
Trailblazers: Sasquatch Expansion Pack
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Some build in good faith. Some pretend. And when you realize who it is, it might already be too late.
WHAT IT'S ABOUT
When one of you works for Sasquatch
Ryan Courtney takes the trail-building system of Trailblazers and injects betrayal into it. The Sasquatch expansion introduces secret identities: one of the players might be the legendary creature of the woods, determined to sabotage the hiking trails that humans are building in its territory. Illustrated by Seth Lucas, published by Bitewing Games, this expansion transforms a cooperative puzzle into a psychological hunt.
At the table, you play trail cards to build loops for hiking, biking, and kayaking through hybrid fields. But one of the discarded cards could be a signal: someone is sabotaging. You can reveal Sasquatch when you think you're going to win, or hide until the end. Humans must figure out who the traitor is and build a loop through their location before the turns run out.
What they say abroad
It transforms the collaborative puzzle into a game of psychological poker.
— FroGames
The tension isn't in the trails. It's in the glances.
— FroGames
Trailblazers: Sasquatch Expansion Pack
What's in the box
The pieces of betrayal
Secret Identity Cards
At the start of the game, everyone gets one. All humans, or maybe there's a Sasquatch. You won't know until someone reveals themselves.
Hybrid Trail Cards
New fields with multiple requirements. Build more complex loops, or use them to cover up sabotage tracks.
Hunting Map
If Sasquatch is revealed, humans must complete a loop through its location before the turns end.
Traitor Rules
Sasquatch strategically discards to sabotage, can reveal itself at any time, or remain hidden and win silently.
In the end, someone will say, 'It was you all along.' And you'll smile.
Video a scopo dimostrativo, per mostrare il gameplay.
A game in five moments
What happens at the table
Not the rules. The experience.
The secret identity
You receive your identity card and sneak a peek at your role. Human. Or maybe Sasquatch. The others watch you as you hide it. The game of faces begins.
The first discards
Everyone builds loops, discarding cards facedown. Normal cooperation. But someone discards a strange card, in a row that makes no sense. Coincidence or sabotage?
Paranoia grows
One player suggests a suboptimal move. Another discards too quickly. The questions begin: 'Why did you put that card there?' The table divides.
The revelation
Sasquatch reveals themselves, or someone accuses. If true, the hunt begins: humans must build a loop through their location in a few turns. If false, chaos.
The final count
If Sasquatch is revealed and humans complete the loop, they win. If Sasquatch remains hidden until the end, loop points are counted. Sasquatch wins if the score is low. Someone has won silently.
How to play
The flow of each turn
A turn is quick. But every choice can be a confession.
Start of turn: you have 2 cards in hand. Are both useful? Or is one perfect for sabotage?
Place a card on the map to build hiking, biking, or kayaking loops through the fields. If you are Sasquatch, pretend to cooperate.
The other card goes into one of the discard piles, face down. Humans discard useless cards. Sasquatch discards key cards to prevent loops.
Everyone sees where you discard, but not what. The discard position is a clue. Or a misdirection.
Why it's different from others
Six mechanics that make a difference
Optional hidden role
Sasquatch might not be there at all. All identities could be human. This creates paranoia even when there's no traitor. Suspicion is enough to break cooperation.
Facedown discard as a clue
Unlike other traitor games, here sabotage happens in discards, not in visible actions. You have to deduce from patterns: why did they discard there? Did they need that card?
Timed hunt if revealed
When Sasquatch reveals themselves (or is correctly accused), the game changes: humans have N turns to build a loop through their location. Immediate pressure, no speculation.
Sasquatch can win hidden
No need to reveal yourself. If Sasquatch reaches the end undiscovered and the humans' loop score is low, they win. The perfect bluff is to remain invisible.
Compatible with all editions
Do you have Trailblazers first edition? Standard? Deluxe? This expansion works with all. Just add the identity cards and traitor rules, the rest is plug-and-play.
Accusations and voluntary revelations
Sasquatch can reveal themselves whenever they want. Humans can accuse. Timing is everything: revealing too early gives you a tactical advantage, too late and humans win by points.
How it ends
How to win and how to lose
There are three possible endings. It depends on when Sasquatch comes out.
Human Victory
- Sasquatch is revealed and humans complete a loop through their location within the limited turns
- Sasquatch wasn't there (all humans) and the loop score exceeds the cooperative victory threshold
- Sasquatch is correctly accused before they can win
Sasquatch Victory
- They reveal themselves and humans cannot complete the loop in time
- They remain hidden until the end and the humans' loop score is too low
- Humans accuse the wrong player and chaos prevents cooperation
Trailblazers Sasquatch doesn't change the game. It changes who trusts whom. And that's enough to ruin any perfect plan.
Frequently asked questions
FAQ about Trailblazers: Sasquatch Expansion Pack
Is the base game required to play?
Yes, this is an expansion. A copy of Trailblazers (any edition) is required. The expansion adds identity cards, new hybrid fields, and traitor rules, but the basic game system is necessary.
Is Sasquatch always present in the game?
No. You can play with all human identity cards, or include Sasquatch. You won't know if they're really there until someone reveals themselves. This creates paranoia even when the traitor doesn't exist.
How does Sasquatch sabotage without being discovered?
Sasquatch discards facedown into the discard piles. Humans see where you discard, but not what. Sabotage occurs by preventing key loops through strategic discards. You must appear cooperative by playing a useful card, then discard the one that was really needed.
Does it work well with 2 players?
Yes, but the traitor dynamic is more exposed. With 3-4 players there is more room for bluffing and cross-accusations. With 2, the game becomes more tactical and less psychological, but it remains fun.
Is it available in Italian?
No, this edition is in English. The text on the cards is minimal (mainly symbols and field names), the rules are in English. Basic knowledge of the language is necessary.
Trailblazers: Sasquatch Expansion Pack is a traitor game expansion for 2-4 players, 30 minutes playtime, ages 14+. Designed by Ryan Courtney and published by Bitewing Games, it introduces secret identities and hidden roles into the Trailblazers trail-building system. One player might be Sasquatch, determined to sabotage human hiking loops through strategic discards. Compatible with all editions of Trailblazers. Mechanics: deduction, bluffing, semi-cooperative. Available on FroGames.it.

Trailblazers: Sasquatch Expansion Pack
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