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| "Rating the RIO GRANDE games" thread (04/07/99) |
gschloesser@earthlink.net wrote: > > I've noticed a bunch of "new" Rio Grande games on the shelves of my > > local game store these days and since several of them look > > interesting, I was wondering if people out there could give me a quick > > rating of the various Rio Grande products. > > > > I'm curious which game is considered the best 2 player game and which > > is the better multiplayer game. > > BEST TWO-PLAYER GAME > > Lost Cities (8) ... very simple rules, but forces one to make agonizing > decisions throughout. This one has gone over extremely well with both my > hard core wargaming buddies and my wife! > > Greg J. Schloesser |
Larry Welborn <larrywelborn@home.com> wrote: > Lost Cities > > By far the best 2 player game released this year, IMO. There are plenty > of reviews elsewhere; but, if you like a quick, fun game with depth, > this game is for you. I rate it as the highest of the 2 player Kosmo > games, and I really like Kahuna and Settlers card game. > > Larry |
sacentaur@aol.com (SACENTAUR) wrote: > Rio Grande has become my favorite line of games. CafeJay has done a GREAT job > bringing many fine titles to us: > > LOST CITIES (8)-simple, but not simplistic. Acessible to kids and non-gamers > alike. Best 2-player game I've seen in quite a while. > > STEVE CAREY |
<ideefixe@earthlink.net> wrote: > I'd also recommend Lost Cities, the 2-player card game from Kosmos, long > before Big City. Lost Cities is also a little dry, but a hand of that is > over in 10-15 minutes, so it's more like a single potato chip than a whole > dried-out loaf of bread. |
Doug Adams <doug@bom.gov.au> wrote: > 8/10 Lost Cities - great two player game. Thin theme, but the game is > superb. > > Doug |
| "How is Lost Cities?" thread (27/06/99) |
tldreaming@aol.com (TLDreaming) wrote: > Lost Cities. I know this game has been discussed previously, but I just saw it > in the local store and thought it looked like it might be a good 2 player game > to play with my wife (who doesn't normally play). How is it? BTW, just bought > the settlers 5-6 player expansion. look forward to the card game expansions > (in English). > > -Fez |
gschloesser@earthlink.net wrote: > You're right ... this has been discussed here before. I'd suggest to go back > through the archives (DejaNews search works well) and read the related posts to get > the various opinions. > > I, for one, find the game a true gem. It is for 2 players only and can play from > 10 - 30 minutes, depending upon the number of hands you play (the rules recommend > 3). In spite of the simplicity of the rules, one is constantly faced with tough > and agonizing decisions each turn. I've played nearly a dozen times and rate it a > solid '8'. > > Greg J. Schloesser |
"Robert Rossney" <rbr@well.com> wrote: > It is, I think, exactly what you're looking for. > > Bob Rossney |
Larry Welborn <larrywelborn@home.com> wrote: > I absolutely love this game. My wife and I have played it almost every > night since I got my own copy a few weeks ago. A quick, simple, 2 > player game that is much deeper than it appears at first glance. > > It has the added bonus of being the first and only game my wife will ask > me to play. Usually, I have to initiate any game playing. We both also > enjoy several plays in one sitting, usually playing 3 games or more, > each consisting of 3 rounds. The couple we game with the most also love > the game. > > I definitely recommend it. > > Larry |
| "Lost Cities Followup" thread (05/07/99) |
tldreaming@aol.com (TLDreaming) wrote: > Thanks for the information and suggestions regarding my request for information > on Lost Cities. This group's recommendations were perfect. My wife was > doubtful about the exploration theme of "Lost Cities" but after two games she > really liked it. She liked the depth of the strategy despite the simplicity. > Since we have a one month old child, we both liked the brevity of the game. > Games in which only two can compete without destroying each other (i.e. Magic > or other CCGs) are rare and appreciated. The components are very nice and the > box has a nice feel. However, the game could easily have been packaged in a > playing card size box, but then how could Rio Grande justify the $20.00 sale > price? Regardless, the Game is fantastic and I'll recommend it to a few > friends looking for games to play w/ their spouses. > > -Fez |
| "Two (2) Player Games" thread (07/06/99) |
sos@katie.vnet.net (Steffan O'Sullivan) wrote: > Of the three you mention, I have only played Lost Cities. I find it a > very poor game, and am amazed at the large number of people posting to > this newsgroup who love this game. I just don't get it. It's pure > boredom to me - about the lamest game from Germany I've ever seen. I'd > rather play Racko. > > -Steffan O'Sullivan |
Claudia Schlee <Claudia.Schlee@t-online.de> wrote: > I partly have to agree with you. The game is very simple and in our opinion > not that great. I would not call it the lamest game (because there are many, > that are worse over here in Germany), but the game is nothing I would waste my > money of it. The board is useless and after the first game no one ever puts a > card on it to give the other player a chance to get it. As this seems to be a > major part in the rules, the game only works in parts and not as a whole. I > hope there will be "house rules" to make this one more interesting. In our > opinion this one is just average compared to other card games in 99 and the > Kosmos-card-series... > > Claudia Schlee & Andreas Keirat |
