Stop Requested: Oregon — Rules
An unofficial, fan-made adaptation of Ticket to Ride set on the intercity and rural transit network of Oregon. Rules adapted from the official Days of Wonder rules, 2015 reprint. Original game design by Alan R. Moon. © 2004–2015 Days of Wonder, Inc.
For 2–5 players · Ages 8 and above · 30–60 minutes
Introduction
On a drizzly autumn evening five old friends met in the back room of one of Portland's oldest and most private bars. Each had come a long way — down from Astoria, over the mountains from Bend, in from Pendleton and Klamath Falls — to talk about one thing: Stop Requested, OPB's series following Lillian Karabaic and Prakruti Bhatt on a journey through rural Oregon by public transit. Over 14 days and more than 30 buses, the two had explored the state's most remote areas, revealing the vital role public transportation plays in keeping rural Oregonians connected — and celebrating the beauty of Oregon's rural places and people along the way.
The five had followed every part of the series, and a few pints in, one of them said what they were all thinking: we could do that. So they made a wager — a lifetime supply of Tillamook ice cream to whoever could travel by transit to the most places in the state, from the coast to the high desert, from the Columbia to the California line. And to prove they'd been there, each would tune in to the local OPB station in every town along the way. The journey would begin at the next stop…
Stop Requested: Oregon is a statewide transit adventure. Players compete to connect towns across Oregon by laying claim to real transit routes — Amtrak's Coast Starlight, the intercity buses (POINT, FlixBus, the Breeze, the NW Connector), the rural transit services of the coast, the Gorge, Central and Eastern Oregon, and one flight.
Components
- 1 Board map of Oregon transit routes
- 200 Colored Train Cars (40 in each of five player colors, plus some extra replacement cars)
- 146 Illustrated cards:
- 110 Train Car cards (96 cards of 11 types — see Train Car Cards — plus 14 Transit Passes)
- 30 Destination Ticket cards
- 1 Longest Continuous Path Bonus card
- 5 Summary cards, one for each player (setup and final scoring on the back)
- 16 Call Sign tokens (see Call Signs)
- 5 Scoring Markers (1 for each player, in the player colors)
- 1 Rules booklet
Setting up the Game
- Place the board map in the center of the table.
- Each player takes a set of Colored Train Cars along with its matching Scoring Marker: 40 trains in a 2-, 3- or 4-player game, or 35 trains in a 5-player game (return the other 5 to the box).
- Each player places their Scoring Marker on Start on the Scoring Track running along the map's border. Throughout the game, each time a player scores points, they will advance their marker accordingly.
- Place each Call Sign token on its station: the 16 stations with an OPB call sign printed under their name, such as KOPB-FM under Portland.
- Shuffle the Train Car cards and deal a starting hand of 4 cards to each player.
- Place the remaining deck of Train Car cards near the board and turn the top five cards from the deck face-up.
- Place the Longest Path Bonus card face up next to the board, and give each player a Summary card.
- Shuffle the Destination Ticket cards and deal 3 cards to each player. Each player looks at their Destination Tickets and decides which ones they wish to keep. A player must keep at least two, but may keep all three if they choose. Any returned cards are placed on the bottom of the Destination Ticket deck. This deck is then placed next to the board. Players keep their Destination Tickets secret until the end of the game.
You are now ready to begin.
Object of the Game
The object of the game is to score the highest number of total points. Points can be scored by:
- Claiming a Route between two adjacent stations on the map;
- Taking the Flight: claiming the Flight from Portland to Pendleton carries a 5 point bonus;
- Collecting Call Signs: the first player to claim a route to a station with a Call Sign token takes the token and scores its 1, 2 or 3 points;
- Successfully completing a Continuous Path of routes between two stations listed on your Destination Ticket(s);
- Completing the Longest Continuous Path of routes.
Points are lost if you do not successfully complete the route given on the Destination Ticket(s) you kept.
The Game Turn
The player who most recently rode a bus out of town goes first. Play then proceeds clockwise around the table, each player taking one turn at a time until the game ends.
