How to play Ticket to Ride USSR Official Rules

By: Dennis B. B. Taylor

Unlock the Secrets of Ticket to Ride: USSR with these Essential Rules

Have you ever wondered how to master the game Ticket to Ride: USSR? It can seem like a daunting task to unravel all the complexities and strategies, but fear not! With these essential rules, you’ll be well on your way to becoming a Ticket to Ride expert.

1. Destination Tickets

The key to victory in Ticket to Ride: USSR lies in your Destination Tickets. These cards hold the secret to your journey and the cities you must connect. Pay close attention to the routes and prioritize the ones that will give you the most points. But be careful, as some routes may lead you astray!

2. Locomotives

Locomotives are the versatile wild cards of Ticket to Ride: USSR. Use them wisely to fill in the gaps in your routes and to hijack your opponents’ plans. They can be the key to claiming those essential connections that can make or break your journey.

3. Blocking and Bypassing

Blocking your opponents’ routes can be a powerful strategy in Ticket to Ride: USSR. By strategically placing your trains, you can prevent your opponents from advancing and force them to take detours. However, make sure you don’t get blocked yourself! Always have a backup plan and be prepared to bypass your opponents’ obstacles.

4. Continuous Routes

Building continuous routes is crucial to maximizing your points in Ticket to Ride: USSR. By connecting multiple cities in a single journey, you not only earn extra points but also reduce the risk of getting blocked. Look for opportunities to extend your routes and create an unbroken path across the vast expanse of the Soviet Union.

5. Strategic Card Management

To succeed in Ticket to Ride: USSR, you need to master the art of card management. Keep a careful eye on the available cards and gather the ones that will help you complete your routes. Discard unwanted cards strategically to deny your opponents the resources they need. And never underestimate the power of a well-timed card draw!

6. Adapt and React

Flexibility is key to victory in Ticket to Ride: USSR. Don’t be fixated on a single strategy or route. Be ready to adapt to changing circumstances and react to your opponents’ moves. Keep a watchful eye on the evolving board and adjust your plans accordingly. Remember, the key to success lies in your ability to think on your feet!

7. The Trans-Siberian Railway

The Trans-Siberian Railway is a game-changer in Ticket to Ride: USSR. This iconic route stretches across the entire country, offering massive point opportunities. But beware, as the competition to claim it will be fierce. Plan your moves carefully and seize the chance to dominate this legendary railway.

8. Mastering the Ticket to Ride: USSR Strategy

Mastering Ticket to Ride: USSR requires a combination of careful planning, adaptability, and ruthlessness. Keep these essential rules in mind as you embark on your journey through the Soviet Union. With practice and perseverance, you’ll be on your way to becoming a true Ticket to Ride: USSR champion. All aboard!

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This expansion is made by fans of Ticket to Ride, a popular board game series published by Days of Wonder. It’s called the Station Expansion, and it’s designed to be used with Ticket to Ride Europe. The expansion was created by Nikita Semago, who worked on the design, development, and component construction. The rules for this expansion were written by Roger Burrows.

Now, let’s talk about what you’ll find in this expansion.

Components

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  • 1 Board map featuring USSR train routes
  • 240 Colored Train Cars
  • 15 Colored Train Stations
  • 10 Train Car cards
  • 2 Controller cards
  • 57 Destination tickets
  • 1 “Viva to the Soviet Railroad” bonus card
  • 1 “The Longest Railway in the Soviet Union” bonus card
  • 1 “Viva to the Soviet Tunnel Builders” bonus card
  • 1 “Viva to the Soviet Sailors” bonus card
  • 5 Wooden Scoring Markers
  • Rulebook

Setting Up

When it comes to the components of the game, “Victory Express” contains:

– 1 Board map featuring USSR train routes

– 240 Colored Train Cars

– 15 Colored Train Stations

– 10 Train Car cards

– 2 Controller cards

– 57 Destination tickets

– 1 “Viva to the Soviet Railroad” bonus card

– 1 “The Longest Railway in the Soviet Union” bonus card

– 1 “Viva to the Soviet Tunnel Builders” bonus card

– 1 “Viva to the Soviet Sailors” bonus card

– 5 Wooden Scoring Markers

– Rulebook

Now, let’s dive into the setup of the game.

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When you’re ready to start playing, here’s what you need to do:

First, put the board right in the middle of the table. This is where all the action will take place.

Now, it’s time to get your supplies. Each player will get their own set of 45 Colored Train Cars, three Colored Train Stations, and a Scoring Marker. Make sure your Train Cars and Stations match in color!

Take a moment to place your Scoring Marker on the ‘Start’ space (marked as 0) on the Scoring Track along the map’s border. This is where you’ll keep track of your points throughout the game. Every time you score, you’ll move your marker forward.

Once everyone’s set up, it’s time to get started with the cards. Shuffle the Train cards and deal out four cards to each player. This will be your starting hand.

