lostadventuresgame.blogspot.com
Lost Adventures: Lost Adventures, in a nutshell
http://lostadventuresgame.blogspot.com/2014/08/lost-adventures-in-nutshell.html
A relic hunt by Jeff Warrender and Steve Sisk. Thursday, August 14, 2014. Lost Adventures, in a nutshell. Taking a step back, here's a quick overview of how v10 of the game, the latest version, works. The turn mechanic is simple and clean. You resupply (draw action cards), take up to 4 actions, and then draw event chips from a cup and resolve them. This turn structure persists across both phases, but the details of the available actions change a bit inside or outside the temple.
lostadventuresgame.blogspot.com
Lost Adventures: It works! Now for the balancing...
http://lostadventuresgame.blogspot.com/2013/01/it-works-now-for-balancing.html
A relic hunt by Jeff Warrender and Steve Sisk. Tuesday, January 29, 2013. Now for the balancing. Number of cards drawn at start of turn. Reduction in cards drawn if operatives present? Of spaces to advance progress track for the two operatives that have this power. If an operative is required to execute his power but can't, advance progress track? How much to advance progress if you read a clue in a city with an operative? Can you draw a card as an action? Subscribe to: Post Comments (Atom).
lostadventuresgame.blogspot.com
Lost Adventures: Spielbany session recap
http://lostadventuresgame.blogspot.com/2013/01/spielbany-session-recap.html
A relic hunt by Jeff Warrender and Steve Sisk. Sunday, January 20, 2013. The temple works pretty well. The turns are quick and you can move through the temple quickly, but it's big enough that there's some time required to explore. And the rooms having mostly three exits each means that you can get almost anywhere, but the route you have to take may be slightly more roundabout than you had hoped. And of course, the temple's enabling "technology". The theme cards should start on the board, instead of bein...
lostadventuresgame.blogspot.com
Lost Adventures: January 2013
http://lostadventuresgame.blogspot.com/2013_01_01_archive.html
A relic hunt by Jeff Warrender and Steve Sisk. Tuesday, January 29, 2013. Now for the balancing. Number of cards drawn at start of turn. Reduction in cards drawn if operatives present? Of spaces to advance progress track for the two operatives that have this power. If an operative is required to execute his power but can't, advance progress track? How much to advance progress if you read a clue in a city with an operative? Can you draw a card as an action? Tuesday, January 22, 2013. When you face an enco...
lostadventuresgame.blogspot.com
Lost Adventures: August 2011
http://lostadventuresgame.blogspot.com/2011_08_01_archive.html
A relic hunt by Jeff Warrender and Steve Sisk. Wednesday, August 24, 2011. More thoughts on Encounters. I've talked a fair bit about Encounter cards, which are a. For the bland and fairly wooden "you face a challenge based simply on the number of enemy cubes in the city." There's a new game out called ". As an aside, I have a tendency to read negative reviews and comments of games that are similar to the one I'm currently working on; if there's something that players don't like about a similar game, it s...
lostadventuresgame.blogspot.com
Lost Adventures: November 2011
http://lostadventuresgame.blogspot.com/2011_11_01_archive.html
A relic hunt by Jeff Warrender and Steve Sisk. Sunday, November 20, 2011. Encounter structure for v10. Note: I had already mostly drafted this before Steve's post on Friday.some of these ideas may have good overlap with that post, and some may conflict - but I think it's worthwhile to have both posts preserved, for comparison purposes]. Assuming we are going to adopt a v8 scheme for challenges (at least for now), it's desirable to have a few things crystallize. Here are some possibilities for v10. For th...
lostadventuresgame.blogspot.com
Lost Adventures: May 2012
http://lostadventuresgame.blogspot.com/2012_05_01_archive.html
A relic hunt by Jeff Warrender and Steve Sisk. Sunday, May 20, 2012. I've been putting off thinking about the temple phase until the thoughts for the external phase solidified, and while that's still in progress, it seems like an appropriate time to see where the temple stands and where it could go. The player feels time pressure to complete the temple before the other players, or the enemy, complete it first. Our previous version of the temple had all of these qualities to some degree. There are 9 t...
lostadventuresgame.blogspot.com
Lost Adventures: Ongoing progress
http://lostadventuresgame.blogspot.com/2013/02/ongoing-progress.html
A relic hunt by Jeff Warrender and Steve Sisk. Thursday, February 21, 2013. Just ran a 1p solo playtest. I was able to finish the game, including setup and put-away, in 45 minutes total. I still think that 100 minutes for the 4p game is pretty realistic. A few observations:. It's just more exciting when it's a bit more of a nailbiter. It may be advantageous to split "receive a reward" and "visit a theme card"; maybe receiving a reward can simply be an action unto itself, so it still has a cost.
lostadventuresgame.blogspot.com
Lost Adventures: Integrating visual elements with gameplay
http://lostadventuresgame.blogspot.com/2011/08/integrating-visual-elements-with.html
A relic hunt by Jeff Warrender and Steve Sisk. Friday, August 12, 2011. Integrating visual elements with gameplay. Separately, I thought a fun way to integrate ideas like Indy's fear of snakes is to give each player-character a "phobia", and if another player spots your phobia on an encounter card that you face, perhaps you automatically fail the challenge. Maybe this could add some fun, as well as some incentive for you to pay attention during other players' turns (and the clue system amplifies this).