Trekking the World 2nd Edition is a light, gateway strategy game where you race to the world’s most fascinating places, draft itineraries, collect souvenirs, and gain powers that combo.
The 2nd edition is a complete mechanical overhaul based on analysis of thousands of online comments about 1st Edition, and our evolving design principles.
We’ve tried to create a game hobbyists AND their families will like. A tough design challenge.
Who It’s For:
Hobbyists who want to entice non-gamer friends and family into playing
Hobbyists who like rules-light games with some hidden strategy
Folks getting into the hobby for the first time
Folks looking for a gift (it feels premium)
Folks who want to turn their 10-and-up kids onto strategy games
Folks who want to learn about cool places in the world, or want their kids to
Who It’s Not For:
Folks who adore 1st Edition (why risk regression to the mean?)
Folks for whom the blocking in 1st Edition is essential - we replaced it with other interactions (but it's easy to house-rule it back in).
Hobbyists who dislike rules-simple games regardless of strategic qualities
—description from the publisher
- Beautiful artwork that reflects locations and is educational
- Accessible for non-gamers with clear rules and quick setup
- Significantly improved design over the first edition with distinct gameplay
- Solo mode included and expansions add replayability
- Souvenir tokens lose the distinct meaning of the first edition
- Encounter powers require timing; some are more impactful than others
- First edition familiarity may cause comparison fatigue
- Travel planning, exploration, hitting locations for tours and encounters
- Global travel to iconic locations around the world
- Educational flavor with location cards detailing wildlife and geography
- Trekking the National Parks (First Edition)
Mechanics (from transcript analysis)
- Area Movement — Move between continents; special tokens allow flights from anywhere.
- End-game scoring and tokens — Points come from tours, suitcase columns, and cash-based bonuses; power tokens can amplify gains.
- Itinerary drafting — Players choose and execute three actions on itinerary cards each turn.
- Movement and airports — Move between continents; special tokens allow flights from anywhere.
- Souvenir collection — Collect souvenirs when in certain continents and store in suitcase.
- Tours and encounters — Tours provide end-game points; encounters grant special abilities.
Video topics + discussion points
Quotes (from this video)
- I give this one two thumbs up
- Two thumbs up
- I like the second edition more than the first edition
- This is a great game
- It's educational
References (from this video)
- Strong improvement over the first edition in movement and location visitation
- Itinerary-card based movement adds strategic depth and planning
- Encounters with unique abilities add flavor and decision points
- Change to souvenirs and tokens creates a cleaner endgame scoring logic
- Encounters and tokens provide meaningful choices without overwhelmed complexity
- Endgame can hinge on the fifth tour, which may surprise players who underestimate pacing
- Early purple/yellow token availability can be limiting depending on draw luck
- Board space and card management can feel crowded on smaller tables; may require careful setup
- Travel, tourism, cultural encounters, and world-spanning itineraries.
- Global travel itinerary around continents with stops at landmarks and cities.
- Commentary-driven with on-table actions and on-screen card management.
- Ticket to Ride
Mechanics (from transcript analysis)
- Encounters — Face-up or encounter cards grant special abilities or effects when certain conditions are met.
- Frequent flyer / aircraft token — A token system that allows flight to an airport or anywhere on the board, enabling long-distance repositioning.
- Itinerary card movement — Players move their marker along a world-spanning map by paying with money and following itinerary cards to reach cities/landmarks.
- Money dial and economy — A central dial tracks money; players earn money as they travel and perform actions, enabling further moves and purchases.
- Souvenir tokens — Cubes of various colors earned by visiting continents; used for endgame scoring and certain advantages.
- Tours — Tour cards provide opportunities to visit locations for points or reductions in cost, with possible souvenir bonuses.
Video topics + discussion points
Quotes (from this video)
- we enjoyed this so much more than the first version
- the big changes from the first edition of this game
- we really like these itinerary card movements
- encounters and tokens provide meaningful choices without overwhelmed complexity
- we're going to tour the Kremlin and red square for five
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Rolling through the Realms has been great.
- I've done every single round that has been released to date.
- It's been one of my favorite things that we've done.
- Doing something new and different is a big thing here.
- We passed the 200 subscriber Mark in our first year.
