Overview
Journey Through Europe (also published as Explore Europe) is a travel board game by Ravensburger where players race across a map of Europe visiting assigned cities. Players roll dice to move by land, sea, or air, trying to visit all their destination cities and return home first. With 180 cities on the board, route planning and transport choices create varied gameplay each session.
Components
- Game board (map of Europe with 180 cities connected by land routes, sea routes, and air zones)
- Player pawns (1 per player)
- Player flags (1 per player, marks starting city)
- Town cards (color-coded by region)
- Instruction cards
- 1 die
Setup
- Each player draws a town card from the top of a different color stack – this is their starting and ending city.
- Place your pawn and flag on your starting city.
- Each player is dealt two town cards from each color (total of 6 destination cards in a standard game). These are kept in hand.
- Players may look at their destination cards and plan routes.
- The youngest player goes first.
Turn Structure
On your turn:
- Roll the die.
- Move your pawn up to the rolled number of spaces using land, sea, or air travel.
- If you land on a destination city matching one of your cards, discard that card.
- If you rolled a 1, you may choose to draw an instruction card instead of moving.
Actions
Land Travel
- Follow solid lines connecting cities on the board.
- Each line between two cities costs 1 movement point.
- You may not use the same path segment twice in one turn.
- You may not stop on a space occupied by another player (but may pass through).
Sea Travel
- From a harbor town (connected by dotted lines), you may end your turn there.
- On your next turn, you may take a dotted sea route instead of rolling the die, moving directly along that route.
Air Travel
- From airport cities (marked with red dots), you may fly using movement points from your die roll.
- Same zone flight: Costs 2 movement points to fly to another airport in the same zone.
- Adjacent zone flight: Costs 4 movement points to fly to an airport in a neighboring zone (non-diagonal).
- Only one flight per turn is allowed.
Instruction Cards
- When you roll a 1, you may choose to draw an instruction card instead of moving 1 space.
- Instruction cards must be followed immediately and may provide benefits or impose penalties (e.g., free travel to a specific city, lose a turn, bonus moves).
Scoring / Victory Conditions
The first player to visit all of their destination cities (discarding each town card upon arrival) and return to their starting city (where their flag is) wins the game.
Players may visit their destination cities in any order.
Special Rules & Edge Cases
- Some cities are special and may trigger additional effects when visited.
- You cannot end your turn on a space occupied by another player, though you can pass through occupied spaces.
- Sea travel requires ending a turn at a harbor before embarking on the next turn.
- Air zones divide Europe into regions; airports are assigned to specific zones.
- With more than 3 players, two players may share the same starting color, drawing from the same card stack.
Player Reference
| Travel Type |
Cost |
Requirement |
| Land |
1 point per city-to-city line |
Follow solid lines |
| Sea |
Entire next turn |
Must stop at harbor first |
| Air (same zone) |
2 points |
From airport city |
| Air (adjacent zone) |
4 points |
From airport city |
| Key Numbers |
Value |
| Cities on board |
180 |
| Destination cards per player |
6 (standard) |
| Players |
2-6 |
| Die result for instruction card |
1 |