[{"data":1,"prerenderedAt":416},["ShallowReactive",2],{"game-en-ticket-to-ride-amsterdam":3,"overlays-en-ticket-to-ride-amsterdam":415},{"id":4,"title":5,"accent":6,"age":7,"backdrop":8,"bggUrl":9,"body":10,"categories":27,"components":8,"cover":31,"deepDive":32,"description":16,"duration":156,"extension":159,"faq":160,"industryLegend":8,"lastReviewed":196,"leaders":8,"locale":197,"manualUrl":198,"mechanics":199,"meta":203,"navigation":204,"path":205,"players":206,"publisher":210,"quickStart":211,"resourceLegend":8,"rulesVersion":373,"seo":374,"sourceFiles":375,"sourceNotes":378,"stem":379,"strategies":380,"summary":411,"videoLanguage":8,"videoUrl":8,"weight":412,"year":413,"__hash__":414},"games\u002Fen\u002Fticket-to-ride-amsterdam.md","Ticket to Ride: Amsterdam","#0E7490","8",null,"https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F309113\u002Fticket-to-ride-amsterdam",{"type":11,"value":12,"toc":23},"minimark",[13,17,20],[14,15,16],"p",{},"Ticket to Ride: Amsterdam is Ticket to Ride at its smallest: the same loop as\nalways —draw cards, claim routes, fulfil tickets— on a compact board that plays in\na quarter of an hour. Everything the big game carries (long routes, several train\ntypes, lots of money) is gone, and the game gets tenser because every cart counts.",[14,18,19],{},"Contracts drive it. Claiming routes scores points, but the tickets linking two\nlocations decide the game, both when they are completed and when they are left in\nthe drawer. Merchandise cards are the third front: cheap to collect and worth a\nfinal bonus that often separates first from second.",[14,21,22],{},"The game is short and the ending is visible: as soon as someone is down to two\ncarts, everyone gets one last turn. Whoever read the board and has their contracts\nlined up gets paid; whoever left projects half-done pays for them.",{"title":24,"searchDepth":25,"depth":25,"links":26},"",2,[],[28,29,30],"Family","Trains","Strategy","\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fcover.webp",{"title":33,"intro":34,"phases":35},"Cards, contracts and merchandise","You can already claim routes and draw cards. The game is decided by the colour you stockpile, the contracts you accept and the final turn, when merchandise is shared out and failed projects are subtracted.",[36,80,112],{"id":37,"label":38,"steps":39},"cards","The card economy",[40,55,69],{"title":41,"text":42,"images":43,"check":48},"Drawing two is tempo; taking a wild is a decision","Drawing two cards from the deck is the most flexible action, but taking a face-up wild only works as your first card and leaves you without a second that turn. A face-up wild therefore costs half a turn: sometimes worth it, especially if it completes a long route, sometimes not. Before taking it, work out whether that wild saves more turns than you lose now.",[44],{"src":45,"alt":46,"label":47},"\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fcards.webp","Rulebook example showing four transportation-card combinations for a three-space green route: three matching cards, or matching cards plus wilds.","Card combinations",{"question":49,"options":50,"answer":53,"explanation":54},"What does taking a face-up wild cost?",[51,52],"Your second card of the turn","Two points at the end",0,"A face-up wild can only be taken as the first card and allows no second.",{"title":56,"text":57,"images":58,"check":63},"Stockpiling a colour is a promise","Routes ask for sets of one colour, so every card you keep is a promise of a route. If you pile up five cards of a colour with no reachable routes in that colour, you have spent turns on nothing. Before specialising, read the map: which colours are near you, which long routes you can aim for and which colours rivals will contest. A player with three different colours usually has more options than one with ten cards of the same colour.",[59],{"src":60,"alt":61,"label":62},"\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fguia-cartas-1.webp","Game cards face up in a fan, none covering another.","Cards",{"question":64,"options":65,"answer":53,"explanation":68},"What should you check before stockpiling a colour?",[66,67],"The routes in that colour you can reach","How many cards the rival holds","Stockpiling only helps if there are routes in that colour you can claim.",{"title":70,"text":71,"images":72,"check":74},"Long routes pay more per space","The table is not linear: a two-space route gives 2 points, but a six-space route gives 15. Long routes are therefore far more efficient per card and per carriage, as long as you can complete them. If you must choose between two short routes and one long one, the long one usually wins, but only if it does not leave you without cards to connect your