Unrelated to LA, I've just had a chance to check out The Jungle Cruise by the Forrest-Pruzen design studio, which has been hitting IP mass market games out of the park lately. Designers tend to look down on the mass market, but seeing good games on the shelves of Target is encouraging to those who hope to see their games do well but also to preserve some artistic integrity.
The Jungle Cruise does a couple of things that v16 of LA also does. Instead of the (admittedly cool) solution cards with the clue sleeves and red masking, v16 has cards, face-down, that contain the temple info and you are trying to get permission to look at those cards. JC has an element like this: you have passengers from 4 families, one family is the most valuable at game end, and along the voyage you can look at a 'clue tile' which basically says 'family X is NOT the valuable one'. This is not a very complicated bit of deduction but it's simple and effective and still guides your decisions, particularly in the sense that you must pay attention to what others are doing. If someone is tossing DeNyle family members overboard, maybe they know that family isn't the lucrative one.












From my perusal of the Prospero Hall games, it seems they understand a few important things about mass market games that designers aiming for mass market success would do well to keep in mind:




























It wouldn't take too massive of a streamlining of v16 of LA to make a mass market-weight version of the game, maybe. I think it would work something like this:
Basics:



Map Phase
In the map phase, on your turn you:




The map phase lasts for 5 (?) turns. After that, the temple location is revealed, and we begin the temple phase. Everyone place your marker on the “temple track”.
Temple Phase
In the temple phase, most of the action happens on the temple perils:


Final Hubris Challenge
After we've resolved all the temple perils, then there's the “final hubris challenge”.






Now, that already feels maybe a little bit heavy for mass market weight; probably it's at least a 10+ game. And yet there are two other things that it would feel painful not to include:

This is the interactive piece to the map phase: I can help myself in the long run by helping my opponents get info.


In the temple, the enemy is also a bidder, and they have a flat bid, indicated on the board, that increases the further into the temple you go. This means it's more important to be well-prepared for those later perils (but the info for those is probably also harder to get).
Is there a mass market version of LA in store, maybe a v17 of the game? Eh I maybe somewhat doubt it, but it's not obvious to me that these ideas are strictly worse than the more involved v16, so maybe that's worth contemplating.
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