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Larry Snyder
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Lost Cities: The Board Game » Forums » Reviews
A review from one who enjoys Lost Cities the Card Game

I’m a big fan of Lost Cities the Card Game. While on the surface this game appears to share the same basic structure that made the card game a blast, it instead falls flat for me. Lost is the tension of the game. There is really no fear of ever having a negative score, never any major risks to take and never the ability to shutout your opponent and make a great comeback.

For example, in the card game you had various multipliers that you could play to increase your score for an expedition. Even if you had 6 blue cards to start with, you would want to hold out waiting for 1 or more multipliers to come your way. But that’s where the tension comes in. What if the multipliers are buried? What if your opponent is holding them? You risk either throwing cards away or you are starting other expeditions that you have no idea if you can complete. Or you start it only to get that sour taste when the next card you draw is that faithful blue multiplier that you could kick yourself for not waiting on.

But what if you had no blue cards, but all three blue multipliers ~ do you risk it? None of that exists now. Instead, you have a large player that counts as x2. It doesn’t really matter how much you even have when you place him, because if you don’t gather the cards you need you can simply land on arrow tiles that allow you to advance the large figure forward. Not once did I fail to receive a 100 point bonus by having him advance the whole distance in an expedition.

Because of those arrow tiles, the fear of making a bad play is erased. For example, in the card game nothing was worse when you threw down a red multiplier and all you have is a red 3 to go with it ~ and then your opponent places a red multiplier down, and then another red multiplier down. You have that sinking feeling that you just made a huge mistake, as they must be overly confident in their hand. Heck, they could even rub it in that you made a bad play for fun. It provides that tension that just is missing from the board game. In every game I almost always went on expeditions with all 5 adventures and only once did I have a -5 score, and technically it wasn’t really that bad because I picked up a 15 point victory tile. I watched what my opponent played, but what they played never really had any bearing on what I was doing.

I feel like they took a great game and tried to add features that instead of advancing it, it just made it flounder. Even the nice little touch of showing the cards actually advancing on a path has been replaced with the same image of the final goal ~ just smaller or bigger. So they even lost that touch.

Overall, if I had a young nephew that I wanted to introduce into games, I would pull this game out. It’s easy to learn, not too hard to make mistakes and while I would say it’s luck based, it doesn’t even require you to be all that lucky. Otherwise, it will stay on my shelf and when I want a quick, fun game to play, I’ll grab the card game. Oh ~ and those cards are still holding up well after hundreds of plays. The board game cards are already doing poorly after a couple of of plays with 3 shuffles.

Hide the cleavage. Ⓦ Ⓢhubert
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I agree that LC: TBG doesn't have the constant worries about your expeditions coming up negative. You have to start your expeditions very late (or with very little support) to actually get a negative score in them.

*BUT*, I suspect that's on purpose. It's meant as a casual family game, and getting slammed with big negative points for your mistakes doesn't work so well in that environment. I think your last comment, "Overall, if I had a young nephew that I wanted to introduce into games, I would pull this game out," hits it in just the right place. LC: TBG is an excellent game to play in a mixed adult/child situation. It's great when you play it that way. I would never recommend it for gamers, but that's OK with me; I do lots of gaming with my family, and it's perfect for that!
Chris Ferejohn
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I really think the big problem is calling it "Lost Cities: The Board Game". Despite a superficially similar mechanic, the game plays completely unlike Lost Cities, and if you try to play it like Lost Cities, you will inevitably be dissapointed.
Greg Cox
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This is disappointing as I bought it thinking it would be Lost Cities for 3 or 4 players!
Ian McCarthy
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Yeah, this was a really interesting review, mainly because I didn't really expect Keltis to play just like Lost Cities. The board game has similar mechanics and may even have crossover appeal, but it is indeed a very different game.

I actually disagree with the OP that it is a significantly easier or lighter game than the card game.

