Thurn & Taxis Online Tournament

Season 27 Standings

As games end the standings are updated. See how each Group is doing and check on your friends and rivals.

Lifetime standings can be seen HERE.

If the frame below is hard to read on your device follow the link:

Tournament Results

Game Assignments

Season 27 Matches

Our Thurn & Taxis tournaments use the online implementation at We use the original version of the game – no expansion content, and no special options.

Players are sorted into leagues of 7 players based on previous results.  In a season, each player plays in 4 games. Each other member of your league will be in 2 games against you. See scoring rules below.

Divisions are based on previous Season results. New players enter at the bottom level for their first season.

Your tables are also available on

If you have trouble viewing the list below, click here to see just the listing.

Thurn & Taxis Next Season
Sign Ups Open

You can sign up for the next season on

If you haven’t already, create an account for yourself:

  • Go to
  • Login  OR
  • Create an account (Register on the menu), if you do not already have one. Then activate it. If you do not receive an email quickly, please check your spam folder for the activation email.
  • Under Manage Account, select Game Names and enter your game name ids. You only need to do this once for each id. Check the spelling, as some game platforms are case-sensitive.
  • Register on the Home page or use the Play! menu, select Register for Tournament.
  • You should receive a confirmation email. If you do not, check your spam folder.

You to withdraw from a tournament while registrations are still open. Just click the “Withdraw” button next to each entry for tournaments that have not started.

Report Season 27 Results

Game results are now reported on Login and go to the information about the table that is finished.

Only the winner of each game should record the results. Be sure to add the seat number of the player who triggered the game end.

Last Season Results

slewinter won Division 1 in Season 26.

Lifetime standings can be seen HERE.  

If the frame below is hard to read on your device follow the link:

Tournament Results

BPA Through the Ages PBEM Tournament 2019

This is the home page for the 2019 Boardgame Players Association “Play By Email” tournament for Through The Ages. It is open only to members of the Boardgame Players Association (BPA). It you attend the World Boardgaming Championship (WBC), and are up to date on your registration fees, then you are already a member. If not, you can purchase a “PBEM Membership” for $10 from this website: This tournament will award laurels and contribute to the annual Caesar award, all of which is tracked through that same website.

GM: Randy Buehler


Games will be 4-player games whenever possible, using the app that launched in 2017 for iOS, Android, and Steam. You must own the app in order to participate in the tournament. Games will use “Rules: Digital” (which, yes, is slightly different from the tabletop version of the game but the massive quality of life gains are worth it) and “Default Asynch” timing (which means you have 24 hours to make a move once it is your turn, plus a time extension bank that refills whenever a new age begins … if you run out of time you will be dropped from the game and replaced by a bot). 

Heat Stage: Everyone who joins the event will play in 3 asynch games, which will launch simultaneously. They will be paired randomly within the constraint that we will do our best to avoid putting people into multiple games together. If you win any of your games, you advance to the semifinal.

(Quarterfinal Stage: If more than 50 people enter the event then single winners from the heat stage will be entered into two quarterfinal matches each. Winning either earns advancement to the semifinals along with the double winners from the heat stage.)

Semifinal Stage: You will be placed in 4 simultaneous asynch games. They will be seeded based on the results from the Heat Stage as much as possible (details will depend on the number of semifinalists who qualify). In addition, we will avoid giving anyone repeat opponents if possible.

You will be awarded 10 points for winning a game, 6 for finishing 2nd, 3 for 3rd, and 1 for 4th. The top 7 point-earners will advance to the finals, with heat performance serving as the first tiebreaker and percentage of winner’s score in the semifinals as the second tiebreaker (and from the heats as the 3rd tiebreaker).

(This stage will be eliminated if there are 7 or fewer heat winners.)

Final Stage: You will be placed into 4 simultaneous games. Each of the other finalists will be in 2 of them. We use the same scale of points for each finish position as in the semifinals and the final standings go by these points. (Ties in the overall standings will be broken by semifinal points, then heat points, then % of winner’s scores in the finals, then semis, then heats.)

