{"id":3800,"date":"2004-05-26T12:00:00","date_gmt":"2004-05-26T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2004\/05\/26\/session-report-26-5-2004\/"},"modified":"2004-05-26T12:00:00","modified_gmt":"2004-05-26T10:00:00","slug":"session-report-26-5-2004","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2004\/05\/26\/session-report-26-5-2004\/","title":{"rendered":"Session Report 26.5.2004"},"content":{"rendered":"<h2>Session Report 26.5.2004<\/h2>\n<p>at the table: Hans, Andrea, G\u00fcnther, Walter, Moritz<\/p>\n<p>on the table: Lost Valley, Zug um Zug, Bluff<\/p>\n<p>Author: Moritz<\/p>\n<p><a name=\"game1\"><\/a><br \/>\n<\/p>\n<table align=\"right\" border=\"0\" cellpadding=\"0\" cellspacing=\"0\">\n<tr>\n<td><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/lostvalley_t.jpg\" width=\"260\" height=\"244\" border=\"0\" alt=\"Lost Valley\"\/><\/td>\n<\/tr>\n<tr align=\"right\">\n<td>\n<table class=\"ybackgr\" align=\"center\" border=\"1\" cellspacing=\"0\" cellpadding=\"1\" width=\"230\">\n<tr>\n<td>Designer<\/td>\n<td align=\"right\">Roland Goslar, Tobias Goslar<\/td>\n<\/tr>\n<tr>\n<td>Publisher<\/td>\n<td align=\"right\"><a href=\"http:\/\/www.kronberger-spiele.de\/\" target=\"_blank\">Kronberger<br \/>\nSpiele<\/a><\/td>\n<\/tr>\n<tr>\n<td>released<\/td>\n<td align=\"right\">2004<\/td>\n<\/tr>\n<tr>\n<td>Players<\/td>\n<td align=\"right\">3 &#8211; 4<\/td>\n<\/tr>\n<tr>\n<td>Playing Time<\/td>\n<td align=\"right\">75 minutes<\/td>\n<\/tr>\n<\/table>\n<\/td>\n<\/tr>\n<\/table>\n<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/15657\" target=\"_blank\">Lost<br \/>\nValley<\/a> (first impressions)<\/h2>\n<p>First we decided to test this brand new game from the Goslar\u2019s (Walter<br \/>\ngraciously decided to just watch to make this possible. Although he was a mean<br \/>\nice-block-roller in the end game!).<\/p>\n<p>Players are prospectors who explore the lost valley (of Klondike?). The game combines<br \/>\na realistic approach with abstract and logical rules: Each player has a backpack for<br \/>\n\u201craw materials\u201d (food, timber, tools) and 6 more spaces for wares (whiskey,<br \/>\ncart, boat, horse, rifle, axe, fishing rod, sieve, dynamite). The cart gives 4 more<br \/>\nspaces for raw materials. Like in the computer game \u201cDiablo\u201d some objects<br \/>\ntake more space, for example timber and the sieve, so each player has to decide what<br \/>\nobjects are most important to her\/him.<\/p>\n<p>All players start at the main trading post (others can appear through exploration).<br \/>\nThe exploration itself is handeld very nicely \u2013 players can decide where to put the<br \/>\ndiamond shaped land tiles and river tiles that they discover. As the diamond tiles<br \/>\ndon\u2019t always leave room for a complete tile there are also special<br \/>\n\u201ctriangle\u201d tiles to fill these enclosed spaces. These diamond tiles are<br \/>\nusually more interesting \u2013 in our first game we completely overlooked the methods<br \/>\nto specially create the \u201ctriangles\u201d which is something that should be<br \/>\nexplored more in future games.<\/p>\n<p>Tiles depict different landscapes \u2013 Gold can be found as \u201criver<br \/>\ngold\u201d or \u201cmountain gold\u201d and is placed face down in values of 1-2<br \/>\n(river) or 3-4 (mountain). \u201cRiver gold\u201d needs water, but can also be found on<br \/>\nland tiles \u2013 players have to build canals (by using timber) to get at the latter<br \/>\nvariety. They expend one \u201cfood\u201d when looking for it, and a<br \/>\n\u201csieve\u201d doubles the amount of gold counters gained. \u201cMountain\u201d<br \/>\ngold is only found on mountain tiles and needs a working mine which first has to be<br \/>\nbuilt. Also getting mountain gold costs one timber in addition to the food (and using<br \/>\ndynamite doubles the find).