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Cities of Venus: Lost Contact box art

Cities of Venus: Lost Contact

Game ID: GID0068483
Game Info
Year
2023
Players
2-4
Age
8+
Playtime
60 min
Complexity
2/5
Collection
Your Tier
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Mechanic profile
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Description

Set in 2222 players govern floating city-states in Venus clouds competing for survival after Earth communication is lost using worker placement and tableau building mechanics.

Description

Set in 2222 players govern floating city-states in Venus clouds competing for survival after Earth communication is lost using worker placement and tableau building mechanics.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video SI_tyk-uy6o Tabletop Tolson Discussion at 0:02 sentiment: positive
video_pk 88768 · mention_pk 234769
Tabletop Tolson - Cities of Venus: Lost Contact video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong, cohesive sci-fi theme
  • high variability due to modular drops, innovations, and events
  • neoprene dual-layer mat and upgraded components praised
  • replayability from changing card orders and innovations
  • clear sense of progression and meaningful decisions each round
Cons
  • some randomness from events and drops can feel punishing
  • potentially fiddly setup and tracking of resources across rooms
  • as with many euro-style games, balance and pacing can vary by player count
Thematic elements
  • resource management and survival in a sci-fi habitat
  • Venusian sky habitat with floating pods and a pressure-filled atmosphere
  • procedural, event-driven with variable card draws and upgrades
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven events and upgrades — cloud drops set up shipments of upgrades; events reveal penalties or challenges each round.
  • End-game scoring via resources and room utilization — points accrue from v-nots, minerals, and room-related bonuses; strategic resource allocation affects final score.
  • Population growth and upgrade customization — grow population by room demand and deploy enhancements via upgrade and innovation cards.
  • Resource Management — manage v-nots, minerals, air, water, food, and shields to sustain population and operate rooms.
  • Worker Placement — v-nots are assigned to rooms to perform tasks and activate card-driven effects.
  • Worker/piece placement style actions — v-nots are assigned to rooms to perform tasks and activate card-driven effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this neoprene mat is fantastic
  • it's super fun, it's got great theme
  • I love all of the Kickstarter expansions and upgrades and bonuses
  • the game changes every time
References (from this video)
No references stored for this video.
Video hu7mXCrlwxk Brains On Games Review at 0:24 sentiment: positive
video_pk 88771 · mention_pk 234798
Brains On Games - Cities of Venus: Lost Contact video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clever dual-layer player boards
  • fun, thematic components (rocket, v-nots, neoprene mat)
  • replayability due to multiple innovations and randomized cards
  • simple to learn; approachable for players new to heavier games
  • short play time (30-60 minutes for 2-4 players)
Cons
  • hiccup: no first-player marker to track who drafts first
  • low direct player interaction; some players may prefer more conflict
  • prototype may have minor component orientation issues that are addressed in final version
Thematic elements
  • city-building and resource management in a Venusian colony
  • Venus, future colonization
  • educational context with scientific theories about Venus
Comparison games
none
Mechanics (from transcript analysis)
  • asynchronous turns and simultaneous draft — much of the action happens in parallel; minimal direct player interaction
  • Card Drafting — draft cards from a deck and place them into your city tableau to gain resources and points
  • dice-based mining — mining produces minerals using dice when you sacrifice a v-note to mine
  • End Game Bonuses — when the earth card appears near the bottom of the deck, the game ends after final rounds
  • end-game condition via earth card — when the earth card appears near the bottom of the deck, the game ends after final rounds
  • event cards and negative effects — event symbols cause negative effects that may reduce population or resources
  • Events — event symbols cause negative effects that may reduce population or resources
  • innovation cards and innovations — innovation cards grant powerful bonuses but require sacrificing v-nots
  • resource currency and management — v-nots function as currency used to deploy actions and upgrades; also serve VP at end
  • Resource Management — v-nots function as currency used to deploy actions and upgrades; also serve VP at end
  • Tableau Building — slot drafted cards into a personalized board with windows showing VP and required resources
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • cities of Venus
  • You are budgeting meeples to draft cards and grow your city
  • the v-nots are your currency
  • the components are fun
  • it's simple to learn and teach
  • the rule book is skinny but informative about Venus theories
References (from this video)
No references stored for this video.
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