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Thurn and Taxis
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Store:  Strategy Games
Series:  Thurn & Taxis
Genre:  Rail & Network
Format:  Board Games

Thurn and Taxis

English language edition

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Product Awards:  

Ages Play Time Players
10+ 60 minutes 2-4

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Product Description

Winning the Spiel des Jahres in 2006, Thurn and Taxis takes the theme of the German post office and transforms it into a fascinating game. Players take turns building connecting routes of postal stagecoaches across Germany. Decisions must be made whether to build short, safer routes that may allow them to control territories, or to build longer, more lucrative routes. Fans of Ticket to Ride will enjoy the medium complexity of this game, as players may utilize one special ability each turn to help be the first to build routes in each area. Requiring planning and forethought, Thurn and Taxis is a rewarding experience for those who enjoy strategic games.

Product Awards

Games Magazine Awards
Family Strategy Game Nominee, 2007
Spiel des Jahres
Game of the Year, 2006
International Gamers Awards
Best Strategy Game Nominee, 2006
Deutscher Spiele Preis
2nd place, 2006

Product Information


  • 1 game board
  • 80 wooden houses
  • 4 principal firm cards
  • 20 carriage cards
  • 66 city cards
  • 30 bonus tiles
  • 4 summary cards
  • 1 rule booklet

Game Errata:

  • At the top of page 3, there is a small typographical error in the example. It should read:
    Example: a player has a route that includes Carlsruhe, Stuttgart, N├╝rnberg, and Regensburg. The player wants to add Innsbruck. As Innsbruck is not directly adjacent to either Carlsruhe or Regensburg on the game board, the player may not add it to either end.
  • variant: "outside Baiern" = "all provinces"
    Players may find the game simpler if they play the bonus tiles: "outside Baiern" as though they read: "all provinces". A player could only earn such a bonus tile when he had at least one city in every province. As Baiern is so large, it is unlikely that a player will ever have a city in every province except Baiern, so this change is likely to have little actual effect on game play, except to make the game more easily understood.
Thurn and Taxis has the following expansions available:

Thurn & Taxis: All roads lead to Rome English language edition of Alle Wege führen nach Rom Out of Stock

Thurn and Taxis: Power and Glory English language edition of Glanz und Gloria Out of Stock

Spielbox Magazine: 2006 issue 5 includes Der Kurier der Fürstin Out of Stock

Product Reviews


Average Rating: 3.9 in 5 reviews

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An easier & harder version of Ticket to Ride
May 04, 2009

I used to enjoy playing Ticket to Ride and can still enjoy it but, Thurn and Taxis has put Ticket to Ride on the back burner. Both games are route games but, in both games one needs to line up the right cards to build routes. Thurn and Taxis though offer so much more than Ticket to Ride.

What makes Thurn and Taxis easier is you have the freedom to decide what to do. There are no destination tickets. Two people can even build in the same area and copy routes. No getting locked out as can happen in Ticket to Ride. The game also seems faster because you collect cards and build on the same turn.

What makes Thurn and Taxis harder is there much more choice involved. There are four characters and you can only use one of them to help you but, which one. You do also have to plan in advanced or you could get yourself in trouble. The rules are also more complex and it may take you a game or two to get comfortable with all the choices. Once you do though you will find this to be a winner of a game.

We haven't played with the left over houses counting against a player. I don't see why this doesn't get five stars and so many other games have gotten five stars that I have enjoyed but, then found don't work after awhile. I play with my family and we generally like the lighter family games (Witch's Brew and The Four Ten Days Games)

Better Than 4 Stars
August 16, 2006

I just purchased this game at GenCon Indy over the weekend. I've played it twice--once at the convention and then again that night with close friends.

I'm astounded at the bad review posted below, so I thought I'd add MY 2 cents. The game deserves a MUCH better rating than 2.0 stars.

I won't reiterate the details of the game play. I can say that if you like Ticket to Ride but wish it had more strategy, then this game is right for you. It isn't exactly like T2R, but with the collecting of cards in order to play strings of cards connecting cities with your color markers. That is spot on. The difference lies with the collection of victory points.

Why would I want this in my collection? I thoroughly enjoy the extra measure of strategy while depending less on the luck of the draw. In Thurn & Taxis your game plan is not set in stone (or tracks as it were) from the onset. No one has the ability to lock you out of a destination, simply because they managed to draw the right flavor of cards first.

As for losing the game on a single mistake, that's a gross generalization. The wide disparity of winning and losing scores comes NOT from a single mistake, but not keeping up with your counterparts--you don't want to lag behind in getting your houses in the cities. Everyone with house left in their supply at game end loses a victory point for each. Sure it looks like you lost the game (and BADLY) in the closing turn, but that should be a lesson learned in how NOT to play this game.

I think the ever diminishing return (victory points) in each facet of scoring is a brilliant technique for rewarding the agressive, and might I add, EFFICIENT play of your cards. Thurn & Taxis (just like the postal system) is all about proficiency.

It is a GREAT game!

by K.
A Solid four Stars
August 14, 2006

Although Thurn & Taxis will probably not be remembered as one of the all time greatest games (like Carcasonne or Settlers), it's in the league with many very solid games that can be enjoyed for a long season or two (like Pueblo or Tikal or Alhambra).

Although it is a route game like Ticket to Ride, it's also very different from that game. One has to try to piece together a good postal route with what is at hand. And in that way, the mechanics do probably dimly echo some of the choices that had to be made by postal carriers of the time. The strategies are interesting and not immediately obvious.

Another thing of note is that the game is VERY nice looking. It has beautiful art that looks like a faded parchment, and I'm always a sucker for tasteful game art.

Are there some flaws? Perhaps, but they seem to have been addressed by some of the game rules (in the form of 4 different 'helpers' that can be called upon during one's turn). No, it's not a perfect game but fun enough and certainly stimulating enough to make your children just a little smarter.

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