Lost Cities is a card game in the Kosmos two-player series. The game originally consisted of a single deck of cards of rank 2–10 in five different colors with three special "handshakes" ("HS" in scoring examples below) in each suit, but as of 2018 the game now includes six colored suits, with the sixth color being optional for gameplay. A game board is included to organize discarded cards and help players organize their card collections.
The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player's turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3.
The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition's value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it. A complete game of Lost Cities lasts three matches, with scores for each match being added together.
Scoring example 1: An expedition has a 2,3,7,8,10 for a total of 30. This expedition is worth 10 total points: 30 plus the initial -20.
Scoring example 2: An expedition has 2 HS, and 4,5,6,7,8,10 for a total of 40. This expedition is worth 80 total points: 40 points for cards, plus the initial -20, ×3 for the two multipliers, plus the 20-pt bonus for playing 8+ cards.
Scoring example 3: An expedition has 1 HS, and 4,6,7 for a total of 17. This expedition is worth -6 total points: 17 plus the initial -20, ×2 for the multiplier.
- tight two-player tug-of-war
- digital version feels different but still enjoyable
- Board Game Arena
- Two-player games
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- blue lagoon is a great game
- it's got so colorful so much fun
- there's this great moment in blue lagoon where you just realize that you've got a certain island secured
- it's a sandbox style pirate game
- i'm going to buy this for myself 100
- Ethnos is an awesome very simple area majority game
- Ticket to Ride Europe
- Nidavellir
- Dune Imperium
- Code Names is just so great that it's word games are just easy for no i shouldn't say they're easy for everyone to get into
References (from this video)
- adventure and hand management
- expeditions with five rows of cards
Mechanics (from transcript analysis)
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- Stellar is not a super well-known, well-talked-about game. I found it randomly in a local board game store.
- it's basically a two-player only game, asymmetric
- Lost Cities is a hand management game
- Patchwork is a tight, solid Uwe Rosenberg design
- Santorini is my favorite abstract game
- Castles of Burgundy... there's nothing like it for me in two-player
- Race for the Galaxy is my number two two-player game of all time
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
References (from this video)
- hard to introduce to new players due to experienced or ruthless play
- easy rules, but depth in strategy
- Root
Mechanics (from transcript analysis)
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Quotes (from this video)
- we're going to be doing our updated top 50 games of all time pretty soon
- be critical about the things you love because nothing is perfect
- healthy debates and discussions
- we can all be looking at things we love more critically
- this is a really important exercise
- don't tell me anything you like about it or why it's your number one; tell me what you don't like about it
References (from this video)
- Tight, quick two-player experience
- Easy to learn and teach
- Limited depth for some players
- risk-reward and pattern-building
- Abstract expedition-card game
- Seven Wonders Duel
Mechanics (from transcript analysis)
- hand management — Play cards to advance expeditions while balancing risk and points.
Video topics + discussion points
Quotes (from this video)
- Mental health is something that is really important to us and ever since then it's kind of been a big proponent of our channel and of our community.
- This allows us more opportunities to do topics like that on the podcast.
- bi-weekly podcast every other Friday.
- Carcasson being my true love in my wife's wedding vows.
- Seven Wonders Duel showed how you don't need to play a three-hour game to be completely enraptured by a board game.
- Gloomhaven opened doors to ongoing legacy and campaign experiences for us.
- There is now an entire audience that might not have found us because they don't consume YouTube or watch video content; podcast opens that door.
References (from this video)
- Classic status acknowledged
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's literally a popularity contest.
- Code Names Duet is also just a lot of fun.
- Santorini has the legs to make it to the final four.
- Zenith narrowly edged it out 51% to 49% of the vote on this one.
- Watergate is my favorite two-player game.
- I'm 6 and 0 on Cena so far.
