Lay railway track between the towns of the valley. Score points for every route you claim, and for every contract you complete by joining two towns with your own track. The highest score wins.
On your turn, do one thing
Take 2 cargo cards, one at a time, from the 5 face up or the deck. A face-up Engine is wild, so taking one ends your draw (and you can't take one as your second card).
Claim a route between two neighbouring towns. Pay as many cards of the route's cargo as it has spaces. Grey routes take any one cargo. Engines count as any cargo. Your train cars fill the route.
Some towns are joined by two parallel routes. You can't claim both. With 2 or 3 players, once one is taken the other is closed.
You have 35 train cars. A route needs as many cars as it is long.
Contracts
At the start you get 3 contracts and keep at least 2.
At the end, each contract whose two towns are joined by your own continuous track scores its value. Each one that isn't loses its value.
The end
When anyone ends a turn with 2 or fewer cars, everyone (them included) gets one more turn.
The longest continuous trail of track earns 10 points.
Ties go to the most completed contracts, then the longest trail.
On this screen
Tap a face-up card or the deck to draw. Tap a route on the map to claim it; you'll see the cost before you confirm.
Your contracts' towns are marked with flags. Tap Contracts to see them or take new ones.
Use + to zoom the map; drag to move around.
Playing friends
Tap ⋯ → Play friends online and send the link to 1–3 friends. Each of you sees only your own cards and contracts; everyone's contracts are shown at the end.