RuleSage cited table rulings
← Ticket to Ride: Rails & Sails

You asked

How do I play?

Answered counted as answered

Asked with: Ticket to Ride: Rails & Sailsbg-202670-en-1e

The player who has traveled the most goes first, and play proceeds clockwise.[1] On a turn, a player must perform one (and only one) of the following five actions:
1. Take Travel Cards: The player takes two Travel cards (or just one if the card selected is a faceup Wild card).[1] Cards can be taken from the six faceup cards next to the board or from the top of the decks via a blind draw.[2] If a faceup card is taken, it must be immediately replaced with a new card from either deck.[2]
2. Claim a Route: The player claims a route on the map by playing a set of Train or Ship cards from their hand that match the color and number of the spaces in that route.[1] The cards must match the route's transportation type (train or ship).[3] For routes with rectangle spaces (train), only train pieces can be used; for routes with oval spaces (ship), only ship pieces can be used.[3] The player places one of their colored trains (or ships) in each of the route's spaces and immediately gains points indicated on the route scoring table.[1][3] A player can claim a maximum of one route per turn.[3]
3. Draw Tickets: The player draws four tickets from the top of the ticket deck and must keep at least one of them.[1] If there are fewer than four tickets left in the deck, the player draws the remaining cards.[4] Any drawn ticket not kept is placed facedown at the bottom of the ticket deck.[4]
4. Build a Harbor: The player builds a harbor in a city that they have a claimed route into.[1] Harbors can only be built in port cities (blue with an anchor symbol).[5] To build a harbor, a player must play two Train cards and two Ship cards, all of which must be the same color and have a harbor symbol; Wild cards can be used to replace any of these cards.[5]
5. Exchange Pieces: The player exchanges any number of plastic pieces in their supply with those they returned to the box (one piece for one piece).[5] The player loses 1 point for each piece exchanged.[5]
The game ends when any one player's supply of plastic pieces contains six pieces or fewer, at which point each player gets two more turns.[6]
**Scoring**
* **Routes:** Points are gained for claiming a route based on the number of spaces.[1][3]
* **Tickets:** Players gain points for successfully completing the routes shown on their tickets.[1] For Tour tickets, points are gained based on whether the route is completed in the exact order.[7] Points are deducted from the total score for each ticket not successfully completed by the end of the game.[1]
* **Harbors:** Players gain points for each harbor based on the number of completed tickets into that city (20 points for one, 30 for two, 40 for three or more).[5] However, players lose four points for each harbor they do not build.[5]
* **Exchanging Pieces:** Players lose 1 point for each piece exchanged.[5]
* **Winning:** The player with the highest score wins.[6]
[1] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook · p.2 · Object of the Game · The Game Turn · Important Note
[2] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook · p.3 · Important Note · Take Travel Cards
[3] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook · p.3 · Claiming Routes · Pair Routes
[4] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook · p.3 · Double Routes · Drawing Tickets
[5] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook · p.4 · Harbors · Exchange Pieces
[6] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook · p.4 · Game End
[7] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook · p.4 · Drawing Tickets · Tour Tickets

Answer in hand — your move.

🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 84 ms · ask 4502 ms · total 24702 ms
single-flight (PR-5)
queued 20114 ms · generation 4588 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 2, "score": 0.048916, "snippet": "The object of the game is to gain the most points. Players gain point s by: u Claiming a route between two adjacent cities on the map; u Successfully completing the routes shown on their tickets; u Building harbors in the cities shown on their tickets. Points are deducted from the players' total sco", "headingPath": "Object of the Game · The Game Turn · Important Note", "sharpsignalDocId": 757}, {"page": 3, "score": 0.047643, "snippet": "Routes with rectangle spaces are train routes and can contain only train pieces, not ships. Routes with oval spaces are ship routes and can contain only ship pieces, not trains. Each route can contain only one type of plastic piece. To claim a route, a player must play a number of cards from his han", "headingPath": "Claiming Routes · Pair Routes", "sharpsignalDocId": 757}, {"page": 2, "score": 0.046176, "snippet": "2 T he wor ld is changing fast. All over the world, railroad tracks bridge countries and continents, and trips that would take weeks can now be completed in a matter of days. Water is no longer the obstacle it once was; now, huge ocean liners carry hundreds of passengers across the sea. From Los Ang", "headingPath": "Components · 80 Train cards · 60 Ship cards · Setting up the Game", "sharpsignalDocId": 757}, {"page": 4, "score": 0.046154, "snippet": "Harbors can be built only in port cities, which are blue with an anchor symbol. Each port city can have only one harbor. A player cannot build a harbor in a port city unless he has at least one claimed route (of either type) into that city. To build a harbor, a player must play two Train cards AND t", "headingPath": "Harbors · Exchange Pieces", "sharpsignalDocId": 757}, {"page": 3, "score": 0.045037, "snippet": "Wild cards are a specific type of Train card. They can be played along with any set of Travel cards (including Ship cards) when claiming a route. If a player takes a faceup Wild card while taking Travel cards, it is the only card he takes that turn. If a Wild card is flipped faceup as a replacement ", "headingPath": "Wild Cards", "sharpsignalDocId": 757}, {"page": 4, "score": 0.032258, "snippet": "When any one player's supply of plastic pieces contains six pieces or fewer (regardless of their type), each player, including that player, gets two more turns, after which the game ends and players calculate their final scores. | Route Length | Points Gained | | | When a player claims a route with ", "headingPath": "Game End", "sharpsignalDocId": 757}, {"page": 3, "score": 0.031746, "snippet": "Some cities are connected by two parallel routes. Each player cannot claim more than one route in a double route. Note: In two- or three-player games, only one of the two routes in a double route can be claimed. Once one of the two routes has been claimed, the other route is unavailable for the rest", "headingPath": "Double Routes · Drawing Tickets", "sharpsignalDocId": 757}, {"page": 4, "score": 0.029851, "snippet": "6 Tickets are kept facedown and secret from other players during the game and are only revealed at the end of the game during final scoring. There is no limit to the number of tickets a player can have during the game. Important Note: On the World map, the western edge of the map connects to the eas", "headingPath": "Drawing Tickets · Tour Tickets", "sharpsignalDocId": 757}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "Object of the Game · The Game Turn · Important Note", "sharpsignalDocId": 757}, {"page": 3, "quote": null, "headingPath": "Important Note · Take Travel Cards", "sharpsignalDocId": 757}, {"page": 3, "quote": null, "headingPath": "Claiming Routes · Pair Routes", "sharpsignalDocId": 757}, {"page": 3, "quote": null, "headingPath": "Double Routes · Drawing Tickets", "sharpsignalDocId": 757}, {"page": 4, "quote": null, "headingPath": "Harbors · Exchange Pieces", "sharpsignalDocId": 757}, {"page": 4, "quote": null, "headingPath": "Game End", "sharpsignalDocId": 757}, {"page": 4, "quote": null, "headingPath": "Drawing Tickets · Tour Tickets", "sharpsignalDocId": 757}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 757 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 757 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.91392 of 2370 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 24, 2026 12:13 UTC

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Object of the Game · The Game Turn · Important Note p.2 0.048916 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Claiming Routes · Pair Routes p.3 0.047643 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Components · 80 Train cards · 60 Ship cards · Setting up the Game p.2 0.046176 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Harbors · Exchange Pieces p.4 0.046154 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Wild Cards p.3 0.045037 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Game End p.4 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Double Routes · Drawing Tickets p.3 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Drawing Tickets · Tour Tickets p.4 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 10 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Object of the Game · The Game Turn · Important Note p.2 #1 0.048916 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Wild Cards p.3 #5 0.045037 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Drawing Tickets · Tour Tickets p.4 #8 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Important Note · Take Travel Cards p.3 #10 0.014493 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#5 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Claiming Routes · Pair Routes p.3 #2 0.047643 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Harbors · Exchange Pieces p.4 #4 0.046154 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Game End p.4 #6 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Double Routes · Drawing Tickets p.3 #7 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Object of the Game · The Game Turn · Important Note p.2 no quote on the wire
[2] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Important Note · Take Travel Cards p.3 no quote on the wire
[3] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Claiming Routes · Pair Routes p.3 no quote on the wire
[4] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Double Routes · Drawing Tickets p.3 no quote on the wire
[5] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Harbors · Exchange Pieces p.4 no quote on the wire
[6] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Game End p.4 no quote on the wire
[7] RULEBOOK Ticket to Ride: Rails & Sails — Rulebook (corpus doc 757) Drawing Tickets · Tour Tickets p.4 no quote on the wire
timing split
retrieval 84 ms · first delta 1118 ms · total 24702 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 20114 ms · retrieval 84 ms · ask 4502 ms · gateway work 4588 ms · total 24702 ms
tokens in (the prompt the answerer read)
2849
tokens out (what the answerer generated)
692
tok/sec
202.9 tok/sec — 692 output tokens in 3.410 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 2s ago)
gateway schema (read from the running child)
schema head 0042_definer_search_path (live revision not readable by this principal)
answerer host (measured by rulesage)
reachable (for 60h, checked 7s ago)
answerer node (the seat proxy's own header — this probe, not this ask)
node1
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 691), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.