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
- flip and write; trail-building between terrains
- archipelago, routes between harbors
- light, accessible
- Avenue
- Doodle City
Mechanics (from transcript analysis)
- flip_and_write — flip cards to reveal terrain types and draw trails
- trail_networking — connect trails between harbors for scoring
Video topics + discussion points
Quotes (from this video)
- "I'm going to be capturing the screen on my laptop here and will actually be going through the BoardGameGeek pages together as I talk"
- "I'm certainly paying attention to this one"
References (from this video)
- Easy setup
- Family-friendly feel
- Some luck element
- Route planning and connection of trains
- Alpine / trail-building theme
- Accessible family-weight
- Ticket to Ride
- On Tour
Mechanics (from transcript analysis)
- Network/Route Building — Draw two cards and connect routes on the map to score
- route-building — Draw two cards and connect routes on the map to score
Video topics + discussion points
Quotes (from this video)
- the beauty of this hobby is there's so many varied opinions
- we're not going to touch on any of our favorite games
- top 10 really top 10 from us soon
- comment below if you disagree
References (from this video)
- Simple to play
- Adaptable strategy needed
- Thematic integration of 'working with what you have'
- Pretty art
- Adjustable game length (shorter/longer versions)
- Can be frustrating if paths don't connect
- Luck of the draw can be a significant factor
- Limited ways to mitigate bad draws
- First impression was negative due to unmet expectations of connecting all paths
- Helping villagers visit different islands and connect paths
- Islands/Villages
Mechanics (from transcript analysis)
- Card Drafting — Players draw two cards and connect the indicated spaces on their board.
- Path building — Players draw paths to connect different locations on their personal board.
- Pattern Building — Connecting specific pairs of circles on the player board.
- Set Collection — Matching up different villages and cities, and hitting idols and items for points.
Video topics + discussion points
Quotes (from this video)
- This is the only cooperative role practice if we're wrong it's a cooperative gem.
- Oh my goodness this is like it's it's one of the heavier villain rights for sure but it's so cool.
- My first impression of this game is these dice are beautiful and wow there's a lot going on.
- This one's cool because of the track the board track.
- This is another really I'd say it's really heavy.
- It's super neat because you get an asymmetrical character board that has different abilities different advisors.
- I wasn't able to connect my paths and I was getting so frustrated because I was just sitting there I was like this isn't working this isn't working this isn't working and there was no alternative for me and I just got a little frustrated.
- This is a fantastic game hadrian's wall.
- My first impressions amazing super crunchy though holy holy.
- This game has won my heart.
References (from this video)
- Simple rules but deep planning and pre-planning feel
- path-building with risk management and deduction
- the wilds of Tucana with map-like regions
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a classic satisfying box checker with a nice theme and some cool twists
- There are few better themes than space dinosaurs and even if the space part is only vaguely present in demeter the dinosaur part is on full display
- The trick is figuring out how to use the realms on hand to create shared bonuses and combo with each other
- Crossing off squares on a map that is just inherently satisfying
- Eight maps all with their own rules
- This is a heads-down brain burner of a puzzle that will make you lose all concept of time
References (from this video)
- Fast play with high replay value
- Extremely approachable for new players
Mechanics (from transcript analysis)
- mini-ecosystem diversity — Varied terrain cards spawn different scoring opportunities.
- Paper-and-Pencil — Players draw lines to connect terrain types on a map, guided by dealt cards.
- paper-and-pencil map linking — Players draw lines to connect terrain types on a map, guided by dealt cards.
Video topics + discussion points
Quotes (from this video)
- We are celebrating our second anniversary of our channel so we are doing our top 100 of all time.
- It's a really smart dice placement game where your dice are slowly moving up every turn until they retire and new dice start moving around the track.
- Meadow is super smart as a tableau builder with a simple, elegant arrow system.
References (from this video)
- Simple, quick to learn
- Clean flip-and-write mechanic
- Appealing art
- Toucan count may feel limited; not enough toucan imagery for some players
- Array
- Tropical jungle
Mechanics (from transcript analysis)
- flip-and-write — Uses cards to determine terrain and routes; players draw lines to connect objectives.
- Flip/Roll and Write — Uses cards to determine terrain and routes; players draw lines to connect objectives.
- Line-drawing route planning — Players create lines on a map/grid to connect different ground types to score points.
- Network/Route Building — Players create lines on a map/grid to connect different ground types to score points.
Video topics + discussion points
Quotes (from this video)
- it's delightfully simple about next station London
- it's the perfect rolling right
- Rolling Realms is definitely up there one of the best rolling rights
- it's campaigny so you can go through the boxes within the game and go through the campaign
References (from this video)
- The host's favorite flip or roll and write game for a group of four that lends itself to a fairly competitive night.
- It is very, very good.
- It is really, really good.
- Cgographers
Mechanics (from transcript analysis)
- Flip and Write — Described as a very good flip and right game.
Video topics + discussion points
Quotes (from this video)
- Endeavor Deep Sea is very, very high to the top of the list.
- I am 90% sure they would say yes.
- My current three favorite games that don't have any kind of space or science fantasy whatever uh element to them is through the ages feast roadin and Maraca.
- So, yeah, it's very much a multiplayer solitaire game, but it's very good.
- I believe it's a much improve a much better version of Hrien's Wall and I love the way that the combat works against the actual the the puzzle of trying to defend yourself against the different forces that are attacking you. I really like it. So yeah, Anarchy gets a big thumbs up for me.
- Flam Rouge, fantastic game. Definitely Flam Rouge.
- I personally don't feel it's right for me to do them at the end of the year because most of the games I will have only played once and some of them I won't have even played.
- I personally prefer Flam Rouge to heat.
- Anything that wins Spiel Dejars will go on to sell way more copies, especially in the family category if it gets that Spiel Dejars award on it, which they have to pay for. They have to pay to have that award put on there, which is how Spiel Dejares makes its money. But it will sell many, many copies of the game.
References (from this video)
- 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)
- Quick to learn, enough depth for gamers
- Unique puzzle each game due to map randomization
- May feel light for some heavier gamers
- Exploration and road-building
- Island of Tukana
- Flip-and-write puzzle with variable maps
- Roland Wright series
Mechanics (from transcript analysis)
- Dice Placement — Village positions are randomized for replayability.
- flip-and-write — Reveal map cards and draw connections to create a network.
- Flip/Roll and Write — Reveal map cards and draw connections to create a network.
- Network/Route Building — Grow networks of trails to connect sites and harbors.
- Pattern/road network building — Grow networks of trails to connect sites and harbors.
- Randomized village placement — Village positions are randomized for replayability.
Video topics + discussion points
Quotes (from this video)
- how does a bee carry a stone and how does that stone obstruct another bee
- this still looks like a neat game
- it's a flip and write game that is quick and easy to play but still has enough depth to entertain gamers
- there are several endgame conditions
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.