Note on Ties: We will not use the in-game tiebreakers for finish positions. In the heats, anyone tied for 1st gets credit for a win. In the semis and finals the points for tied positions will be divided evenly among the tied players.

Pace of Play: You are expected to check your games and take your turns (at least) once per day. It’s OK to have an occasional break of a couple of days, but we expect most games to finish in less than two months. Games that haven’t finished in 2 months are likely to be adjudicated, and the adjudication will include demoting slow players to lower finish positions.


Games will be played exclusively on the (awesome) app from Czech Games.


Registration Opened: October 2018

Registration Closed: January 13, 2019

Heat Stage Began: January 15, 2019

There was no Quarterfinal stage 

Semifinals Begin: March 27, 2019

Finals Began: May 13, 2019

Game Assignments

Matches should be created inside the app using “Rules: Digital” and “Default Asynch” timing.

Click Here to See Just the Assignments

Game Results

If the frame below is hard to read on your device follow the link:

Tournament Results

BPA Through the Ages Tournament
Report Results

The winner of each game should record the results, unless otherwise arranged. Use the form below.

If you have problems using the form on this page CLICK HERE TO SEE JUST THE FORM.

Sign Ups Are Closed

The tournament has started.

Players in BPA Through the Ages PBeM Tournament

These people are signed up for the tournament:

Players will be listed here as they sign up.

Andy Latto’s Tie-Break Rationale

Andy Latto is a very competitive gamer. Beating him at Thurn & Taxis was when I knew I understood the game. Having him win a game that you are teaching him is no longer a surprise. Andy is also generous with his time and talent to the hobby. Andy is the Game Master for the Thurn & Taxis tournament at the World Boardgaming Championships every year. To keep track of his tournament, Andy created a Google Sheets spreadsheet to register and track entrants in the tournament. He has, generously, shared it with other GMs and I will be using it for the 2nd time for my Puerto Rico tournament at WBC this year.

Along with other clever programming throughout, Andy implemented his tie-breaker rules for advancement. As part of the documentation, Andy explains why he uses certain tie-break rules. I found that so interesting (and well explained) that I felt compelled to share just that with other folks who may never explore Andy’s GM spreadsheet. So here, in his own words (and with permission), is Andy Latto’s tournament advancement tie-break philosophy. You may disagree, but if you do, I hope your reasoning is as clear as Andy’s.

Thurn and Taxis tiebreak system is as follows:

Each game you play that you finish first or second, you score points as follows:

  • Win in first game played: 1500 points plus (your score/second place score)
  • Win not in first game played: 1000 points plus (your score/second place score)
  • Second place, 4-player game: 100 points plus 10 * (your score/winner’s score)
  • Second place, 3-player game: 50 points plus 10 * (your score/winner’s score).
  • Top 16 scores qualify for the finals.

This scoring system was designed to fulfill the following goals:

1. Playing never hurts

People should always be encouraged, not discouraged, from playing a game. So I never want to put people in the situation of “I qualify now, but if I play again, and do badly, I might not qualify”. So playing an additional game can only help, not hurt, your qualification score.”

2. Reward achievement, not attendance.

The best players should qualify for the semifinals. Showing up for a heat and finishing last doesn’t show you are a good player; it just shows that you showed up. So points are awarded only for finishing at least average, which in a game with 3 or 4 players, means 1st or 2nd. If you play a heat and finish 3rd or 4th, it doesn’t hurt, but it doesn’t help, either.

3. Scores should only be counted as score differentials.

In many games, a game may be high scoring for everyone or low scoring for everyone, depending on how the game goes. A Thurn and Taxis or Saint Petersburg game with many turns will have higher scores for everyone, but doesn’t mean that everyone is a better player. So the absolute score should never be used in the qualification formula, since it gives an incentive to aim for a high-scoring game, which can be in conflict with the main objective of scoring higher than the other players.

4. Score differentials should be measured by ratios.

If scores are higher, we expect score differentials to be higher, too. So winning 15 to 10 is a more impressive achievement than winning 20 to 15, and should get more tiebreak points. So the tiebreak always measures the ratio of your score to another’s score, rather than a difference. This has the added benefit of producing far fewer ties; since an 18-17 win is just slightly better by ratio than an 18-19 win, exact ratio ties are very rare except when both compared scores are the same.

