How does the 17th century German postal system sound as a theme for a board game? I imagine there is a spectrum of replies: boring, interesting, and could be interesting. If you fall into the latter two responses, continue reading. I hope the review will help you definitively answer the question.
Thurn & Taxis (2006) is a 2-4 player game in which players are trying to be the most efficient/fastest to build certain types of postal routes and upgrade their horse carriages. The game’s setting middle Europe in the 1600s, the board features approximately two dozen German, Austrian, Swiss, and Polish cities, all connected by roads and divided into various sub-regions. On their turn, players will select from the six city cards face up on the board, trying to choose locations which link up in order to build routes which connect the cities, as well as a larger network of routes to connect regions. When a minimum of three cities are linked, players can choose to complete their routes, place buildings on the appropriate cities to mark them, then start a new route. Risk inherent, however, longer routes typically provide the player more points. Then again, they also take longer to build, meaning fewer turns to accomplish other goals. Regardless, it’s player choice which predominantly determines outcome.
For some a plus and for others a minus, there is minimal player interaction in Thurn & Taxis. Players certainly compete head to head, just with little ability to control other player's routes. Being the first to complete a route in a region earns more points than being the second person, but there is no ability to block or stop other's routes. Players will be focused on their own routes and board state rather than worrying about what their opponent can do to them directly. In line with this, discussion around the table will be predominantly about min/maxing and taking risks—and the bad luck of not getting the cards one hoped for.
Published in 2006, Thurn & Taxis is a game that appeared after Catan had its grip on the board gaming community but before the EXPLOSION of board games +/- 10 years ago (an explosion that we are still seemingly in the heart of). In terms of how smooth and streamlined the game plays, it holds up extremely well to today’s standards. For two players, it’s not that easy to find such a complete, tight Euro game that plays around 45 min. (Add 20 minutes for each additional player—the more the better.) Also, the theme stands the test of time. Where Euros are often thought of as various forms of Medieval cube farming, T&T holds itself as a strong peer to Ticket to Ride (and in my opinion is the better game, despite not sustaining itself anywhere near as well on shelves). Postal routes are something that still echo the real world history it incorporates, as well as something that to my admittedly tiny board game knowledge has not been imitated. It thus remains unique—or at least what can pass for unique in a world where tens of thousands of boards games exist, with thousands more appearing each year.
Yes, Thurn & Taxis is a Euro game, but it’s not a cube pusher. The postal theme coming out strong in game play, players build routes and upgrade their carriages, slowly building their network toward VPs. Perhaps more importantly, there is tension in the late game as players are aware things are drawing to a close, and trying to snap up what points remain. Just don’t expect the tension to bubble over into the exuberance one might experience with a party game. Well-balanced, players can have an idea who is winning, but it’s not until the final count that the true winner is known. Scores are usually close, and the winner sometimes a surprise. For your family?
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