|
Lost Valley
# 5 on my "Top 10 Games
from 2004" list. # 7 on my "Top Ten Board
Game Mechanics" list # 14 on my "Top 100 Games
- 2005 Edition" list
The theme of exploration really appeals to me, which is why
I enjoyed Sid Meyer’s Civilization, despite the enormous amount of time it
takes to play that game. When I heard that Lost Valley (Kronberger Spiele,
2004 - Roland & Tobias Goslar) was to have this same theme, and was
designed by the same person who made Cronberg, a terrific tile-laying
game, I was fairly excited. But initial reports were dire, and several
respected people gave the game a thumbs down; and I began to wonder. But
as I waited, the good reports started to come in, and I again was eager to
play the game.
When I opened the box, I was almost overwhelmed by
not only the massive amount of components, but also how many different
kinds there were. Indeed, the initial setup took a bit, because I had to
sort many different types of tiles and tokens. On our initial play, there
was some confusion, with players wondering what to do on their turn; the
options were extreme. However, after a few turns, play began to move
quickly; and soon we were all submersed in one of the most fun games I’ve
played in a long time. The theme was tremendous, the game play was
involving with little downtime, and the options for players were immense,
which is something I really enjoy in a game.
A large tile with a
trading post on it next to a waterfall is placed somewhere on the board,
with a pawn from each player placed on it. Each player also receives a
card showing their inventory, made up of three main sections. The backpack
is made up of six squares and is where a player places all of their
natural resources. The player also has a gear section, also made up of six
squares, and a gold bag, where all gold markers are placed. Four random
piles of markers are placed face down in piles: river gold, mountain gold,
events, and animals. Three piles of raw materials are also gathered
together: tools, food, and lumber. One lumber (which takes up two slots),
one food, and three tools are placed in each prospector’s backpack. Nine
piles of wares (whiskey, carts, boats, horses, rifles, axes, fishing rods,
sieves, and dynamite) are placed near the board, as well as three piles of
“works” (fish traps, mines, and sawmills). Two whisky tokens are added to
each player’s gear. Three piles of tiles are stacked randomly in piles
near the board - a pile of diamond-shaped land tiles, diamond-shaped river
tiles, and triangle-shaped land tiles. The oldest player is chosen to go
first, and then play proceeds clockwise around the table.
On a
player’s turn, they move, with possible exploration, and then may perform
one action. A pawn moves from intersection to intersection, moves one
space on land, and one or two spaces when moving next to the river.
Whenever a player moves to an intersection, they turn over diamond-shaped
tiles to complete the intersection starting with the river tiles, if
needed. Triangle tiles are only used when a space for them appears (which
is quite rare). When a tile is turned over, if a green circle with a
number is on it, that many river gold tiles are placed face down on the
tile. Mountain gold tiles are laid on spaces with a gray circle, and event
markers are placed on circles with a question mark on them. One animal
marker is also placed on the matching symbol if it appears.
There
are various actions that a player may do on their turn: - Build a
work: A player may discard a tool token to build a fish trap on any
intersection next to a river or lake, a sawmill at an intersection next to
a forest, or a mine at an intersection next to a mountain (a player must
also discard one food and one timber). - Build a canal - a player may
place a lumber to connect water from a lake, river, or another canal to
another tile. - Cut down a tree - a player may add one lumber to their
backpack if they are at an intersection bordering a forest, and two if
there is a sawmill on their intersection. - Fish - a player may take
one food if they are either at an intersection with a fish trap, have a
fishing rod and are next to water, or are at an intersection next to a
fish icon. If they meet more than one of these conditions, they gain that
much more food. - Hunt - a player may attempt to “hunt” an animal
token on the board. They roll a die, matching it with an opponent’s die,
and if higher - turn the animal token over, discarding it and receiving
the amount of food (1 -4) shown on the marker. - Mine river gold - a
player next to a river gold token may exchange one food for one river gold
token (1-2 gold), placing the gold token face down in their bag. A player
cannot mine river gold on a land tile, unless a canal is connected to that
tile. - Mine mountain gold - a player next to a mountain gold token
may exchange one food and one lumber for one mountain gold token (3 - 4
gold), but can only do so if on a mine. - Event - a player may
exchange any two raw materials to take an event tile, which may be gold
(which is placed in the gold bag), food, or a piece of gear that can be
added to the gear section.
Whenever the player lands on the
trading post, they may buy equipment (with no change given). The equipment
allows the prospector to better move on the board. - Cart - the player
receives four extra spaces for their backpack. - Boat - the player may
move three spaces next to the river and can move across the river. -
Horse - the player may move two spaces across land. - Rifle - the
player may add three to their die roll when hunting animals. - Axe -
the player may cut down one more timber when harvesting lumber. -
Fishing rod - the player may take one more food when fishing. - Sieve
- the player may take one more river gold token when mining. -
Dynamite - the player may take one more mountain gold when mining. -
Whiskey - the player may use this on their turn to receive one more action
or add one to their movement.
