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Sean Who Was Paul
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Lost Cities » Forums » Reviews
Why This Wargamer Likes Lost Cities
I know what you might be thinking: this is just another review of Lost Cities. And there are a lot on this site, but I wanted to put my two cents in on why I enjoy playing Lost Cities.

Gameplay (35 out of 35): There are much better reviews of the mechanics of Lost Cities and that is not one of my strong points as a reviewer. What I want to say is that Lost Cities has a lot in common with most wargames in that each requires the same mindset to play, and that mentality is risk management. You don't exactly know the outcome of any of your moves so in your head you have to calculate odds and decide which is more favorable path.

In the case of wargames the most famous example of this is the Combat Resolution Table or CRT in which the strength of opposing units is matched to come up with odds like 1-1 or 3-2. Lost Cities is another example of similar thinking because you have to either discard (and give the opponent a chance to draw a card he needs) or play a card in front of you for possible points in the future. Often you don't have the right cards in your hand, so you read into the situation what information you have, draw up a plan and hope for the best. This is similar in wargames, where you pick a battle to fight, and hopefully it is the one you can not just win but get a great return for your risk. Then again you might get burned. And that is the fun part of it all.

Combine the simple play of Lost Cities with the thrill of risk management and you have a game I rarely tire of playing. Objectively there are better games. Chess is a better game, a better test of skill but I hate the game. It all feels decided, no chaos to it, no risk management. So I'd rather play Lost Cities because the mental process of calculating odds and choosing the best possible path is something I enjoy.

Components (10 out of 10): Being a fan of adventure stories, I love the card art and theme. I know it is tacked on, but I don't care. I don't want to play with symbols, I want to play with cool pictures that evoke some kind of mood and the art for Lost Cities does that for me.

Originality (3 out of 5): I'm undecided on how to rate this part of the game. In a lot of ways it feels like it is just a mental math exercise, and not necessarily original. I don't know how to rate this category, which I use in other reviews, but here I'll give it a favorable rating. Was there a game like it before 1999?

Overall (48 out of 50): I would suggest Lost Cities to other wargamers who are not turned away by the lack of theme. The reason I love many non-wargames like Lost Cities and Lord of the Rings is because each is unpredictable and requires me to manage my plans while considering the factors that are both in and out of my control. That is the charm of Lost Cities.
Last edited on 2008-05-01 09:25:48 CST (Total Number of Edits: 2)
Togu Oppusunggu
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Nice review. I really appreciate reviews like this, where an analysis is given of why a game is good or not so good. I hadn't been able to articulate before what it is that is enjoyable about Lost Cities and I think you've nailed it.
D R
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0708
Not sure this quite meshes with your wargaming theme, but I also appreciate the fact that Lost Cities has an "intelligence" component, mostly in the early plays. (Not IQ, of course - assessing information about your opponent's capabilities and plans, and revealing your own as slowly as possible.)

When someone starts playing cards in a color, they're making a statement about their hand and plans for the future. And this results in a few interesting choices. Which color to open with as the second player? How long do you want to hold off before starting that second or third color? Balancing the advantages of waiting to reveal colors of strength (and waiting for investment cards) against possibly reducing one's score by skipping many cards in one's first color (just targeting ~20) against the risks of discarding a card that might be useful to the opponent or at least reveal a color of weakness (which the opponent can then expect to draw better in throughout the hand)...

I recall a recent game where I deliberately delayed opening a color in the middle game because my opponent already had, and they were clearly waiting on a few middle cards - some of which I held. By denying them knowledge (that I held Blue 6,7,8 with 3 and I in the draw pile) which would have allowed them to "safely" play that Blue 9 and/or 10 on their I,2,4,5, I forced (well, OK, encouraged) them to hold one or more cards in their hand longer, reducing their options and resulting in plays in other colors which gave me still more information. I was only able to do this for a few turns before running out of options in my own hand, but plays like that add up, I think. (And as it turned out, I drew the 10 and did end up playing the blue series.)

Even playing just the 3 at that point would have immediately revealed strength in blue, encouraging my opponent to risk closing blue in the pursuit of more cards and choices.

I wonder if anyone has explored a variation involving "marking" the colors played, or left unplayed and changing the risk-reward ratio for the last of the 3 hands. For example, place a marker (wooden cube, glass stone...) in front of each of the 5 colors on each side of the board, and during scoring take your marker in each color if you scored positive points in that color. In hand 3, colors with markers remaining score double (or just start "opened" at -20 and must be scored). This means you face a choice between trying to close out all 5 colors in hands 1 and 2 allowing for a safer hand 3, or deliberately risking an open color in order to score higher in the final hand...

(Hope that's not too off-topic. I know some board games include aspects of intel.)

Sean Who Was Paul
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Thats a great observation about the game and another reason why I like it. How much do you reveal can be a real issue.
Last edited on 2008-05-01 09:31:24 CST (Total Number of Edits: 1)
Dan Edwards
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070809
Nice review...too nice. I think you just hit me in the pocketbook, as I've had my eye on this but your review has made this game my next purchase.

Dave Rubin
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06070809
I agree whole-heartedly with your thrust. Wargames prepare one psychologically for those times one plays two investment cards in one's strongest color and never sees another of the same for the rest of the game to run up a -30 on the trip.
Last edited on 2008-05-01 07:47:17 CST (Total Number of Edits: 1)
11. Thou shalt not play worker placement games.
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06070809
    I find it remarkable that more grogs don't also enjoy card games (true card games, not CDGs) because so much of the play in card games is risk assessment and resource management. Games in the Bridge and Rummy families are particularly driven by these two issues. I find the mindset quite similar, in spite of the actual play-out of the moves being worlds apart.

    Lost Cities is one of those neither-fish-nor-fowl games in that it is largely a game of cards with multiple discard piles, but has a boardgame look and feel to it.

    I look forward to your review of Pinochle.

             Sag.

Darrell Hanning
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0506070809
dirubin wrote:
I agree whole-heartedly with your thrust. Wargames prepare one psychologically for those times one plays two investment cards in one's strongest color and never sees another of the same for the rest of the game to run up a -30 on the trip.


With repeated playings, avoiding this becomes part of the risk management element, and can be minimized. But I like the humor of how you put it.

I'm impressed by anyone reviewing a Knizia card game from the perspective of what it might share with wargames. That's gutsy, and it actually kinda works, so definitely kudos are in order. I mean, the potential for getting whacked for it by fellow wargamers, alone, gets you a medal for courage in action.
Sean Who Was Paul
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Quote:
I'm impressed by anyone reviewing a Knizia card game from the perspective of what it might share with wargames. That's gutsy, and it actually kinda works, so definitely kudos are in order. I mean, the potential for getting whacked for it by fellow wargamers, alone, gets you a medal for courage in action.


I really enjoy Knizia games, but do grogs have it in for the guy or something?
Andy Malcolm
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Knizia is one of the few Euro designers who knows what he is doing.
Víctor Pérez
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gittes wrote:
Originality (3 out of 5): I'm undecided on how to rate this part of the game. In a lot of ways it feels like it is just a mental math exercise, and not necessarily original. I don't know how to rate this category, which I use in other reviews, but here I'll give it a favorable rating. Was there a game like it before 1999?


Lost Cities is quite similar to a traditional Spanish game played with a regular card deck (here it means an Italian style deck); however, I feel that there is no link between them.
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