Designers: Andreas & Karen Seyfarth
Publisher: Rio Grande Games & Hans im Glück
3 – 4 Players, 1 hour
Review by: Greg J. Schloesser
Arguably the hit of Alan Moon’s Gathering of Friends, Thurn und
Taxis from Karen & Andreas Seyfarth has been named as a
finalist for the coveted Spiel des Jahre. Many, if not most,
consider it to be the favorite to capture the award. I will have to
agree with that sentiment.
Set in the infancy of the German postal system, Thurn und Taxis
challenges players to construct postal routes across the country.
Longer routes are initially more lucrative, but establishing postal
stations in as many provinces and cities as possible is also a
profitable goal. The player who best able to accomplish these
tasks shall rise to the German equivalent of “Postmaster
General” and be renowned in letter-carrier lore for posterity.
The attractive map depicts Deutschland and section of some
neighboring countries. The map is divided into eight provinces,
each containing one or more cities. The cities are connected by
various land routes, and it is along these routes that players will
build their postal networks.
Each player receives 20 post offices and a player aid card, which
is conveniently printed in both English and German. Each turn,
six city cards will be publicly displayed, and players will draft one
or two of these cards into their hands. The idea is to gather
cards whose cities connect, forming a long network.
A player’s turn is actually quite simple: grab one or two cards,
and play one or two cards. In spite of the simple mechanics,
however, the choices can be challenging. You see, there are four
postal employees offering the player some assistance. Each
turn, a player may request the assistance of ONE of the
employees. The special abilities granted by these characters
include drawing an extra card, playing an extra card, clearing the
display of city cards, or upgrading one’s postal carriage.
Choosing which character’s power to employ on a particular turn
is a critical decision that must be made every turn.
After selecting a card (or two cards, if the Postmaster’s aid is
requested), the player MUST play one of his city cards in front of
him (TWO cards if the player invokes the assistance of the Postal
Carrier). This card either begins or extends a route. Cards
played must be placed next to previously played cards, and form
a contiguous route; i.e., the cities must be connected by a land
route without any branches. If a player is unable to accomplish
this, previously played cards are discarded and a new route is
begun. That is why it is vital to collect cards which are
connected. Relying on luck to draw the needed cards can spell
disaster.
After playing a card, the player may opt to formally establish that
route if it contains three or more cities in the network. Doing so
enables the player to place postal stations onto the board.
Again, the player must make a decision:
1)Place one postal station in each province of the route
on one of the cities located on the route; OR
2) Place one postal station on each city in the route, but
only in ONE province.
While this may sound a bit confusing, in reality it is easy to
visualize and understand. Players can earn points for completely
filling a province with postal stations, so there is incentive to
choose option two and place as many stations into a province as
possible. However, players also can earn points by having a
presence in seven of the eight provinces, so placing stations in
as many different provinces is often beneficial. The points
earned for achieving these results are greater for the first player
to achieve these goals, and decline with each succeeding player.
So, there is a race element to the game. Dilly-dalliers will pay the
price!
When a player establishes a route, he not only collects the point
tokens for filling a province and/or establishing a presence in
seven of the eight regions, he also may upgrade his carriage
based on the length of the route. Carriages are also worth
points, with larger carriages earning more points. Here,
however, the player must progress in sequence. Further bonus
points are earned if the player establishes a lengthy network
containing 5 –7 cities. These bonuses are limited, however, and
reward the players who are first to achieve this feat.
If a player opts to NOT formally complete a route, the card or
cards played remain in front of him, and on future turns
additional cards will be added to the route. While longer routes
provide handsome profits and bonuses, they also carry the
potential risk of failing if a player is unable to select and play city
cards which continue the network. So, a player must make sure
he possesses the needed cards, and it is best to keep one’s
options open by building routes that provide several possible
paths. Since there is a race element in collecting those bonus
tokens, it is often wise to construct shorter routes, perhaps
beating an opponent to a particular goal.
When a player acquires the highest valued carriage – a “7” – the
round is completed to assure everyone an equal number of
turns. At that point, the game ends, and players tally the value
of their highest carriage and their bonus tokens. From this, they
subtract one point for each unused postal station, so there is a
strong incentive to construct routes quickly in order to place
those stations. The player with the greatest total wins the game
and rises to the top of the postal hierarchy.
Andreas Seyfarth – this time teamed with his wife Karen – has
done it again. He has created an entertaining and challenging
game, one that is suitable for both gamers and casual play. The
game has positioned itself nicely in his repertoire, falling
somewhere between Puerto Rico and Manhattan on the
complexity scale. It forces players to make constant decisions,
and offers them numerous paths to pursue. These decisions are
encompassed in a game that is not burdened with complex rules
or mechanics that are difficult to understand. The game is easy
to learn and flows smoothly. Indeed, it appears to have all of
the elements that the Spiel des Jahre jury seeks in a game. That
bodes well for its chances. Even if it does not ultimately capture
the award, it is a solid game and worthy of being added to your
collection.