<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/lostvalley_b1.jpg\" align=\"left\" width=\"310\" height=\"226\" border=\"0\" alt=\"Lost Valley\"\/>Getting gold nuggets is the object of the game \u2013 but<br \/>\nyou can also use gold to buy additional equipment at trading posts.<\/p>\n<p>Food is in issue \u2013 you need it for getting gold nuggets. You can hunt (by<br \/>\nrolling a die against the animal \u2013 plus 3 if you buy a gun), as certain tiles have<br \/>\n(hidden, various food values) animals on them. Fishing at the river is also possible<br \/>\n\u2013 the fish trap and fishing rod come in handy here.<\/p>\n<p>Timber is necessary for mountain gold and canals \u2013 you can get it in wood<br \/>\nspaces, easier if you use a sawmill (which has to be built first) and\/or an axe.<\/p>\n<p>Players move along the tile edges \u2013 very slowly if by foot, and quicker if using<br \/>\nthe boat or the horse. It is not possible to block movement of other players, but<br \/>\nnon-river locations can only be occupied by ONE prospector, so you can protect certain<br \/>\nspaces by simply standing there. This is sometimes necessary as EVERYTHING you build can<br \/>\nbe used by everybody \u2013 if you build a mine other players can use it as well!<\/p>\n<p>This very often results in races to gather the most gold from a specific location<br \/>\nbefore others do (all gold locations can be depleted after the initially placed counters<br \/>\nare gone). Therefore the game is mostly about the most efficient use of a limited number<br \/>\nof actions (each turn every player has only ONE action). To get an edge in this you can<br \/>\nalso use \u201cwhiskey\u201d (a very nice idea), which gives you an additional move OR<br \/>\nan additional action.<\/p>\n<p>The game ends in two ways: 1) When the river has been fully explored the<br \/>\n\u201csource\u201d is placed together with an ice block. Now every player rolls the die<br \/>\nafter his\/her turn \u2013 on a 5 or 6 the ice block moves towards the original trading<br \/>\npost, when it reaches it, the game ends. 2) When any player reaches the original trading<br \/>\npost with 10 gold counters.<\/p>\n<p>In any case all formerly secret gold counters are revealed and counted, who now has<br \/>\nthe most \u201cnuggets\u201d printed on these counters wins. In our game we had a<br \/>\nprobably unusual end: 3 players ended up with 19 nuggets in the lead! As there seems to<br \/>\nbe no tiebreaker mechanic this probably means all three have won!<\/p>\n<p>The game has beautiful components (although good storage probably needs a couple of<br \/>\nextra ziplock bags). Game aids as well as rule book come in several languages (German,<br \/>\nEnglish, French). The rule book itself is a very good example of how to do it right: only<br \/>\n4 (small) pages with clear and precise rules, all well illustrated directly next to the<br \/>\nrule to avoid any misunderstandings. Very well done! This is one of these rule books that<br \/>\nyou can practically sight read to your fellow players without having to read it yourself<br \/>\nbefore \u2013 it will take 15 minutes maximum to get into the game.<\/p>\n<p>The game mixes elements of action management (Puerto Rico, Goa), discovery<br \/>\n(Carcassonne, Die Entdecker) and even adventure\/simulation games like \u201cValley of<br \/>\nthe Mammoths\u201d. Turns go quick as player actions are limited \u2013 there is<br \/>\ninteraction (without obvious \u201ckingmaking\u201d) and some (but not too much) luck<br \/>\n(hunting, nugget count). The theme should appeal to adults and kids as well, the only<br \/>\ndanger being a disappointment for the latter when they discover that behind the theme<br \/>\nlies a pretty unforgiving mechanic that needs perfect resource management to win.