5. Compare to other good players where possible.

Tournaments will always include some beginners who play poorly and finish with very low scores. The difference in skill, and therefore in score between the best and the worst players can be quite large, and the luck of having a very weak player at your table should not be rewarded. Some luck of the draw is unavoidable, but if we say that it’s unlikely that there will be more than two very weak players at a table, their effect on qualification is minimized if the first player is only compared to the second player, and vice versa, rather than comparing to all players or to an average.

Also, to the extent that one can make plays that target particular other players, I’d rather the first and second player target each other, rather than target the players who are losing, which I think makes a more fun experience for all.

6. Count closeness of seconds as more important than big firsts.

A close second means you did well against a player who won, while a win far ahead of second only means you did well against a player who came in second. There’s less evidence you did well against a good player, so you get fewer tiebreak points.

7. First in a three player game counts as much as first in a four player game, but second in a three player game counts for less than in a four player game.

If first didn’t count as much for three players as four, a player in a three player game would be at a severe handicap in qualifying. A second in a three-player game is easier to achieve than a second in a four-player game, so it counts for less. The fact that you can’t get full credit for a second balances out the fact that it’s easier to get a first.

8. For simplicity, incorporate the HMW (heats: most wins) rules into the formula

Technically, the point formula should only apply if the list of precedence rules for qualification reaches the ‘GM specified tiebreak rule’. But I think it’s easier to understand a rule that says “Add these up; highest score qualifies” than one that says:
“First see who has most wins; then see who has a win in their first heat entered, then…then add these numbers up and see who is highest”
So the size of the bonuses for win in first heat entered, other win, and second place ensure that the standard HMW rules will be followed, with the tiebreak points only mattering in comparing people with the same number of firsts and same number of seconds, and both or neither having a win in first heat entered.

If your tournament is HSW (heats: single win), rather than HMW, so that a win in the first heat entered is more important than two wins, you can achieve this by modifying the points for win in first heat entered to be:

Win in first game played: 5000 points plus (your score/second place score)

Feedback on this scoring system is welcome; email me at

Thanks, Andy, for permission to publish this. If you, gentle reader, have different view, please add it as a comment to this article. If the terminology of tournament structure is unfamiliar, you should read the WBC GM Guidelines at

Kyle Smith on Thurn & Taxis Strategy

Thurn & Taxis: Don't Just Mail it In

Thurn & Taxis, the 2006 Spiel des Jahres winner, was one of the first games I purchased when I first got into the boardgaming hobby 10 years ago. It has remained one of my favorites over the years and I believe I’ve played close to 600 games (thanks in large part to Yucata). Although it’s certainly not the ‘deepest’ game, I feel there are multiple layers of strategy to discover and potentially master. There is some luck involved, as with any game played with a shuffled deck of cards. For me, however, the ratio of strategy to luck is just right. On occasion, the extremes of good or bad luck can decide the game, but not often enough for it to bother me.


There are a number of things that most players realize pretty quickly in their first couple plays:

Planning ahead – While picking up and playing cards for your current route, you need to also think about and start taking cards for your next route.

Key Cities and the ‘Around the World’ Bonus Chit – The bonus chit for getting into all colors is an important bonus. Although it’s possible to win without it, the winning player will have one of these chits a vast majority of the time. As a result, the colors with just a single city (Lodz, Innsbruck, and Sigmaringen) are a little more valuable initially. You can also add Pilsen to that list, as it’s the only way to get into Lodz.

Efficiency – An average game of Thurn probably lasts around 17-21 turns. That’s not a lot, so you need to be efficient with your actions and your routes. That efficiency comes in several forms.

  1. Try to complete routes that allow you to place a post office in each city from the route, or all but one.
  2. Avoid (as much as possible) going through cities you’ve already placed houses in earlier in the game.
  3. Don’t have more than three cards in hand when you close a route.
  4. Make smart use of the Cartwright and Administrator, but don’t over use them.

