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Subject: Lost Valley - A Detailed Review rss

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This review continues my series of detailed reviews. I have tried to cover every aspect of the game and as such you may prefer to skip to the sections of most interest.

Summary

Game Type – Board Game
Play Time: 45-80 min
Number of Players: 3-4
Mechanics – Exploration, Modular Board, Tile Placement
Difficulty – Moderate (Can be learned in 30-60 minutes and understood with only 2-3 plays)
Components – Excellent ++
Release - 2004
Designer(s) – Tobias Goslar and Roland Goslar

Overview & Theme

Lost Valley is a game dating back to 2004? And as of the writing of this review it has yet to earn a full English Production. This is not a big deal as the game is largely language independent but the Character Tiles and Ware/Building Tiles do contain text and only some of these offer English translations.

The theme of Lost Valley is an interesting one. Each player takes on the role of a Gold Prospector and within the unknown depths of the Lost Valley your fortune is just waiting to be discovered.

But gold prospecting is an unsure business to be sure. There are so many ways to extract the shiny metal from the ground. But how will you do it? Will you focus on river gold or put in the hard work to establish a mine to extract the highly prized mountain gold? Then there is the whole consideration of what gear to buy and use to help you gain an advantage.

Because you see, you are not the only prospector to hear about the potential of this valley. This is a race against the competition and possibly the elements as once winter hits the river will freeze over and no water means no mining.

Components

d10-1 The River Land Tiles - Well there is no single board. Instead there are a series of diamond and triangular tiles that represent the various elements of the Valley. These are all made from nice thick cardstock and feature engaging illustrations to help bring the Lost Valley to life.

The game also features a large starting tile. This acts as the anchor point from which all tiles must be laid and no tile is allowed to be laid such that it goes back behind the edge of the starting tile.


Image Courtesy of Casulo


d10-2 Character Boards – Each player receives a small board that depicts a character. Each board contains a series of boxes that outline how many wares, gear and gold they can carry at any one time. These boards are double-sided to offer 2 characters each, but these are purely for personal preference and have no bearing on the game. These boards feature a mix of English and German text.


Image Courtesy of bobborobbo


d10-3 Player Aids – A set of smaller boards still outline the costs to purchase or perform actions during the game. Again these boards feature a combination of English and German but the use of icons makes them largely language independent.


Image Courtesy of garea37


d10-4 Nugget and Assorted Tokens – The game features an assortment of Rivergold and Mountaingold tokens. The two are differentiated by the use of a green or grey back and they are round in nature. On the flipside, each token shows 1-2 gold nuggets (Rivergold) or 3-4 nuggets (Mountaingold).

The game offers up a large number of small tokens to represent the various wares, goods, animals and events that the game has to offer. These are all of a size that allows them to fit into the Character storage slots on the player boards. Some items come in either a round or square token format. As a general rule a round token is a one use discard item, whilst a square token means the item is permanent and can be reused.


Image Courtesy of fungry


d10-5 Player Pawns, Dice + Timber – Rounding out the components are the player pawns, the D6 and the timber tokens. These are all fairly standard and the timber pieces are most reminiscent of the road pieces from Settlers of Catan.


Image Courtesy of Araneuz


d10-6 Rules - This is perhaps the one major letdown of the game. The rules are available in English and they suffer somewhat from being a little too streamlined. They do most things well but they are not entirely clear on how difficult it can be to place the triangular shaped land pieces and I had to go to the Geek to really get a good handle on it. In addition there is also a large 1-sheet colour reference that shows a fully made map and describes each of the features. An additional black and white Hints and Tips sheet is also provided to make sure that players are aware of some of the hidden strategy before starting.


Image Courtesy of CherryPie


Overall though the components are absolutely fantastic in Lost Valley.

