I've sprinkled a few posts about ongoing progress with Lost Adventures into my BGG blog, but in the name of keeping this blog a comprehensive archive, an artifact to endure for all time as the definitive repository of the history of this game, I should post an update, after a 2.5 year delay.
Publishing news: a few nibbles but no bites with publishers, not even a playtest. Whomp whomp. But last year I self-published my game Evangelists, and the same processes I put in place to publish that game might also work for Lost Adventures. Would it make sense to make this a Belltower Games release? I'm not sure; I'm kicking it around and running the numbers. The biggest thing Evangelists revealed is that I'm bad at marketing, which is not a great thing to be bad at if you're a publisher. So we'll see.
But game-wise, a few changes have helped to move things forward.
In the temple, the bid has altered slightly. Now it's that, for each peril, bid a number, and move one space for each player with a lower bid (including the enemy). But, the difference between your bid and the prep you have for the temple is the amount of hubris you must take.
This has the effect of rewarding knowledge and preparation. If the current peril is "fear", and you have 4 "fear" symbols in your tableau, but don't know that it's fear, you won't get much benefit from those symbols because you probably won't bid as aggressively as you would had you known you were well-prepared.
As the above image sort of shows, I've incorporated some effects onto existing components to get the overall component count down. Namely, instead of hubris tokens, you track hubris on your player mat. Instead of selector cards or a selector wheel, just write your bid on the notepad. And, instead of dice, the effects of dice are encoded on the back-printing of encounter cards, which look like this:
This loses a bit of randomness but actually does a nice job simplifying encounters, since they're now entirely card-based. And, it allows for little meta-narratives: "Bad dates! The enemy tried to poison you, and sent agents aggressively toward you (two black cubes), but with your luck (clover icons), and by strangling the monkey to get the antidote (hubris-check), you take some hubris but escape just in time!" That sort of thing. But, the details change each playing because you'll have a different card on the top of the deck, with different back-printing card, the next time "bad dates" comes up. So the meta-story changes too.
There are a few other simplifications, but as they simplify things that weren't fully articulated in the previous post anyway, there isn't too much need to go into detail about those.
A few more little things are worth trying in the temple to see if we can make the enemy feel a bit more of a looming threat, a bit more like Donovan with a luger in your back. These include:
- If you are behind the enemy in the temple, you pay one less hubris for your bid. After all, you're trying to stop them for the good of humanity, right? Of course you are.
- The leading player after each peril places a token on the temple track space they landed on. The enemy automatically skips that space when they reach it. A bit like Indy throwing dirt on the invisible bridge to help Donovan and Elsa.
- The enemy wins tie bids in the temple, i.e. they move for players with equal or lower bids.
I don't think we need all three of these, but they're worth a try, and hopefully will be quick to try.
Oh, and I should add, the current word count is ~2500 words, about the same length as Carcassonne, about 1000 words shorter than Wingspan. So I think it falls firmly in the target range of "family game".
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