Have you visited
www.HansoExposed.com lately? Have you ever heard of Apollo Chocolate Bars? Have you read “Bad Twin” yet?
If you’re a BGG member that has clicked on a review of “Lost: The Boardgame”, chances are you’re just geeky enough to answer yes to at least one of those questions. As of this review (just before the third season of “Lost” begins), the producers, marketers, and executives of ABC have created a literal flood of subtle clues and hints throughout the media of what’s in store for the hit show. This includes a multitude of websites, Easter eggs, video clips, and special events. And all of these affairs maintain an amazing appearance of reality and the utmost in quality in their creation and execution.
Unfortunately, this doesn’t hold true for the one thing that the “Lost” fans here on BGG were most anticipating: the boardgame. Like many, I couldn’t wait to get my hands on the game; and now, like many, I’m quite disappointed in its execution. There is no way this game will make any impact in either the boardgame world or the “Lost” world.
Currently the game is only available at Walmart, Target, and similar distributors. Obviously a mass market game, and we shouldn’t expect anything less. However, the look of the cheesy tin box it comes in reeks of the other television licensed junk out there. I seriously thought I was picking up a trivia game reminiscent of that for “Friends”.
Okay, so they want to get the attention of the mainstream viewers rather than the hardcore gamers. So you open the box to see that it still has potential to be a great gamers’ game. Then you see the ten pages of small font rules. Ten pages?! There are four pages for “Beginner’s Play” and four pages for “Advanced Play” and a two page cheat sheet. No pictures, no visual examples, small print. This thing looks boring even to me and I read games rules for fun in my leisure time!
Alright, fine. Obviously with that many rules the game is going to be a heavier strategy game with lots to offer the BGG gamer. Not really. The rulebook is completely redundant, giving the same information over and over. I am certain these rules could have been written in a bigger font on just one to two pages along with some full color examples.
Here is the game:
You set up a board of random face-down hexes and place your character markers at a start. Each character has a power number and special ability, and some of them have their own victory conditions. Each turn you move your character(s) one hex, flip over the tile and do what it says. If it’s already face up you can engage the location (do what it says) or engage another character on that piece. Engaging a character means you either try to take control of them or do their special ability (ie, healing).
Throughout the game more non-player characters can pop up for players to try to take control of and use to strengthen their party or explore more of the island hexes. Most hexes will make you flip over a fate card.
And these fate cards deliver a fatal blow to the game. Since your turn basically consists of moving each of your characters one hex and doing what you are told on the new hex, your fate literally balances on these fate cards. Some of them are beneficial and can go into your hand for future use (event cards), some can be equipped to the character finding them (equipment cards), and some are very detrimental and can kill off your character before you know what hit you (encounter cards). If your character is hit once it is injured, if it’s hit again while it’s still injured, it is killed. If your character is killed you are out of the game and get to watch the other players (or go watch the season finale again.)
Interaction between the encounter cards and other players is based on two numbers: the power value of your character – which can be enhanced by equipment, fate cards, and your other characters in the same area – and a six-sided die roll. This is the engine of the game. If you run into one of the Others with power 14 and you have power 5, you obviously know that there is no way you can win. Of course, you can combine forces later, but by then it’s too late and your first character is probably injured or even dead.
And once you do have a caravan of characters with a combined higher power running around, so do your opponents. The game then turns into a race to see if the higher power players can get to and kill the lower power players. Once those characters are defeated, the higher power player can then take control of them and become even stronger. Player elimination combined with the rich get richer. This ain’t Monopoly, but it sure does sound like it!
The point of the game is to kill or neutralize (ie, control) all other player’s characters. This makes absolutely no sense considering the television series and the intention of the show. The show is so rich in depth and thought provoking experiences that this game of moving and killing just defeats the purpose. There are so many different ways they could have taken this game and incorporated it into the “Lost” mythos and marketing that it is truly disappointing to see how it ended up.
If you are a fan of the “Lost” television show and a fan of good boardgames, you will not be a fan of this game.