When I’m teaching Thurn to a new player I usually incorporate the above into the rules explanation. I consider these the ‘common sense’ that they’ll learn within a game or so anyway.
The rest of this article is my attempt to explain my own personal strategies on different areas and situations.


In a four-player game, you’ll generally go through the deck around two times or so, depending on Administrator use. With only 3 copies of each city in the deck, obviously at least one player will miss out on the key cards the first time through. When the opportunity is there, I will try to make sure I’m working on a route that includes a key city when the first shuffle occurs. Better yet, I’ll also be holding another key city in my hand ready for my next route. I’m often willing to take a tempo hit to extend a route one extra turn to keep a card out of the shuffle, especially if another copy is also out.

In addition, it’s important to pay attention to what routes are in process at the first shuffle to be able to better plan routes for the next time through the deck. It’s not unusual for two copies of a key city to be sitting in front of players at the shuffle. I often see this with Pilsen-Lodz. Unless a player gets both together early, it’s often a player’s second or third route which puts it close to the shuffle. It’s a tough position to need a card with only one available, tougher still when you don’t realize it.

Relative Play Order

This is an area that I don’t feel a lot of players think too much about, but I consider to be key. No matter where I’m at in turn order, I always have the most impact on the player to my left and the least on the player to my right. Early in a game, I make a conscious effort to work on a route (or start collecting for the next route) that follows my left-hand neighbor. Likewise, I try to stay away from anything my right-hand neighbor is currently working on. I’ve talked to players that think I’m counter-drafting them, but that’s not really the case. I rarely take a card I don’t intend and expect to play. Ultimately, it’s not something you can always make happen, especially if you have a strong right-hand-opponent who is thinking the same way, but I find I’m able to use this strategy to my advantage in a majority of my games. A lot of strategies/tactics I use may only result in small incremental gains, but when the winning scores are in the teens and low twenties, that can make all the difference that’s needed.

Turn Order

Actual turn order does have an impact on how I play, at least at the beginning of the game. Once I see how the other players are playing, that will often impact how I play out the rest of the game. Here are my thoughts on each seat.

Seat 1

Many players think seat 1 is the strongest. You have a head start on being the first player to get one or more of the bonus chits, including the ‘around the world’. You are also initially in control of the pace of the game. When I can get the first color bonus chit after just my first two routes, I’ll usually continue to push the pace of the game.

Seat 2

I consider this the weakest seat and I think statistics from WBC show that to be the case, if only slightly. It’s not as good as seat 1 for chit advantage or pacing and has none of the advantages that I think make seat 3 or 4 better. It’s not enough for me to be overly concerned when I start second but enough for me to be aware that it’s my least favorite seat.

Seat 4

My preference is to go last. There are couple things I think seat 4 has going for it. As I mentioned earlier, I value relative player order pretty highly and the player in seat 4 has the most information to start the game. You know every other player’s first two cards (unless someone draws blind); which card they played first; and most of the cards that will be left on the board to start turn 2. That’s a lot of valuable information to start the game with and getting that information is the primary reason I value seat 4 the highest. Another benefit is knowing when the game will end or, occasionally, being the player in control of ending the game. If you can take the lead in carts, you can potentially force the other players to close their final route prematurely in anticipation of what could be the final turn. This can often earn extra points by picking up a remaining long-route chit.

Seat 3

Seat 3 is not as good as seat 4 in the same way that seat 2 is inferior to seat 1. However, I still really like seat 3. I’m probably in the minority, but I actually put seat 3 ahead of seat 1 in my personal ranking. The extra starting info and the possibility of forcing 2 out of 3 opponents to close their final routes early puts this ahead of seat 1 for me.

