Teach the Game
A table-ready introduction to planning four travel weeks across Europe.
How you win
You have four weeks to prove yourself as a travel guide. Visit European regions, gather stories and souvenirs, and build an itinerary worth remembering.
The player with the most points after Week 4 wins. Place Day discs in regions to compete for their majorities, complete your Postcard goal, and collect points from Location cards, Bucket Lists, Festivals, and the endgame.
The board

- Map and regions — travel routes, Local tiles, Bucket Lists, and regional majorities.
- Suitcase on the Regions track — moves down one region at a time during weekly scoring.
- Postcard deck — goals you can score at game end.
- Location deck — places to visit and actions to play.
- Bucket Lists — compete to claim a regional objective.
- Shared supply — Coins, Energy, Excitement, Locals, and multipliers.
- Local tiles — one-use regional effects.
- First Player token — passes clockwise after each of Weeks 1–3.
- Scoring Bonus tokens — make two regional majorities worth more.
- Festival tiles — optional full-game setup and extra scoring.
- Scoring track — where players advance their Scoring discs.
A round
There are four weeks. Each week, refill your hand to seven Location cards, then take turns spending days from your Calendar. A turn follows this order: travel, take one activity, then use up to one of each available extra. When all players are out of days, score regions, refresh the Festival regions, gain income, discard down to seven cards, and pass the First Player token.
- Week and turn order
- Travel and activities
- Local tiles, Bucket Lists, and Festivals
- End of week and income
How the game ends
After the fourth week’s regional scoring and income, score the higher-scoring side of your Postcard. Each complete set of four leftover resources is worth one point. Most points wins; ties go to the player with more Energy and Excitement combined.
See Game End and Scoring.
Ways to score
| Points come from | When |
|---|---|
| Regional Insider Tip majorities | At the end of every week; second place can also score. |
| Scoring Bonus regions | Add the bonus printed on the token to the regional majority reward. |
| Bucket Lists | When you claim one; the highest-value tile is claimed first. |
| Festivals | Gain points when you attend a Festival. |
| Postcard goal | At game end, score the higher of its two goals. |
| Leftover resources | At game end, one point per four resources. |
| Location effects | Some cards award points immediately. |
What each resource is for
| Resource or piece | Why you need it | How you use it |
|---|---|---|
| Day discs | Your 28 days of travel | Spend a day to visit a Location or take a basic activity; turn a disc to its Insider Tip side when earned. |
| Coins | Pay for flights and some effects | Spend them for travel or on card and Festival costs. |
| Energy | Take trains and pay certain effects | Spend it to travel between neighboring regions and for card effects. |
| Excitement | Make difficult visits easier | Spend it to reduce a Location’s day cost, subject to the minimum cost. |
| Locals | Pay some card and Festival effects | Spend as shown by the effect. |
| Location cards | Plan where and how to spend days | Visit the matching region or use Write, Rest, and Plan instead. |
| Postcards | Set an endgame challenge | Keep one and try to meet its goal. |
| Insider Tips | Compete for regional scoring | Flip Day discs to their heart side. |
Teaching tips
- Show how the weekly Calendar maps to the 28-day game and point out the weekend spaces.
- Explain that Travel happens before Activity, and Extras happen after; the order matters.
- Demonstrate the Location visit and the three discard-based activities: Write, Rest, and Plan.
- In a first game, leave the Festival tiles in the box and use the first-game Postcard setup.