19/06/2017
Welcome, aspiring postal magnates, to the enchanting world of Thurn & Taxis! This wonderfully engaging board game invites players to step back in time to 16th-century Central Europe, taking on the role of ambitious postal officials. Your mission, should you choose to accept it, is to establish and expand a network of post offices across Bavaria and its surrounding regions, connecting cities and delivering mail with unparalleled efficiency. While the theme might sound quaint, the game itself is a masterclass in strategic card management and route building, offering a surprisingly deep and rewarding experience for players of all levels. If you've ever wondered how to navigate the intricate paths to victory in Thurn & Taxis, you've come to the right place. Let's delve into the mechanics and uncover the secrets to becoming a postal empire extraordinaire.

Before we can embark on our grand postal adventure, it’s essential to understand the tools of the trade. Thurn & Taxis comes with a beautifully illustrated game board depicting a map of 59 cities across six distinct regions, each connected by roads. You'll also find a deck of 66 city cards, representing each of these locations, and a set of 20 carriage cards, ranging from value 1 to 7. Each player receives 20 wooden post offices in their chosen colour, which will eventually dot the map as your network expands. Furthermore, there are various bonus tokens: route length bonuses, region completion bonuses, and a 'all regions' bonus. A start player token and a helpful summary card for each player complete the set. Familiarising yourself with these components is the first step towards mastery.
- Setting Up Your Postal Empire
- The Anatomy of a Turn: Building Your Network
- Completing Your Routes and Earning Points
- Scoring in Thurn & Taxis
- Strategic Considerations for the Savvy Postal Official
- Frequently Asked Questions About Thurn & Taxis
- Can I have multiple active routes at once?
- What if I cannot play a city card to my route?
- When do I receive bonus points?
- Is there a hand limit for city cards?
- Can I reuse a city within the same route?
- What happens if the city card deck runs out?
- Do I have to place a post office in every region represented in my completed route?
Setting Up Your Postal Empire
Getting started with Thurn & Taxis is straightforward, ensuring you can dive into the action quickly. First, lay out the game board in the centre of your playing area. Shuffle the 66 city cards thoroughly and place the deck face down next to the board. Then, draw six city cards and place them face up next to the deck, forming the 'display' from which players can choose. Arrange the 20 carriage cards in ascending order (1-7) in a stack, with the '1' card on top, then '2', and so on. These will be claimed as players complete routes. The bonus tokens are sorted by type and placed in descending order, with the highest values on top, next to their designated spots on the board. Each player takes 20 post offices of one colour and places them in their personal supply. Finally, each player draws three city cards from the deck to form their starting hand. The player who most recently sent a letter (or decided by any other agreeable method) becomes the start player and takes the start player token.
The Anatomy of a Turn: Building Your Network
A turn in Thurn & Taxis is elegantly simple, consisting of two mandatory steps. Understanding these steps is crucial to developing your strategy and achieving victory.
Step 1: Draw Two City Cards
At the beginning of your turn, you must draw two city cards. You have a choice for each draw:
- Draw one card from the six face-up cards in the display.
- Draw one card blindly from the top of the face-down deck.
You can mix and match these options. For example, you could take two cards from the display, two from the deck, or one from each. After you've drawn your two cards, if you took any from the display, immediately replenish the display from the deck so there are always six face-up cards available. This replenishment happens after each individual card is taken from the display, ensuring a fresh selection for other players.
Step 2: Play or Discard One City Card
After drawing two cards, you must play one city card to your active route or discard one card from your hand. You cannot skip this step. If you choose to play a card, it must be added to your current active route. A route is a sequence of connected cities. The first card you play starts your route. Subsequent cards must be adjacent to one of the cities already in your route (either the beginning or the end), and you cannot use the same city twice within a single route. For example, if your route is 'Munich-Augsburg', you could add 'Innsbruck' (adjacent to Augsburg) or 'Nuremberg' (adjacent to Munich). If you cannot or choose not to play a card, you must discard any one card from your hand into a face-up discard pile. There is no hand limit in Thurn & Taxis, so you can accumulate cards, but remember that every turn you must either play or discard.