Tempo and the Cartwright

On the majority of your turns, you’ll be using either the ‘Draw 2’ or ‘Play 2’ special ability so it’s fair to think of your turn as having 3 actions. Every city in a route costs you two actions; one to draw the card and one to play it. With 20 post offices, you need a minimum of 40 actions, or 14 turns, to be able to end the game that way. However, you are bound to need to hit a couple cities more than once, adding a few turns to that. If a player is rushing to the 7-cart by using the cartwright, turn 14 is also the earliest that the game end can be triggered. The 7-cart is worth 3 points more than the 6-cart, which is over 10% of most winning scores. It’s another 2 points less for the 5-cart. In addition, the first player to acquire a 7 also gets the 1 point bonus for ending the game so if you end the game while still on the 6-cart, you already have 4 points to make up. I point all this out to stress the importance of keeping pace with the cart leader. Although Thurn is not a race game, it often plays out like one. The cartwright ability serves a couple purposes in relation to tempo – 1) It can help maintain pace with the cart leader; 2) It can help you catch up when other circumstances have caused you to fall behind; and 3) it allows you to get away from small routes while still picking up the next cart.

The Administrator

Don’t be afraid to use the Administrator. I’ve seen plenty of players refuse to (or rarely) ‘flush’ the cards because they consider it inefficient or feel that it just helps the other players too much. On its surface, the administrator does “waste” 1 action, by depriving you of the ability to draw or play a city. However, if the ideal cards aren’t there to draw, you aren’t losing a good action. The alternatives are drawing blind off the top or taking a less desirable card for your route, possibly hitting a duplicate city. The blind draw could get you a completely useless card (for the 1 action wasted as using the Administrator) and leaves you in the same position for your next action. That’s not to say there aren’t times to draw blind as well. If there are several connectors that will work and the deck is low and you’re confident there’s a good chance, then go for it. But also pay attention to what cards your opponents are currently looking for. The flush can be used as a good defensive play, getting rid of someone’s key card while improving your own card selection. Similarly, if I notice that there is nothing on the board that connects to the next player’s route, I may be more likely to blind draw, and possibly put them into a position where they need to flush.


Most of these may only result in small incremental advantages, but in a game with winning scores averaging around 20 it can make the difference. While I always keep these strategies in mind, there are times when you need to zig instead of zag. I don’t consider any of these strategies to be absolute. That’s what keeps the game interesting even after so many plays, and the ability to know when to alter your plan is what separates the top players from the rest. It’s no fluke that many of the same people make semis and finals year after year despite WBC fields of 150+ players.

About Kyle Smith

Kyle Smith is unquestionably one of the best Thurn and Taxis players in the world. He won the annual Thurn and Taxis event at the World Boardgaming Championship in 2011 and has since finished in 2nd place twice – in 2014 and again in 2016. He's also made the finals at Euroquest in 4 of the last 5 years (with 2 wins). For a game with as much randomness as T&T this is a truly impressive resume. For whatever it’s worth, he’s also the single player I fear the most whenever he sits down at my own T&T tournament table. While he’s a great guy away from the table, as you’ll read here his in-game strategy is both cutthroat and very effective. - Randy

Thurn & Taxis Online Season 1

by Randy Buehler, Meeple League Director of Online Events

This page allows you to follow Season 1 of the Thurn & Taxis online league. Everyone starts at zero points, of course. As results come in the standings will be updated, with players scoring 10 points for winning a game, 6 points for second, 3 points for third, and 1 point for fourth.

The first season has 5 total leagues spread across 3 divisions. Each league has 7 players and each player will be in 4 games, facing each opponent in 2 of them. (The full schedule of games is available HERE.)

Players should use THIS FORM to report results whenever a game ends. (Please do not expect the standings to update instantaneously as we are still working on automating that process. For now it’s still being done by hand.)

Once this season is over, league winners will be promoted to the next division up the ladder while 6th and 7th place finishers will drop to the next division down the ladder. (Full rules can be seen HERE.) New players are also welcome to join when the next season starts – if you aren’t already in the league but would like to be notified when the next one starts taking sign-ups, please click here: Online Thurn & Taxis event announcement.


