When I received the game, I quickly read the rules (only two small-sized
pages) and thought this looked ok but nothing special. What was all the fuss
about?
A month later and I have played this over 50 times with a wide range of
people and I know what the fuss is over now. An excellent card games for two
people that is addictive.
The game comes in a standard Kosmos 2 player box. The sort Siedler card
players prefer. The modest contents are a pack of oversized cards and a
small board. The deck of cards is in five suits distinguished by colour. The
game is about reaching lost cities, which are hidden in the jungle (green),
at the end of desert landscape (yellow), underwater (blue), at the edge of
an cold arctic location (white) or a rugged volcanic environment (red). Each
suit has cards 1 to 10, and 3 investment cards. Card 10 shows the final
destination, the 9 shows a view as you approach the city, while the one
shows the start of the expedition.
All this is tangential to the play, but the theme does at least bear some
resemblance to what you are doing. Each player is the overseer to a range of
expeditions, with a race to collect as much value from the range of
expeditions as possible. You can imagine the Royal Geographical Society
sending off explorers to chart these mythical cities.
Each player receives 8 cards, with the board placed between the players. The
board is superfluous, acting as a neat place to store discards from each of
the five suits of card.
Each expedition (colour) is scored separately, penalising scores of less
than 20 and rewarding those higher. There is a bonus awarded to a thoroughly
charted expedition (eight cards or more are played) which can include the
investors interests as well as the numbered cards. The investors double,
triple or quadruple the basic score depending on the level of investment
backing.
The investor cards must be played first on a suit or not at all. This means
that when you have started playing numbered cards, no investment cards can
be played for that expedition. Numbered cards can only be on top of lower
numbered cards or the investor cards. This clever rule immediately imposes
some decisions at every moment.
For example, suppose you are dealt 3 white investor cards, the 8,9 of
greens, the 1 and 5 of blue and the 6 of yellow. If you start with the white
investor cards you can play these over the next three turns, but unless you
make a positive score for white at the end of the round, your score will be
highly negative. You have no more white cards, and may or may not pick them
up. The greens are nearly at 20, but by playing the 8, you can only play the
9 and 10 and would be missing out on investor cards as well as the 1 to 7.
That rules out green. Yellow isn't so bad but you are missing lots of
numbers by starting with the 6, so that more or less makes you go for the 1
of blues. You have now committed to blues. Hopefully, you'll pick up a load
of white cards and some low greens to allow yourself to plan expeditions for
these two. If yellows don't turn up, you can always discard onto the yellow
pile on the game board.
The game ends when the last card of the draw pile is taken, so players are
advised to count the number of cards remaining to let them know when to play
cards from your hand. As you can see, a key element is playing for time,
while better cards turn up. You can also delay the end of the game by
playing cards to one of the discard piles, which will allow you or your
opponent to replenish from a discard pile rather than the main draw pile.
While it might be argued that the game is very simple, for games players
there are many strategies to play. I have probably discovered most of them,
but since there is considerable fun in realising them, I won't go into more
detail. I will close by saying there is no reason not to buy this game -- it
doesn't cost much, it will fit in most cupboards and most importantly it is
a good two player game. Highly recommended.