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Trekking the World: All Who Wander – The Lost Journey Cards thumbnail

Trekking the World: All Who Wander – The Lost Journey Cards

Expansion for Trekking the World

Trekking the World: All Who Wander – The Lost Journey Cards Rulebook

Table of Contents

Table of Contents

  • All Who Wander – Rules
    • At Setup
    • To Activate
    • Journey Cards in This Pack
  • Clarifications

All Who Wander – Rules

When incorporating the All Who Wander cards into a game of Trekking the World, follow these new rules.

At Setup

First shuffle the All Who Wander Journey cards into the corresponding A and B Journey card decks from the base game. Then follow normal rules of setup with one exception: You may not play with more than one All Who Wander card. If two are randomly pulled, you may choose which deck (A or B) to redraw from.

To Activate

The All Who Wander cards cost three Trek cards from your hand with matching icons to activate, instead of the usual two.

(The printed insert shows three Trek-card icons beside this rule.)

Journey Cards in This Pack

The insert lists the eight All Who Wander Journey cards by deck:

A deck

  • A Grand Adventure
  • Private Getaway
  • Travel Agent
  • Work Hard, Play Hard

B deck

  • Enjoy the View
  • Grab and Go
  • Hop, Skip, and a Jump
  • Parts Unknown

Clarifications

Reserve one Destination: You may take an available Destination card and keep it above your suitcase, separate from any Destination cards you have previously Toured. On a future turn, you exclusively have the option to Take a Tour of this reserved destination (following normal Take a Tour rules). You may only hold a max of three reserved Destination cards at a time. At the end of the game, all reserved Destinations that were not Toured score no points.

Parts Unknown: If the player who used this action gains a cube that would also award them a Region Bonus and/or Most Souvenir tile, they also receive those.