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Expect game reviews and replays from our weekly game. I may also talk City of Heroes, movies, books and whatever else catches my fancy.

Sunday, November 27, 2011

F#¢& Lost Cities: The Board Game

Lost Cities: The Board Game

Plot:  You launch Indiana Jones type expeditions to 'recover' treasure.

Mechanics:  Each player gets 4 small doobers and one large doober.  There are 5 expeditions, each with a color matched suit of cards.  The cards are numbered 0-10, and there are two complete sets per suit.  You play a card and move a doober, the next card of that color must be either greater than or equal to the previous, or less than or equal to.  For example, a run of 2-3-4 or 4-3-2 are both legal, but 2-4-3 or 4-2-3 are against the rules.  Starting out an expedition costs you points, and going up the track earns you points back.  Finishing a track gets you 50, anything the large doober is on is doubled.   When you finish a track with a large doober you are allowed to dance around like you scored a touchdown.



Ok, extremely dumb game so far.  What makes it fun is the tiles which are randomly placed along the tracks waiting to be picked up.


You can get Idols, and your collection of idols gives you extra points at the end.

You can get bonus points valued at 5, 10 or 15

Or you can hit escalators which move any doober on a track up a spot.






Darren's Rating:  7/10.  I infrequently request this game, but I am always up for it when someone else suggests it.  Its lighter fare, which really works for us at times.

Tips:

*Getting the large doober to the finish is absolutely critical to do well.  You have to move him 10 times to get there, plan accordingly.
*The most important tiles are the escalators.  You normally will not get 10 cards in the same suit, but you definitely can get 5 down and manipulate the escalators.
*The more players there are the less expeditions you want to launch.  In 3 player, all 5 cities, also known as the Rainbow, is a decent risk.  In 5 player, one of those expeditions is going to lose points.
*Know when the round end is close.  It is determined when 5 doobers cross a bridge, or 7 spaces up a track.  Don't launch expeditions when this is close!

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