Manual in English

Ticket to Ride: Switzerland — Rules Manual

Days of Wonder · Board game · 2007
2–3 · best 3 30–60 min Weight 2.0/5 Official PDF 2 pages
8.0 rating Ludopedia
7.5 rating BGG

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Another boardgame player aid by
Game: TICKET TO RIDE SWITZERLAND
Pub: ©2007 Days of Wonder
Page 1: Rules summary

v1.1
Aug 2012
Download a huge range of popular boardgame rules summaries,
reference sheets and player aids at www.headlesshollow.com
Universal Head • Design That Works • www.universalhead.com
These sheets are intended only for the personal use of existing owners of the game for
additional reference. Universal Head makes no claim whatsoever to the rights of the publisher
and copyright holder, and does not benefit financially from these player aids. Artwork from the
original game is copyrighted by the publisher and used without permission. This PDF may not
be re-posted online, sold or used in any way except for personal use.
For best results, print on card, laminate and trim to size.

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Setup
The Swiss map is designed for 2 or 3 players.
Some routes connect cities to neighbouring countries
instead of other cities.
Each player takes a set of 40 Train Cars and a matching
Scoring Marker. Scoring markers go on the Start space of
the track around the board.
Shuffle the Train cards and deal 4 cards to each player.
Place the deck by the board and turn 5 cards faceup,
laying them out in a row.
Place the Longest Continuous Path Bonus card faceup
next to the board.
Shuffle the Destination Tickets, deal 5 to each player
and place the remainder in a facedown deck.
Each player must keep at least 2 of their tickets, but
may keep all 5 if they so choose. Any returned cards are
removed from the game.
The player who is the most experienced traveller goes
first. Play proceeds clockwise.
Order of Play
On his turn a player must perform one only of the
following actions:
Draw Train Cards
Draw 2 Train cards. You may take any of the faceup
cards or draw from the deck.
Locomotive cards can be selected just like standard cards.
If you draw a faceup card, you immediately turn a
replacement card faceup from the deck. You then draw a
second card from the faceup cards or the deck.
Claim a Route
Claim a route by playing a set of Train cards matching
the colour and quantity of the route spaces and then
placing one train on each space of the route.
Discard the cards and record the appropriate score for
that route’s length by moving the Scoring Marker.
Draw Destination Tickets
Draw 3 Destination Tickets from the top of the Tickets
deck. You must keep at least one. Returned cards are
removed from the game.
Drawing Train Cards
The colours of Train cards match the routes between
cities on the board. A player may have any number of
Train cards in his hand at any time.
When the deck is exhausted, the discards are thoroughly
reshuffled to form a new deck.
Locomotives
Locomotives are multi-coloured and act as wild cards
that can be part of any set when claiming a route. Unlike
other versions of Ticket to Ride, Locomotive cards can be
selected like standard train car cards.
Locomotive cards can only be played on tunnel routes.
They can complement or replace the cards used to claim
a tunnel route, but can never be used to help claim a
regular route.
If at any time, 3 of the faceup cards are Locomotives,
all 5 cards are immediately discarded and 5 new ones
drawn to replace them.
Claiming Routes
A player may claim any route on the board, but only one
route per turn. A route must be claimed in its entirety
during a single turn.
Gray Routes
Gray coloured routes can be claimed using a set of cards
of any one colour.
Double Routes
Some cities are connected by Double Routes (two tracks
parallel along the entire route). One player cannot claim
both routes. In a 3 player game, players can use both
tracks of the double routes. In a 2 player game, only one
of the Double Routes can be used.
Tunnels
When attempting to claim a Tunnel route, a player first
lays down the number of cards required by the route’s
length. Then turn the top 3 cards from the Train deck.
For each card revealed that matches the color used to
claim the route (including Locomotives), an additional
card of the same color (or a Locomotive) must be played
to successfully claim the tunnel route.
If a player does not have enough additional matching
cards, or does not wish to play them, he takes all his
cards back and his turn ends. The 3 cards revealed for
the tunnel are discarded.
Any Locomotive card drawn automatically matches the
color of the cards played on the route, and forces the
player to add a card of matching color, or a Locomotive.
If a player attempts a tunnel by playing only Locomotive
cards, he will only have to play additional Locomotives if
they show up among the 3 cards drawn for the tunnel.
Drawing Destination Tickets
Destination Tickets are kept secret until the end of the
game and final scoring. A player may have any number of
Tickets at any time.
If there are less than 3 Tickets left, the player draws only
what is available.
Once kept, Tickets must be kept until the end of the
game and cannot be discarded during a later Ticket draw.
A Ticket is successfully completed if the player creates a
continuous path of his trains between the 2 cities named
on the Ticket.
To complete a city-to-country Destination Ticket, you
must connect from the city name to one of the countries
listed. To complete a country-to-country Destination
Ticket, you must connect the primary country to one
of the other countries listed. The points earned are
those of the highest scoring connection from among
the possible destinations on the ticket. If none of the
possible connections was made, the points lost are those
corresponding to the lowest value on the ticket.
Game End and Scoring
When one player’s stock of Trains is down to 2 or less at
the end of his turn, each player, including that player,
gets one final turn.
The game then ends and final scores are calculated.
Reveal Destination Tickets. The value of successfully
completed Tickets is added to a player’s score and the
value of incomplete Tickets is subtracted from his score.
Add 10 bonus points to the player who has the Longest
Continuous Path of routes. A given Train can never
be used twice in the same continuous path. If several
players are tied they each receive the bonus.
The player with the most points wins. If a tie, the player
who completed the most Destination Tickets wins.
If still tied, the player with the Longest Continuous Path
bonus card wins.

the end of his turn each player including that player gets one final turn The game then ends and final scores are calculated Reveal Destination Tickets The value of successfully completed Tickets is added to a player s score and the value of incomplete Tickets is subtracted from his score Add 10 bonus points to the player who has the Longest Continuous Path of routes A given Train can never be used twice in the same continuous path If several players are tied they each receive the bonus The player with the most points wins If a tie the player who completed the most Destination Tickets wins If still tied the player with the Longest Continuous Path bonus card wins

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