contracts.",[73],{"src":60,"alt":61,"label":62},{"question":75,"options":76,"answer":53,"explanation":79},"How many points does a six-space route give?",[77,78],"15","6","The table pays 15 for six spaces, far above one point per space.",{"id":81,"label":82,"steps":83},"contracts","Contracts and risk",[84,98],{"title":85,"text":86,"images":87,"check":92},"A contract is a bet, not a gift","Every contract you keep adds points if completed and subtracts them if not. Drawing contracts is cheap, but each open contract demands specific routes and may force your network to detour. The practical rule is never to hold more than two or three open projects at once, and to pick the ones that fit colours you already own. A contract that forces you to start a network from scratch usually costs more than it pays.",[88],{"src":89,"alt":90,"label":91},"\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fsetup.webp","Setup diagram from the rulebook with the Amsterdam board, each player's carts, contract cards and the decks around it.","Table setup",{"question":93,"options":94,"answer":53,"explanation":97},"What happens to a contract you do not complete?",[95,96],"Its points are subtracted from your total","It simply does not score","Failed contracts are subtracted at the end, which is why hoarding them without a plan is dangerous.",{"title":99,"text":100,"images":101,"check":106},"Long contracts pay more but tie you down","Long contracts give more points and usually connect opposite ends of the map, forcing you to build a wide network. Short ones give less but are completed with the network you already have. In a two- or three-player game, long contracts usually pay because there is less competition for routes; at a big table, a long contract can be blocked. Read the board and the player count before accepting one.",[102],{"src":103,"alt":104,"label":105},"\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fguia-esquema-1.webp","Annotated diagram that makes the idea of the step visible.","Diagram",{"question":107,"options":108,"answer":53,"explanation":111},"When is a long contract usually worth it?",[109,110],"When there is little competition for routes","Always, because it scores more","Long contracts depend on specific routes: with heavy competition they can be blocked.",{"id":113,"label":114,"steps":115},"endgame","The final turn",[116,130,144],{"title":117,"text":118,"images":119,"check":124},"The end is triggered by running out of carriages","The game ends when a player is down to two carriages or fewer: everyone else gets one last turn and then scoring happens. The player who triggers the end gives up further building, so it only makes sense if they lead or cannot improve their position. If you are behind, sometimes it is better not to close and let the rival close so you get the final turn.",[120],{"src":121,"alt":122,"label":123},"\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fclaim.webp","Rulebook example with plastic carts and coloured cards placed on a board route, and an arrow showing the move on the score track.","Claiming a route",{"question":125,"options":126,"answer":53,"explanation":129},"Who gets the last turn?",[127,128],"The other players, after the one who triggers the end","The player who runs out of carriages","When someone drops to two carriages, the others get one last turn before scoring.",{"title":131,"text":132,"images":133,"check":138},"Merchandise is majority points","Merchandise cards do not score individually: at the end, points are shared according to who has most, which is why a route with the carriage symbol is worth more than its immediate score. On the last turn, a route that earns a merchandise card can flip the majority and be worth several points at once. Count the visible merchandise before deciding your final action.",[134],{"src":135,"alt":136,"label":137},"\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fscoring.webp","Merchandise scoring table by player count, with +8, +6, +4 and +2 values.","Merchandise points",{"question":139,"options":140,"answer":53,"explanation":143},"How does merchandise score?",[141,142],"By majority at the end of the game","One point per card when earned","Merchandise cards are compared at the end: whoever has most takes the table's points.",{"title":145,"text":146,"images":147,"check":150},"Contracts cash in after the last turn","Final scoring adds routes, completed contracts and merchandise, and subtracts failed contracts. Your last turn should therefore go to whatever yields the most net points: completing a pending contract can be worth more than claiming a loose route, and one merchandise card can decide a majority. Before your final action, do the whole sum, not just the immediate