Players will be planning trips around the world to visit the most locations, visit beautiful sights, and encounter fellow travelers along the way.
One of the primary aspects of this game will be drawing transportation cards in order to visit one of the three cities available at the top left portion of the board. This is the “travel planning” phase.
You stay in place until you have all of the cars, trains, boats, small planes or jets you need to reach the city. Each connection on the map represents one of these modes of transit. Only after your entire trip has been planned can you turn in your cards and make the journey. You will score points based on how many connections. The more, the better! You have to strike a balance between saving up too many cards and snagging the destination before someone else does.
Finally three end game scoring conditions are randomly selected so each game will have unique goals to target.
- exciting travel theme
- backed on Kickstarter
- travel and exploration
- world travel with routes to destinations
Mechanics (from transcript analysis)
- Network/Route Building — taking routes to travel around the world and reach destinations
- route building / travel planning — taking routes to travel around the world and reach destinations
Video topics + discussion points
Quotes (from this video)
- Where there's a wheels, there's a play.
- my present to myself is learning a bunch of new games this month
- It's my birthday at the end of the month
- Wander Lost, Discover the World
- Nocturn will probably be the other one that we play together this month
References (from this video)
- Engaging route-management and travel mechanics that feel thematic and dynamic
- Challenging solo mode with AI automata that scales with player count
- Rich globe-trotting theme with varied destinations, ports, and natural wonders
- Encounter cards add strategic variability and planning opportunities
- Clear separation of automaton play areas aids visibility during streaming
- Solo mode can be punishing and has a steep complexity curve
- Airport-blocking and route-blocking rules can be confusing without strict tracking
- Scoring can become intricate, with multiple simultaneous goals and regional bonuses
- Travel, exploration, collecting souvenirs and postcards
- World travel across multiple regions with destinations and natural wonders
- Competitive route planning with AI automatons in solo mode
- two-player Wanderlust variant
Mechanics (from transcript analysis)
- Action Points — Two actions per turn; in solo play automatons gain three to four action points depending on player count, influencing pace and competition.
- automaton scoring (solo) — Automatons operate in their own play areas, collect items, and score differently from the human player; they also have action advantage to increase challenge.
- blocking and airport adjacency — Airports can be blocked by other automatons; if blocked, players must seek alternative paths (second-nearest airports) and routes shift accordingly.
- Compound Scoring — Automatons operate in their own play areas, collect items, and score differently from the human player; they also have action advantage to increase challenge.
- destination cards and home card — Each player draws a destination/home card that anchors scoring and endgame goals.
- Encounter cards — Encounter cards provide one-time abilities when traveling between airports, adding strategic depth to routing choices.
- End Game Bonuses — Endgame is triggered by completing goals (souvenirs, postcards, natural wonders) and regional bonuses, with region-based limits on collectibles for automatons.
- endgame goals and regional sets — Endgame is triggered by completing goals (souvenirs, postcards, natural wonders) and regional bonuses, with region-based limits on collectibles for automatons.
- Network/Route Building — Players travel between destinations using various transport modes and accumulate points for each location visited and the routes taken.
- route/route-building — Players travel between destinations using various transport modes and accumulate points for each location visited and the routes taken.
- travel tickets — Tickets cover train, road, boat, charter flight, and airplane; players discard or use tickets to move to destinations.
Video topics + discussion points
Quotes (from this video)
- Wanderlust Discover the World
- I will be playing Wanderlust uh Discover the World by Pectus Games.
- The solo game, the solo player does not actually play with these.
- The automatons will collect things.
- This one is going to be tough.
- Stacy and I both really enjoyed this one.
- The route management thing, um, is fun.
- The solo play in this is not easy. It is very hard.
- I ended up with 13 points on the scoring and I got whooped.
- Stacy and I live streamed this on Wednesday night for our live stream playthrough and it's still on the table.
References (from this video)
- Gorgeous artwork on cards and board
- Easy to learn and quick to play
- Engaging route-building and hand-management
- Two-player mode feels balanced and gives clear goals
- High-quality components and components variety
- Powers can be forgotten or underutilized during play
- Water cards can be scarce early, slowing travel
- Endgame scoring can be intricate to track during head-to-head play
- Small cards can be hard to shuffle
- Exploration and travel planning
- Global travel across cities, ports, and natural wonders
- Route-building with hand-management and destination-driven scoring
- Ticket to Ride
Mechanics (from transcript analysis)
- asymmetric character powers — Each passport character has a unique special ability affecting movement or card selection (e.g., Captain Scott, Cindy).
- Asymmetric Player Powers — Each passport character has a unique special ability affecting movement or card selection (e.g., Captain Scott, Cindy).
- Encounter and airport mechanic — Moving via airports with plane cards grants encounter cards; some cards are valuable but may not score directly.
- End Game Bonuses — End triggers when players fulfill two of three public goals; last turns awarded, then final scoring.
- Endgame and goals — End triggers when players fulfill two of three public goals; last turns awarded, then final scoring.
- Network/Route Building — Travel requires matching route tickets; wild (gray/white) tickets can substitute but do not inherently score.
- Resource collection and scoring — Souvenirs, postcards, and cameras gathered in cities/natural wonders contribute points, with different values.
- Ticket-based travel and routes — Travel requires matching route tickets; wild (gray/white) tickets can substitute but do not inherently score.
- Turn-based actions — Each player has two actions per turn to draw tickets, move, collect souvenirs, postcards, or pictures, or work toward destinations.
Video topics + discussion points
Quotes (from this video)
- The artwork in this game is absolutely gorgeous.
- This is a route movement game.
- The endgame triggers when someone has fulfilled two of these goals.
- It's a very easy game to play. Very quick to play.
- The set collecting and the different things with these three cards.
References (from this video)
- varied routes and destination options
- engaging travel planning theme
- complex decision-making could slow beginners
- transportation planning and souvenirs
- world travel planning
- route-building and collection
Mechanics (from transcript analysis)
- transportation card collection and route building — Draw transportation cards; move between cities using combinations; wild cards and encounters add variability.
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)
- interesting travel planning hook
- asymmetric powers add variety
- strong artwork and theme
- planning travel with set collection and travel options
- world-wide travel with three destinations available
- asymmetric strategy with planning ahead
Mechanics (from transcript analysis)
- Asymmetric Player Powers — different powers or bonuses for players.
- Asymmetric powers — different powers or bonuses for players.
- asynchronous goals / bonuses — city-specific bonuses and extra cards for points.
- preparation and encounters — must plan ahead and have travel options; airports provide encounters and bonuses.
- Set Collection — collect souvenirs, photos, or postcards depending on city type.
Video topics + discussion points
Quotes (from this video)
- Wanderlust, Discover the World by Pectus Studios.
- This is a fun, delightful game.
- I really like this one.
- Emberleaf, amazing game.
- The artwork is highly controversial. I like this.
- I love push your luck games.
References (from this video)
- accessible for non-gamers
- cozy, thematic travel motif
- solid, straightforward intro to travel games
- some planning overhead for heavier players
- light travel strategy with card-driven movement
- Global travel and scenic locations
- editorial travelogue feel
Mechanics (from transcript analysis)
- card-driven travel constraints — you must satisfy exact route constraints from hand
- route-based set collection — build routes using a limited set of travel options
- Set Collection — build routes using a limited set of travel options
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