We designed Trekking the World for gamers and non-gamers to play together. The goal was to make a game inviting for non-gamers, but with a little subtlety under the hood for gamers.
Gleaming monuments and sunrise vistas await your arrival as you traverse the globe to experience its many wonders. Will you explore ancient ruins deep in the jungle, or go wild on a savanna safari? Build your bucket list of destinations and take a whirlwind tour to visit them all - but hurry, your fellow travelers might just beat you there!
In Trekking the World 2-5 players compete to be the ultimate globe trotter by racing to visit world-renowned locations and collect rare souvenirs along the way. The game spotlights 48 real-world destinations, each beautifully illustrated and accompanied with educational passages to inspire your next getaway.
—description from the publisher
- Easy to learn
- Visual cues
- Educational elements
- Tourism and sightseeing
- Global travel
- Competitive exploration
- Catan
Mechanics (from transcript analysis)
- Card Collection — Collecting colored cards to visit destinations
Video topics + discussion points
Quotes (from this video)
- Rules are the broccoli we have to finish before dessert
- Less rules doesn't mean there's any less of a game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- gaming is for everybody
- Black history is American history
- If it happened on American soil it's American history
- History is not a priority in this country; comfort is the preeminent american value
- we're here we're here we're here
References (from this video)
- engaging, family-friendly exploration
- light-to-medium weight
- not deeply detailed in the discussion
- world travel and exploration
- global exploration
Mechanics (from transcript analysis)
- cooperative exploration — Players work together to explore and traverse the world.
Video topics + discussion points
Quotes (from this video)
- It's almost Christmas time
- Monkey Palace is off the chain
- Babylon is wild
- Wednesday is our new game day
- We are going to play the hamster roll
References (from this video)
- Excellent geography teaching tool
- Engaging world map concept
- Details may be overwhelming for casual players
- geography education and cultural landmarks
- World geography exploration through travel
- informative, travel-guide
- Parks
- Sleeping Queens
Mechanics (from transcript analysis)
- card drafting — players draft or select city cards to build their travel plan
- set collection — collect city cards and souvenirs from around the world to score
Video topics + discussion points
Quotes (from this video)
- There is a giant world map and it is great for teaching geography
- the core mechanic of this game is math
- open information is best
- a history lesson in a box
- Wingspan has brought board gamers to become more interested in nature
References (from this video)
- Strong, map-like visual design with readable, compact components
- Accessible to families and light to mid-weight gamers; easy to teach
- Solid mix of set collection, route planning, and competition without gridlock
- Educational flavor via destination cards that offer real-world interest and flavor text
- Card draw luck can influence pacing and late-game crunch
- Prototype art noted; final art may differ and affect perceived weight
- Two-player balance can feel slightly constrained due to blocking and competition for destinations
- Travel and exploration with educational content about destinations
- Global travel across continents to visit landmarks and natural wonders
- educational travel quest with route-building and set collection
- Century: Spice Road
- Golem (series)
- Sagrada Família
- Taj Mahal
- Petra
Mechanics (from transcript analysis)
- action economy and card management — Two-card actions allow drawing and playing combinations; hand management and timing affect route optimization and scoring opportunities.
- card-draft / movement by card value — On a turn you play a destination card to move your pawn a number of spaces equal to the card's movement value; exact movement is required, no over/under.
- end-game scoring and bonuses — Scoring includes destination points, most cubes per color, most souvenirs, and end-of-round bonuses from hidden coins.
- set collection / souvenir tracking — Players accumulate cubes on a suitcase board by landing on locations; endgame scoring is driven by continent cubes and souvenir incentives.
- tour and journey actions — Two on-board actions: Tour (spend symbols for immediate destination points) and Journey (spend symbols to activate a special power and draw/convert cards).
- wrap-around map and blocking — The board wraps around, offering circular travel; you cannot end on an occupied space or move through another player's space, creating a lightweight blocking mechanic.
Video topics + discussion points
Quotes (from this video)
- I am really impressed with this one
- The art is fantastic
- Mid-weight family weight game
- There's a lot of good stuff at play in this game
- This is a perfect family game
- I love the art and the way the board feels like a map
- The educational feel on the cards is very well integrated
- This is the kind of game I could play with my family and not feel overwhelmed
- The travel theme translates beautifully to the mechanics
- I could see kids and adults both enjoying this
References (from this video)
- A more complex solo mode than the National Parks, designed with a family-friendly target in mind
- Maintains a simple onboarding while offering deeper decisions
- Trekking the National Parks
Mechanics (from transcript analysis)
- unknown
Video topics + discussion points
Quotes (from this video)
- solo gamers are inherently selfish and I don't mean that in a bad way because I'm saying this about myself but I always want it to be my turn
- the critique is a way of sharing love and appreciation with another person you want them to succeed
- ideas are cheap, it's about execution
- a good designer can take a bad idea and make a good game; a bad designer cannot take a bad idea and make a good game
- the duality of myself between the confidence and the ego and the humility
- it's not here to tear down egos but to help others succeed
- I want it to always be my turn
- being visible is an incredibly important thing for people in this industry