3 Spellcasters and a Dwarf
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Gaming Blog

Lost Ruins of Arnak

30/12/2021

0 Comments

 
29th December 2021

We're at Simon's for some Wednesday evening gaming goodness during the mid Christmas break.
The game of the night was Lost Ruins of Arnak.

"That belongs in a museum!"
What does? Cliched old one liners!

​Lost Ruins of Arnak is a game about raiding temples of a long forgotten ancient civilisation on an uncharted island.

What's in a game?
  • Game board: The game board for Lost Ruins of Arnak is quite large and has a full sized illustration of an unexplored, fantastical wilderness landscape. It's also quite busy, with spaces and tracks for a lot of components, cards, workers and more.
    Cards: Along the top are spaces for the 3 decks of the game's different card types; artefact, item and fear cards.
    Card track: Directly below, a card track runs runs across the board and will be populated with varying amounts of artefact and item cards during the course of the game. The card track also displays the game's 5 rounds.
    Research track: Running up the right side of the board is the 'research track'. This track has 2 'paths' that lead to the top, where VPs await the players. Going up the track costs various resources but also confers resources or other benefits, including gaining assistants.
    Sites: The bulk of the board is taken up with unexplored wilderness sites, these hidden locations which will be explored by the players' workers come in 2 tiers, the 2nd tier being harder to 'travel' to, each site has space to put a idol token or a tile on it. Below each site it will display 1 or 2 worker spaces and inside each worker space it will list the cost to travel there.
    Dig sites: Below the tier 1 sites is a another row of 5 sites, these are dig sites, they are not explorable and instead can be used by players to generate the game's 5 resources.
    Double-sided: It's worth noting that the board is double-sided and features an alternate setup on the other side with differing travel costs.
  • Supply board: This small supplementary board sits along the bottom edge of the main board and contains spaces for 5 of the game's different resources and 4 sets of tiles.
  • Player boards:  These boards depict a picture of a campsite and have spaces for each player's deck, 4 'used' idols slots and and 2 assistants when they're recruited. There's also space to place resources.
  • Cards: Lost Ruins of Arnak uses 3 types of cards.
    Starter cards: Every player is given these and they can be used to generate coins and compass resources or scores in the game's 4 types of travel.
    Item cards: These provide some sort of bonus to the controlling player. They are always paid for with money and when acquired go to the bottom of the player's deck. Item cards can score VPs.
    Artefact cards: Unlike item cards, artefact cards go directly into the player's hand and can be immediately played for their effect when acquired. Further usage of artefact cards will cost tablet tokens. Like item cards, artefact cards can earn VPs.
    Fear cards: These serve no purpose other than to bloat the player's deck with useless trash cards. Thus getting them is actually a negative. Fear cards also cost players VPs.
  • Tiles: Lost Ruins of Arnak makes use of numerous tiles.
    Temple tiles: These are placed at the top of the research track and provide VPs once acquired by players.
    Idol tiles: These are acquired by players when they first explore sites and confer bonuses and VPs, they can then also be 'spent' to get another bonus.
    Site tiles: When players explore a site location, a random site tile from it's respective tier will be placed there.
    Guardian tiles: Once a site tile has been placed, a guardian in the form of a tile will appear on top of the site tile and cause a headache for the worker there!
    Research tiles: Players will accumulate these as they move up the research track and they confer various benefits
    Assistants: These tiles contain assistants which confer a benefit of some sort on to the player who recruited them. They are also doubles-sided, meaning that assistants can be upgraded (Promoted?).
  • Tokens: All of the game's resources are represented by tokens.
    Coins: These card tokens are the game's currency.
    Compasses: These are also card tokens.
    Arrowheads: These are little plastic tokens shaped a little like arrow heads.
    Jewels: It looks like translucent acrylic chunks are used to represent jewels.
    Tablets: Plastic is used for these tokens shaped like ancient tablets.
    Moon Staff: This card token is used to track the game's turns.
  • Meeples: Each player is given 2 archaeologist wooden meeples for workers as well as a magnifying glass and notebook meeple in their colours. The magnifying glass and notebook are used to track a player's progress along the 2 research tracks. All the meeples are made of wood.
The quality of components in Lost Ruins of Arnak varies from average to great.
The game has really nice plastic pieces for arrowheads, tablets and jewels, along with wooden meeples, magnifying glasses and notebooks, you can never go wrong with wooden components and yet, makes use of unremarkable card tokens for coins and compasses.
Yes it's a minor quibble but it's definitely noticeable.
The game's cards and tiles are standard quality.

From an art perspective, it's all pretty good, cards and tokens all have nice, clear and colourful thematic art. The standout however, is the board, with a pair of lovely landscape images, it's almost a shame that they'll mostly be covered with components during play.

The game contains a fair amount of iconography, none of it was particularly unclear though.