Set-Up

Due to all those quality bits, the game does take a little bit of time to set up. The gold tokens need to be mixed faced down and separated into river and mountain gold. All of the various wares and equipment need to be sorted into piles so the players can see what is still available to purchase, animal tokens need to sorted and mixed face down and so do the random event tokens. Finally the land and river diamond tiles need to be separated and the triangular tiles need to also be mixed and set aside face down ready for discovery. Finally the players take one character tile each and then receive their starting allotment of gear; which consists of 3 tools (shovels), 1 food, 1 timber and 2 whiskey. All but the whiskey must be stored in a player’s rucksack (top 6 spaces of their character tile) but the whiskey is stored in the gear section (middle set of 6 boxes).

By placing all players starting pawns on the Trading Post on the large starting land tile and choosing a starting player, the game is ready to begin.


Early Game - Image Courtesy of fungry


Game Play - Overview

One of the real strengths of Lost Valley is its simple turn based structure, which allows the game to flow really well from one player to the next. This allows the players to focus on the interesting decisions rather than on complex mechanics, which for me is the hallmark of any good game.

There are two key elements to every turn and possibly a 3rd as the game approaches its end:-

d10-1 Move and Explore – This is a large part of the games appeal…the ability to explore the Lost Valley and discover what awaits just beyond the horizon. Exploration has long been a favourite mechanic of games for me and I know that many gamers share that feeling. I think it must be the sense of the unknown, the fact that the game will play differently with every play that makes for a large part of that appeal.

Movement is always instigated by moving a player’s pawn along the length of any given tile to reach the next intersection between two tiles. If a player moves along the river then they are able to move up to two intersection spaces from their starting location. If they move inland, away from the river (or indeed begin their turn inland) then they can only move 1 intersection for the turn. These distances can of course be altered if a canoe or horse are purchased, but more on that later.

If a player should move to an intersection that sees them reach the edge of the known map then they are able to explore. To explore they simply take a tile and place it in order to fill in the gaps where they currently stand. In the early to mid game a player will likely need to draw 2-3 tiles per turn to fill in all the unexplored space that rests at their feet. Because the tiles are diamond shaped a player does have some choice in how they lay them but a newly laid tile must touch at least 1 existing tile already (tiles can’t float on their own).

It should also be noted that the River cannot be crossed on foot, so it has a tendency to separate the players as the game unfolds.

If a player explores an area where the river is present, then they must always draw the river tile(s) first before drawing the land only tiles.

Many tiles will feature a number on them that denotes how many Rivergold or Mountaingold are present for exploitation at that location. Once such a tile is placed, the appropriate number of tokens should be placed on the tile, so all players can see the potential that lays in wait. Some tiles may also feature a wild animal that can be hunted or events that can be experienced (tokens should also be placed as appropriate). River tiles may contain a fish symbol and these allow fishing to take place as an action to gain a food.

NB – The trickiest part of the explore phase by far, is the ability to place one of the triangular shaped land pieces. These are highly valuable because they feature uncommon locations like readymade mines, Whiskey Stills, caves with abundant animals and even additional Trading Posts (meaning a prospector doesn’t need to travel all the way back to the start to buy equipment).

The trick is that a triangular piece can only be placed if a diamond was placed in such a way that it created a triangular hole. This is not as easy as it sounds and takes several turns of careful movement and tile placement to achieve, usually at the cost of other actions, but the effort is generally worth it.

d10-2 Take an Action –

Image Courtesy of edroz
With exploration over it is time to take an action and it is here that Lost Valley looks up and begins to mock you. 1 Action?! Lost Valley offers its players countless options and you will want to take about 6 actions a turn to achieve all of your goals and get filthy rich. But alas only 1 action is allowed every turn, unless you drink whiskey of course. Mountainfolk live on whiskey and it allows them to ignore weariness…so each whiskey scoffed affords you an extra action.

Every action usually has a cost associated with it, which is paid for with a variety of resources or wares. So let’s look at what you can do…

Build a Sawmill – Building a Sawmill costs a tool and one of these can be placed in a forest if the player is located along a forest edge.