References (from this video)
- Short rounds conducive to testing timer impact
- Simple to learn and execute quickly
- Limited depth can reduce timer-driven tension
- Array
- exploration
- Coup
- Patchwork
Mechanics (from transcript analysis)
- hand management — managing a hand of expedition cards to maximize point gains
Video topics + discussion points
Quotes (from this video)
- I love playing with the chess timer
- it's addicting
- my final say is to at least try using a chest timer for one of your two player games
- we could finish brass Birmingham under 75 minutes
- this chest timer is My Little Secret Weapon to use with a handful of friends to get through our favorite games faster
- I definitely think we could do it more games less time
References (from this video)
- Elegant, tight arc with a clear start and finish
- Fast play sessions and high interaction between players
- Can feel punishing if misplayed early
- Limited player count option may reduce replayability
- risk and sequencing with hidden information
- Explorers on quests to uncover ancient cities
- compact, brisk, two-player focus
Mechanics (from transcript analysis)
- hand management — Decide which cards to play for each quest while risking exponential loss
- hand_management — Decide which cards to play for each quest while risking exponential loss
- set collection — Group cards by color to form quest sequences
- set_collection — Group cards by color to form quest sequences
- two_player_trickling — Two-player pacing with sideboard-like decisions
Video topics + discussion points
Quotes (from this video)
- The arc is this strange cadence to it.
- And so it has this sort of the arc of the game is in these interesting spurts of attention and ignorance that players throw each to each other's ways.
- The arc has such strong story beats to it, especially with the new stuff.
- Desperation. We're all going to lose.
- It's a nailbiter like it gets right to the edge.
References (from this video)
- tight two-player duel, high tension, easy to learn
- short playtime can feel underwhelming for some
- limited player count
- Exploration, risk management
- Two-player expedition/adventure
- Abstract, streamlined
Mechanics (from transcript analysis)
- Push Your Luck — Three rules drive tension as you decide when to commit cards and risk losing points.
- push-your-luck tension — Three rules drive tension as you decide when to commit cards and risk losing points.
- set collection / hand management — Players play cards to advance expeditions, balancing risk versus reward with limited hand size.
Video topics + discussion points
Quotes (from this video)
- It's such a clean idea. It's so incredibly simple. But I love that you can teach this game in a minute.
- This is the game that kind of put Awaken Realms on a map.
- One surface in which you roll or flip and write. In every one of these games, everybody has their own sheet.
References (from this video)
- tight two-player duel
- table-ready in minutes
Mechanics (from transcript analysis)
- card drafting — Two-player card game where players build expeditions with hand management
- card drafting / simultaneous play — Two-player card game where players build expeditions with hand management
Video topics + discussion points
Quotes (from this video)
- Life finds a way.
- AI can't do that.
- Talk is cheap because supply always exceeds demand.
References (from this video)
- very affordable at time of mention
- quick to play and easy to teach
- strong for unwinding and family play
- may feel light or luck-driven to some players
- adventure/exploration
- expeditions to remote Lost Cities via river journeys
- light, adventurous
Mechanics (from transcript analysis)
- card drafting — carefully selecting cards to advance expeditions
- hand management — optimizing a small hand for point maximizing expeditions
- set collection — building expeditions with color-coded cards
- set collection/sequence building — building expeditions with color-coded cards
Video topics + discussion points
Quotes (from this video)
- Kahuna is a really fun elegantly designed game
- it's like chess
- the artwork is incredibly beautiful
- it's very cheap and it's like 14 15 bucks on Amazon and it is a classic
- the point of the game is get your master pond to the temple gates to the other side
- and it takes maybe 20 minutes
References (from this video)
- A cornerstone two-player card game
- Solid hand management and wagering dynamics
- Points can swing with long chains by the opponent
- risk and hand management in pursuit of points
- exploratory expedition card game
- classic, card-driven adventure
- Airlines Europe
Mechanics (from transcript analysis)
- card play + hand management — play cards to maximize scoring while managing exposure to negative points
- hand management — play cards to maximize scoring while managing exposure to negative points
- risk management — balance risk and reward with limited information
- wagering/hand risk — balance risk and reward with limited information
Video topics + discussion points
Quotes (from this video)
- this one is a lovely game by Stephan Dora, a great design in his own right.