When all the land tiles are placed,
including the “spring tile”, which forms the end of the river, an ice flow
token is placed on the river. After each player’s turn, they roll a die,
and on a “5” or “6” the ice flow is moved one space down river. The game
ends in one of two ways, either when the ice flow reaches the waterfall,
or when one player accumulates ten gold tokens AND returns to the trading
post. In either case all players count up the gold nuggets on their
tokens, and the player with the highest sum is the winner!
Some
comments on the game...
1.) Components: The game components are
numerous, and fill the sturdy, square box. Sadly, there is no plastic
insert, but I usually bag everything anyway; and with this game, I needed
a lot of bags. The tokens are many, and it probably takes a good 5-10
minutes to set the game up even with everything bagged and tagged. The
tokens are all small, but large enough to differentiate, and are of
extremely good quality. The diamond-shaped tiles, seen in only a few other
games, are very enjoyable to piece together and are an enjoyable break
from the “Carcassonne” type tiles found in many games. The artwork is very
reticent of a mountainous region in the western United States, and each
tile is unique enough to form a very beautiful, nice map when they are all
laid out. The boards are large, hold all the tokens they need easily, and
are dual-sided - one side in English, the other in German. A help card is
included with the game, showing the prices and actions of equipment. This
help card was useful, so useful that it’s really a shame only one was
included with the game. We passed ours around quite a bit. Aside from
that; however, the components are an A+. You certainly get your money’s
worth from the game.
2.) Rules: The rulebook was only four
full-colored pages; something that surprised me with how complicated the
game seems on the onset. But really, the rules are quite simple, and the
only thing that is complicated is deciding what action to take. I found
that because the theme was so strong, that players quickly picked up how
to play and what strategy to follow.
3.) Theme: The game is
brimming to the top with theme, and almost everything fits. There are a
few strange details like, “How does one get a canoe across dry land?” - Do
you just drag it? or “How can you carry lumber enough to build a mine in
your backpack?” - but these are minor details. Players have some contact,
but in reality, you feel like a lonely miner who has intruders marching
across their land. Interaction can be high or low - player’s choice.
4.) Decisions: At first, the decisions seem overwhelming, and
there may be a little downtime between turns in the beginning of the game
for new players. But once a player has formulated a strategy, the game
starts moving at a rapid pace. I move one space then pick up a lumber. Bob
moves one space and builds a fishing trap. Jesse moves two spaces next to
the river and fishes for some food. The speed of the game can go fairly
quickly, and players are constantly thinking about what they will do next.
The equipment allows for different strategies to make.
5.)
Strategy: There are various strategies that players can choose from, and
each requires a different combination of equipment and movement. Some
players like to shoot up the river and mine as much river gold as they
can, because even though it’s not worth much, they hope to win by sheer
numbers. Others take time to build mines that they hope no one else uses
and mine as much mountain gold as they can. Others do a mixture of the
two, using different equipment to do it. None of the equipment seems
overpowered, but it’s all extremely useful; and it’s often an agonizing
decision for a player to take the time to trek back to the trading post
and spend some of their precious gold to buy the things they need. I
haven’t seen someone win without utilizing equipment, but it doesn’t make
it any easier to go back and get it.
6.) Time and Fun Factor: The
game ends fairly quickly, lasting only about an hour. Players can really
determine the speed of the game; because if a player really wants to end
the game, they can quickly get ten gold tokens and head back. This isn’t
usually the best option, and the ice floe mechanic is there to seal the
deal if needed. When the ice floe starts, the tension gets higher, and
this adds a lot of fun to the game. My biggest enjoyment just came from
exploring and making decisions; it felt like many computer games with the
same mechanics. Everyone I’ve played the game with has enjoyed it, and
each game plays a little differently.
7.) Triangles: The triangles
add a lot to the game, but only one or two get placed during the game
because the board usually only allows for that. Each triangle piece has
some unique function - like a lake, or a mine, or a cave that produces
constant animal supplies, or even another trading post. Because these
pieces really change the game, it’s a good thing only a couple get on the
board; but they insure that each game is different.
I really enjoy
Lost Valley; it’s extremely fun, a tremendously theme-filled game, and the
best exploration game I’ve played. It’s chock-full of high quality
components, and game play is quick and fun. My only concern is that it
only accommodates four players (I often have five or six), but it plays
tremendously well even with only three players. I recommend this game to
everyone; it’s fun, fast, and offers various strategies to victories.
There’s a little “screwage” in that a player can mine gold from another
player’s mine, but mostly the game has pleasant interaction, and a great
exploration theme. If you haven’t explored this game yet, now is the time
to do so.
Tom Vasel "Real men play board games"
|