To tie this blog off completely: Lost Adventures successfully funded on Kickstarter in July 2023. A few copies are/were available for purchase here.
And with that, this blog's tale has fully been told!
I'm planning to publish Lost Adventures under my imprint, Belltower Games, and am tinkering with just a few small tweaks before it goes to press.
The first is mostly cosmetic, namely to rotate the board 45 degrees and play in a diamond orientation:
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.












The turn structure MUST be rigid. It can have a few steps, but they must always be the same steps, and there can't be many of them. Something like Acquire or Carcassonne is ok, something like action point allowance or worker placement is not.
Moving on a track is a familiar concept and is encouraged. Moving around a map is familiar enough that it's an acceptable alternative. Moving around on hexes or a grid are more abstract and probably not as desirable.
Rolling for movement or for resolution are familiar and therefore highly desirable
Players don't want to be ultra-competitive. All this stuff we talk about like friction and opportunity cost mostly go out the window; players just want to kick back and have fun. Trying to win is a given but having to exert tremendous effort to win is unrealistic.























The map is made up of fewer (9?) cities, still of three types (signified by a city shape). Each has an icon corresponding to one type of temple information (location, perils, artifact) (instead of tiles; this is now hard-coded onto the board)
There's a display along the bottom of the board into which temple information cards are placed
Players have an identical set of “adventure cards” which each have two icons. There are 4 icons that help in the map phase, 6 that help face temple perils. You can have up to 4 cards in a tableau, representing your character. Everyone also has four “selection” cards in their hand.
Move to another city, and flip an “encounter card” for that city type. It shows the type of challenge you face (luck, wits, fight, escape) (and some artwork, presumably)
Count up the number of that challenge category's symbols you have in your tableau. Roll that many (custom) dice. Count up your hits.
You may peek at temple cards whose “value” adds up to the number of hits you rolled. (The board says how many hits are required to look at each temple card in the display). The temple cards you can look at must match the icon in the city you're in. i.e. one city has info about the temple location, another about perils, etc.
Then, you can add one adventure card from your hand to your tableau, and remove one if you want.
For each peril, at the same time, everyone places a selection card face down, reveal together. The card you've chosen adds 0, 1, 2, or 3 to your bid; you must take that many hubris tokens.
Reveal the temple peril. Count the number of icons in your tableau matching the peril (e.g. “blades”, “asps”, etc), add that to your bid. Highest total bid advances on the temple track the most, lowest bid advances the least.
Roll all of the dice 5 times, and for each hit, remove one hubris. If you don't remove all of your hubris, your face melts off and you are eliminated.
Whoever is not eliminated, and is the furthest along the temple track, wins!



In the map phase, once per turn, after you look at a temple card, you can remove a token from the board next to that card, which means that anyone else wanting to view that card needs one less “hit” to view it. That token makes the final hubris challenge easier for you in some way.
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The role of the Nazis. In the map phase, maybe the dice you roll have an “enemy” symbol, such that if you get that result the enemy pawn moves toward you, and if it catches you you must [dump a card or get one less hit or something]