Opposing stations will not be used otherwise 8. Player draws 4 tickets into hand and chooses which 8 to keep. Set the 4" ticket aside. It can not be completed and will not be used, Tunnel Routes: 1. Draw 3 additional trains from the draw stack as in the normal game to see if additional trains are needed to complete the route. a. If successful, all drawn cards are placed into the “wild” discard stack. The cards played to complete the route are placed in the route completion stack per SoloPlay™ rules for Ticket to Ride. b. If the player does not wish to or does not have the additional cards needed to complete the route, the drawn cards go to the discard pile. Ferry Routes: 1. No scoring deduction for the required use of locomotives (wilds) and the gray route when completing ferry routes. The route will score as it does in the normal game unless the player uses more than the required number of locomotives. Deduct points as noted in Scoring Completed Routes section for all other locomotives used. ‘a. Separate the required locomotives from any additional used. The required locomotives are placed into the wild discard stack. All other cards are placed in the route completion discard. Completing tickets: 1. The player can score the 1" future ticket against the score and draw 8 tickets from the draw stack. a. The player must keep 1 of the drawn tickets and can score any completed tickets that might have been drawn. Discard all other tickets with no penalty. Final Scoring: 1. Station scoring: a. Add 4 points for cach unused station. 2. Locomotive (wild) card use bonus/penalty: ‘a. Note: the wild card discard does not count toward the determination of the award or penalty due. Strategies: 1. ‘The stations offer a new scoring opportunity but often at the cost of the longest continuous path award (European Express Bonus). Deciding if they will fit into the game plan from the beginning is important to an optimum score, 2. TtR Europe does not offer as many “alternate” routes as Ticket to Ride offers to complete tickets if blocked from a normal connection. ‘This means that a station will need to be used to make these connections. This reduces some “in game” options and puts additional pressure on the initial plan. Sometimes a station(s) can get an additional 1 or 2 tickets completed getting the player to a ticket completion bonus that would not have been possible otherwise. 8. ‘The tunnel routes waste cards that could be used for route completion. Sometimes a slightly longer normal route is better than using a tunnel. 4. Due to the need to use locomotives to complete ferry routes, it is important to have an idea how many of these are left during play. Running out of locomotives with the need to use some to complete ferry routes is catastrophic. Consider completing ferry routes earlier during play. 6 of 6 Intellectual Properties of SoloPlay™ (BGG User ~ GameltulesforOne) Ride & TtR Europe SoloPlay Game Aide a =e eS eee — 3 . we ES ae wa - Add an additional discard stack for required “ferry” route “wild” End Game Scoring Take 1* 2 future contracts or draw 2 (3 for TERE) when atleast 1 ticket is completed Acquiring trains / completing routes / tickets Option 1: Draw 2 table trains Option 2: Draw 4 table train / complete route / build station (Empty hand?) Option 3: Draw 3 draw stack cards/ discard 2 table trains — Skip Step 2 Option 4: Exchange 8 locomotives for 4 table train Step 2 Derail / discard trains (hand limit penalties) <=7cards No discard 8-11 cards Derail 1 table card 12-14cards Derail 2 table cards >=15cards Reduce hand by half rounded down (locomotives can be discarded here but only in 3's) Step 3 Re-filling the table trains Draw enough cards to fill all 5 positions Ifa 3" locomotive is drawn, discard all 5 cards and redraw Subtract all incomplete tickets -2 points for each spur train +4 points for stations left Longest train bonus / penalty 8 points for <20 trains -8 points for 20-24 No points for 25-29 +43 points for 30-34 +46 points for 35-39 -H10 points for 40+ Remaining train scoring -3 points for 3+ trains No points for 2 trains +4 point for 1 train +3 points for O trains Completed ticket scoring ~15 points for <3 tickets -8 points for 3 tickets -3 points for 4 tickets No points for § tickets +3 points for 6 tickets +6 points for 7 tickets Efficiency Bonus (Discards) +15 points for 0-10 discards 46 points for 11-15 No points for 16-20 ~1 point for sets of 2 over 20 Locomotive (wild) use #10 points for 0 locomotives +*6 points for 4 locomotive No points for 2 locomotives. -1 point for sets of 2 over 2 Rating the Game 410-119 points Brakeman Game Victory 120-129 points Conductor Major Victory 430+ points Engineer Complete Victory

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