Trails of Tucana is a flip-and-write game from the creators of Avenue and Doodle City that is quick and easy to play, but has enough depth to entertain gamers.
Each player is given a map of the island Tucana, showing its villages and important sights. The positions of the villages are randomized for each player, so every game will provide a unique puzzle.
Each turn, one player flips over two terrain cards. Each player must draw — on their own map — a trail between two neighboring spaces of the shown terrains. Gradually, the trails will grow into a network of roads. Players score points by connecting matching harbors, and by connecting sights to harbors. Being the first to connect a pair of harbors provides bonus points.
To add depth to the game, there are varying distribution of the different terrain cards. Mountain cards are for instance rarer than desert cards, so it would be harder to build a trail through a mountain range or over water than through desert or forest. Players need to take this into account when planning their routes. And they should maximize the probability that they will be able to make use of any combination of terrain cards that may come up.
—description from designer
AWARDS AND HONORS:
2021 Finnish Game of the Year (family) WINNER
2020 Norwegian Game of the Year WINNER
2020 Norwegian Game of the Year NOMINEE
2019 The Dice Tower SEAL OF EXCELLENCE
- draws on map-building appeal; strong replay potential
Mechanics (from transcript analysis)
- flip_and_place — draw maps with terrain and bonuses and reveal as you progress.
Video topics + discussion points
Quotes (from this video)
- Arc Nova was our most played game last year in terms of the length of time that we played it.
- the audio bit is holy cow nine days it's such a difference
- I love cats Explore and Draw every single day of the week
- it's just it's great to have a framework for fun
References (from this video)
- instinctual and flowy play
- double-sided boards offer varied setups
- teaching could be needed for new players
- map-drawing and route/connection scoring
- island map-building course
Mechanics (from transcript analysis)
- race-like progression — players race to complete routes and expand their island maps
- simultaneous map drawing — players draw routes on their own maps based on card prompts
- tile placement — connections between features score based on routes to the outer edges
- tile/line placement — connections between features score based on routes to the outer edges
Video topics + discussion points
Quotes (from this video)
- there are three things that we consider make really good Gateway Games: easy to learn, looks good, replayable
- learn a quick play it over and over again and you're not going to be embarrassed to show it to your friends
- two great co-op games next up is Pandemic Iberia
- it's always interesting to see how people react to the clash between strategy and luck
References (from this video)
- Simple and satisfying flip-and-write experience
- Fun social drafting vibe (callouts of terrains)
- End-game scoring can be heavy in some setups
- Isle of Cats
- Other flip-and-write games
Mechanics (from transcript analysis)
- flip-and-write / drafting — Reveal two cards and draw lines on a map to connect terrains; draft and claim bonuses.
Video topics + discussion points
Quotes (from this video)
- This is like our comfy time game.
- the coziest of cozy games for me.
- Surprisingly terrific two-player game.
- This is one of the games that was responsible for the resurgence of roll and write games.
- Cooperative games is one of my favorite types of games.
References (from this video)
- satisfying route-building puzzle
- engaging card/flips with a strong 'bingo' element
- some players may want more variability
- path optimization and route-building
- terraforming map with varying terrains
- playful, puzzle-like
Mechanics (from transcript analysis)
- Bingo — Hopeful draws that determine scoring opportunities; strategy depends on terrain availability.
- bingo-like element — Hopeful draws that determine scoring opportunities; strategy depends on terrain availability.
- flip two terrains / draw lines — Shuffle/flip terrains and draw routes across the map to connect cities.
Video topics + discussion points
Quotes (from this video)
- we suck at drawing oh our cats are terrible
- it's a flip and write version and they did such a great job of turning the big game into a flip and write
- resting is like the most exciting because when you rest you bring all of your people back
- asymmetry is phenomenal
- this is my most played solo game
- it's a brain burner
- it's a little interactive but a step removed
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the bones of the game are so simple
- I love bag Builders
- the tracks are so continuously rewarding
- you can see so much of kind of the DNA of Clank
- it's so satisfying to slide those workers into that Mech
- this feels like a Dungeon Crawler but with Euro systems
- I love horror movies
References (from this video)
- very satisfying flip-and-write experience
- clear and quick to teach
- two maps (front short, back longer) offer variety
- some might want more depth beyond drawing
- scoring can feel puzzle-like
- roll-and-write with map-drawing flair
- space exploration on a map-drawn world
- satisfying, tactile drawing and placement
- Welcome To...
- Doodle City
Mechanics (from transcript analysis)
- flip-and-write map drawing — two cards dictate landscapes to connect; you fill lines on a map
Video topics + discussion points
Quotes (from this video)
- it's a race to points when someone breaks through that point barrier they win the game so it's really fast it's really tight
- it's a game about magic that feels a little bit like magic
- the tension of when do I take a dice to actually move a camel thus giving other people information
- one of the smartest ways dice are used in any game at all
- it's so mean but it's still so lovely
References (from this video)
- Good pedigree designers; accessible roll-and-write
- Speaker notes limited familiarity; rules unknown
- Adventure, exploration; light roll-and-write
- Hex-based, tropical archipelago exploration
- flowing, game-arc driven
Mechanics (from transcript analysis)
- roll-and-write — simple roll-and-write with hex-grid connections
Video topics + discussion points
Quotes (from this video)
- "Caesar sees Rome in 20 minutes"
- "this is like the spiritual successor or at least a sister game or a partner game to paulo maurice blitzkrieg"
- "I believe you're investing in these companies these companies can merge with each other so it's just all about making profit"
- "Detective Club and the expansion"
References (from this video)
- Toucan on front
- Network building
- Tropical island
Mechanics (from transcript analysis)
- Flip writing — Flipping right to create the most efficient network on the island of Tucana
Video topics + discussion points
Quotes (from this video)
- We love trick taking games
- This game is so much freaking fun
- I adore GMT games, they are becoming one of my favorite game publishers
- If you remember Vast Crystal Caverns is in my top five games of all time
- We bloody love it
- We can't stop playing
- It's a blimp game not a train game
- That's just work
- I don't think I want to play it
- I'll get it eventually
References (from this video)
- high variability between plays
- well-suited to streaming with chat interaction
- visually appealing components
- availability and ongoing cost may be a concern
- teaching can be challenging for new players
- abstract route drafting and lines-based scoring
- fictional island landscape used for route-building and scoring
- strategic abstraction
Mechanics (from transcript analysis)
- Compound Scoring — points are earned by creating specific line connections across the board
- line-based scoring — points are earned by creating specific line connections across the board
- tile-drafting — players draft tiles to place on a personal board, influencing scoring lines
Video topics + discussion points
Quotes (from this video)
- The spiel was different for me and yet felt familiar because it is not a playing con.
- Code Names is such a great team game where you create teams and then you have a spy master going to give codes that has to do with this spread of words on the table.
- Isle of Cats was a game that we were able to play through that I would put a grid on the table where people would draft a column or a row
- Trails of Tucana is a great game and a friend of mine introduced me and I really enjoy it.
- White Castle Duel from Dier for two players only, designed by Isra and Sh.