Thurn and Taxis
This is a typical Euro game where you are building the first mail routes in Germany during the 16th century. It has a similar feel to Ticket to Ride and shares some similar mechanics. It is a light game at first and gets closer to a medium game as the game progresses.
At the start of a turn, Players MUST draw a city card and MUST play a city card each turn. Players can draw a random City Card from the top of the deck or one of the 6 of the available cards out on the board. Players may also use the special ability of one of 4 of the helping characters. They give the ability to: Draw 2 Cards, Play 2 Cards, Discard and replace the 6 Cards on the Board, or Gain a carragie with less cities than normally needed (The carriages are point cards you gain when you close a mail route and have enough citires in a route). After drawing and playing cards, the player can close his route to score, or pass his turn.
The entire game is a Perfect Knowledge game with the exception of the Cards. This means that you can see everything every player is doing with the exception of the cards in other players hands. The Cards is the only Randomness in the game, but its enough. It makes it hard to build a stratagy or plan based on the cards that are on the board because by the time it comes around to you, the cards on the table are not very likely to be there. Because the game is almost Perfect Knowledge, you sit and wait while the other players contemplate the best cards they can take for themselves while damaging your visible routes. This makes for longer turns and longer wait times for the other players.
|Bryan teaches us the rules to Thurn an Taxis|
|Early on I was doing very well, then I got unlucky and fell way behind.|
|John, Bryan, and Ryan|
|Note the colors of the province that each City is in.|
|Thankfully nearing the end of the Game!|