- you are trying to collect exactly three of these animal tokens of each type to get the maximum amount of points
- a real brain burner but so simple and elegant to play as well
- Lost Cities a joy to get that one back to the table
- it's far too long I think it took us nearly two hours to play this which is obscene for the weight of the game
- Katarena one of the best abstract strategy games out there
- this is a bit of a whitewash of a game
References (from this video)
- District Noir
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this for me is not work it's fun and I intend to keep it that way
- I value meaningful decisions more than anything else, what is the consequence to my actions
- I would 100% choose to teach a game over being taught to the game
- quantity over quality is a key point I think harms the hobby
References (from this video)
- extremely approachable yet deep for two players
- clear tension around when to commit cards
- very punishing debt/points system on location play
- short playtime can feel abrupt for some
- set collection and risk-reward hand management
- expeditions to distant Lost Cities
- abstract, thematic expedition pursuit
Mechanics (from transcript analysis)
- hand management — decide which cards to play or hold for future turns
- set collection — draw and play cards in sequence to locations for points
Video topics + discussion points
Quotes (from this video)
- it's a really good two-player game
- the production value of this game is so good
- it's a tight game that feels tense especially with the drafting
- this game can be quite mean because you're going to be blocking each other a lot
- it's the kind of game that stresses me out like in a good way
- it's got a lot of luck it's not too heavy
- it's another game of historical World War II simulations
- sometimes the dice just aren't on your side
- it's a brain burner
- it's that time you killed me
References (from this video)
- Favorite Reiner Knizia game
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I still believe is my favorite Riner Nitsia game of all time
- it's in a weird box
References (from this video)
- quick play
- easy to teach
- puzzle-like decision space
- can be frustrating when outcomes are unfavorable
- player interaction is minimal
- Adventure and risk in exploration
- Ancient expedition theme
- puzzle-like, compact
- Seafarers of the Atlantic (thematic set-collection)
- Mysterium (puzzle-like deduction)
Mechanics (from transcript analysis)
- card drafting — Choice of cards to play from a hand influences risk and reward.
- set collection — Players collect expedition cards to score in their expeditions.
Video topics + discussion points
Quotes (from this video)
- the minis are outstanding
- it's a fun fighting game
- it's kind of like a tableau building game and set collection game
- the box feels quality
- Ticket to Ride now they've got trains and then they have other Ticket to Ride with boats and all that stuff
- Lost Cities will make you mad all day long
- Salt and Sea is interesting
- the expedition system
- you kind of do cards and things
- circle the wagons... two-player game
- two-player game good
- Push... push your luck
- we're going to roll straight into the heart of this episode
- Terraforming Mars is the best game
- the art and packaging of Let's go to Japan is beautiful
References (from this video)
- fast two-player game
- tight decisions
- frustrating when opponent blocks key cards
- adventure and risk
- exploration expeditions
- tactical
Mechanics (from transcript analysis)
- hand management — players manage card hand to optimize expedition value.
- Push Your Luck — dig for expeditions while risking points.
- set collection / push your luck — dig for expeditions while risking points.
Video topics + discussion points
Quotes (from this video)
- cheap games yes again
- here's some games under 25
- it's a two-player game
- open drafting and set collections
- it's trick taking and bidding
References (from this video)
- compact, quick, head-to-head classic
- easy to teach yet deep for a two-player match
- lot of luck in card draw
- may feel limiting in larger groups
- serial expeditions with color-coded missions
- two-player expedition color quests
- tight, head-to-head
- Battle Line
- Totten
- Shot and Totten
Mechanics (from transcript analysis)
- hand management — players play colored cards to advance expeditions while managing risk
- press-your-luck / risk assessment — deciding how aggressively to commit cards toward a mission
- set-collection / color-specific scoring — scores are tied to completing color missions with card values
Video topics + discussion points
Quotes (from this video)
- it's delightful it's so beautifully illustrated such a nice production
- we played Isle of Cats a lot with my wife through lockdown
- Serrano is a rhyming game
- it's hilarious
- this game is absolutely you know desperately needs a reboot
References (from this video)
- great two-player experience
- quick rounds
- can be swingy depending on draw
- adventure and risk-taking
- Expeditions to distant locales
- thematic abstract
Mechanics (from transcript analysis)
- end-game scoring with negative points — some cards incur negative values influencing risk decisions
- hand management — players choose which card to play from their hand to the tableau
- set collection / risk-reward — collecting cards to form expeditions with varying outcomes
Video topics + discussion points
Quotes (from this video)
- I'm primarily a solo gamer when I'm not playing solo I'm actually usually playing either at a game night with a whole lot of people or at a game Club at my school with my students
- the best way to start with downsizing my collection was to think about what I really never use
- there are only couple of exceptions in terms of two-player games I plan to keep
- that thing is a treasure that people and our family will fight for after I die
- so definitely keeping that one
- I have seven Wonders Duel here
References (from this video)
- Engaging and interactive
- Creates happy frustration
- Adrenaline-raising gameplay
- Tight decision-making
- Very confrontational
- Can cause frustration at table
- Difficult expedition management
- Two-player competitive expedition racing
- Expedition
- Direct confrontation
Mechanics (from transcript analysis)
- hand management — Strategic card play and holding
- Multiplier cards — Special cards that increase point values
- set collection — Build expedition sequences with multipliers
Video topics + discussion points
Quotes (from this video)
- love it love it love it
- that's gonna be a real big part of our collection