For example, in the card game, all I need to do is have the luck to draw two or three high numbers in a color that my opponent is developing and then, for the low cost of a few negative points, I can play them and screw my opponent out of the bulk of their points in a certain color. It is not an agonizing decision at all and it easily works both ways.

I'm glad it is not so beneficial to draw the higher numbers in the board game. In fact, playing an 8 and a 9 only in the board game is a bad move, whereas it would only be minus 3 in the card game and is a great thing to do if your opponent has started to develop that expedition. Although I really do enjoy the card game, I feel like it is a bit too easy, i.e. luck-based, to mess with your opponent's plans.

Actually, when I read the review again, it just sounds like the intensity in the card game, at least in the examples given, arises from bad play, which is certainly possible in both games. The example regarding the investment multipliers and a red three is especially silly, since it would be ridiculous to play a multiplier when you don't even have one high number.

The arrow tiles in the board game are there for everyone and I've found the race for artifacts is more central to the gameplay. I have been forced to play higher numbers than I have wanted to in order to capture more artifacts, since they are the only board "rewards" that can truly be captured and have tended to be determining factors in my games. Remember that the victory point tiles and the arrow tiles stay on the board for everyone to utilize.

You're right that it's pretty easy to go all five expeditions in the board game, since there are two copies of each card in the deck, with 30 random cards removed from the game in two player matches, and you only need four cards to get into the positive areas of each adventure track. But going all five tracks in the positive won't guarantee a win.

Having played and enjoyed both games quite a bit, I probably would recommend the board game more readily to the young ones, but only because there is less math during the scoring phases. The card game can get pretty silly with the point spreads and, by the third round, rather tiring, actually, unless you're really into doing arithmetic.

In short, there is at least as much strategy in the board game. I actually prefer the board game right now, although I can't even remember my rating for either game at the moment.

I prefer the card game for its portability and the board game for it's versatility and I really don't understand the comment about the card quality. Maybe you're shuffling differently because of the difference in the card sizes between the two games? In any case, there is always pile shuffling.
Kevin Cantwell
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Hello,

I have a question about this part of Ian's response. I want to make sure my wife and I are playing the card game (not the board game) correctly.

Quote:
I'm glad it is not so beneficial to draw the higher numbers in the board game. In fact, playing an 8 and a 9 only in the board game is a bad move, whereas it would only be minus 3 in the card game and is a great thing to do if your opponent has started to develop that expedition.


Why would you take any loss of points at all? Couldn't you just hold those two cards? Since "moves" are at a premium, I would try to score my own expeditions. Expedition scores are independent of each other, no? What I get has nothing to do with my opponent's score, even on the same expedition, right?

I'm not sure what would make this a "great thing to do." Is there a rule we are missing? Or maybe some hand managment subtlety that is escaping us? We always hold the high cards of each others expeditions unless we can make 20. There is usually another play to be made that will get us points on our expeditions.

Usually the only way we screw each other up is either to hold the card until the end or discard it once it can't be played. (She just played the red nine, so I discard the red eight to rub it in.)

Thanks very much,

Kevin
Last edited on 2009-01-27 07:28:05 CST (Total Number of Edits: 2)
Ian McCarthy
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natsean wrote:
Hello,

I have a question about this part of Ian's response. I want to make sure my wife and I are playing the card game (not the board game) correctly.

Quote:
I'm glad it is not so beneficial to draw the higher numbers in the board game. In fact, playing an 8 and a 9 only in the board game is a bad move, whereas it would only be minus 3 in the card game and is a great thing to do if your opponent has started to develop that expedition.


Why would you take any loss of points at all? Couldn't you just hold those two cards? Since "moves" are at a premium, I would try to score my own expeditions. Expedition scores are independent of each other, no? What I get has nothing to do with my opponent's score, even on the same expedition, right?

I'm not sure what would make this a "great thing to do." Is there a rule we are missing? Or maybe some hand managment subtlety that is escaping us? We always hold the high cards of each others expeditions unless we can make 20. There is usually another play to be made that will get us points on our expeditions.