The remaining Train cards go next to the board. Take the top five cards from the deck and place them face-up, side by side. This will form a line of available cards for everyone to choose from.

Lastly, place the four Bonus cards (Across All Of Russia, Hero of the Railroad, Hero of the Sailors, Hero of the Miners) face-up next to the board. These cards are there to remind you of some special scoring opportunities.

Hey there! Let’s get started with the game by setting up the Destination Tickets. We have two different types – long routes and regular routes. The long routes have a blue background, while the regular routes have a brown background.

First, we need to separate the long routes from the regular routes. Shuffle the long routes and give two each to all the players. Any remaining long routes should be put back in the game box without anyone peeking at them.

Next, we shuffle the short-route Destination Tickets and give two of them to each player. The extra tickets are placed face down in a draw pile next to the board. They will come in handy later on.

Before we start playing, there’s one last thing to do. Each player must choose which Destination Tickets they want to keep from the ones they were initially dealt. Every player should keep a minimum of two tickets – one long-route and one short-route. Of course, you can keep more if you want to!

If you have any Destination Tickets that you don’t want to keep, just put them back in the game box without showing them to anyone else. You can choose to discard both long and short routes. The tickets you decide to keep will stay with you until the game is over.

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The Goal of the Game

The goal of this game is simple: to get the most points. You can earn points in a few different ways:

  • Claiming a route between two cities on the map.
  • Finishing a continuous path of routes between two cities on your Destination Ticket(s).
  • Completing the longest continuous path of routes to win the special ‘Across All Of Russia’ Bonus card.
  • Finishing the most destination tickets to win the ‘Hero of the Railroad’ Bonus card.
  • Finishing the most Ferry spaces to win the ‘Hero of the Sailors’ Bonus card.
  • Finishing the most Tunnel spaces to win the ‘Hero of the Miners’ Bonus card.

How to Score Points in Ticket to Ride

When playing Ticket to Ride, there are various ways to score points. Let’s dive in and explore these strategies!

Completing Destination Tickets

One important method of scoring points is by completing Destination Tickets. These Tickets are specific routes that you aim to connect with your trains. If you successfully build a continuous railway that connects the cities on your Ticket, you earn points.

However, be cautious! If you are unable to complete a Destination Ticket by the end of the game, points will be deducted from your total score. So choose your routes wisely and plan ahead!

Game Play

The player who has visited the most Russian cities in their lifetime starts the game. Play then proceeds in a clockwise direction. During their turn, each player must choose one action from the following:

Draw Train Car Cards

You can draw Train Car Cards from the deck. These cards provide the resources needed to build your railway lines. Collect the cards strategically to ensure you have enough to claim routes.

Claim a Route

Claiming a Route involves playing Train Car Cards of the corresponding color and quantity to match a specific route on the game board. By doing so, you secure the route and earn points.

Draw Destination Tickets

You can draw additional Destination Tickets to add to your objectives. Be mindful of the routes you choose and consider how they align with your existing plans.

Build a Train Station

Building a Train Station allows you to use an opponent’s route when connecting cities. This can be a strategic move when faced with limited options.

Play the Conductor Card

The Conductor Card is a special card that allows you to take two actions in one turn. Use it wisely to maximize your progress!

Drawing Train Cards

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So, there are these Train cards. And guess what? There are eight types of them! Can you believe it? Each type has 12 cards, and then there are 14 Locomotive cards. You know, like the ones that go “choo choo”!

Now, when it’s your turn, you can choose to draw Train cards. And guess what again? You can draw two cards in one turn! Wow, that’s pretty cool, huh? You can either draw them from the five cards that are face-up next to the board or from the top of the deck. It’s like a lucky dip!

If you decide to pick a face-up card, you have to replace it with a new card from the top of the draw pile. Oh, and here’s an important thing – if you see a face-up Locomotive card, you can only pick that one for your turn. The other cards have to wait their turn, you know?

Now, here’s the twist. If you look at the face-up cards and notice that three of them are Locomotive cards, something big happens. All five of those cards are thrown out, just like that. And then, five new cards are turned face-up to take their place. It’s like a fresh start, you know? A whole new set of cards waiting for someone to pick ’em!

Hey there! Did you know that in the game of Train cards, you can have as many cards as you want in your hand? Yep, that’s right! But here’s the catch – when all the cards in the draw pile are used up, the discards are mixed together to create a fresh draw pile deck. And trust me, it’s super important to shuffle those cards really well before using them again, especially since they might have been grouped together when they were discarded.

Now, let’s talk about a rare situation that might occur. Imagine this – the draw pile is empty, and there are no discards available because some sneaky players have been holding onto cards in their hands. What happens then? Well, in this case, you won’t be able to draw any more Train cards. But don’t worry, you have other options! You can choose to Claim a Route, Draw Destination Tickets, Build a Station, or even Play a Conductor Card. So, you see, there’s always a way to keep the game going, even when things don’t go according to plan.