- Lost Cities is a two-player game it's evil y'all
- happy frustration
- it's kind of funny funny
- i like it better this time
- games have to grow on me
- beautiful game loved it oh man omg
- i love the artwork diverse
- this may be one of our favorites
- we are disappointed
- we didn't build a fort
- what are we doing
- if you ain't have fun what you doing
References (from this video)
- short, tense, easy to pick up
- great filler game
- can be too luck-driven for some players
- short play length may disappoint strategy-focused players
- risk/reward pushing expeditions for points
- archaeological expedition
- abstract card game with thematic framing
- For Sale
- Saboteur
Mechanics (from transcript analysis)
- set collection / push-your-luck — play cards in sequence to maximize points while risking losses
Video topics + discussion points
Quotes (from this video)
- this is the a to z board game challenge
- we love to challenge ourselves and each other
- there's no timer this isn't speed round because there's going to be some where it's going to be harder
- you should definitely do this at home it was super fun
- that is not easy that is so much harder than you would think
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Cascadia which is always a joy to play
- Top 10 which is becoming one of my most favorite party games at the moment
References (from this video)
- tight, tense interaction
- classic two-player duel with memorable tension
- can be brutally cutthroat and unforgiving
- tension and cutthroat bidding for expeditions
- head-to-head expedition race
- short, tense rounds
Mechanics (from transcript analysis)
- card drafting — players play expedition cards to advance on expeditions while managing scoring risk.
- Card drafting and hand management — players play expedition cards to advance on expeditions while managing scoring risk.
- Compound Scoring — expeditions score based on multipliers and cards reserved for scoring.
- set scoring based on multiples — expeditions score based on multipliers and cards reserved for scoring.
Video topics + discussion points
Quotes (from this video)
- D's not a rules follower
- on each person's turn you know one person draws calls out a resource and then everyone has to place that resource
- it's a gateway game and it looks beautiful on the table
- the alien player is giving the human team a word and saying this is the score for this word
- Lost Cities is tense and cutthroat in a very clean, simple way
- this is basically Dominion but with words in Paperback
References (from this video)
- tight design
- quick to teach and play
- low downtime
- low player interaction
- limited randomness
- adventure/exploration
- Expedition-themed card play
- minimalist, abstract
- Battle Line
- Nautilus
- Jolly Roger
Mechanics (from transcript analysis)
- hand management — players select and play expedition cards to score points, managing risk.
- hand_management — players select and play expedition cards to score points, managing risk.
Video topics + discussion points
Quotes (from this video)
- Two-player only games tend to lend themselves to deduction games
- I could play deduction games like Mr Jack all day
- plenty of scope for new stuff
References (from this video)
- classic two-player game with lasting appeal
- easy to teach and quick to play
- older design; some may crave more depth
- risk-reward card-based exploration
- expeditions for ancient/remote locales
- adventure-focused with push-your-luck decisions
- Descent
Mechanics (from transcript analysis)
- card-centric expeditions — play cards into center rows to build expeditions and score
- majority-row scoring — end-of-round scoring based on row majority
Video topics + discussion points
Quotes (from this video)
- it's absolutely stunning on the table
- I've always got this image of Samuel Jackson in my head for some reason
- something about this game opens up in your mind it's like a light bulb comes on
- one of the most simplest games you could possibly want to play for two players
- this game has been really really popular over the last couple of years
- it's basically a carbon copy reprint of a game called shot on titan
- it's absolutely fantastic for two players
- the greatest two-player ball game ever made
References (from this video)
- Traditional approach to hand management
- Interesting decision about withholding cards
- Creates tension between hand clogging and denying opponents
- Hand can become clogged with unwanted cards
- exploration
- expeditions
- Bohnanza
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Your cards are ordered, you must never change the order of your cards
- If nobody guesses my card I get zero points and if everybody guesses my card I get zero points
- I've got to come up with a clue that's just obscure enough that some people around the table will get it
- Evolution is my absolute favorite game
- It's like a jigsaw but you build it all together - a game can be this
- Social deduction games can get quite loud and aggressive
- I really don't like games which require you as a player to be funny
- I find it so awkward and cringy, to be honest I won't play these games anymore
- There are billions and billions of possible combinations that we could make
- Hand management is a really satisfying part of many many card games
References (from this video)
- fast-playing and elegant
- low barrier to entry
- declared a classic in its niche
- can be luck-influenced
- short play time may feel underwhelming to some
- adventure and risk management
- expeditions into unknown civilizations
- short, card-driven race/expedition narrative
- Patchwork
Mechanics (from transcript analysis)
- hand management — players select and play cards to form expeditions while managing risk
- set collection — players collect cards to optimize scoring
Video topics + discussion points
Quotes (from this video)
- "this is a very welcoming and very friendly community"
- "no bs and no tolerance when it comes to toxicity"
- "you should actually say to you welcome back because you were on season one episode two"
- "we really want to create and what we strive to do is create a welcoming inclusive space for everybody"
- "it's a very welcoming awesome group"
References (from this video)
- Tense, precise hand management
- Elegant two-player tension with accessible rules
- Compact and replayable
- Theme is abstract; some may prefer a stronger narrative
- tug-of-war style push for points via color suits
- Abstract expedition journeys
Mechanics (from transcript analysis)
- Hand management with fixed deck — Players draw and play cards to control voyages, balancing suits and timing.
