Stop Requested: Seattle

Stop Requested: Seattle — Rules

An unofficial, fan-made adaptation of Ticket to Ride set on the rail network of the Puget Sound region of Washington. Rules adapted from the official Days of Wonder rules PDF (tt_rules_2015_en.pdf, 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 Seattle's oldest and most private bars. Each had come from a different corner of the Sound — across a floating bridge, off a ferry, or down from the north end — 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 communities connected.

The five had followed every part of the series, and it got them dreaming about the transit Seattle could have: trains to Ballard and West Seattle, a line over the 520 bridge, ferries on every side of the Sound. Inspired, and a few pints in, they made a wager — a lifetime supply of coffee to whoever could travel by transit to the most places in the region in a single day, from Everett to Tacoma, from Bremerton to Issaquah. The journey would begin at the next stop…

Stop Requested: Seattle is a regional transit adventure. Players compete to connect different stations and neighborhoods by laying claim to transit routes on a map of the Puget Sound region — its Link light rail, the light rail lines Seattle hopes to build, Sounder trains, the Monorail, Washington State Ferries, bus lines, and one flight.


Components


Setting up the Game

  1. Place the board map in the center of the table.
  2. Each player takes a set of Colored Train Cars along with its matching Scoring Marker: 45 trains in a 4- or 5-player game, or 40 trains in a 2- or 3-player game (return the other 5 to the box).
  3. 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.
  4. Shuffle the Train Car cards and deal a starting hand of 4 cards to each player.
  5. Place the remaining deck of Train Car cards near the board and turn the top five cards from the deck face-up.
  6. Place the Longest Path Bonus card face up next to the board, and give each player a Summary card.
  7. 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:

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 ferry 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 ORCA Card 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.

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 12 types of regular Train Car cards, plus ORCA Card cards. The colors of each type of Train Car card match various routes between stations on the board — the lines on land, the ferries, the water taxis, and the flight:

Card TypeColorCards
1 Line (Link Light Rail)GreenTBD
2 Line (Link Light Rail)BlueTBD
Red LineRedTBD
Purple LinePurpleTBD
Orange LineOrangeTBD
Gold LineYellowTBD
Pink LinePinkTBD
SounderBlackTBD
MonorailWhite1
FerryNavyTBD
Water TaxiBrownTBD
FlightTealTBD

The number of cards of each type follows how much of the board is that color, so the busiest lines have the most cards and the rarest routes the fewest. There is only one Monorail card, and only a few Flight cards.

ORCA Cards are Multi-colored and act as a wild card that can be part of any set of cards when claiming a route.

Note: If a player is lucky enough to get a ORCA Card 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 a Blue route must be claimed using 2 Line cards, and a ferry route (drawn across the water) using Ferry cards. Some routes — the Gray bus routes — 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 — for example, where two lines share the same tracks through downtown or across the Steel Bridge. 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 the International District to Mercer Island, across the I-90 floating bridge, a player would need a set of 2 Line cards as long as the route.

Example 2: To claim a Gray bus route, such as Ballard to Northgate, a player could use any set of Train Car cards, as long as they are the same type.

Example 3: To claim the ferry from Pioneer Square to Bainbridge Island, a player would need a set of Ferry cards.

The Flight: One route, from Paine Field to SeaTac Airport, is a flight. It flies over the water and over other routes, and is claimed with a set of Flight cards. There are fewer Flight cards in the deck than spaces on the route, so it always takes some ORCA Cards to fly. The player who claims it scores a 5 point bonus on top of the route's 15 points.


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 LengthPoints Scored
11
22
34
47
510
615

Monorail Bonus: The Monorail route between Westlake and Seattle Center is a single space worth 1 point, like any 1-space route. The player who claims it also scores a 5 point bonus, for 6 points in all. There is only one Monorail card in the deck, so an ORCA Card is often the only way to get it.


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 Everett to Tacoma Dome, or Bremerton to Issaquah — 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 completed different routes. To make sure no mistakes were made, you may want to re-count the points for each player's routes.

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 Seattle edition is an unofficial fan adaptation and is not affiliated with or endorsed by Days of Wonder, Sound Transit, King County Metro, Washington State Ferries, or Seattle Subway.

Original Ticket to Ride:

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.