Speaking of Train cards, let’s not forget about Locomotives!

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When I play the game, I notice that locomotives are like magic cards because they can match any other card. It’s a bit like having a wildcard in your hand! You can use a locomotive along with any set of cards to claim a route, which is super helpful.

Here’s the interesting part. If there’s a locomotive card face-up in front of me, and I want to draw a card, I have to take that locomotive card. I can’t choose any other card. But if a locomotive card shows up as a replacement for the first card I draw, or if it’s there face-up and I didn’t pick it as my first (and only) card, then I can’t pick it as a second card.

There’s a twist, though! If I’m really lucky and happen to draw a locomotive card directly from the top of the deck without seeing it beforehand, it still counts as just one card. This means I can still draw another card after that. It’s like a little bonus!

Let’s Claim Some Routes!

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The road is a line that connects two cities on the map. It’s like a colorful pathway that players can use to travel between destinations.

To claim a road, you need to play a set of Train cards that match the color and length of the road. Different roads require different cards. But don’t worry! If you don’t have the right cards, you can always use a Locomotive card as a wild card.

Some roads are gray, which means you can use cards of any one color to claim them. Once you claim a road, you get to place one of your plastic trains on each space of the road.

After claiming a road, you need to discard the cards you used. Then, you get to move your Scoring Marker along the Scoring Track, earning points according to the Route Scoring Table.

When playing this game, you have the option to claim any open route on the board. The great thing is, you don’t have to connect to any routes you’ve already played. It’s totally up to you!

Just keep in mind that when you claim a route, you need to do it all at once. You can’t lay a few trains on a route and then come back later to finish it. And remember, you can only claim one route per turn.

Double Routes

There are some routes called Double-Routes. These routes have parallel spaces that connect two cities. The number of spaces is the same from one city to the other. The thing is, you can’t claim both routes between the same cities in one game. It’s a rule to keep things fair.

Now, here’s something to watch out for. Sometimes, you’ll see routes that look similar and run parallel to each other. But they actually connect different cities. These routes aren’t double-routes, so be careful not to get confused.

Note: In games with two or three players, only one of the Double-Routes can be used. You can choose either of the two routes between cities, but the other route will be closed to the other players for the rest of the game.

Ferries

Ferries are special Gray routes that connect two adjacent cities across a body of water. You can identify them by the Locomotive icon(s) displayed on one or more of the spaces along the route.

To claim a Ferry Route, you need to play a Locomotive card for each Locomotive symbol on the route. You also have to play the required set of cards in the correct color for the remaining spaces on that Ferry Route.

Tunnels

Tunnels are special routes that can be easily recognized by the special tunnel marks and outlines surrounding each space.

When you’re going through a tunnel, you can never be sure how long it will be! To claim a tunnel, you start by playing the right number of cards for its length.

Then, three cards from the Train draw pile are turned over. If any of these cards are the same color as the ones you played for the tunnel, you have to play even more cards of that color (or a Locomotive) from your hand. Only then can you successfully claim the tunnel.

If you don’t have enough extra cards of the same color (or you don’t want to play them), you can take all your cards back and end your turn. The three cards that were revealed for the tunnel are discarded at the end of your turn.

Hey there! Just a quick reminder: Locomotives are like magic wild cards in the game. They can be any color you want them to be. So, if you happen to draw a Locomotive card while trying to go through a tunnel, it automatically becomes the same color as the train cards you played on that route. But here’s the tricky part: you’ll also have to play an extra card.

Now, if you’re feeling adventurous and decide to use only Locomotive cards to go through a tunnel, things get a bit more interesting. You’ll only need to play additional cards (which, by the way, must be more Locomotive cards) if any of the three cards drawn for the Tunnel turn out to be Locomotives.

Hey there! Let me break it down for you. Sometimes, there might not be enough cards in the draw and discard piles to show three cards and figure out how the tunnel affects you. In that super rare situation, we can only reveal the cards that are actually there. But here’s the thing: if all the players are keeping cards to themselves and none are left to show, you can still claim a tunnel without having to put any more cards at risk. Pretty cool, right?

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How to Get More Destination Tickets

When you’re playing Ticket to Ride, you have another option on your turn: drawing additional Destination Ticket cards. Let me explain how it works.

Instead of claiming a route or drawing train cards, you can choose to draw three new Destination Ticket cards from the top of the deck. But there’s a catch: if there are fewer than three Destination Tickets left in the deck, you can only draw the ones that are available.

Here’s what you need to know when you’re drawing Tickets:

  1. You must keep at least one of the new tickets.
  2. You can choose to keep two, or even all three, if you want.
  3. Any ticket that you don’t keep must be placed at the bottom of the deck.
  4. Tickets that you draw and keep must be held until the end of the game. You can’t get rid of them later on.