How's it play?
Setup
  • Board: Choose a side of the board to play with, one is hard than the other.
    Cards: Shuffle and put the artefacts and items deck face-down. Also put out the fear cards. Deal 1 artefact and 5 item cards into the card row.
    Idol tiles: Randomly assign idol tiles to all sites, tier 1 sites get 1 and tier 2 sites get 2.
    Temple tiles: These are placed at the top of the research track.
    Research tiles: Place these on their allotted spaces as required or randomly.
    ​Assistants: Shuffle these into 3 stacks so their upgraded sides are face-down.
    Site tiles: Sort the site tiles into their 2 tiers and shuffle each tier into a face-down stack.
    Guardian Tiles: Shuffle these into a face-down stack.
    Resources: Should be placed into their allotted spaces.
  • Player board: Each player should get a player board; 2 meeples and 2 research tokens in their chosen colour.
    The meeples go on to the player's board and the research tokens on their designated starting spots on the research track.
  • Deck: Each player should take the 4 starter cards in their colour, 2 of which will be coin/funding cards, 2 will be compass/exploration cards and then finally, add 2 fear cards to their deck.
    Now shuffle all 6 cards into a face-down deck.
  • 1st player: Determine the first player and deal out resources as determined by the turn order.
Looks like we're ready to go exploring in the... Lost Ruins of Arnak.

​On to play
A round in Lost Ruins of Arnak continues until all players can no longer perform actions (Free actions don't count.) or have passed. The game features a pretty standard turn order that goes clockwise and in their turn, players will get 1 main action and any amount of free actions.
A round proceeds as follows:
  • Draw cards: All players draw cards from their player deck to take their hand up to 5, thus in the first round this would be 5 of the 6 starter cards.
  • Actions: Starting with the 1st player and going clockwise, each player must perform 1 main action, they can also perform free actions, generally, everything with a lightning bolt symbol is considered a free action.
    Main actions are:
    Travel: A player can move one of their meeples to a site on the board, provided an available worker spot is there and the player can generate the required travel score to pay the travel cost.
    Generally, the player uses the cards in their hand to pay travel costs, even fear cards provide walking scores
    There are 4 types of travel, these are; walking, land, sea and air.
    Walking is the most basic travel action and can only be used to pay for walking costs. Land and sea scores can pay for their relevant costs or can also be used in place of walking - but not for each other. Finally air can be used for any type of travel. Furthermore a player may spend 2 coins to what amounts to chartering a flight, that is get a point air score, which is essentially the same as any token.
    Additionally, if the player is travelling to either of the 2 wilderness tiers for the first time, they will be required also spend the relevant number of compass tokens.
    So what does travelling do? this will depend on where the archaeologist is travelling to.
    Dig site: Sending an archaeologist to a dig site will allow the player to gain some resources.
    ​Unexplored site: When a archaeologist visits a unexplored site, the player immediately gains the idol token(s) located there, along with whatever benefit it confers. as an aside, when a player initially gains an idol it is not placed in any of the 4 idols on their player board
    Then a site tile of the relevant tier is revealed, placed there and immediately resolved. Usually, it confers some benefit or resource on the controlling player
    After this, a guardian tile is revealed and placed there, as you'd imagine, guardians can be bad news. more on this below.
    Defeat guardian: if an archaeologist is on a site with a guardian, then that guardian can be defeated by spending the required resources. That guardian tile is then placed into that player's area and scores VPs at the game end, guardian tiles also have special abilities which have a one-time use.
  • Buy card: The active player may purchase a card from the card row.
    Item cards go at the bottom of the purchasing player's deck and artefact cards go straight into their hand.
  • Play card: The active player may play a card from their hand for whatever benefit it confers.
    All card are played into the player's play area.
  • Research: The active player may move 1 of their 2 research tokens up their relevant track. Sometimes a track may have multiple routes the player can choose. There are some restrictions though.
    Firstly, a player's notebook token cannot go above their magnifying glass token, secondly, there can be a cost to pay for moving up. However there are also usually a benefit for moving along a track. This is generally the only way to acquire assistants.
    If a player reaches the top of the research track, they have reached the temple and get bonus points accordingly, the 1st player to arrive gets the most VPs, later players earn decreasing amounts. Finally players get to choose one of the temple tiles to take when reaching the temple.
  • Pass: If the active player cannot perform any other main action, then they must pass. Alternatively, the active player can choose to pass if they so desire.
    Either way, the player is now out of the round and can no longer undertake any  further actions in that round. This means it's likely that players will have uneven actions in a turn and it's possible that someone could be 'last player standing' and get multiple actions in a row.
  • Free actions: There are numerous free actions which players can use, they include:
    Cards: Some cards can be played as free actions.
    ​Idol token: A idol can be 'slotted' to confer a benefit to the player as listed on their player board. Since there are only 4 slots, this can only be done 4 times in a game.
    Guardian tiles: A player may flip a guardian tile over to make use of its once-only bonus.
    Assistant tiles: If a player has acquired an assistant or two, then their benefit can be used once per round.
  • End of action: After a player has completed their main action and any free actions, play progresses to the player to the left.
  • End of round: When the end of a round is reached, a number of actions occur.
    Return archaeologists: Each player takes back their 2 archaeologists, if they are taking back an archaeologist from a site with a guardian tile, then the poor archaeologist has fled in terror and the controlling player adds a fear card to the discarded cards in their player area for each archaeologist fleeing.
    Shuffle cards: Players take all the cards that they played in the round (Which will be in their play area.), shuffles them and puts them at the bottom of their deck. Thus there is no discard pile in Lost Ruins of Arnak. Players can also choose to discard any unplayed cards into their play area before shuffling them to move back into the bottom of their deck.
    Move Moon Staff: Cards around the Moon Staff are discarded out of the game and the staff moves to the right. This means as the 5 rounds progress, more artefact cards will appear in place of diminishing item cards.
  • Next round: The starting player moves to the left and the new round starts with all players drawing cards from their deck to take their hand up to 5 cards.
There are some other rules such as for burning cards (Useful for getting rid of fear cards.) and so on, but that's the gist of it.

