If you have built a route to a port city, you can take an action during the game to place a harbor in that city (with a limit of one harbor per port). If you build a network that matches the tour exactly, you score more points than if you simply include all of those cities in your network.Įach player also starts the game with three harbors. Some tickets show tour routes with multiple cities instead of simply two cities. You can take an action during play to swap train tokens for ships (or vice versa), and you lose one point for each token you swap. Ship cards depict one or two ships on them, and when you play a double-ship card, you can cover one or two ship spaces. To claim a train route (rectangular spaces), you must play train cards (or wilds) and cover those spaces with train tokens, and to claim a ship route (oval spaces), you must play ship cards (or wilds) and cover those spaces with ship tokens. Similarly, players choose their own mix of train and ship tokens at the start of the game. (Shuffle the card types separately to form new decks when needed.) Three cards of each type are revealed at the start of the game, and when you draw cards, you replace them with a card from whichever deck you like. Ticket to Ride: Rails & Sails puts a few twists on the TtR formula, starting with split card decks of trains and ships (with all of the wild cards going in the train deck). At that point, if they've created a continuous path between the two cities on a ticket, then they score the points on that ticket if not, then they lose points instead. When any player has six or fewer tokens in their supply, each player takes two more turns, then the game ends. As in other Ticket to Ride games, in Ticket to Ride: Rails & Sails players start with tickets in hand that show two cities, and over the course of the game they try to collect colored cards, then claim routes on the game board with their colored train and ship tokens, scoring points while doing so.
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