Build a Fish Trap – Building a Fish Trap also costs a tool and one of these can be placed in a river if the player is located along a river edge.

Build a Canal – A Canal is required to mine Rivergold as water is an important part of the mining process. To build a Canal a player must be located along an edge that features the river on one side and a Rivergold hex location on the other and they simply place a timber they had in their rucksack across the edge to show that a Canal now supplies water to the Rivergold location. It is also possible to have Canals leading off from other Canals to continue a water supply. The inclusion of Canals is not only a neat ‘in-game’ mechanic but it nicely supports the theme of the game as well.

Build a Mine – Mountaingold is highly sought after but it is not easy to get at and requires that a Mine be built first. A Mine costs 1 food, 1 tool and 1 timber. Once built a Mine token is placed on the location in question to signify that the Mountaingold can now be accessed. Not that actually mining the gold is not possible this turn (without Whiskey) as that constitutes another action.

Fish and Hunt Animals – Miners are a hungry bunch and are constantly running out of food. A player can spend a turn to fish or hunt an animal in order to get more food into their rucksack for later use. A player can gain 1 food from fishing if they are located at a river tile with a fish symbol. A Fish Trap will also offer up +1 food if it is at any river location.

Hunting animals is a trickier affair, but also offers up more food usually. To hunt an animal a player must be located at a location where an animal resides. They then roll the D6 and someone else rolls for the animal. The player must roll higher than the animal to be successful and make the kill, so a 1 is an instant fail. If successful the player turns over the animal token to reveal what they killed and how much food they receive, before eagerly stuff it in their rucksack. Larger animals are worth more food, which is a nice thematic inclusion. Items like a Gun can be purchased to improve the odds of a successful hunt.

Fell Timber – A player can chop down trees to earn timber if they are located at a forest location. One timber is earned for a 'fell timber' action, but if a Sawmill is located there a player can earn 2 timber in a single action. The trick here is being able to store the timber, but more on that later.

Experience an Event – Some locations feature event tokens, which feature a ? symbol. A player can pay any two wares to look at all event tokens at a single location and take the one they want. Event tokens can offer up wares, gear and even gold. As such they can be highly valuable.

Mine River Gold – Mining River Gold requires water from a Canal. Provided a Canal is present, a player can take the top Rivergold token from the land space in question. Once all tokens are taken from a location no more Rivergold can be mined from there and it is time to move on. If a sieve is owned by a prospector, they are able to take 2 Rivergold tokens in a single action. All Rivergold tokens are kept in the gold bag of each player and as such they are kept face down to hide their value from the other player’s. Rivergold tokens are always worth 1 or 2 gold per token.

Mine Mountaingold – Mining Mountaingold requires a Mine. Provided a Mine is present, a player can take the top Mountaingold token from the land space in question. Once all tokens are taken from a location no more Mountaingold can be mined from there and it is time to move on. If dynamite is owned by a prospector, they are able to take 2 Mountaingold tokens in a single action. All Mountaingold tokens are kept in the gold bag of each player and as such they are kept face down to hide their value from the other player’s. Mountaingold tokens are always worth 3 or 4 gold per token, making them the more desirable of the two.

Make Purchases – If a player should return to the Trading Post at the opening of the valley, or find a new one on their travels, they can elect to spend some of their hard earned gold to purchase new equipment that will help them to be more efficient explorers and miners. When paying for purchases a player must spend an entire token at a time and no change is given.

Outlined later in this review is a list of all the goods that can be purchased and the benefits they bestow.

d10-3 Ice Flow (The approach of Winter) and Endgame –

Image Courtesy of MyParadox
The final part of any player’s turn is triggered when one of the player’s discovers the source of the river high in the mountains. Once this occurs the ice block cylinder is placed at the source of the river and at the end of each player’s turn they must roll the D6. A result of 5 or 6 will see the ice cube move one space downriver towards the Trading Post. This simulates the approach of winter and once the ice cube reaches the Trading Post the game will be over as the entire river will be frozen.