On their turn, a player must perform one (and only one) of the following three actions:
1. Draw Train Car Cards
The player may draw 2 Train Car cards. They may take any one of the face-up cards or they may draw the top card from the deck (this is a blind draw). If they draw a face-up card, they immediately turn a replacement card face-up from the deck. They then draw their second card, either from the face-up cards or from the top of the deck. (See Train Car Cards for special rules for Transit Pass cards.)
2. Claim a Route
The player may claim a route on the board by playing a set of Train Car cards that match the color and length of the route and then placing one of their colored trains on each space of this route. They then record their score by moving their Scoring Marker the appropriate number of spaces (see Route Scoring Table) along the Scoring Track on the board. If either station at the end of the route still has its Call Sign token, they take it too (see Call Signs).
3. Draw Destination Tickets
The player draws 3 Destination Tickets from the top of the deck. They must keep at least one of them, but they may keep two or all three if they choose. Any returned cards are placed on the bottom of the deck.
Train Car Cards
There are 11 types of regular Train Car cards, plus Transit Pass cards. Each type is one of the real services that runs the routes of its color on the board:
| Card Type | Color | Cards |
|---|---|---|
| POINT (Intercity Bus) | Blue | 12 |
| Intercity Bus (FlixBus) | Black | 11 |
| Breeze (Central Oregon Breeze) | Purple | 10 |
| Coast Starlight (Amtrak) | Orange | 10 |
| Cascades East (Central Oregon) | Green | 10 |
| Coast to Valley (Coast & Northeast) | Teal | 10 |
| People Mover (Grant County) | Brown | 9 |
| NW Connector (North Coast) | Red | 7 |
| Lake County (Lake County Transit) | Magenta | 7 |
| Gorge Express (Columbia Area Transit) | Yellow | 6 |
| Flight (Pendleton – Portland) | White | 4 |
The busiest services have the most cards and the rarest routes the fewest. There are only four Flight cards.
Transit Passes are Multi-colored and act as a wild card that can be part of any set of cards when claiming a route.
- If a Transit Pass card is one of the five face-up cards, the player who draws it may only draw one card, instead of two.
- If, after having drawn one card, the replacement card is a Transit Pass, the player cannot take it.
- If at any time three of the five face-up cards are Transit Passes, all five cards are immediately discarded and five new ones are turned face-up to replace them.
Note: If a player is lucky enough to get a Transit Pass from the top of the deck in a blind draw, it still counts as a single card and they may still draw a total of two cards that turn.
A player may have any number of cards in their hand at any time.
When the deck is exhausted, the discards are reshuffled into a new draw pile deck. The cards should be shuffled thoroughly, since all the cards have been discarded in sets.
In the unlikely event that there are no cards left in the deck and there are no discards (because players are hoarding many cards in their hands), a player cannot draw Train Car cards. Instead they may only claim a route or draw Destination Ticket cards.
Claiming Routes
To claim a route, a player must play a set of cards equal to the number of spaces in the route. A set of cards must be of the same type. Most routes require a specific type of set — for example an Orange route must be claimed using Coast Starlight cards, and a Brown route using People Mover cards. Some routes — the Gray routes, run by local and dial-a-ride bus services — can be claimed using a set of cards of any one color.
When a route is claimed, the player places one of their plastic trains in each of the spaces of the route. All the cards in the set used to claim the route are then discarded.
A player may claim any open route on the board. They are never required to connect to any of their previously played routes. A player may only claim a maximum of one route — hence connect two adjacent stations, never more — on their turn.
Some stations are connected by Double-Routes — where two services run the same corridor, like the Coast Starlight and FlixBus between Portland and Salem. One player cannot claim both routes between the same stations.
Important Note: In 2 or 3 player games, only one of the Double-Routes can be used. A player can claim either of the two routes between stations, but the other route is then closed to other players.
Example 1: To claim the route from Portland to Salem, a player would need a set of three Coast Starlight cards for the Orange route, or three FlixBus cards for the Black one.
Example 2: To claim the Gray route from Florence to Coos Bay, a player could use any set of two Train Car cards, as long as they are the same type.
Example 3: A player claims the Gray route from Bly to Lakeview with two cards and scores 2 points. Lakeview's Call Sign token, KOAP-FM, is still on the board, so they take it and score 3 more points.
