
- BGG rank
- BGG #315
- BGG rating
- 7.5
Love Letter
- 2–6 players
- 20 min
- Complexity 1.1/5
- 2019

Rules assistance for Adventure Tours
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Adventure Tours is a board game released in 2014 for 3–6 players, 30–45 minutes per game, and ages 10 and up. It was designed by Seiji Kanai and its main mechanics are Variable Player Powers, Hand Management, and Take That.
As an expedition leader in Adventure Tours, you want to take explorers on journeys that will show them great things and (more importantly) earn you lots of money, but if you don't have the right equipment, you won't be able to take anyone anywhere. The game lasts three rounds, and in each round players start with six cards in hand. On a turn, either you play a card to the right of your player board as an expedition supporter — thereby increasing your technology, provision or clothing resources — then draw a card to end your turn, or you play a card above your player board to represent the explorer who has hired you to take him on a trip. To be hired by that explorer, though, your expedition must meet the demands of that explorer card in the category shown, such as having a technology level of at least five. When you place an explorer, you carry out the special power shown on that card, such as giving other players additional cards, taking an extra turn, or stealing equipment or explorers from others. Once a player has laid his final card, the round ends immediately. Players earn money equal to the value of the explorers lying above their boards, then lose two coins for each card still in hand. The player with the most money after three rounds wins. In the expert game, each player board has different starting values for the technology, provision and clothing resources as well as a special unique ability that a player can use once during a turn.
Adventure Tours supports 3–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Adventure Tours is 30–45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Adventure Tours for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Adventure Tours has a complexity rating of 1.7 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Adventure Tours belongs to these categories: Card Game. Its main mechanics are Variable Player Powers, Hand Management, and Take That. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Adventure Tours are: Seiji Kanai. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Adventure Tours as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.