We finally played the boardgame Thurn & Taxis with more than two people last night – we had a Game Night on Game Night with a couple of friends – so I’m confident enough to review and recommend the game. It’s fun, it’s quite simple to pick up, and it moves quickly; it’s probably most comparable to Ticket to Ride among games I’ve reviewed before, but with a little more complexity in scoring, allowing for more ways to win the game without the rigidity of fixed routes.
T&T, which won the Spiel des Jahres in 2006, is played on a map of southern Germany and the borders of a few nearby countries, with 24 cities marked on the map across nine different regions. The object of the game is to amass points by building, turn by turn, postal routes (the House of Thurn und Taxis* ran a postal company in north-central Europe for over two centuries) that connect these cities based on cards drawn from the main deck of 72 cards (3 of each city), with six cards visible at any time. Routes must run at least 3 cities, and you must add to your route each turn or “close” it, placing houses on the cities in the route and collecting any point bonuses; if you can’t add to an open route on your turn, you must discard it and start over, an often fatal error. But your ability to place houses on cities in a route you close is limited by a rule that says you may only place one house per region in a closed route, or place houses in only one region of the route, meaning that a route of seven cities across three regions is inherently inefficient, as is a route that includes many cities in which you’ve already placed houses.
*Yes, I’ve read Pynchon’s The Crying of Lot 49, and no, I neither liked nor fully understood it, two things that are most likely connected.
The bonuses are the key to winning the game, of course, as you earn points by placing houses on all cities in a region (or pair of regions in the case of smaller regions with one or two cities each), by placing at least one house in all nine regions, or by building routes of five or more cities. Each bonus declines by a point when each player achieves it. There’s also a sequential series of bonuses, where you receive a carriage card for building routes of at least 3, 4, 5, 6, and 7 cities, in order, without skipping any of the cards, with the points ranging from two points for the three-city route to ten points for the seven-city route. When a player gets the 7-city carriage card, or places the last of his 22 houses, the game ends, with each player taking one more turn.
Those are almost all of the rules of the game, summarized in under 400 words, but those rules allow enough different strategies to keep the game interesting. You have enough houses for all but two of the cities, so you can try to win by placing all your houses first (there’s a penalty of one point per house left in your pool at game end), but have to sacrifice one or two of the regional bonuses to do so. You can try to race to the seven-carriage card, but may be short in region bonuses, or be late for the long-route bonuses. And you’re always at the mercy of the cards in the pool and the deck.
That proved to be the major wrinkle between two- and four-player games. In the two-player game, I found it easy to look ahead a few turns, because I knew what city cards were likely to be available to me the next time around. In the four-player game, not only is that impossible, but the player who chose cards right before me was executing a similar strategy and going after similar routes, so if a card I needed was in the pool, he’d have a chance to grab it, and I clearly wasn’t fast enough to make the mid-game adjustment. (Also, it is absolutely the wrong game to play with your friend the operations research consultant, even more so if he’s the player going right before you, doing critical-path modeling in his head while he steals the cards you need. But I’m not bitter.) Those adjustments aren’t required in a two-player game, so while the two-player game is fun, there’s a solitaire-ish element to it, while the four-player game has just enough randomness to throw a wrench in your strategy and force you to rethink plans on the fly. Like Stone Age, it seems to me to have a good balance of luck and strategy for this type of game. It’s definitely a good starter game for any of you looking to jump into German-style board games, with enough sophistication to satisfy someone who’s already into the genre.
—
Some of you have asked me questions, here, on Twitter, and in chat about games by skill or complexity level. Our collection of German-style games has grown to the point where I think I could categorize them roughly for you by my perception of their complexity, both in terms of learning the game for the first time and in terms of repeated play. Links are to reviews on this site or to the top ten rankings for three games (Babel, Metro, Settlers) that I only wrote up there.
Lowest complexity:
Moderately low complexity:
- Zooloretto (very simple to play, one or two small twists in scoring strategy)
- Thurn and Taxis
- Dominion
- Bang!
Moderate complexity:
- San Juan (long, complex rules, but very simple to play after that)
- Stone Age (moderately complex rules, a few simple strategies)
- Babel
- Carcassonne (simple game, complex scoring strategy)
Moderately high complexity
- Settlers of Catan (very rich strategy)
- Power Grid (the valuation/money component makes its gameplay complex)
Highest complexity:
- Puerto Rico (played twice, many rules, long setup, complex strategy)
LOL You preempted my Crying of Lot 49 question. I enjoyed it, but am not sure what to make of it. I’m hoping that it will occur to me in my sleep sometime.
I read The Crying of Lot 49 as a teenager… didn’t get it at all. In college, a grad student recommended that it be read with a bottle of wine… made it immeasurably better (though I’m not sure if that speaks to it’s literary value, or it’s drunken entertainment value… a la man getting hit by football…). Tried reading V, but couldn’t get into it…. Heard good things about Gravity’s Rainbow though… any suggestions?
Thurn and Taxis is also the name of a brewery. Apparently that family got noble/rich through a variety of means, including delivering mail for the King of Bavaria, and one of them was brewing. Now their castle/palace in whatever town (I forget – I saw more castles than I really cared to when I was in Bavaria) is open to the public for tours, even though a few remnants of the family live there. Apparently they’ve fallen on hard times.
The beer, like virtually all German beers (except maybe the big ones that end up here) was excellent.
Keith, I hate to sound like a broken record but my friends and I are avid German board game nerds and we refer to Agricola as the King of the Games when compared to any of these. It is by far the most complex, which by my estimation, means it is the best. It has the most ways to score and paths to victory and a fair amount of player interaction (not as much as Settlers or Puerto Rico, but more than any of the others).
Someone with more money than I have really needs to buy it for you.
The best strategy seems to be to simply complete your routes as fast as possible.
Definitely going to make one my next three games either Stone Age, Thurn and Taxis, or Dominion. Keith, what would you suggest for a fairly hardcore strategy gamer (Agricola and Power Grid are my two favorites) like myself of those three?
And I absolutely second Justin’s recommendation. Agricola is really the king of strategy games – an endless amount of variety (three different decks included in the game). A big problem I find in a lot of games is that they seem pretty anti-climactic…Puerto Rico and Power Grid, for instance, end pretty abruptly. Agricola is always the same set of rounds, so you always know for sure how many turns you will have before it’s all over. A superb game.
Aiden: Not T&T. Dominion’s totally different – all cards, no tokens or resources or money, and it’s about building a deck … it’s just hard to compare it to the others because it’s so different. I prefer Stone Age myself, but I believe Dominion is top 10 at BGG.
Justin: I’ll get it eventually. Just gotta take it one game at a time.
Bob: But that implies shorter routes, and you’ll lose out on a lot of bonuses that way. If someone else goes for long routes and hits his cards, you’ll lose.
RE: Pynchon –
Personally, I love him. Largely because of the reading experience… I so frequently get lost in the thick forrest of his chaos, just doing my best to take as much from it as possible. But then suddenly I’ll find myself in a clearing where the action is crisp and clear. You never know when those clearings are coming or how long they’ll last, but they’re totally worth it. And they’re all the better because of the confusing stuff you pushed through.
Pynchon novels are like The Fiery Furnaces’ song “Teach Me Sweetheart” – So much dissonance, so much beauty.
I picked this game up after reading this and it was great fun. I’m wondering how you would compare it to Ticket to Ride, which I see was ranked #2 on your last board game ranking.
Not sure what to try next, but I think maybe San Juan.. Thanks for the reviews, they are very useful
Have you ever played the old Avlon Hill game Rail Baron? First “not traditional” game I ever got into and love it. Length is sometimes an issue though.