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
- Increased replayability with two tour modes (Expedition and standard) and a large pool of tours
- Encounter cards add variety and new endgame scoring conditions
- Bucket List expansion adds additional goals and tokens
- Persona cards provide varied asymmetrical abilities
- Quicker, clearer setup with improved components (double-layer suitcase board, money dial, better storage)
- Player interaction can be disruptive at higher player counts (tour sniping), though less harsh than first edition
- Some personas can be swingy or situational
- Second edition is quite different from first, which may surprise fans of the original
- Travel, exploration, collecting souvenirs, completing tours
- World travel across continents, visiting iconic destinations
- Analytical discussion with comparisons and commentary on rules changes
- Great Western Trail
- Wingspan
Mechanics (from transcript analysis)
- Action Timer — A solo mode that uses a timer to simulate competition and varying challenges.
- Bucket List expansion — Expansion adding a bucket list with locations to visit and tokens for crossing off.
- Character/persona cards — Choose a persona that grants a lasting ability.
- Encounter cards with powers and scoring — Land on locations with encounter cards that grant ongoing powers or endgame scoring bonuses.
- end game bonuses — Complete tours and use encounter cards for endgame scoring.
- Endgame scoring via tours and encounters — Complete tours and use encounter cards for endgame scoring.
- Itinerary-based movement — Choose an itinerary card to move a number of spaces and gain money and souvenirs.
- Resource management — Gaining money each turn and managing souvenirs for the suitcase.
- Solo mode timer — A solo mode that uses a timer to simulate competition and varying challenges.
- Two-stage tour card system — Expedition side of tour cards adds variety to replayability.
Video topics + discussion points
Quotes (from this video)
- I can't imagine now that we've played with it I can't imagine playing without it
- this is definitely the more interesting game
- it's not a heavy game or even a Midway game this is still very much a light game
References (from this video)
- Beautiful art showing diverse locations
- Lightweight and accessible trekking experience
- Strong table presence when displayed
- World travel, geography, and cultural locations represented on cards.
- Travel and exploration around the world through illustrated locations.
- Vibrant global visuals with a light, accessible tone.
Mechanics (from transcript analysis)
- card drafting — Draft location cards and plot routes to visit different places around the world.
- Card drafting / route planning — Draft location cards and plot routes to visit different places around the world.
- Light tracking / scoring — A light weight route-based game with location-based scoring and turn order decisions.
Video topics + discussion points
Quotes (from this video)
- the art on the cards are absolutely stunning
- the cards are gorgeous
- I absolutely love the art in Similar
- the art in this game is so freaking cute
- Meadow is one that everyone talks about how beautiful the cards are
- the art is absolutely stunning
- the artwork is absolutely fabulous
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)
- 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