Ticket to Ride
Q&A4
How the Longest Route bonus is measuredcommunity high-engagement
- QUESTION
- When determining the Longest Route bonus, do you add together all the branches of a hub-and-spoke network, or only count one continuous line?
- ANSWER
- The bonus goes to the single longest continuous path of connected routes a player has built. You trace one unbroken line from end to end; separate branches are not summed, so a long snaking chain beats a hub-and-spoke network of the same total length.
When to reshuffle the train car discard pilecommunity high-engagement
- QUESTION
- Should the discard pile be reshuffled into a new draw pile as soon as the draw pile is exhausted, or only when a card actually needs to be drawn?
- ANSWER
- Only when a card actually needs to be drawn and the draw pile is empty. The draw pile running low does not trigger a reshuffle on its own; you reshuffle the discards into a new draw pile at the moment a card must be taken (to replace a face-up card or for a player's draw) and none are left.
Drawing additional destination tickets is optionalcommunity high-engagement
- QUESTION
- After completing all of your destination tickets, are you required to draw more on a later turn?
- ANSWER
- No. You are never required to draw destination tickets. Once your tickets are complete you may keep playing without drawing more; choosing to draw new ones (and keeping at least one of the three drawn) is always optional.
One player cannot claim both lanes of a double-routecommunity high-engagementrulebook quote
- QUESTION
- When two cities are connected by two parallel routes (a double-route), can the same player claim both of them?
- ANSWER
- No. The rulebook states: "Some cities are connected by Double-Routes. One player cannot claim both routes to the same cities." A single player may take only one of the two parallel routes. (In 2- and 3-player games, only one lane of each double-route may be used at all — the second is closed.)
EDGE CASES2
Taking locomotives from the face-up displaycommunity
- SITUATION
- A player wants to take a face-up locomotive, and the table is unsure how the face-up display refreshes and whether two locomotives can be grabbed at once.
- RULING
- Taking a face-up locomotive uses your entire turn — it counts as your full draw, so you cannot take a second card that turn. You also cannot take two face-up locomotives in a single turn. Whenever any face-up card is taken, its replacement must be revealed immediately, before play continues; a player may not delay flipping the replacement to influence what becomes available.
Three locomotives in the face-up displaycommunity high-engagementrulebook quote
- SITUATION
- Three (or more) of the five face-up cards are locomotives, triggering the automatic reset — but the situation arises when the train car draw pile is nearly or fully exhausted.
- RULING
- Per the Train Car Cards rules (rulebook p. 3), if at any time three of the five face-up cards are locomotives, all five face-up cards are immediately discarded and five new cards are dealt. The reset depends on cards being available to deal: if the draw pile (after reshuffling the discards) cannot supply five replacements, the reset simply cannot be performed and the cards remain in place.
Last researched: 2026-06-29
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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.
◆ Catan — Roads & Building, p. 7
At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.
◆ Wingspan — End of Round, p. 11
Null cards deal 0 damage regardless of base value or any bonuses applied.
◆ Gloomhaven — Attack Modifier Deck, p. 23
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