Lost Legends is a fantasy card game by Mike Elliott that combines a streamlined Euro game design and card drafting with an interesting fantasy theme and battle mechanic. Players take on the role of heroes trying to assemble an arsenal of equipment in order to vanquish a series of monsters that they will encounter.
The game begins with all players choosing one of five heroes each with their own strengths and weaknesses. Each player fights their own monster; this is not a cooperative game. The monster each hero will likely face is revealed to them before players draft cards for their equipment. An interesting aspect in this game is you may, if the conditions are right, evade a monster in front of you, and pass it to the hero next to you. But be aware if you do this you have to fight the monster you draw next!
Players then select an equipment card drafted from a hand of cards, and pass the remainder of the hand to your left to prepare for battle with the monster in front of them. The equipment draft continues in this manner until only one card is left in each hand, which is discarded. Players then compare their drafted equipment to their monster to determine the result of the battle! The game consists of 3 levels filled with monsters to slay and new equipment to pick up.
Players need Legend Points to win the game! These come in the form of trophies awarded for most monsters as well as sets of monsters slain. Can you defeat the monsters thrown in your path to glory and become the most Legendary?
- huge scale with a jungle-adventure feel
- strong drafting and round-start choices
- engaging exploration and discovery
- rule explanations can be lengthy
- learning curve may be steep for new players
- archaeology, exploration, artifact collection
- adventure/temple exploration in a jungle context
- adventure-exploration with scoring tension
Mechanics (from transcript analysis)
- Action Points — more action points allow more exploration and temple control
- Drafting — beginning-round draft selects terrain or powerful components
- majority scoring — majority presence on temples yields points and end-game timing
- terrain/temple exploration — discover temples, destroy obstacles, and claim majority
Video topics + discussion points
Quotes (from this video)
- mind-bending
- it's visually stunning and ambitious
- the scale of this game is huge
- Indiana Jones head
References (from this video)
- grand table presence
- multi-layer decisions from drafting and exploration
- modernized take on a classic-era design
- potentially heavy for new gamers
- not fully disclosed in early expo communication
- explore and reveal pyramids as you draft actions
- adventure/draft game with pyramid-building theme
- action-drafting with exploration vibe
- PIR John Company
- Nemesis
- Agricola
Mechanics (from transcript analysis)
- Action Drafting — draft actions to optimize turns
- Player Board | Main Board — grand physical table setup
- pyramid-building/area reveal — build pyramids to explore new areas
- Simultaneous Reveal — build pyramids to explore new areas
- table presence and large board — grand physical table setup
Video topics + discussion points
Quotes (from this video)
- Spiel is the global home of board games.
- Six halls, and Hall Three is where the hobby games sit.
- It is the mecca.
- This is a full-on experience.
- OG Revival where you're getting the old the original designer to then take the design and bring you a new game.
- the closest to being both business-to-business and business-to-consumer in one event.
References (from this video)
- Adds more challenging opponents and replayability
- Fits well with both solo and multi-player play
- Keeps a beloved driving/racing experience fresh
- Expansions may feel iterative rather than revolutionary
- Balance tuning required for a wide player count
- Competition, speed, and strategic positioning in a kart/racing context.
- Racing game expansion content expanding the Heat system with more rivals and legends.
- Competitive racing with a focus on rival dynamics and varied opponents.
- Heat (base game)
Mechanics (from transcript analysis)
- multiplayer_scalability — Expansions support more players and easier solo play with established AI mechanics.
- opponent_variants — AI or rival cards provide adjustable difficulty, allowing more players to race and compete against tougher opponents.
- Race — Players compete in a race with track dynamics and vehicle positioning as a core driver of scoring.
- racing — Players compete in a race with track dynamics and vehicle positioning as a core driver of scoring.
Video topics + discussion points
Quotes (from this video)
- It's very cool to have kind of a BG Hall of Fame.
- The cover is striking. It's very beautiful.
- This is going to be one of those classic Euro games by Uwe and their DNA is there.
- Man, I love the cover of Thessaloniki.
- Dewan looks real pretty.
- What the heck is in this box? What the heck this game is?
References (from this video)
- Great artwork and components
- Clear card design and slot mechanics that convey where cards go on the hero board
- Solid drafting and strategic depth from card selection and level progression
- Hero variety adds to replay value
- Not enough cards to sustain long-term replay value without expansion
- Punishing elements like the loser penalty and a 'runaway loser' mechanic
- Rules could use clarifications and tweaks for balance
- Downtime can be noticeable, especially when players are scoring while others are knocked out
- Heroic legend accumulation through combat and exploration
- Fantasy adventuring party exploring dungeon-like levels
- Light-hearted, strategic competition with a humorous tone
Mechanics (from transcript analysis)
- Drafting — Equipment cards are drafted from level decks and placed on hero boards, forming a customizable loadout.
- Level-based progression — Each level consists of a Gear Up phase and a Combat phase with escalating difficulty.
- Monster deck progression — Three level-specific monster decks (ruins, caves, demon fortress) drive the combat phase.
- Resource Management — Players manage gold, life, and mana tokens to equip cards and power skills.
- Trophy and Legend system — Trophies and Legend points track progress and determine end-game scoring and rewards.
Video topics + discussion points
Quotes (from this video)
- great artwork and components
- not a bad game but a little more play testing on rules change would have made it a really good one
- the different Heroes does add to replay value
- unlucky with the monsters
- there is two levels to go
- it's tactical as to when you want to use a card as a skill enhancement to gain gold
- Lost Legends get six Legend points out of 10