- Tug-of-war scoring and limited information — Hand choices influence both offensive and defensive scoring.
Video topics + discussion points
Quotes (from this video)
- the tension from start to finish is fantastic
- i love the plate spinning aspect
- one player is going to be the editor of the kind of free press and one person is going to be president nixon
- the split you choose mechanism as you take cards from your hand
- loads of different ways you can win this game
- the thing i love the most about this game on top of all that really cool manipulation and card play
References (from this video)
- Very easy to learn and quick to play; accessible for new players
- Engaging luck-driven tension with meaningful, but simple decisions
- Strong social aspect; easy to chat while playing
- Luck can dominate, reducing depth for some players
- Interaction largely centers on timing and discard timing rather than heavy negotiation
- Risk-managed card drafting with expedition tracks and scoring
- Archaeological expeditions to lost civilizations; a competitive scramble to score points on diverging expeditions
- Minimalist, card-driven expedition arc
- Blue Moon City
- London City
Mechanics (from transcript analysis)
- bonus_tiles_and_scoring_rows — Bonus tiles and scoring opportunities provide strategic incentives and tension
- card_play_or_discard — On your turn you can either play a card to move a pawn along an expedition track or discard to potentially benefit others
- end_game_trigger — The round ends after five pawns cross bridges; final tally decides the winner
- shared_discard_pile — Discarded cards can be picked up by opponents, affecting their options and pacing
- track_movement_and_scoring — Cards move pawns along tracks toward a scoring threshold; end-game scoring determines the winner
Video topics + discussion points
Quotes (from this video)
- it's almost like a racing game
- there's a lot of luck in both of them
- the luck seems to even out
- Lost Cities is actually a much simpler game
- easy to pick up
- you can chat over it
- there's no hidden scoring
References (from this video)
- cool hand-management; risks can pay off
- not a daily driver for the author
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- one of the best two-player games ever
- it's not amazing it's just fun
- it's an amazing deduction game it's really hard to get
References (from this video)
- classic two-player gateway game
- very accessible and quick to teach
- dense decision-making in a short playtime
- luck can influence short sessions
- some players prefer more depth
- adventure, risk management, push-your-luck
- archeological expeditions to distant lost cities
- hand-management with quick decisions
- Musee
- Love Letter
Mechanics (from transcript analysis)
- hand management — two-player card play with palms of expedition cards and negative scoring for expeditions
Video topics + discussion points
Quotes (from this video)
- it's really quick five minutes to teach and play
- the art is just so clean and the color scheme is so pleasing to the eyes
- you're busy rolling Yahtzee dice but you're attacking each other
- it's a role-playing game
- Lost Cities is a fantastic gateway game
References (from this video)
- Classic set collection game
- Excellent for two players
- Elegant design
- exploration
- adventure
- Jaipur
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- board games are diverse but card games really could feature anything
- players are all doing this simultaneously and so you want to be the player that stays in the longest
- if you turn over to many matching cards then you end up with nothing
- auction games are are well served by the sort of card game mechanisms
- play very quickly for three to six players
- an excellent excellent game
- take that card games or I think the most combative sort of card games
- totally silly extremely random but essentially we're playing cards to attack other players
- still one of my favorite games
- each card is a floor on a building
- there's a whole genre of what we call take that card games
- you could place bombs or or murderers into these buildings or the police can then take away a murderer
- Seven Wonders was the sort of figurehead for the cloud drafting games
- sushi go has been an enormous hit
- now the figurehead for the genre is probably sushi go
- deck building was created really by the game of Dominion
- there's something delightful about the simplicity of a game like Dominion
- you can teach to people really easily and play very very quickly
- a form of set collection again
- classic tableau builder would be something like San Juan
- this is a fantastic card game
- buying cards laying them out in front of us and they're going to keep generating us money
- this really is one of my favorite genres
