The year is not the structure
The game has three phases: Pre-season, Season and Off-season. They describe the pressure of the journey rather than four literal calendar seasons. Off-season deliberately brings autumn and winter together into one final, demanding stretch.
This gives the route a clear dramatic arc. Players prepare before the roads fill, make their boldest choices while the journey is open, then discover whether the resources and relationships they built can carry them through the end.
One engine, three different decisions
Each phase has a key station that makes its purpose visible. The Campsite prepares the campervan. RE-MARKT turns recycling and timing into an advantage during the busiest part of the journey. The Bio-Gas Station converts what was saved into the fuel needed for the colder road ahead.
The exchanges are easy to understand, but their value changes with the route. A resource that feels expendable now may be the exact thing a later card asks you to keep.
A journey players can feel
The three phases create more than mechanical variety. They make a game feel like a trip: anticipation, freedom and the final push toward somewhere that has slowly become important.
Because the cards, timing and choices change, the same structure tells a different story every time. More than a trillion roads can still lead to one Vantia.