Thurn and Taxis

2006 · Transportation

Thurn and Taxis

Players act as postal entrepreneurs building delivery routes across a map of Central Europe by melding city cards into ordered routes. On a turn a player draws a city card (from a face-up display or the deck) and melds a card either starting or extending their current route; routes must follow adjacent cities on the map and contain at least three cities before they can be finished and scored. Finishing a route lets the player place post offices, claim regional bonus tiles, and upgrade to a higher-value carriage; certain postal officials grant one-time benefits like extra draws or melds. The game ends when a player runs out of post offices or reaches the top carriage, and final scoring counts carriage value, bonuses, and penalties for unused post offices.

Players
2–4 best 3
Playing time
60 min
Age
10+
Complexity
2.3 / 5
6.2 on LudoyaPost-NapoleonicNetwork and Route BuildingOpen DraftingHand Management

On Ludoya's tables

Full stats in Ludoya
390
Plays logged
325
Players
47m 7s
Average play
66
In collections
9
On wishlists
1
Pre-ordered

6.2/10

from 51 Ludoya reviews

  • Mestremuten8.0

    Rating: 3/5 Production value: 4/4 Is the game in my collection/Love to have?: 1/1

  • Garfield4.0

    I don't like games where you are fucked up if the players take all the cards you need before your turn. Too much luck involved. And if someone is able to do a 7 route and the others not, it's almost certain who will win...

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Game facts (players, playing time, age, credits) from BoardGameGeek.