Completing Your Routes and Earning Points
The true heart of Thurn & Taxis lies in completing your postal routes and strategically placing your post offices. After you've played a city card to your route (or discarded one), you have the option to declare your active route complete. This is not mandatory, but it’s how you score points and progress in the game. You can only complete a route if it consists of at least three cities. Once declared complete, you gain benefits in the following order:
- Claim a Carriage Card: You must take the lowest available carriage card that is equal to or less than the number of cities in your completed route. For example, if your route has 5 cities, you can take a '5' carriage card, or if that's gone, a '4', '3', etc. This is crucial because collecting higher-value carriage cards unlocks more powerful actions later in the game.
- Place Post Offices: For each region represented by a city in your completed route, you may place one of your post offices in a city of that specific region. You must place a post office in at least one city from each region represented in your route. For instance, if your route connects cities in Bavaria, Baden, and Württemberg, you must place one post office in a Bavarian city, one in a Baden city, and one in a Württemberg city. Crucially, you can only place one post office per region per route completion, even if your route has multiple cities from the same region. The city where you place the post office does not have to be one of the cities in your route, just *any* city within that region not already occupied by another player's post office.
- Clear Your Route: After placing post offices, all city cards from your completed route are discarded. You start your next turn with no active route, ready to begin building anew.
Strategic Placement of Post Offices
The placement of your post offices is a key element of the game. Each region on the board has a specific number of cities. By placing post offices in cities across different regions, you aim to complete sets of regions, which award significant bonus points. There are specific bonus tokens for placing post offices in 3, 4, 5, or all 6 regions. Additionally, there are bonuses for placing all your post offices in a single region. These bonuses are claimed immediately once the condition is met, always taking the highest available value.
Scoring in Thurn & Taxis
Scoring in Thurn & Taxis occurs throughout the game and at the very end. Understanding the different ways to accrue points is vital for developing a winning strategy.
In-Game Scoring:
- Carriage Cards: When you complete a route, you claim the lowest available carriage card that matches or is lower than your route length. These cards are worth points equal to their value at the end of the game.
- Route Length Bonuses: There are bonus tokens for completing routes of specific lengths (e.g., 5, 6, 7 cities). When you complete a route of a specific length for the first time, you claim the highest available bonus token for that length. These are one-time bonuses.
- Region Completion Bonuses: As you place post offices, you'll work towards completing regions. There are bonus tokens for placing post offices in all cities of a specific region. For example, if you are the first to place a post office in every city of Bavaria, you claim the highest available Bavaria bonus token.
- Sets of Regions Bonuses: There are bonus tokens for placing post offices in 3, 4, 5, or all 6 distinct regions. Again, you claim the highest available token when you achieve these milestones.
- All Post Offices Placed: If you manage to place all 20 of your post offices on the board, you receive an immediate 3 bonus points.
End-Game Scoring:
The game ends when one player either places all 20 of their post offices or when a player claims the highest '7' carriage card. Once either of these conditions is met, the current round continues until every player has had an equal number of turns. Then, final scoring commences.
- Carriage Cards: Sum the values of all carriage cards you have collected.
- Post Offices: Each post office you have placed on the board is worth 1 point.
- Bonus Tokens: Add up the points from all the bonus tokens you have collected throughout the game (route length, region completion, sets of regions).
- Penalty: For every city card remaining in your hand at the end of the game, you lose 1 point. This encourages efficient card play!
The player with the highest total score is declared the winner and the supreme postal official!
Strategic Considerations for the Savvy Postal Official
While the rules are straightforward, Thurn & Taxis offers considerable strategic depth. Here are a few pointers to elevate your game:
Optimising Your Card Draws
The card display is your window into what's available. Always consider what cities your opponents might need. If a crucial city for their route appears, you might grab it even if it's not immediately useful for you, just to deny them. Conversely, if you see a city that completes a long route or a specific region for you, prioritise taking it. Balancing immediate needs with long-term goals is key.