route.",[148],{"src":149,"alt":104,"label":105},"\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fguia-esquema-2.webp",{"question":151,"options":152,"answer":53,"explanation":155},"What is subtracted in final scoring?",[153,154],"Uncompleted contracts","Unused carriages","Failed contracts subtract; leftover carriages neither score nor subtract.",{"min":157,"max":158},15,30,"md",[161,165,168,172,175,179,182,185,189,193],{"category":162,"question":163,"answer":164},"setup","How many players?","Two to four. The board is smaller than the full-size game and with four players the routes get crowded fast, so the game runs even shorter.",{"category":162,"question":166,"answer":167},"How big is the transportation deck?","44 cards: 8 multi-coloured wilds and 6 cards in each of six colours: pink, blue, green, black, red and orange.",{"category":169,"question":170,"answer":171},"turn","Can I take both visible wilds in one turn?","No. Taking a visible wild as your first card ends your drawing for the turn, and a visible wild can never be the second card either.",{"category":169,"question":173,"answer":174},"Can I claim a route that is not connected to my network?","Yes. You can claim any open route on the board, even if it touches none of yours. You just cannot claim more than one route per turn.",{"category":176,"question":177,"answer":178},"special","What if I do not have enough carts for a route?","You cannot claim it. Carts are limited: if you want a six-space route and only four carts remain, that route is out of reach.",{"category":176,"question":180,"answer":181},"How do grey routes work?","They accept cards of any colour, but all the same. You cannot mix red and blue on a grey route, although you can combine wilds with one colour.",{"category":176,"question":183,"answer":184},"Do contracts also give merchandise cards?","No. Merchandise cards only come from routes showing the cart symbol; at the end you compare totals and score the bonus table.",{"category":186,"question":187,"answer":188},"scoring","How do contracts score?","Each completed contract adds its value; each incomplete one subtracts it. A contract is complete when a continuous path of claimed routes connects the two locations on the card.",{"category":190,"question":191,"answer":192},"end","Who wins a tie?","The tied player who completed more contract cards. If they are still tied, the victory is shared.",{"category":190,"question":194,"answer":195},"Can you force the end on purpose?","Yes, it is a standard tactic: if you are ahead, claiming short routes down to two carts ends the game before your rivals can finish their contracts.","2026-10-24","en","https:\u002F\u002Fwww.daysofwonder.com\u002Fgame\u002Fticket-to-ride-amsterdam\u002F",[200,201,202],"Set collection","Network building","Hand management",{},true,"\u002Fen\u002Fticket-to-ride-amsterdam",{"min":25,"max":207,"best":208},4,[209],3,"Days of Wonder",{"pitch":212,"pitchCheck":213,"setup":219,"turn":274,"mistakes":334,"winning":366,"winningCheck":367},"Ticket to Ride: Amsterdam is the pocket version of Alan R. Moon's classic. Each player starts with two transportation cards and two contracts linking two locations in the city, keeping at least one of them. On your turn you do one thing only: draw two transportation cards, claim a route with plastic carts, or draw more contracts. Claiming routes scores immediately and, if the route shows the cart symbol, earns a merchandise bonus card. At the end you add completed contracts, subtract failed ones and hand out merchandise points by rank. The game ends when someone is down to two carts or fewer.",{"question":214,"options":215,"answer":53,"explanation":218},"How many actions do you take on a turn?",[216,217],"Exactly one","Two: draw and claim","Each turn is a single action out of three: draw transportation cards, claim a route or draw contracts.",[220,234,244,254,264],{"text":221,"images":222,"check":228},"Put the board in the middle and give each player their set of 16 plastic carts plus the matching scoring marker, placed on the start space.",[223,224],{"src":89,"alt":90,"label":91},{"src":225,"alt":226,"label":227},"\u002Fimages\u002Fgames\u002Fticket-to-ride-amsterdam\u002Fguia-marcador-1.webp","Marker on its track, position pointed out.","Marker",{"question":229,"options":230,"answer":53,"explanation":233},"How many carts does each player get?",[231,232],"16","25","Each colour has 16 carts; the few spares are replacements, not extra pieces.",{"text":235,"images":236,"check":238},"Shuffle the transportation cards, deal two to each player and leave the deck beside the board. Then flip five cards face up: if three of them are wilds, discard all five and flip five new ones.",[237],{"src":45,"alt":46,"label":47},{"question":239,"options":240,"answer":53,"explanation":243},"What do you do when three wilds are among the five visible cards?",[241,242],"Discard all five and replace them","Leave them, but nobody may take them","Three visible wilds get swept and replaced with five fresh cards.",{"text":245,"images":246,"check":248},"Shuffle the contract cards and deal two to each player. Everyone looks at them and discards at least one, returning it to the bottom of the deck. Kept contracts stay secret until the end.",[247],{"src":60,"alt":61,"label":62},{"question":249,"options":250,"answer":53,"explanation":253},"How many contracts must each player keep at the start?",[251,252],"At least one of the two","Both of them","You are dealt two and keep one or both; discarded cards go to the bottom of the deck.",{"text":255,"images":256,"check":258},"Make the 16-card merchandise bonus deck next to the board. Those cards are won by claiming routes with the cart symbol and stay face up in front of their owner, visible to everyone.",[257],{"src":60,"alt":61,"label":62},{"question":259,"options":260,"answer":53,"explanation":263},"When do you gain a merchandise card?",[261,262],"When you claim a route showing the cart symbol","When you complete a contract","The cart symbol on a claimed route gives one merchandise card per route.",{"text":265,"images":266,"check":268},"The youngest player starts and play continues clockwise. Remember the route scoring table on the board: 1 space is 1 point, 2 are 2, 3 are 4, 4 are 7, 5 are 10 and 6 are 15.",[267],{"src":121,"alt":122,"label":123},{"question":269,"options":270,"answer":53,"explanation":273},"How many points is a four-space route worth?",[271,272],"7 points","4 points","The board's table pays 7 for four spaces, not one point per space.",[275,286,299,312,323],{"title":276,"text":277,"images":278,"check":280},"Pick one action","On your turn you do one thing: draw transportation cards, claim a route or draw contract cards. You cannot combine actions, and you cannot simply pass.",[279],{"src":60,"alt":61,"label":62},{"question":281,"options":282,"answer":53,"explanation":285},"Can you draw cards and claim a route in the same turn?",[283,284],"No, one action per turn","Yes, if you have cards left","The three actions are exclusive: one per turn.",{"title":287,"text":288,"images":289,"check":293},"Draw transportation cards","Draw two cards, from the deck or from the five face-up cards, replacing each face-up card you take. If you take a visible wild as your first card, you cannot take a second one that turn, and a visible wild can never be your second card.",[290],{"src":45,"alt":291,"label":292},"Four rows of transportation cards with matching colours and wilds, showing valid combinations for a green route.","Wilds and colours",{"question":294,"options":295,"answer":53,"explanation":298},"Can you take a visible wild as your second card of the turn?",[296,297],"No, it is not allowed","Yes, if any are left","A visible wild may only be your first card, and then there is no second one.",{"title":300,"text":301,"images":302,"check":306},"Claim a route","Discard as many cards as the route has spaces, all in the route's colour, plus wilds. Grey routes accept any one colour as long as every card matches. Then place your carts and score using the table.",[303],{"src":121,"alt":304,"label":305},"Plastic carts placed on the spaces of a route with coloured cards next to them.","Placing carts",{"question":307,"options":308,"answer":53,"explanation":311},"Which cards work for a grey route?",[309,310],"Any colour, all the same","One of each colour","Grey accepts whichever colour you like, as long as the set is uniform.",{"title":313,"text":314,"images":315,"check":317},"Merchandise","If the route you just claimed shows the cart symbol, draw one merchandise bonus card and keep it face up. You only get one card per route, however long it is.",[316],{"src":60,"alt":61,"label":62},{"question":318,"options":319,"answer":53,"explanation":322},"How many merchandise cards does a five-space route with several symbols give?",[320,321],"One","One per symbol","The symbol pays a single card per route, no matter how many symbols it shows.",{"title":324,"text":325,"images":326,"check":328},"Draw contracts","Draw two contract cards, keep at least one and return the other to the bottom of the deck. Once you keep a contract you cannot discard it: if it stays unfinished, its points are subtracted at the end.",[327],{"src":60,"alt":61,"label":62},{"question":329,"options":330,"answer":53,"explanation":333},"Can you discard a contract you already kept?",[331,332],"No, it stays for the whole game","Yes, at any time","You can only shed a card while drawing contracts, by returning one of the two new ones.",[335,344,353],{"title":336,"text":337,"check":338},"Hoard contracts you never finish","Every unfinished contract subtracts