gschloesser@earthlink.net wrote: > Hmmm ... we must be playing either a different game or with different partners! > The games I've been involved in have always been very entertaining and requiring > some tough decisions throughout. Discarding cards to the board is a very common > play, but one certainly tries to make sure the cards he is discarding cannot be > used by one's opponent. However, it is also an interesting ploy to discard a card > just to see if it entices your opponent, or to throw him off regarding what you > are actually trying to collect. > > I (and everyone I've played with so far) find the game thoroughly enjoyable and > exciting. In spite of its simple rules, there's lots of tough decisions to be > made throughout. > > Greg J. Schloesser |
Doug Adams <doug@bom.gov.au> wrote: > I agree with Greg. I like to toss off some cards early onto the discard > piles for a couple of reasons: > > - if my opponent claims them, then I learn something. > > - if my opponent doesn't take them, I am buying time later in the game. > By this I mean if I have cards still to play, I can delay the end of the > game by drawing off the discard piles, and not the draw pile, in effect > making the last twice as long from that point. > > Doug Adams |
| "Two (2) Player Games" thread (07/06/99) |
gschloesser@earthlink.net wrote: > LOST CITIES: In spite of what my friend Steffan O'Sullivan says, I find Lost > Cities to be a wonderful 2 player game. Sure, the rules are simple and leave you > asking, "Is that it?" But during play, the decisions on which card to play or > discard each round can be gut-wrenching. I'm sure there's others, but Steffan's is > the lone voice I've heard bemoaning this game. I think it is a gem ... and it > plays in about 20 - 30 minutes. > > Greg J. Schloesser |
Doug Adams <doug@bom.gov.au> wrote: > Lost Cities - I can recommed this one as an addictive 2 player game. > This game is so simple, yet when you have your hand balanced the > decision of what to play becomes quite tough. No play interaction? > Perhaps, however I'm watching my opponent very carefully and > playing/discarding accordingly - to me that's a form of interaction. > Luck of the draw is a factor, but who cares with a game this quick? > Fast, fun, with a really nice sense of timing and tension. A worthy > addition to the Kosmos 2 player range. > > Doug Adams |
Bob Scherer-Hoock <bobshoock@mediaone.net> wrote: > I'm afraid I'm with Steffan on this one. I didn't see anything here at all. > The way the game was explained to us (and it was an oral presentation - > there were no printed English rules around at the time), and the way it > played, it was just two people trying to assemble their cards on the table > as best they could, independently of each other. Might as well be side by > side solitaire. Are you allowed to draw off the discard pile? We were told > no. That would add some interaction - not much, but some. (Actually I can't > even remember now if we had a discard pile - we may have been playing a card > down on our expeditions each turn. > > Bob Scherer-Hoock |
aarondf@bu.edu (Aaron D. Fuegi) wrote: > Bob, I'm afraid you were playing badly wrong from what you say. Not > only is there 1 discard pile, there are 5, one for each expedition, and players > can draw the top card from any of the 5 or the regular deck. Without this > rule, the game would certainly not be nearly as good. I Really enjoyed it, one > of the top 3 games I played for the first time at the Gathering I would say. > > Aaron |
Bob Scherer-Hoock <bobshoock@mediaone.net> wrote: > Hmmm. Not a shock. Mike Siggins emailed me with similar comments about the same > time I saw your reply. That would make at least five games I was introduced to at > the Gathering with incorrect rules: Lost Cities, Big City, Krieg & Frieden, > Kontor, and Keydom. Funny thing is I enjoyed most of them, but all of them are > better with the correct rules (funny thing). OK. I'll give Lost Cities another try. > > Bob |
"Robert Rossney" <rbr@well.com> wrote: > Give this a try with the correct rules. Playing Lost Cities without the > five discard piles (one for each expedition) is sort of like playing Acquire > without shareholder's bonuses: you could do it, but the game you're playing > isn't Lost Cities. > > Bob Rossney |
<ideefixe@earthlink.net> wrote: > I also played a couple of hands of Lost Cities with Frank -- in the first > one, naturally, I got the rules wrong! -- and it was quite interesting. I'm > eager to give it another go. We were doing the discard thing right, but I > hadn't quite gotten it through my head that if you start any one of the five > expeditions at all, even just with a handshake card, it's going to count > against you until you get to 20 with it. |
drstevowen@aol.com (DrStevOwen) wrote: > I think Bob's reaction to Lost Cities highlights the problem of playing a game > without the proper rules. As has been mentioned elsewhere LC is a clever, quick > card game of resource management. Your interaction with your opponent revolves > around the information or mis info you provide (and vice versa) with your plays > and discards, and > also the discards that are picked up. Near the end you can speed or slow the > final conclusion by choosing to pick a dicard or from the pack and again impact > upon your opponent. > An underrated game in some circles, I feel. > > Steve Owen |
