2018 BGG rank #13656

Linkto Travel

1–10 players 30–45 min Ages 10+ 1.2/5 complexity 5.5/10 rating

About this game

Linkto Travel — first released as Links Voyage — is a co-operative trivia game in which players team up to find the key amongst the fifty cards that feature unique travel art. Together, players link all 49 clue cards to the 50 word cards. They then discover whether the remaining, unlinked word card is the key to their victory, validating its code with the answer card to know whether they've won the game! Linkto Travel, which has also been released as Match Up! Travel, offers five levels of difficulty in the game, as well as a competitive mode for those who want it. The unlinked word card differs at each difficulty level, and the clues themselves also differ, getting much harder to decipher at the higher levels.

What it feels like

Cooperative Game Trivia Educational

Game intelligence

Learn the game

100% knowledge coverage

Setup

1. Spread all 50 Word cards on the table face-up so all players can see them clearly. Grouping them by theme can be helpful.\n2. Place the 49 Clue cards in a single stack, accessible to all players, clue side up.\n3. Set the Answer card aside — it is not used until the very end of the game.\n4. Agree on a difficulty level (1–5) to play. It is recommended to start with Level 1 and work through levels in order across sessions.

Turn flow

On each turn, one player draws the top Clue card from the stack and reads the clue for the agreed-upon difficulty level aloud. All players discuss and try to identify which Word card the clue matches. When the group agrees on a match, the Clue card is placed on top of the corresponding Word card. At any time, previously placed Clue cards may be moved to a different Word card. If the group cannot identify a match, the Clue card may be set aside and returned to later. Play continues until all 49 Clue cards have been placed on Word cards.

Scoring and victory

Cooperative: The team wins by identifying the correct 'key' Word card (the one with no Clue card on it) and matching its code to the Answer card. Optional points can be tallied for cross-group comparison. Competitive: The team with the most points at the end wins. Target score: Cooperative win condition: key code matches Answer card. Optional perfect score: 100 points. Scoring sources: Correct key found on first try: 51 points (optional scoring), Correct key found on second try: 41 points (optional scoring), Correct key found on third try: 31 points (optional scoring), Each correctly matched Word/Clue card pair: 1 point (optional scoring), Competitive variant: Each correctly matched Word/Clue pair kept: 1 point

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Setup

Players choose one difficulty level (1–5) before the game begins.

Before play begins, all players agree on a single difficulty level from 1 (easiest) to 5 (hardest). Only the clue corresponding to that level is read from each Clue card during the game. It is recommended to start at Level 1 and progress through levels in order across play sessions.

Turn structure

On your turn, draw the top Clue card and read the clue for the chosen difficulty level aloud.

On your turn, draw the top Clue card from the stack and read only the clue that corresponds to the difficulty level chosen at the start of the game. Do not read clues for other difficulty levels. All players then discuss possible matching Word cards.

Turn structure

When the group agrees on a match, place the Clue card on the corresponding Word card.

Once the group believes they have found the correct Word card for a Clue card, the Clue card is placed face-up on top of that Word card. There is no time limit for deliberation; players should carefully consider every word and discuss all options before placing.

Turn structure

Clue cards that have already been placed may be moved to a different Word card at any time.

At any point during the game, players may pick up a previously placed Clue card and move it to a different Word card if they believe the original placement was incorrect. This can be done during any player's turn, without restriction.

Turn structure

If you have no idea where a Clue card belongs, set it aside and return to it later.

If the group cannot determine which Word card matches a Clue card, they may set that Clue card aside rather than placing it. These unplaced cards can be revisited at any time. When only difficult cards remain, players must use deductive reasoning — the remaining unmatched Word cards narrow the possibilities.

Endgame

When all 49 Clue cards are placed, the one remaining Word card is 'the key'.

There are 50 Word cards and 49 Clue cards. When every Clue card has been placed on a Word card, exactly one Word card will have no Clue card on it. This leftover Word card is called 'the key' and is used to determine if the team has won.

Endgame

Flip the key Word card and compare its code to the Answer card for the chosen difficulty level.

Once all Clue cards are placed and the group is satisfied with their choices, take the leftover Word card (the key), flip it over, and compare its code to the code printed on the Answer card for the difficulty level being played. If the codes match, the team wins that level.

Endgame

If the first key is wrong, place it back and try again; a correct second key also wins.

If the code on the first key does not match the Answer card, the key Word card is placed back among the Word cards on the table. Players adjust their Clue card placements and select a new key. If that second key's code matches the Answer card, the team wins (though with a lower point score if using the optional scoring system).

Strategy briefing

Use the leftover Word card strategically

Since there are 50 Word cards and only 49 Clue cards, one Word card will always be unmatched. If you're confident about 48 placements, the 49th placement is forced — which also determines the key. Use this to resolve ambiguous pairs near the end.

Set aside hardest clues and use elimination

The rules explicitly allow setting aside Clue cards you can't place. As more Clue cards are placed, fewer Word cards remain, and deduction becomes possible even for clues you didn't initially understand.

Group Word cards by theme during setup

The rulebook itself suggests grouping Word cards by theme during setup. This reduces the search space when reading a clue and speeds up matching, especially at higher difficulty levels.

Don't lock in placements — move freely

Because Clue cards can be moved at any time, treat early placements as tentative. As more clues are read, re-evaluate previous placements. The Last Chance rule also rewards you for fixing mistakes before your third attempt.

Maximize optional score by verifying all pairs

The optional score awards 1 point per correctly matched pair on top of the key bonus (max 51). Even if you find the key on the first try, you only achieve a perfect 100 by also correctly matching all 49 pairs. Carefully verify every placement before declaring the game over.

Competitive: prioritize confident matches to build bonus chains

In the competitive variant, a correct match earns a bonus chain from the discard pile. Choosing only high-confidence matches — even if it means skipping uncertain ones — maximizes the chance of triggering and extending these chains, which can dramatically accelerate your score.

Common questions and edge cases

During Last Chance or optional scoring, which difficulty level's code do I compare on the Clue card?

Always compare the Word card's code against the code for the difficulty level chosen at the beginning of the game. Each Clue card has 5 codes (one per level); only the one matching your chosen level is relevant.

Why is there always exactly one Word card left over?

There are 50 Word cards and only 49 Clue cards. Since each Clue card is placed on exactly one Word card, one Word card will always remain unmatched. This is by design — it is the 'key' used to determine victory.

Can I move a Clue card that another player placed earlier, even mid-turn?

Yes. Clue cards can be moved to a different Word card at any time during the game, by any player, without restriction. This is a fully cooperative game and repositioning is always allowed.

In competitive play, if I get a correct match using the discard pile bonus, do I get another bonus turn?

Yes. The bonus chain continues: each correct match (whether from the main deck or discard pile bonus) earns another bonus turn drawing from the top of the discard pile. The chain only breaks when the discard is empty or a match attempt fails.

After a wrong first key, do I put the Word card back before or after adjusting Clue card placements?

The wrong key Word card is placed back among the Word cards on the table first. Then players freely adjust Clue card placements across all Word cards (including the returned key) before choosing a new key.

If we win on the third try (via Last Chance), how do we calculate optional points?

Key points: 31 (found on third try). Pair points: after Last Chance resolves, compare all Word/Clue card pairs using the chosen difficulty level code. Add 1 point for each matching pair. Maximum total is still 80 points (31 + 49) if all pairs also match, not 100.

Ask About This Game

Similar games