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K
1999 · 2-6 players · 60min · weight 2.02 · 1,346 ratings
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BGGEnrichedDeep analysis5Sources1RulesPickDeep dive
Rating
5.75
Users rated
1,346
Owned
2,662
Wishing
93
At a glance
What playing it feels like, broken down.
Core loop
Play transportation cards to move hero optimally between cities, while opponents disrupt your route with thieves, obstacles, and sea serpents.
What it gives you
How strongly each kind of experience comes through (0–3)
Sensation
0
Fantasy
2
Narrative
1
Challenge
2
Fellowship
1
Discovery
1
Expression
1
Submission
1
How it works (4 mechanics)
- [3]hand_management_under_draw— “players try to visit as many cities as possible using optimal transportation cards”
- [2]route_committal— “lay of the land is also dictated by card play; Point to Point Movement mechanism”
- [2]action_blocking— “other players may interfere with your journey through the use of thieves and obstacles”
- [1]network_building— “similar to Elfenroads; players try to visit as many cities as possible using transport cards”
Under-the-radar score: 0.14
Archetype fits
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Competitive route game with no shared fail-state; no communication_constraint or info-asymmetry between teammates; coop archetype requires inter-player combo_scaling_depth and bluff_info_asymmetry as load-bearing — both are absent here. | 3.90 | 6.0 | 7 | 2 | 5 | 2 | 4 | 5 |
| Balatro hand_management_under_draw provides card selection depth but route_committal locks in paths without multiplicative engine growth; action_blocking by opponents adds reactive decisions but no combo_scaling_depth stacking analogous to StS joker chains. | 3.70 | 5.0 | 5 | 3 | 5 | 2 | 4 | 5 |
| Cozy Open tier triggers (Race mechanism, opponent disruption via action_blocking): loss_tolerance_fit capped at 5; sprawling point-to-point map fails visual_legibility_5in_fit; no Tonal-cozy pattern building or spatial triggers. | 3.20 | 4.0 | 5 | 2 | 5 | 2 | 4 | 5 |
| Snap action_blocking (thieves, obstacles) provides the closest hook to Snap's disruptive faction play, but the point-to-point map sprawl makes visual_legibility_5in_fit score 3; no lane/location structure and 20-min session greatly undershoots Snap's 3-min match. | 3.10 | 4.0 | 4 | 2 | 4 | 2 | 3 | 4 |
| Wordle 20-min multi-player route game has no alignment with Wordle's 60-90s solo puzzle seed structure; no shareable output, no procgen path; scores uniformly low across all Wordle-relevant dimensions. | 2.30 | 4.0 | 3 | 1 | 3 | 1 | 3 | 3 |
Sources (1)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
LLM memory0.10
BGG tags
Categories (3)
Card GameFantasyTravel