The game does have an alternate endgame. If any player acquires 10 or more gold tokens (note this is tokens, not total value in gold) they can travel to a Trading Post and declare the game over.

Once the endgame is reached all players reveal their hidden gold tokens and the player with the greatest total is declared the Greatest Prospector of all time. In the event of a tie, the player with the most Rivergold Tokens is declared the winner. Beyond that multiple players can share the victory.

So What’s to Like? The Appeal

For such a simple design, Lost Valley shines for a whole range of reasons –

d10-1 Exploration – I mentioned it earlier but it deserves stating again; the ability to explore the Lost Valley and have that sense of the unknown is really cool. Every map will be quite different in its layout and the proximity of regions like the river and forested areas to Rivergold and Mountaingold locations will affect greatly how each player goes about their prospecting ventures.

d10-2 Open Design – That then leads on to the games 2nd greatest strength, its open design. Based on how each map unfolds the players will need to think quite carefully about how they will extract all that valuable gold and gain an advantage over an opponent. Adding to the open feel of the game is the myriad of purchases that can be made. Each item has a very distinct and beneficial purpose and many of them are only available in limited supply. The inclusion of items lends the game a great amount of variability as a player will feel compelled to make the most of those expensive purchases and they will see them take quite different strategic decisions in future turns.

d10-3 Player Interaction – Lost Valley is a highly player interactive affair and that is because Prospector’s are a shifty lot. Xxx The tactical advice for the game is to not venture too far out on your own and with good reason. As soon as a player builds a Sawmill, Fish Trap, Canal or Mine it can be used by anybody! So the game promotes taking advantage of other people’s hard work. If you are all out on your lonesome then you will have to bear the brunt of all that hard work yourself. But of course this can also be advantageous if you plan ahead well enough and find a lucky deposit.

d10-4 The Limitations of a Miner – Most good Euro’s understand the importance of creating a shortage of resources. In Lost Valley this is not only replicated in the usual way (you can never have enough) but it also features in the amount of storage space a prospector has to carry their wares and goods. Each player starts with a ware capacity of 6 spaces and a further 6 spaces for goods like Whiskey and others that can be purchased. The trick is that a piece of timber can only be stored in your rucksack and it takes up 2 spaces! Given the vital nature of timber (Canals and Mines) it can be really handy to have more than one, but that will limit the space left for tools and food. Hence the importance of buying an item like a Cart that allows for an additional 4 storage spaces.

The other main shortage in Lost Valley is for tools. These are needed to build anything and once spent they cannot be gained again unless you buy more at a Trading Post (unlike food and timber which can be gained from the wild). This then has an impact on how far a player is wishing to travel away from a Trading Post. Of course a Canoe or Horse would help you to move quicker!

d10-5 Fate – The final element that I appreciate in Lost Valley is that a variety of features allow for the unknown to occur. The endgame is dependent on the flow of the ice cube, hunting is anything but certain (and failed hunting ventures can really slow a player down) and events can throw up any number of possibilities. All of these elements combine together to create a game that has you guessing all the time and requires its players to constantly adapt to the changing scene as it unfolds. For me this is much more desirable than a game that promotes pre-set strategies where the players simply set up their strategy and by mid game are simply following through to the game’s conclusion.

d10-6 Lack of Downtime –

Image Courtesy of Filippos
The flow of any given turn is really streamlined and it allows for many turns to take no more than 10-20 seconds (even less if they are staying put and simply mining or acquiring a resource). This makes for a game that you can’t take your eyes off as it will be your turn any minute and you may well need to respond quickly to an opportunity or a threat. A game with no downtime but plenty of difficult but interesting decisions is a gem in anyone’s language.

d10-7 Close Finishes – The final jewel in the crown is that Lost Valley has a great tendency to throw up close finishes amongst at least 2-3 players, if not the whole field. This is due to the tight nature of the gold tokens (ranging from 1-4 gold each) and the fact that any one gold location will usually see at least 2 people sharing in the spoils located there, so the wealth is fairly well distributed.

d10-8 Component Quality – The components in Lost Valley really are a delight to play with. They scream ‘quality German production’ and they do add to the enjoyment of the game.

d10-9 Time Factor – All this gaming goodness will only set you back 50-70 minutes! That is a great return on your investment of time.