Endgame
When the 5th round is completed, then so it the game and we go to scoring. There are a variety of opportunities to score.
Research: Research tokens earn VPs depending where they finished on the research track.
Temple tile: Players who reached the temple can score the VPs on these tiles:
Idol tokens: each idol token acquired earns 3 VPs.
Player board idol slots: Each empty slot on a player's player board earns the VPs it displayed. This means when an idol is slotted for a benefit, the VPs it covers are not scored.
Guardian tiles: Each guardian defeated earns the player 5 VPs.
Cards: Aretfact and item cards can also earn the owning player VPs.
Fear cards: Finally; fear cards. Each fear card a player has deducts 1 VP from their total.

Points are tallied, highest score wins!


Overall
Hmmm, what to say about Lost Ruins of Arnak.
It would only be a slight exaggeration to say that this game is sort of a jack of all trades and master of none.
A little bit of deck building, a little bit of worker placement and a little bit of resource management, this game has it all!
Joking aside, this, on a basic level represents 3 different approaches to accumulating VPs. That is; buying cards and using cards, visiting sites and moving up the research track.
Card will get players useful special abilities and travel points, visiting sites will acquire players resources and going up the research track gets other benefits, including assistants.
Players will not want to neglect any of these elements and there's fairly good synergy between different parts of the game, but generally players end up focusing on 1 of them during play.
While the game isn't overly complex, there's quite a lot to consider. Personally, it felt like going up the research track was a good way to score big but it's hard to be sure. 

Another very important factor to think about is turn-economy, there's no set number of turns per round in Lost Ruins and finding ways to get extra main actions is vital. A player who gets 10 actions per round instead of 5 is going to just do better and I have to say, finding way to combo actions into more actions is pretty satisfying. For example, a player might use a card to get resources to move a worker to get different resources to spend on the research which would provide another benefit.
Having said that, taking a single main action at a time can feel frustrating, yes it's a combo system, but it's a slow one - unless you're the only player still with actions.

I found Lost Ruins of Arnak a fun game, but not a particularly compelling one; it's hard to put a finger on. The game's theme fits it's mechanics well and it has great presentation.
I think maybe that all the game's systems, the worker placement and the deck building and so on are all on an individual level, a little uninspiring and bland. The deck building mechanic would never stand on its own for example, neither would the worker placement, on the other hand, they don't need to.

So is the sum greater than the parts? The jury's out.
When I encounter a game I like, I get the urge to buy a copy and I don't get that with Lost Ruins of Arnak.
The game was entertaining but it wouldn't be first choice of mine to play but I happily play it if someone else wanted to.
0 Comments



Leave a Reply.

    Author

    I play, I paint.
    ​This is where I talk about what I play.

    Archives

    March 2024
    February 2023
    January 2023
    December 2022
    November 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019

    Categories

    All
    2 Player Only
    50 Fathoms
    Abstract
    Annual Quiz
    Area Control
    Asymmetrical Play
    Auctioning
    Black Hack
    Bluffing
    Board Game
    Campaign Play
    Card Game
    Clockwork & Chivalry
    Cooperative
    Cthulhu Hack
    Deck/Bag Builder
    Deduction
    Dice Game
    Drafting
    Engine Builder
    Hand Management
    Hidden Movement
    Hidden Role
    In Darkest Warrens
    Legacy
    Merry Outlaws
    One Vs Many
    Oubliette
    Party Game
    Programming
    Push Your Luck
    Real Time
    Renaissance
    Resource Management
    Roll And Move
    Roll And Write
    Route Builder
    RPG
    Sand Box
    Savage Worlds
    Set Collecting
    Storytelling
    Tableau Builder
    Team Based
    The Month In Gaming
    The Year In Gaming
    Tile Placement
    Trading
    Traitor
    Trick Taking
    Voting
    Wargame
    Wasted Hack
    WFRP
    Wogglecon
    Word Game
    Worker Placement

    RSS Feed

Powered by Create your own unique website with customizable templates.
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact