Section 5: Scoring & Winning
Points for Claimed Routes
Score a route as soon as it is claimed. The route’s length determines its value:
| Route Length | Points |
|---|---|
| 1 train car | 1 point |
| 2 train cars | 2 points |
| 3 train cars | 4 points |
| 4 train cars | 7 points |
| 5 train cars | 10 points |
| 6 train cars | 15 points |
If a scoring marker was moved incorrectly during play, correct the score before calculating the final result.
Destination Tickets
After the final turn, all players reveal their Destination Tickets. For each ticket, check whether the player has a continuous chain of that player’s own claimed routes connecting the two named cities.
- If the cities are connected, add the ticket’s printed value.
- If the cities are not connected, subtract the ticket’s printed value.
- A network may branch, loop, and pass through the same city multiple ways.
- The same claimed route may help complete more than one Destination Ticket.
- Routes owned by opponents never count toward a player’s connection.
Longest Continuous Path Bonus
Each player identifies the longest continuous path formed by that player’s own train cars. The player with the longest path receives 10 points. If multiple players tie for the longest path, every tied player receives the full 10-point bonus.
A continuous path may pass through the same city more than once, but each individual claimed route may be counted only once in that path. Branches do not all add together automatically; the path must be traceable as one uninterrupted journey without reusing a route.
Winning and Ties
The player with the highest final score wins. If two or more players tie, the tied player who completed the greatest number of Destination Tickets wins. If still tied, the tied player who earned the longest continuous path bonus wins. If the tie remains after those comparisons, the tied players share the victory.