- anybody can play these games and not everybody can play them well
- I love speed games I think it's a fantastic category of card games
- trick-taking games very very straightforward in their basic format
- the basic mechanism can be turned into all these different games
- all tweak it slightly in different ways
- my top ten card game mechanisms
- hopefully I've given you a broad picture of the world of card games
References (from this video)
- tight, classic two-player experience
- strong back-and-forth tension
- theme can feel abstract to some players
- Two-player tug-of-war card drafting
- Explorers pursuing distant expeditions
- classic and strategic
- Two-player drafting/advantage games
Mechanics (from transcript analysis)
- hand management — players manage a hand to maximize efficiency across expeditions
- Tug-of-war scoring — points swing as players commit to different expeditions
Video topics + discussion points
Quotes (from this video)
- this list was actually made probably about a month a month and a half ago and obviously when you make these lists it's a bit of a snapshot in time
- it's a really nice condensed game we can get it done in half an hour
- despite the relatively off-putting theme and artwork i don't like the the design of this game at all but the gameplay itself is fantastic
References (from this video)
- classic two-player staple
- tension and hand-management depth
- negative points can be punishing
- card-driven expedition and risk management
- arctic/exploration adventure theme
Mechanics (from transcript analysis)
- Compound Scoring — negative points for early commitments; build toward positive points
- hand management — managing cards to avoid penalties while building expeditions
- risk/reward scoring — negative points for early commitments; build toward positive points
- shared card pool — you and your opponent draw from and resolve a common card set
Video topics + discussion points
Quotes (from this video)
- this is definitely one of those games with a bit of laborious start but great payoff after you get your head around it
- it's a wonderful family-friendly filler, a puzzly style game
- one of my favorite games that i played last year
- it's essential if you like your two-player games
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We have 63 games to talk to you about today.
- Grab a coffee, we're gonna go quick.
- We love board games and board gaming things.
- I just bought too many bones and dungeons dice in danger.
- If you're interested in buying board games, I feel like we missed a bunch.
References (from this video)
- classic two-player staple; approachable for newcomers
- good introductory game for new gamers
- repeated lending can lead to lost copies
- negatives can surprise less cautious players
- hand management and risk vs reward
- expedition-themed card game
- expedition arc with color-coded piles
- Ticket to Ride (not direct); but note it's a two-player classic
Mechanics (from transcript analysis)
- color-based discard and scoring — discards can be stolen by the opponent; scoring includes negative penalties
- hand management — eight-card hands; manage colors to build rows while avoiding negatives
Video topics + discussion points
Quotes (from this video)
- "This is my first Gen Con as an owner and it was really cool."
- "The table presence is exceptional."
- "Two-player games shine."
- "it's kind of a role playing game with words."
- "the hype is just incredible for Flamecraft Duel"
References (from this video)
- tight risk/reward decisions; approachable two-player variant
- points system can feel punitive if misjudged
- exploration, risk management, expedition cost
- Arctic/expedition theme
- supplemental solitaire-like challenge in head-to-head form
- Ticket to Ride: The Card Game
- Penalty games
Mechanics (from transcript analysis)
- hand management — play cards to advance expeditions while risking negative points
- point management — negative points loom if you miss the target on expeditions
- set/collection with risk — each expedition costs points; you must beat the cost with a sequence
Video topics + discussion points
Quotes (from this video)
- board gaming remains the best thing in a bad world
- this is a collection starter and this time we're looking at ten terrific two player games
- it's watertight... you feel like you're scraping your elbows on the sides of the game
- it's a wonderful little gem from Tim Fowlers and Ace Artist Ryan Goldsbury who channels that particular 50s and 60s era art...
References (from this video)
- Longstanding staple in the catalog
- Streamlined two-player play
- Owned for years; not seeing playtime lately
Mechanics (from transcript analysis)
- Rondel-style hand management — Card-based hand management with a push-your-luck element in expedition goals.