References (from this video)
- major improvements over the first edition; feels like its own game
- dual-use cards add depth and flexibility
- learns the rules can be a bit heavy
- journey, exploration, and money management
- world travel and souvenirs
- strategy/workerless card-driven travel
- Trekking the World (first edition)
Mechanics (from transcript analysis)
- money dial and location visiting — Track money with a dial; pay for locations; souvenirs add end-game scoring.
- Multi-use action cards — Cards dictate movement, money, and continent-based souvenir actions; use face-up or face-down choices to gain different benefits.
- Multi-Use Cards — Cards dictate movement, money, and continent-based souvenir actions; use face-up or face-down choices to gain different benefits.
Video topics + discussion points
Quotes (from this video)
- This is a quick game. Makes you think.
- This is Stamp Swap... Automa Factory knocked it out of the park this with this one because what the Automa does, they're going to rate them based on the rarity of them.
- The artwork in this game is phenomenal.
- This game is a wordplay game, and every word matters when you're trying to do this.
- I really enjoy this game. It It was a lot of fun.
- Wonderlust Discover the World… a travel planning game.
- In Cities you are building the best city.
- The windmill rotates and you choose which side you are going to do things from.
References (from this video)
- Redesigned and improved
- Dual-use cards
- Money coin dial
- Trekking the National Parks
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is going to be on my top games of 2025.
- Companion Quest... the artwork is just so gosh darn cute.
- Explorers of Neoria was a big surprise to me.
References (from this video)
- Engaging travel-themed set collection
Mechanics (from transcript analysis)
- area travel / route planning — Move around a world map to collect destinations and complete sets.
- Set Collection — Collect destination cards to complete trips and score points.
Video topics + discussion points
Quotes (from this video)
- If you're watching this video, please put orange in your games.
- it's my birthday month.
- There you have it. There is the wall for August.
References (from this video)
- A complete rework of Trekking the World that many players prefer over the first edition
- Streamlined money management and stronger decision-making around visits
- Not identical to the first edition; fans of the original may have mixed feelings
- world exploration and travel logistics
- Global travel with world sites and souvenirs
- strategy puzzle with route and currency management
- Ticket to Ride
- Trekking the National Parks
Mechanics (from transcript analysis)
- card-driven movement with money — A single card governs movement, money earned, and souvenir potential.
- location cards with dual purposes — Half of the cards are face up (points), half face down (abilities).
- Multi-Use Cards — A single card governs movement, money earned, and souvenir potential.
- token/souvenir collection by location — Souvenir tokens are earned only if in the correct country/region.
Video topics + discussion points
Quotes (from this video)
- I really like Trekking Through History.
- I really like this game, but I suck at it.
- This is a thinker game along with it.
- Her Story is underrated.
- Ticket to Ride feel to Trekking the World second edition.
References (from this video)
- strong drafting system with meaningful choice
- robust solo mode and expansions
- beautiful presentation
- can be heavy for very casual gamers
- exploration and cultural discovery
- Global travel and exploration
- evolving exploration with evolving choices
Mechanics (from transcript analysis)
- area/route planning — place huts, manage tokens, and visit locations for bonuses
- Network/Route Building — place huts, manage tokens, and visit locations for bonuses
- phase-based drafting — two-token draft to recruit explorers; second phase uses city tokens
Video topics + discussion points
Quotes (from this video)
- our top 10 new to us games that came out before 2025
- the cover is gorgeous; I love the cover
- I really like this game; it's cozy and quick to teach
References (from this video)
- Geography education angle makes it accessible for kids
- Accessible teach and family-friendly play
- Top-notch components and storage solutions
- Compared to Ticket to Ride, shallower depth
- May feel light for adult-only gaming groups
- educational geography and travel adventure
- global travel and geography; you tour continents for points
- light, family-friendly Euro with educational slant
- Ticket to Ride
- Pagan
Mechanics (from transcript analysis)
- bag-building and souvenirs — collect souvenirs to fill a suitcase and earn VP
- Card-driven actions — cards grant actions to move around the board and trigger tours
- itinerary-based scoring — end-game scoring hinges on achieving itineraries and tour-related bonuses
- money to purchase tours — money is used to take tours which yield victory points
Video topics + discussion points
Quotes (from this video)
- Quincy Jones yes when he passed away what a freaking icon
- it's a 90-minute euro this is easily under 90 minutes even with four players
- the art is amazing
- it's not an engine builder style of game
- rule book... well-written rule book should be part of how we talk about a game
- this is Mistborn the deck building game from Brotherwise Games