Why Wouldn't You Want This?

Despite my praise so far, there may be a few reasons why Lost Valley isn’t for everyone –

d10-1 Luck Factor – The inclusion of a dice mechanic for hunting animals, the luck of drawing good mining locations and the uncertainty of when the River source will be found and indeed the variable endgame may all be too much for a pure Euro gamer to handle as they won’t have full control. To them I say…live a little.

d10-2 Only Experienced Prospectors Need Apply – The game can appear to be a little tricky in those early plays. It is possible to get screwed when hunting or continuously grab less gold than is optimal and at times it may seem like it is hard to comeback from a few setbacks. But after 3-4 plays you will gain a much better idea of how to make the most of your time in the wild. Even on my 4th play I felt a little screwed by failed hunting attempts and thought I couldn’t recover in time, only to work hard and lose by the single gold nugget. Lost Valley rewards some experience so give it more than the 1 play. You’ll want to anyway so you can try out different strategic paths.

d10-3 Screw Thy Neighbour – This is perhaps the most likely reason why someone may have a hard time liking Lost Valley. You really will feel you are stuck between a rock and a hard place at times. You will want to build that Mine, Sawmill or Canal…but why the heck should you build it and waste your precious resources just so some other slackers can gain the benefits?! Xxx Yep, Lost Valley has a habit of making you feel like you are the one getting screwed all the time.

The reality though is that this type of leeching balances out fairly well in the long run. The trick is to try and get into a position where the person leeching off you is in a weaker position, so if you end up sharing some of the wealth then at least you hold an advantage over them.

Goods Appendix

I promised to outline each of the Goods that can be purchased from the Trading Posts –

Tool (Shovel) – Costs any 1 ware and is used for building.

Whiskey – Costs a single gold nugget and is used to gain an extra action.

Cart – Costs a gold nugget and a timber. Allows a player to store up to 4 extra wares.

Canoe – Costs 2 gold nuggets and a timber. Allows a player to move up to 3 spaces along the river in a single turn.

Horse – Costs 2 gold nuggets and a timber. Allows a player to move up to 2 spaces inland in a single turn.

Gun – Costs 2 gold nuggets and allows a player to add +3 to a hunting attempt.

Axe – Costs 2 gold nuggets and allows a player to gain +1 wood when they chose to chop wood (total of 3 timber if also used in a forest with a Sawmill).

Fishing Rod – Costs 2 gold nuggets and allows a player to gain +1 food when they chose to fish (total of 2 food at a location with a fish symbol or Fish Trap and 3 food if both are present at a location). A Fishing Rod also allows +1 food to be gained from a river location without any fish symbol or Fish Trap.

Sieve – Costs 2 gold nuggets and allows +1 Rivergold to be mined in a single mining action.

Dynamite – Costs 5 gold nuggets and allows +1 Mountaingold to be mined in a single mining action.

The Final Word

Lost Valley is a really interesting title as it is quite unique compared to the currently very popular worker placement, area majority and set collection Euros on the market. It almost feels like an ‘experience’ game, which are usually the domain of longer Ameritrash style titles. Playing in around the hour mark, Lost Valley really is a good choice if time is tight and it is quite easy to teach once you get your head around the triangular tile issue.