Video topics + discussion points
Quotes (from this video)
- I'm really curious to see how people react to it.
- The idea is that maybe I do this near the end of a month and then the update vlog obviously is a week later.
- It was a really fun time; it was a blast.
References (from this video)
- Fast, accessible
- Good for lighter sessions
- Limited depth for heavy gamers
- Adventure and risk-reward evaluation
- Card-driven expedition game theme
- Light, fast, and luck-influenced
- Ticket to Ride
Mechanics (from transcript analysis)
- card-drafting / bidding-like signaling — Players bid on expeditions and play cards to reach points.
Video topics + discussion points
Quotes (from this video)
- The hobby has become all about quantity.
- More stuff is always better.
- Bag building is a worse version of deck building.
- House ruling should only happen if a question scenario is not addressed in the rule book or BoardGameGeek.
- Ties in games are fine, especially if they're rare.
- Kickstarter exclusives will kill a game in the long term more than it helps the game in the short term.
- The great thing about board games is we can create new types of auctions that don't work in real life.
- Phase 10 is not as bad as some people make it out to be.
- I would rather air on the side of smaller boxes than bigger ones.
References (from this video)
- Fast-paced and engaging
- Accessible for most players
- Re-playable and portable
- exploration and risk-taking
- Archaeological expeditions in pursuit of points and glory
- abstract-underpinned theme
Mechanics (from transcript analysis)
- hand management / card-drafting — players manage a hand of expedition cards to maximize point gain while respecting risk and order.
- set-collection / push-your-luck mechanics — You commit to expeditions by playing cards, balancing risk versus reward to outscore opponents.
Video topics + discussion points
Quotes (from this video)
- Raptor is a very cozy game
- it's easy for anyone to play
- Air, Land and Sea is one of the best two-player games out there
- Azul is a game that should be in every game library
- the blue is the definition of a fun game
References (from this video)
- tight, competitive two-player design
- easy to teach
- two-player only
- scoring can feel opaque to new players
- two-player adventure and risk management
- mythic expedition to remote ruins
- card-led expedition with negative-risk scoring
Mechanics (from transcript analysis)
- hand-management — players choose cards to play in a sequence to score points
- set-collection — players build sequences to maximize points while avoiding penalties
Video topics + discussion points
Quotes (from this video)
- "it's a real classic"
- "it's a dice game"
- "it's just as good, it's better, it's higher on the list"
- "it's a perfect filler if you're happy to have a lot of that take that and not take it too seriously"
- "I think this is a fantastic mechanism"
References (from this video)
- Tight two-player duel with clear push-your-luck elements
- Low setup and fast playtime
- Tension can swing quickly; some players dislike the take-that feel in certain plays
- risky exploration with card-based decisions
- adventure/exploration theme with expeditions
- narrative-driven competitive card drafting
- Jaipur
- Toten Totten
- Battle Line
Mechanics (from transcript analysis)
- hand management and risk assessment — Decisions balance potential expedition value against growing risk and discard costs.
- two-player card drafting — Players simultaneously choose and reveal cards to form expeditions.
Video topics + discussion points
Quotes (from this video)
- It's just great, it's just a really good game.
- Cockroach Poker is my number one.
- What we want in filler games is something quick and satisfying.
References (from this video)
- tight two-player competition
- clear and direct interaction
- narrow player count may limit variety
- Shooten Totten
- Hanamikoji
- Compromat
Mechanics (from transcript analysis)
- two-player central row engagement — two players compete over a central row or shared resource, using a blackjack-like mechanism to control or influence outcomes
Video topics + discussion points
Quotes (from this video)
- it's really satisfying because everybody's involved in every turn of the game
- i really like games where i get income throughout the game
- a puzzle is laid out by laying out a series of cards and then we race to fit those different dice into that different orientation shown on the puzzle
References (from this video)
- Tough decision-making
- Simple ruleset
- High replayability
- Intense two-player experience
- Risk management
- Expedition exploration
- Two-player card exploration
Mechanics (from transcript analysis)
- Card placement — Playing numbered cards in ascending order
- risk management — Deciding when to start expeditions
Video topics + discussion points
Quotes (from this video)
- If I was on death row because I'd murdered an anthropomorphic animal and the guards asked me what my final request was, I'd ask them to let me out and then I'd go home and play these awesome games.