In Thurn & Taxis, players build post office routes across Bavaria and the regions around, collecting bonus points in various ways. The board shows a map of all the cities, with roads leading from each one to some of its neighbors. There are various colored regions around the board, most with two or three cities, and a large region with all the Bavarian cities in the center.
Players build postal routes from city to city to city so that each city is adjacent to the next city on the route and there is a road connecting these two cities. Each route must consist of at least three cities. Players may build only one route at a time. Routes are represented by melded city cards arranged in the order of the route.
Players start with a supply of 20 post offices in their color, a carriage house card, and a player aid card. The board is populated with bonus tiles, carriage cards and city cards. On a turn, a player will draw a card from a display of six, face-up city cards (or the top of the face-down deck) and meld one card, either starting a new route or adding to the current one. If after adding to the route, the length of the route is at least three cities, the player may declare it finished and score it. The player may, depending on the length of the route and which cities are in the route, place post offices in the cities, collect bonus tiles, and acquire a higher value carriage. Optionally, the player may receive support from one postal official in the form of drawing a second card, melding a second card, refreshing the six city card display, or acquiring a higher value carriage than the route length when finishing a route. Once a route is scored, the city cards of that route are discarded, and the player begins a new route on their next turn.
When a player exhausts their supply of post offices or acquires a value 7 carriage, the end of the game is triggered. Play continues until the player who is last in turn order finishes their turn, and the game ends. Players score points for their highest valued carriage and bonus tiles, then lose points for unplaced post offices. The player with the most points wins.
The fact that you *must* add at least one city to your route each turn or lose the whole route gives the game an enjoyable planning element.
- Takes the core route building of Ticket to Ride and adds layers of strategy.
- Adds a decent push-your-luck element.
- Requires strategic planning to avoid being blocked.
- Postal officials offer necessary mitigation.
- Despite being dated, it's a gem that still gets played.
- Considered a better game than Ticket to Ride due to added strategy.
- Can end up with nothing when the draw deck runs low and needed cards are missed.
- Frustrating if card luck issues happen multiple times.
- Can feel limiting due to balancing lucrative routes with obtaining carriage cards.
- Dated visuals and presentation.
- Postal service
- Ticket to Ride
Mechanics (from transcript analysis)
- Area Control (limited) — Players can place post offices on route spots, but only one per spot, and other players can also use those spots.
- Bonus objectives — Achieving specific route lengths (5, 6, or 7 cities) or filling regions with post offices to gain bonus tiles.
- hand management — Players have a hand limit of three cards, requiring them to manage their hand effectively.
- Push Your Luck — Deciding whether to complete shorter routes or risk waiting for longer routes for potentially higher scores.
- Route Building — Players take cards, play them to build routes connecting cities, and place post offices to score points.
- set collection — Collecting sets of city cards to mirror routes on the board.
Video topics + discussion points
Quotes (from this video)
- It adds a really, really decent push-your-luck element, yeah.
- The postal officials had a much-needed or essential level of mitigation, yeah?
- Let's be honest, it looks like complete and utter dog [__] yeah?
- Ticket to Ride Taxis is a fantastic Ticket to Ride style route building game that adds several layers of strategy, making this the better game.
- It looks and smells like a gents pub toilet on a Saturday night.
- This ancient gem still finds its way to the table time and time again.
References (from this video)
- tight, map-driven euro mechanics
- historic flavor and elegant gameplay
- difficult to print at times; perceived as heavy by some players
- route-building and logistics
- German postal network in the Enlightenment era
- systematic route-building with regional depth
- Ticket to Ride
- Kramer games
- Puerto Rico
Mechanics (from transcript analysis)
- Area Control — control of cities through network expansion scores points
- area_control — control of cities through network expansion scores points
- route_building — players create and optimize postal routes across Bavaria
Video topics + discussion points
Quotes (from this video)
- the biggest one ever in the history of the modern board gaming possibly the biggest one ever
- Ticket to Ride is a hand management game that's what it is
- Dominion... it's the deck building game
- Bear Park feeling
- it's essentially root building right it's a root building game, much like Ticket to Ride in some way
- Treat yourself