This really is something of a hidden gem and one that is worthy of a full English release with an improved rulebook. Still I am happy to have a copy in my collection and it is one of the few that my closest gaming mates also felt they had to have in their collection as well (we usually try to avoid doubling up).

With any luck…I’ll be seeing you in the hills.

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EDIT - Updated visual appeal of the review to match the quality of more recent reviews.
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Frank Eisenhauer
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Thank you for a very nice and detailed review!
IMHO this game is a hidden gem and one of my rather few "10s":
The theme fits perfect.
The play time suits most players.
The rules are easy enough to explain even total newbies in a few minutes.
Close to no downtime.
Multiple strategies possible, hidden depth of the game system.
Always new map, no winning strategy.
Just the right amount of randomness to keep things interesting.
Risk management is essential. (this is subjective, I like games with Risk Management )
Beautiful components.
Language independent.

What's not to like?
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Scott Johnson
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Great review! I have always wanted to own this game, but it is pretty hard to find at a decent price.
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Marcelo Antunes
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Great review, this is a really great game. I was introduced to it some time ago and simplye HAD to buy it (which i did in the next day :-)).
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Daniel Kearns
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Lost Valley is a great game. From reading the rules, you might think the game is slow and clunky. It isn't. LV has a smooth intuitive feel to the gameplay that I really like.

My only complaint? The cool special triangle tiles are too difficult to place.
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This game is a favourite with both my wife and I, particularly with a couple of little variant rules...

http://www.boardgamegeek.com/filepage/46563/squashs-lost-val...

...and some pawns from either Diamant...




...or an Indiana Jones game:


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Andy M
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This is one of the best Euro games ever made.
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I just got a copy of this in the last couple of weeks and look forward to giving it a try. Thanks for the review.
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David F
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Neil Thomson wrote:
It almost feels like an ‘experience’ game, which are usually the domain of longer Ameritrash style titles.


You hit the nail on the head here. This is an "Ameritrash" game disguised as a "Euro" (thanks to the peaceful theme and art). The move-and-perform-action-where-you-are (I call this the Encounter mechanism), high luck level (high for a "Euro", but not high enough to ruin fun and strategy), screw-you gameplay and strong theme are all traits of an Ameritrash/experience/thematic game, except shortened to 60-90 minutes.
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KK Su
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Great review! Makes me want to pick this one up!
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TaleSpinner wrote:
Great review! Makes me want to pick this one up!


Yeah I have Gregor to thank for teaching it to us at a ConVic 3 years or so ago.
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squash wrote:
This game is a favourite with both my wife and I, particularly with a couple of little variant rules...

http://www.boardgamegeek.com/filepage/46563/squashs-lost-val...

...and some pawns from either Diamant...




...or an Indiana Jones game:




Thanks for pointing these out Josh - I'll have to give them a go.
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Brian M
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A very nice review!

Perhaps you can offer a bit of aid. We really like most of this game, but have never figured out how to get mining to work. Usually, you build a mine and someone else profits more than you do. Leading to no one being willing to build a mine, leading a standoff.

What kind of tactics avoid this?
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StormKnight wrote:
A very nice review!

Perhaps you can offer a bit of aid. We really like most of this game, but have never figured out how to get mining to work. Usually, you build a mine and someone else profits more than you do. Leading to no one being willing to build a mine, leading a standoff.

What kind of tactics avoid this?


This is a major part of the game but generally speaking it evens out.

I build a mine meaning I have used my resources and you sneak a Mine action. But now you have the goods so I am more likely to sneak in on you.

Dynamite and Whiskey are also good ways to make sure you get something. Whiskey offers a bonus action so I can build the Mine and mine in the same turn.

Dynamite lets you take 2 tokens from the 1 Mine Action.
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Brian M
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Thanks for the reply, but I'm still not seeing how this works out.
You build a mine, I sneak in and get more out of it. Then I don't build a mine, so you've got nothing to sneak in on.
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StormKnight wrote:
Thanks for the reply, but I'm still not seeing how this works out.
You build a mine, I sneak in and get more out of it. Then I don't build a mine, so you've got nothing to sneak in on.