| "Kosmos 2 Player Games" thread (07/06/99) |
dk2@io.com wrote: > After just one 3-round game, I tend to give this one higher marks than > Chris (Farrell) does. There are a lot of subtle tactics you can employ, analysis > of the consequences of each move is not obvious, and I don't think > luck is quite that important, particularly not if you play multiple > rounds as the rules suggest. Also I think the "feel" of the game is > superb considering how simple it is: the endgame is particularly fun, > as you're racing against time to play the best cards you have in hand. > > the Dave |
Larry Welborn <larrywelborn@home.com> wrote: > I have played Lost Cities extensively the last few days and I think > there is a lot more to this game than many realize. Early in the game, > one often has the unenviable task of choosing from many plays, all of > them bad. The game becomes tense in the mid-game, as you often have to > start expeditions prematurely, or risk being unable to lay all your > cards down. The end-game, as others have commented, is a race against > time as you try to play all of your cards. The discard piles add a nice > element to the game, as the player has to balance getting rid of junk > cards, feeding your opponent useful cards, and the occasional attempt to > entice a player to start another expedition. The game offers a lot of > decision in such a quick playing game. > > The game should definitely be played over several rounds, three seems to > work well. Multiple rounds tend to balance out any "lucky" hands. A > friend suggested that a nice variant might be to play to a specific > score, similar to rummy games. I haven't tried it out yet, but I > probably will soon as it sounds intriguing. 200 or 250 points should > make for a good game. > > I think this is an excellent game and is definitely more than "filler". > > Larry |
bob@csua.berkeley.edu (Robert Chang) wrote: > I think that Lost Cities is a very good game that makes > great filler. Its length really prevents it from being much more than > that. After all, you can't really make an evening out of Lost Cities > unless you want to play it 50 or 60 times. Its a quick game with some real > decisions and its actually very fun. My only gripe is that its connection > to its theme is tenuous at best. > > -bob |
Larry Welborn <larrywelborn@home.com> wrote: > The games does play quickly. But last night we played 4 games of 3 > rounds each before we switched to a game of El Caballero and Caesar & > Cleopatra. Most Kosmos 2 player games do not get multiple plays in a > sitting from me. Both Kahuna and C&C are quick enough for multiple > plays but 1 game an evening is about all I care for. Lost Cities is a > game I can play multiple times in one sitting without tiring of it and > it was the featured game of the evening last night. > > You are right about the theme being tenuous at best. Unfortunately, > that is an affliction common to many German games. But for me, a good > game with a theme tacked on is better than a good theme with a game > tacked on. > > Larry |
paul@z-com.com (Paul Beakley) wrote: > We've also been playing a lot of this -- both as a filler (handy when > you have 6 people show for a 4-person game night) and as a game for > family and friends. > > Paul |
| "Lost Cities First Impressions" thread (08/06/99) |
echoota@aol.com (EChoota) wrote: > Here are my first impressions of Lost Cities. I didn't know of the game before > I saw it on the shelf. A whole bunch of other Rio Grande games had just come > into the store and I was hesitant to plunk down my money on things like Big > City, Union Pacific, etc. until I'd had a chance to play them. Nonetheless I > HAD to buy something. Lost Cities looked interesting, a card game about > treasure hunting. Images of Raiders of the Lost Ark flowed through my head and > I was off to the counter. > Once I had a chance to sit down and read the rules I was a bit dismayed. All > the rules could fit on easily one sheet of paper. Basically you get dealt > eight cards, and then on your turn you either play a card or discard, and then > draw another card. You can play your cards to five different locations. > Investment cards which give multiplier bonuses need to be put down before > exploration cards if you want to use them. Exploration cards must be put down > in a sequential manner. That's about it. > So much for a variety of different cards, locations and all the other chrome > detail that I was hoping to find. I looked again at the back cover and saw > Knizia's name and it all made sense. It's a mathematically constructed game > system that had a theme pasted onto it. That's why we have the unnecessary > game board, I suppose in the hopes that if enough atmostsphere is presented > then players may actually think of the game as being intended as an exploration > game. > Despite the game not being what I had hoped it to be I still find it to be an > entertaining and short little game. Knizia knows how to make a tension filled > game and this one has it. Elizabeth and I sat down to try out the game. After > I spent the two seconds explaining the rules she scrunched her nose and said, > "that's it?" We played our hands and by the end of the round we found > ourselves deep in the red point wise. Evidently there is a little more to the > game. With the mistakes made in the first round now clear to us now