7.7
rating
Ludopedia
7.4
rating
BGG
Our Verdict
Perfect for those who love quick puzzles and pen-and-paper games with a strategic twist. Its strongest point is the incredible replayability thanks to randomized maps.
Highlights
- Fast and dynamic gameplay
- Unique maps every session
- Smart route planning
- Very easy to teach
Keep in mind
- Luck of the draw influence
- Requires paper and pencil
RECOMMENDED
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Imagine landing on the island of Tucana, but there's a catch: every explorer has a different map! Trails of Tucana is a 'flip-and-write' challenge where the goal is to chart the most efficient routes between villages and landmarks. While the game is quick to learn, it offers a layer of strategic depth that will keep any gamer engaged.
The loop is straightforward: each turn, two terrain cards are revealed. You must then draw a trail between two adjacent spaces on your map that match those terrains. Over time, these lines evolve into a complex road network. You score points by linking matching harbors and connecting sights to those harbors. Being the first to complete a pair of harbors grants you a nice bonus.
The real strategy lies in probability. Not all terrains are created equal; for instance, mountain cards are significantly rarer than desert cards. Trying to forge a path through a mountain range or across water is far more challenging than trekking through a forest. If you plan your routes without considering terrain scarcity, you might find yourself stuck while your opponents breeze ahead. The key is to create flexible paths, maximizing your chances of utilizing whatever combination of cards appears. It's the kind of game that starts fast but leaves you wondering, 'What if I had gone that way?'. Thanks to the variable setup, every session is a unique puzzle, making it perfect for both casual players and optimization enthusiasts.
The loop is straightforward: each turn, two terrain cards are revealed. You must then draw a trail between two adjacent spaces on your map that match those terrains. Over time, these lines evolve into a complex road network. You score points by linking matching harbors and connecting sights to those harbors. Being the first to complete a pair of harbors grants you a nice bonus.
The real strategy lies in probability. Not all terrains are created equal; for instance, mountain cards are significantly rarer than desert cards. Trying to forge a path through a mountain range or across water is far more challenging than trekking through a forest. If you plan your routes without considering terrain scarcity, you might find yourself stuck while your opponents breeze ahead. The key is to create flexible paths, maximizing your chances of utilizing whatever combination of cards appears. It's the kind of game that starts fast but leaves you wondering, 'What if I had gone that way?'. Thanks to the variable setup, every session is a unique puzzle, making it perfect for both casual players and optimization enthusiasts.
GALLERY
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In English
1
REC
2
REC
3
BEST
4
BEST
5
BEST
6
REC
7
REC
8
REC
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Mechanics
Categories
Families
Publisher
Aporta Games, Doit Games, Geekach LLC, Jumping Turtle Games, Korea Boardgames, Lavka Games, Matagot, MINDOK, Moria Games, Pegasus Spiele, テンデイズゲームズ (TendaysGames)
Designer
Eilif Svensson, Kristian Amundsen Østby
Artist
Gjermund Bohne
Is the game complex? Can someone who doesn't play board games join in?
Absolutely! The rules are simple and intuitive, making it a great gateway game, though it offers enough depth for experienced strategists.
How long does a game take?
It's very quick, usually lasting between 15 and 20 minutes, making it a perfect filler between longer games.
Can I play it solo?
Yes! The game includes solo rules, acting as an excellent individual puzzle experience.
Do I need extra materials?
The game comes with sheets, but you'll need pens or pencils. A pro tip is to laminate the sheets so you can erase and play repeatedly.
How many players can play?
It's very versatile, supporting 1 to 8 players without significantly increasing the game time.
What happens if I can't draw the line for the revealed card?
If you don't have compatible adjacent spaces for the cards, you simply don't mark anything that turn, which is why forward planning is key.