Here are the 5 divisions for season 1:

T&T Season 1 Division 1 League A

Player NameGame Site NameWinsCompleted games (of 4)Points
Sceadeau d’TelaSceadeau2432
Alex BoveMontu2426
Kyle SmithEmanon1423
Rob MurrayZenvedev1420
Rob Kircherrkircher418
Randy Buehlerrbuehler1415
Andy Lattoandylatto46

T&T Season 1 Division 2 League A

Player NameGame Site NameWinsCompleted games (of 4)Points
Gilbert Quinonezligtreb1425
Haim Hoichboimhaimke2424
Cary MorrisDagKees1422
Volker Kleinschmidtvolkerk2422
Dominic ReberezDefdamesdompi1420
Mats WikstromZegol416
Bjorn JansonDermerlin411

T&T Season 1 Division 2 League B

Player NameGame Site NamePointsCompleted games (of 4)
Steven LeWinterslewinter314
Hilary Smithhilaryd10294
Devan Maggidevan20.54
Marcy MorelliMarcy184
Nick PageZiggyny14.54
Hermann Reschasamat144
Matt Killianmagakill134

T&T Season 1 Division 3 League A

Player NameGame Site NamePointsCompleted games (of 4)
Andrew MenardDragonWargamer364
John Fordbyrdalumnus234
Greg Crowegregcrowe204
Norman HuebnerNormanH163
Christian EschNebresh123
Andrew Drummondardrummo103
Max Jamellilefty33

T&T Season 1 Division 3 League B

Player NameGame Site NameWinsCompleted games (of 4)Points
Richard M. Shaylabratz2432
Chris Wildeswildes2429
John Corradojmc0032424
Lexi Sheasccrymsc58131417
Erik Lankselanks416
David LutesGelatinousGoo414
Dave Blizzarddavebliz48


Feel free to email the GM (online_league at meepleleague dot com) with any questions you might have.

Online Thurn & Taxis Tournament

Sign-ups closed for Meeple League's 1st Online Event!

Reserve a spot for the next Season Below

Here at the Meeple League our primary mission is to improve the quality of board game tournament offerings. We are delighted to announce that one of the ways we will do that is by offering our own online events! Just like “live” events, we will use a standardized format so you’ll know what to expect whenever you sign up, but the details for online events will be different from the typical tournaments you might have experienced at a convention.

This article will walk you through everything you can expect from our League format, plus – most importantly – tell you how you can sign up for our first  supported game: Thurn & Taxis!

Our online events will be structured as ongoing leagues, and not as one-shot tournaments. When you sign up you will be placed in a league along with 6 other gamers, and you will be placed into 4 total games (with each other member of your division appearing in 2 of them). All the games will be played “asynchronously” through a specified website, which means players will each check in to see if it’s their turn several times a day at their convenience, and the games will play out over the course of several weeks.

Once all the games are done, we use a point system to see who won each league (10 points for 1st, 6 for 2nd, 3 for 3rd, and 1 point for finishing last). The leagues themselves are divided into divisions and whenever you win a league, you get promoted up to a tougher (but more prestigious) division. Meanwhile, if you finish in the bottom 2 of your league, you get demoted into an easier division for the next season. We’ll keep track of lifetime standings so everyone can see how they measure up, and we’ll also be prominently displaying the names of everyone who wins division one. Click to see detailed rules.

Fans of Terra Mystica may recognize this as the same basic format being used on to govern tournaments run using the online implementation at

We think this system will work well for lots of other games, too. Note that in order to seed players for the very first season, we’ll be using the lifetime laurel counts from the Boardgame Players Association – aka, the folks who run the World Boardgaming Championship . You can check your laurels for the game on the T&T Event History Page.

Thurn & Taxis is a nice light Euro-game that has been very popular on the tournament circuit ever since it won the Spiel des Jahres in 2006. It’s actually one of the few games at the World Boardgaming Championships that’s big enough to require a quarter-final round.

Our Thurn & Taxis League will use the online implementation at We will use the original version of the game – no expansion content, and no special options. Games are scheduled to start in late January and you’ll receive a schedule in your email once the pairings are ready. If you do sign up, you are committing to checking the website a couple of times on most days (it’s OK if something comes up every once in a while, or if you’re out of town for a weekend (for example), but in general we’re hoping game lengths will be measured in weeks not months.

If you want to play in future Thurn & Taxis tournament, please sign up here:

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