It is tricky. But mountain gold is so valuable I don't see how you win without it.

Try the suggested dynamite and/or whiskey.

Horses are great for mines as you can ride into the wilderness where people are less likely to follow. Canoes will let you get far downstream.

If you can get two bits of gold and the poacher only gets one, the mine is still worth it.
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Frank Eisenhauer
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StormKnight wrote:
A very nice review!

Perhaps you can offer a bit of aid. We really like most of this game, but have never figured out how to get mining to work. Usually, you build a mine and someone else profits more than you do. Leading to no one being willing to build a mine, leading a standoff.

What kind of tactics avoid this?


I would suggest to get a bit of distance between you and the other players. One of the often overlooked rules in this game is that you can only exploit mountain gold from the one corner of the tile where the mine was built.
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Daniel Kearns
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eisenphx wrote:
One of the often overlooked rules in this game is that you can only exploit mountain gold from the one corner of the tile where the mine was built.


Can you clarify this rule? I looked through the rulebook and I couldn't find it. The quote from the book below seems to suggest you only need to be adjacent to a mountain with a mine. It doesn't seem to distinguish corners.

"A prospector may exchange a food marker and a timber for a grey mountaingold marker on an adjacent mountain or the spring tile provided that a mine was built there earlier."
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Roland Goslar
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Hi all,
nice review - thx.

As we play it, you can mine a mountain from all 4 corners.
But when the mountain is a field away from the river no one can pass you without a horse.
And if he got a horse, he won't have a canoe ...

But I see that many players got angst to build things which can be used by all, which leads to very slow, frustrating games.

The heart of the mahts behind the buildings is that 2 player working together will both win over one who is going away into the wilderness.

This is the same thing as in Settlers, where 2 players which are bargining only with each other will allways win vs. a 3rd player.
You got to talk.

Beside the little speedup changes mentioned above, I' ve been thinking about an expansion introducing a new experience layer to the game to have some more obvious incentives for building. This should work like: everytime when you build something for the public you gain experience points and there is a list of skills you can buy for these points, like:
prospector - you can look at all hidden gold tokens and choose the best
scout - you can walk through plains and wood
explorer .....
To have a trade-off the number of skills could be fixed to 2, which are marked with tokens laid on your picture ...

If someone likes to work on such an experience feature - just write.

BtW: To avoid frustrating hunts, you can place a +1 token for each miss which counts for every player and allow the hunter to look hidden at the beast.

Roland


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Scott Nelson
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The frustration of someone taking your mine over is thematic, but it would be nice if you could set a guard or traps or hide it so only you could find it. Maybe use those "xps" to hide the mine/hire a guard/set a trap?
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Rob Vespa
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Thanks for posting such a great review. With all the positive feedback I've seen for this title, it makes no sense why it isn't more widely available. I'd love to see a reprint (or greater distribution).

As an aside, Lost Valley rests towards the top of my most sought after games list. I've only seen one copy for sale (a used version via eBay), which came close to $100 (total).
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Rob Vespa wrote:
Thanks for posting such a great review. With all the positive feedback I've seen for this title, it makes no sense why it isn't more widely available. I'd love to see a reprint (or greater distribution).

As an aside, Lost Valley rests towards the top of my most sought after games list. I've only seen one copy for sale (a used version via eBay), which came close to $100 (total).


Funny you should say that as I'm sure I've seen news of a reprint in the last 6 weeks or so. Thanks for reading.
 
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Roland Goslar
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huh,
sorry - but no one constacted me for a reprint.
Roland
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RoGo wrote:
huh,
sorry - but no one constacted me for a reprint.
Roland


Well they should!
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Dick Butler
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I agree. I'd snap this one up in a heartbeat. Was it ever generally available outside Europe?
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