Balancing Route Length and Region Variety
This is arguably the most critical strategic decision. Longer routes (5+ cities) secure higher-value carriage cards and route length bonuses. However, they are harder to build and require more specific city cards. Shorter routes (3-4 cities) are easier to complete, allowing you to place post offices more frequently and claim region bonuses faster. A common strategy is to build a few long routes early to secure valuable carriage cards, then switch to shorter, more diverse routes to complete regions. Don't neglect the 'all 6 regions' bonus; it's significant.
Timing Your Completions
When you complete a route, you clear your hand of those city cards. This can be beneficial if you have a hand full of cards you don't need, but it can also be disruptive if you're trying to set up a subsequent route. Sometimes it's better to hold off completing a route for an extra turn if it allows you to draw better cards for your next move or if you're waiting for a specific bonus token to become available.
Denying Opponents
Always keep an eye on your opponents' active routes and the cities they have in their hand (if visible). If they are close to completing a valuable route or a critical region set, consider taking a city card they desperately need from the display, even if it's not ideal for you. Blocking an opponent from a high-value bonus can be just as good as scoring points yourself.
The Importance of Carriage Cards
The carriage cards might seem like a simple point collection, but they dictate the end of the game. If you are aiming to end the game quickly, focus on completing routes that allow you to claim higher carriage cards. Conversely, if you need more time to execute your plan, try to avoid taking the highest available carriage cards unless absolutely necessary. Remember, the '7' carriage card ends the game!
Comparative Scoring Opportunities Overview
| Scoring Method | How it's Achieved | Strategic Implication |
|---|---|---|
| Carriage Cards | Completing routes of specific lengths | Drives game end, provides consistent points, rewards long routes. |
| Route Length Bonuses | First to complete routes of 5, 6, or 7 cities | High immediate points, encourages early long routes, competitive. |
| Region Completion Bonuses | First to place post offices in all cities of a specific region | Rewards focus on specific regions, can be high value early on. |
| Sets of Regions Bonuses | Placing post offices in 3, 4, 5, or all 6 distinct regions | Encourages diverse route completions, major point source, competitive. |
| Post Office Count | Each post office placed on the board | Steady point accumulation, rewards efficiency in placing all 20. |
Frequently Asked Questions About Thurn & Taxis
Even with a clear understanding of the rules, new players often have common queries. Here are some FAQs to help clarify any lingering doubts:
Can I have multiple active routes at once?
No, you can only have one active route at any given time. Once you declare a route complete, its city cards are discarded, and you start fresh on your next turn with no active route.
What if I cannot play a city card to my route?
If you cannot or choose not to play a city card to your active route (perhaps you don't have an adjacent city, or you don't want to extend your current route), you must discard one city card from your hand into the discard pile. You always draw two and then play or discard one.
When do I receive bonus points?
Bonus points (for route length, region completion, or sets of regions) are claimed immediately as soon as you meet the conditions. You always take the highest available token for that specific bonus type.
Is there a hand limit for city cards?
No, there is no hand limit in Thurn & Taxis. You can accumulate as many city cards as you wish. However, remember that cards remaining in your hand at the end of the game will cost you 1 point each.
Can I reuse a city within the same route?
No, each city in an active route must be unique. You cannot form a route that loops back on itself or uses the same city twice.
What happens if the city card deck runs out?
If the face-down city card deck runs out, shuffle the discard pile to form a new deck. The game continues as normal. This can happen multiple times in a game.
Do I have to place a post office in every region represented in my completed route?
Yes, you must place at least one post office in a city of each distinct region represented by a city in your completed route. For example, if your route covers cities in Bavaria, Baden, and Württemberg, you must place one post office in Bavaria, one in Baden, and one in Württemberg. You can choose *which* city in that region, as long as it's not already occupied by another player's post office.
Thurn & Taxis is a delightful game that rewards careful planning and adaptive play. Its intuitive rules make it accessible for new players, while the layered scoring opportunities and interactive card drafting provide ample depth for seasoned strategists. By focusing on efficient route building, clever post office placement, and a keen eye on your opponents, you'll soon be well on your way to establishing the most prosperous postal network in Central Europe. So, gather your friends, shuffle the cards, and prepare for a journey of strategic elegance!
If you want to read more articles similar to Mastering Thurn & Taxis: A UK Player's Guide, you can visit the Taxis category.