its points at the end. Drawing contracts is cheap, but three or four open projects at once usually end up in the red.",{"question":339,"options":340,"answer":53,"explanation":343},"What happens to a contract you fail to complete?",[341,342],"Its points are subtracted from your score","Nothing, it just does not score","Failed contracts cost their point value, so they are not free.",{"title":345,"text":346,"check":347},"Wasting wilds","Wilds stand in for any colour and are the currency for long routes and for stretches that never see the right colour. Spending them on a two-space route is throwing points away.",{"question":348,"options":349,"answer":53,"explanation":352},"How many wild cards are in the transportation deck?",[350,351],"Eight","Twelve","The deck has 44 cards: 8 wilds and 6 of each of the six colours.",{"title":354,"text":355,"images":356,"check":360},"Forgetting about double routes","On double routes, one player cannot claim both. In two-player games, as soon as one side of a double is claimed the other is closed for good.",[357],{"src":89,"alt":358,"label":359},"Amsterdam board with coloured routes and several double routes linking locations.","Double routes on the board",{"question":361,"options":362,"answer":53,"explanation":365},"Can one player claim both routes of a double?",[363,364],"No, only one","Yes, if they have enough cards","A double route cannot be monopolised; in a two-player game the second side closes as soon as the first is claimed.","The game ends when a player is down to two carts or fewer: everyone else gets one final turn, then the scores are tallied. Add route points, add completed contracts, subtract incomplete ones and award merchandise points by rank (8 for the leader in a four-player game). Highest total wins; on a tie, whoever completed more contracts.",{"question":368,"options":369,"answer":53,"explanation":372},"What triggers the end of the game?",[370,371],"A player being down to two carts or fewer","The transportation deck running out","Running out of carts is the trigger: from then on everyone gets one more turn.","EN rulebook (Days of Wonder, 2020)",{"title":5,"description":16},[376,377],"reglamentos-pdf\u002FTicket_to_Ride_Amsterdam_Rules_ES.pdf","reglamentos-pdf\u002FTicket_to_Ride_Amsterdam_Rules_EN.pdf","The small-box Ticket to Ride: same familiar loop with contracts and merchandise cards on an Amsterdam map for 2 to 4 players. The rulebook includes no expansions.","en\u002Fticket-to-ride-amsterdam",[381,385,388,391,395,398,401,405,408],{"level":382,"title":383,"text":384},"beginner","Start with short routes","Two- and three-space routes spend few cards and score quickly. They also keep your hand flexible enough to connect contracts later.",{"level":382,"title":386,"text":387},"Do not draw contracts without a plan","Every kept contract is an obligation. If you cannot see how to connect it, do not take it: losing points to an impossible ticket hurts more than never drawing it.",{"level":382,"title":389,"text":390},"Count your carts","The 16 carts are the game clock. With eight or fewer left you are in the endgame and every route you claim brings the finish closer for everyone.",{"level":392,"title":393,"text":394},"intermediate","Save wilds for the long ones","A wild on a two-space route is wasted; on a five- or six-space route it is the difference between claiming it or not. Stock up and spend them on the stretches that complete contracts.",{"level":392,"title":396,"text":397},"Fight for merchandise","Merchandise bonuses pay up to 8 points to the leader and are cheap to chase: any route with the cart symbol counts. If you are playing for first place, count those cards too.",{"level":392,"title":399,"text":400},"Block when you can","A route your rival needs can be claimed first. Even if it does not serve your contracts, cutting a chokepoint can cost them a dozen points.",{"level":402,"title":403,"text":404},"advanced","Watch the five visible cards","The display is public information: many wilds or missing colours tell you which routes are easy and which will stall. Match your contracts to what can actually come out.",{"level":402,"title":406,"text":407},"Pick contracts that overlap","Two contracts sharing most of the route are worth much more than two separate ones. Before drawing, check whether the new card runs through locations you already cover.",{"level":402,"title":409,"text":410},"Control the ending","If you are ahead, force the finish by dropping to two carts; if you are behind, avoid claiming short routes and stretch the game until your long contracts are done.","Ticket to Ride in miniature: fifteen minutes of routes, contracts and merchandise in 17th-century Amsterdam.",1.5,"2020","v4nBew4c9N0vU95ATZFAU-jt0snlGlCOnqXv_nf-OgY",[],1792930450223]