Usually the only way we screw each other up is either to hold the card until the end or discard it once it can't be played. (She just played the red nine, so I discard the red eight to rub it in.)

Thanks very much,

Kevin


Well, Kevin, someone else may disagree with my opinion on this matter, but the situation that I'm referring to has come up a lot in my games of Lost Cities. It happens specifically when your opponent has committed to an expedition, maybe with an investment card or two and a few low number cards, and then you draw a couple of the high numbers in that expedition, say the 7 and 9. Those will pretty much be stuck cards in your hand if you try to directly compete and wait to draw lower numbers in the same expedition. Also, it would be bad to discard them, since your opponent would snatch them up in a heartbeat. So, the best strategy, IMO, is to hold onto them until you don't have anything else better to do and then you can play them and take the negative four points, rather than discard them and give them to your opponent for big multiplier points and perhaps an 8 card bonus.

I only mention this strategy because it doesn't seem evident to many players right away. It certainly wasn't evident to me right away. It seemed like a good idea to never have negative points, while in fact a lucky draw of a couple of high numbers in an opponents expedition can make a big difference in final scoring.

This is also something that can be made clearer when you see the difference in strategy that the board game presents. Drawing a 9 and a 10 in an opponent's expedition is strictly bad, since you don't want to discard/give them away and it is much more detrimental to your cause to play them, since your adventurer will surely be stuck in the negative area, unless you advance him by using the advancement tiles or happen to draw a second 9 or 10 in time.

So, basically, yes, I think you are playing by the rules of the card game and, if you have something else to do, then certainly hold onto those high cards. My strategy concerned the supposed "problem" of drawing the opponents high cards early and the differences it highlights between the card and board games here.

They really are different games and I love them both.
Kevin Cantwell
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Hello Ian,

Thanks for the reply.

I can see what you are saying. It hasn't come in the games I've played yet. Maybe I've just been lucky in the draw or with my hand. I've usually been able to make my expeditions, even with just 20's. If I take a loss, it is usually because I've taken a chance early on and just didn't make it or I need to cut my losses. I haven't had to take a loss in the manner you describe, though.

I only played a few dozen games, though, so maybe it just hasn't come up yet.

Thanks again for the response.

Kevin
Amy D
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KenToad wrote:
For example, in the card game, all I need to do is have the luck to draw two or three high numbers in a color that my opponent is developing and then, for the low cost of a few negative points, I can play them and screw my opponent out of the bulk of their points in a certain color. It is not an agonizing decision at all and it easily works both ways.


Why on earth would you do that? Am I missing something when I play? I'd never play a negative expedition just to show the other player I had those cards...I supposed because then I'd be showing the other player I had those cards. :p

If they know they're never going to draw the high cards in that color, that frees up their strategy somewhat because they don't have to worry over that anymore.

My gut feeling has always been that it's more worthwhile to hold the opponent's cards in your hand, even though that limits you, than to play them at a loss just to show them you had them. Maybe I'm wrong?
michael morizzo
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having played hundreds of hands of lost cities the card game, playing high cards for a loss is quite common. ideally, it is best to just hold on to them - however most times it is less detrimental to take a minus three or minus four than to clog up your hand.
for example, suppose you have an 8 + 9 in red and a 7 + 9 in yellow and 4 other cards. if your opponent has invested in these two colors, say perhaps with multipliers and low cards, you can,t discard them and they would essentially cut your hand in half by holding them. in many instances - and often times just having 2 high cards that my opponent has invested in - i have no other beneficial plays and it is well worth the small minus to free up some space in my hand. many times the other choices will hurt me far more than taking a small minus. they range from playing on my own side prematurely ( before i get a multiplier or possibly lower card ) or playing a card on my side with too wide a gap -say an 8 on a 3 - that in essence, costs me far more than a small loss.
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