About Thurn and Taxis: Power and Glory
From http://riograndegames.com/games.html?id=189 The postal carriages continue to roll. Now that players have learned to master the postal routes in the south, they naturally turn their eyes ...Read More
Reviews
Like Thurn & Taxis, but in P&G, you have no risk of losing a route before you can score it, so there's even less excitement (didn't know this was possible before). There are some other differences, but it's pretty much the same game besides that (minus the push-your-luck feeling).
Plays of this expansion are logged under Thurn and Taxis base game: The game feels much the same as the base game. It's not really an expansion so much as an alternative or a variant. But it plays very well. It's nice to have a new map to use. The single post-house scoring tokens add a new strategy (do I complete many short routes for multiple low-point tokens, or just a few longer but more lucrative routes). The loss of the carriage cards means short routes are now a viable strategy.
Power and Glory expansion to Thurn und Taxis changes the game significantly. I find it more forgiving compared to the base game since you can find use for the otherwise useless cards when adding horses to your carriage. Power and Glory is a family game made even more family friendly. There is also more incentive to start building very long routes at the start of the game as well as you are not punished by being left behind in the carriage race. On the negative side, this change eliminates some dramatic arc from the game since the longest route you build may well be your first. I would not actually call this an expansion but a different game.
Playable, but I may prefer the original.
Expansion board is very beautiful and new routes and cities offer new challenges. However, the new rules are really boring; the rule that allows you to add horses in front of your carriage really makes the game too easy and since you end the game with placing all your post offices, it tends to take too long.
in core box