we had a > feel for the game. This resulted in a flurry of cussing the following rounds > as we once again over extended our investments and watched with dread as the > drawcard pile quickly vanished. We still sucked but now we knew what we should > be doing. By the end of the first game my radical conservative play of cards > let me pull myself out of the red while Elizabeth made steady but less > profitable progress. > With only two sessions under my belt I'm not ready to claim this as a classic > but Elizabeth and I have found the game to be entertaining to the point of us > playing an extra hour at a time because it induces that "one more round" > effect. Few games induce that effect in me save for 4X computer games, and > both times we played I had to force myself to stop otherwise I'd be a zombie > the next day at the office. In fact, I'm trying to stay awake right now at > work by writing this simply because I stayed up too late playing this game. > I don't think anyone is going to be blown away by this game but so far it's > been fun and addictive once you get into the game. The simple rules hide some > rather tough decision making and the more you play the more subtleties you'll > find. I've read elsewhere the complaint that there is no player interaction. > In a direct sense yes, but once you peer into the system you'll see that there > are plenty of ways of screwing over the other player through the retention of > cards. The more you pay attention to the other player's game the better yours > will be. |
"Robert Rossney" <rbr@well.com> wrote: > >So much for a variety of different cards, locations and all the other chrome > >detail that I was hoping to find. I looked again at the back cover and saw > >Knizia's name and it all made sense. It's a mathematically constructed game > >system that had a theme pasted onto it. That's why we have the unnecessary > >game board, I suppose in the hopes that if enough atmostsphere is presented > >then players may actually think of the game as being intended as an exploration > >game. > > True, but I think a little unfair. Personally I find the board and the > cards delightful. I especially like the care that has gone into designing > the five different expeditions. If you just break out the game and start > playing it, you won't notice that the suits are like little movies. The > theme is not integrated into the mechanics of the game - that is, there's > nothing in the gameplay about working your way down to the secret lost city > in the center of the earth like Arne Sagnussen - but it's very well > integrated into the game's components. The cards could simply be 2 through > 9 of five different colors, but they're not, and I find the way that they're > not quite pleasing. And in this household, at least, the game gets enough > play that it's worth having good components. > > > Few games induce that effect in me save for 4X computer games, and > >both times we played I had to force myself to stop otherwise I'd be a zombie > >the next day at the office. > > I've noticed this about Lost Cities too. After playing a hand, both my wife > and I want to start over again almost immediately, to see if *this* time > we'll start out with a better hand. It's a lot like playing FreeCell, where > win or lose the first thing you do when you're done with a game is click > "New game." > > >I've read elsewhere the complaint that there is no player interaction. > >In a direct sense yes, but once you peer into the system you'll see that there > >are plenty of ways of screwing over the other player through the retention of > >cards. The more you pay attention to the other player's game the better yours > >will be. > > The more experienced the players, the more interesting the bluffing game > becomes. For example: if my opponent has started building on red, blue, > and green, and I'm trying to build on white but don't quite have the cards I > need to get started, I find that playing a yellow investment card > occasionally coaxes a key white discard out of her. It's a gamble: I'm > betting that over the course of the game I'll draw enough yellow cards that > playing the investment card won't punish me too badly, but if it gets her to > discard a white investment card that I can use to triple or quadruple the > white 9 and 10 I have in my hand, it's even worth losing points for. Now > that she's figured out that I may be doing this, though, when she sees that > yellow investment card come down she has to think through whether or not I'm > bluffing when choosing from among a yellow 3 and a white investment card to > discard. > > I don't think this is the deepest game yet devised by any means, but it's > deeper than it looks. And it's very fast-paced. Also, it expands on Alan > Moon's principle of giving the player the choice between several equally > desireable options: often, you have to choose between several equally > *undesireable* options. > > Bob Rossney |
echoota@aol.com (EChoota) wrote: > >True, but I think a little unfair. Personally I find the board and the > >cards delightful. > > Ah, I didn't mean to come off like that. I think the layout of the game is > great. The board, while not really necessary, still provides a nice quality > and tone to the game. The cards are great also with their pan and zoom effect > as you get closer to your destination. I was just hoping from the look and > feel of the game for something else, I'm still pleased with what I got. |