The Flight: One route, from Portland to Pendleton, is a flight. It flies along the Columbia, over the other routes, and is claimed with a set of six Flight cards. There are only four Flight cards in the deck, so it always takes some Transit Passes to fly. The player who claims it scores a 5 point bonus on top of the route's 15 points.
Call Signs
Sixteen stations have an OPB radio station, and its call sign is printed under the station's name on the board. At the start of the game a Call Sign token sits on each of them, worth 1, 2 or 3 points — the more remote the town, the more it's worth — except Portland's KOPB-FM, OPB's flagship station, worth 4 points:
| Points | Ring | Stations |
|---|---|---|
| 1 | Bronze | Eugene, Corvallis, Bend, Hood River, The Dalles, Astoria |
| 2 | Silver | Tillamook, Gleneden Beach, Pendleton, La Grande, Baker City |
| 3 | Gold | John Day, Burns, Enterprise, Lakeview |
| 4 | Blue | Portland |
The first player to claim a route to a station with its token still there takes the token and immediately scores its points on the Scoring Track. A route between two stations that both still have tokens takes both. Keep your tokens in front of you; once a token is taken, later routes to that station score nothing extra.
Route Scoring Table
When a player claims a route, they record the points they receive by moving their Scoring Marker on the Scoring Track:
| Route Length | Points Scored |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 3 | 4 |
| 4 | 7 |
| 5 | 10 |
| 6 | 15 |
Flight Bonus: The Flight from Portland to Pendleton is a 6-space route worth 15 points. The player who claims it also scores a 5 point bonus, for 20 points in all.
Drawing Destination Ticket Cards
A player can use their turn to draw more Destination Ticket cards. To do so, they draw 3 new cards from the top of the Destination Ticket Deck. They must keep at least one of the cards, but may also keep two or all three if they choose. If there are less than 3 Destination Tickets left in the deck, the player only draws the cards that are available. Any returned cards are placed on the bottom of the Destination Ticket Deck.
Each Destination Ticket includes the name of two stations on the map — such as Astoria to Hood River, or Hood River to Grants Pass — and a Point Value. If a player successfully completes a series of routes that connect the two stations, they will add the amount of points indicated on the Destination Ticket to their point totals at the end of the game. If they do not successfully connect the two stations, they deduct the amount of points indicated.
Destination Tickets are kept secret from other players until the game's final scoring. A player may have any number of Destination Ticket cards during the game.
Game End
When one player's stock of colored plastic trains gets down to only 0, 1 or 2 trains left at the end of their turn, each player — including that player — gets one final turn. The game then ends and players calculate their final scores.
Calculating Scores
Players should have already accounted for the points earned as they claimed routes and took Call Sign tokens. To make sure no mistakes were made, you may want to re-count the points for each player's routes and tokens.
Players should then reveal all their Destination Tickets and add (or subtract) the value of their Destination Tickets still in hand, based on whether they successfully (or not) connected those stations together.
The player who has the Longest Continuous Path of routes receives this special bonus card and adds 10 points to their score. When evaluating and comparing path lengths, only take into account continuous lines of plastic trains of the same color. A continuous path may include loops, and pass through the same station several times, but a given plastic train may never be used twice in the same continuous path. In the case of a tie for the longest path, all tied players score the 10 point bonus.
The player with the most points wins the game. If two or more players are tied for the most points, the player who has completed the most Destination Tickets wins. In the unlikely event that they are still tied, the player with the Longest Continuous Path card wins.
Credits
This Oregon edition is an unofficial fan adaptation and is not affiliated with or endorsed by Days of Wonder, OPB, Amtrak, or any of the transit services on the board.
Original Ticket to Ride:
- Game design by Alan R. Moon
- Illustrations by Julien Delval
- Graphic Design by Cyrille Daujean
Days of Wonder, the Days of Wonder logo, Ticket to Ride - the boardgame and Ticket to Ride Europe are all trademarks or registered trademarks of Days of Wonder, Inc. and copyrights © 2004-2015 Days of Wonder, Inc. All Rights Reserved.