So, remember, when it’s your turn and you want to get more Destination Tickets, just draw three cards from the deck and decide which ones to keep. Make sure you keep in mind your strategy and objectives as you do!

When you play Ticket to Ride, the cities listed on a Destination Ticket become your travel goals. They can bring you additional points or penalties. If you manage to connect the two cities on a Destination Ticket with your colorful plastic trains by the end of the game, you score the extra points shown on the Ticket. But if you fail to create a continuous path between those cities, you have to deduct points from your score.

Destination Tickets are a secret until the final scoring. You can collect as many Destination Tickets as you like throughout the game.

Constructing a Train Station

Hey there! Did you know that a Train Station can be super helpful when you’re playing the game? It lets you use one of another player’s routes to connect the cities on your Destination Tickets. Cool, right? But there are a few things you need to know.

First off, you can only use one route from another player’s Train Station in a city. You can’t go crazy and use a bunch of them. It’s all about fairness.

When you’re building a Train Station, you can pick any unoccupied city, even if there are no routes going into it. You have the power to claim it as your own! Just remember, though, that two players can never build a Station in the same city. It’s like a “one per customer” kind of deal.

Now, here’s the deal with building Stations. You can build one Station per turn, and you can have up to three Stations throughout the game. So use them wisely!

When it’s time to build your first Station, you’ve gotta play and discard one of your Train cards. Sacrifices must be made, my friend. Then, you simply place your colored Train Station on the city you’ve chosen. It’s like marking your territory!

So, now that you know about Stations, go out there and use them to connect those cities and dominate the game. Good luck!

When you want to build your second Station in the game, you have to play and discard a set of two cards of the same color. And for your third Station, you need a set of three Train cards of the same color. The color of the cards you play must match one of the routes leading into the city where you want to build the Station. If there are gray routes leading to the city, you can use cards of any color. Of course, you can always use Locomotive cards to replace any of the cards you play.

If you decide to use a Station to connect cities on multiple Tickets, you have to use the same route into the city for all of those Tickets. But don’t worry, you don’t have to make that decision until the end of the game.

Remember, you’re never forced to build Stations. If you choose not to use any of your Stations, you’ll earn four extra points at the end of the game.

End of the Game

So here’s the deal: when a player’s supply of colored plastic trains drops to two or less at the end of their turn, everyone, including that player, gets one last go. That’s when the game wraps up, and we add up the scores.

How We Score

First things first, players should have already tallied up their points for completing different routes. Just to be safe, you might want to double-check each player’s route points.

After that, it’s time to reveal all of the Destination Tickets. You add up the value of any tickets that were successfully completed and add that to the player’s total score. But here’s the twist: for any incomplete tickets, you actually deduct their value from the player’s total score.

Don’t forget, each Station that’s played allows its owner to use one route from another player to complete one of their own Destination Tickets. Pretty nifty, huh?

If you use the same Station to help connect cities on multiple Destination Tickets, you must use the same route in or out of the city with the Station for all Tickets. It’s like a rule you have to follow.

You get extra points if you still have Stations left that you haven’t used. For every Station you have in reserve, you get four points added to your score.

  • The player(s) who have the longest, continuous path on the board get a bonus of 10 points with the ‘Across All Of Russia’ bonus card. To figure out who has the longest path, you only look at lines of plastic trains that are all the same color and connected. The path can have loops and go through the same city multiple times, but you can’t use the same plastic train more than once in the same path.

You might have noticed that there are a few things that don’t count when it comes to calculating paths and claiming the longest one. For example, stations and the routes that your opponents might use don’t count. But if you do end up tied for the longest path with other players, don’t worry! You’ll all still get the bonus points from the ‘Across All Of Russia’ card.

Now, let’s talk about some bonus cards. If you have the most trains on ferry spaces, you’ll get the ‘Hero of the Sailors’ bonus card, which gives you 7 extra points. And if you have the most trains on tunnel spaces, you’ll get the ‘Hero of the Miners’ bonus card, also worth 7 extra points. If multiple players are tied for the most ferry or tunnel spaces, they all get the bonus points.

Finally, let’s give the 15 point bonus for the ‘Hero of the Railroad’ bonus card to the player or players who have completed the largest number of destination tickets. It’s important to note that we’re only looking at the number of completed destination tickets, not the score value. If there are multiple players tied for the largest number, each of them will receive the 15 point bonus from the ‘Hero of the Railroad’ card.

Now, the player with the most points will win the game. If there’s a tie between two or more players, the winner will be the player who has completed the most Destination Tickets. If there’s still a tie, we’ll declare the player who used the fewest number of Stations as the winner.

In the unlikely event that players are still tied, the player with the ‘Across All Of Russia’ bonus card will be the winner.

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