<\/p>\n<p>\u00a0<\/p>\n<p>The game\u2019s \u201cstrategy tips\u201d say that one should not hover far from the<br \/>\nother players, which seems to be true, as basically the game makes the players into<br \/>\nhyenas who lurk around until some poor soul builds the next mine or canal. One has to<br \/>\ncount the available gold counters and make sure that his action management results in<br \/>\ngetting more of the share than the others \u2013 only then should you build before the<br \/>\nothers do. As this is something that you have in your own hands the game is both<br \/>\nchallenging and rewarding, but also very often frustrating. But \u201cwanting to do more<br \/>\nthan you actually can do\u201d seems to be the sign of a good game, isn\u2019t it?<\/p>\n<p>Recommended!<\/p>\n<p><a name=\"game2\"><\/a><br \/>\n<\/p>\n<table class=\"blurpr\" align=\"right\" border=\"0\" cellpadding=\"0\" cellspacing=\"0\">\n<tr>\n<td><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/zugumzug_t.jpg\" width=\"260\" height=\"238\" border=\"0\" alt=\"Zug um Zug\"\/><\/td>\n<\/tr>\n<tr align=\"right\">\n<td>\n<table class=\"ybackgr\" align=\"center\" border=\"1\" cellspacing=\"0\" cellpadding=\"1\" width=\"230\">\n<tr>\n<td>Designer<\/td>\n<td align=\"right\">Alan R. Moon<\/td>\n<\/tr>\n<tr>\n<td>Publisher<\/td>\n<td align=\"right\"><a href=\"http:\/\/www.daysofwonder.com\/\" target=\"_blank\">Days of<br \/>\nWonder<\/a><\/td>\n<\/tr>\n<tr>\n<td>released<\/td>\n<td align=\"right\">2004<\/td>\n<\/tr>\n<tr>\n<td>Players<\/td>\n<td align=\"right\">2 &#8211; 4<\/td>\n<\/tr>\n<tr>\n<td>Playing time<\/td>\n<td align=\"right\">45 Minuten<\/td>\n<\/tr>\n<\/table>\n<\/td>\n<\/tr>\n<\/table>\n<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/DEgameid\/15607\" target=\"_blank\">Zug um<br \/>\nZug<\/a><\/h2>\n<p>Another play of this worthy successor to \u201cTransamerica\u201d (with nicer bits<br \/>\nand more tension). Guenther won with best hand management. Lots of conflict around<br \/>\ncertain routes ensued, but was only revealed in the end game. After the game I<br \/>\ncontemplated a possible killer tactic: The deck seems to be limited \u2013 what if one<br \/>\nplayer simply refused to build at the start (preferably choosing very easy low point<br \/>\nscore routes at the start) and simply collected 2-3 colours necessary for his routes<br \/>\nuntil they are completely depleted? He then could play his hand in the endgame without<br \/>\nany interference from the other players while they would not be able to disturb him at<br \/>\nall. This seems to be an interesting approach in the 5-player game, where one goes pretty<br \/>\nquickly through the deck&#8230;.<\/p>\n<p>Next time I\u2019ll try it!<\/p>\n<p>\n<a name=\"game3\"><\/a><br \/>\n<\/p>\n<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/15657\" target=\"_blank\">Bluff<\/a> (Liar&#8217;s Dice)<\/h2>\n<p>Nothing new here \u2013 Andrea won easily against Hans in two end duels. Guenther<br \/>\nmade gaming history by losing all his 5 dice in one bad guess&#8230;.<\/p>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Session Report 26.5.2004 at the table: Hans, Andrea, G\u00fcnther, Walter, Moritz on the table: Lost Valley, Zug um Zug, Bluff Author: Moritz Designer Roland Goslar, Tobias Goslar Publisher Kronberger Spiele released 2004 Players 3 &#8211; 4 Playing Time 75 minutes Lost Valley (first impressions) First we decided to test this brand new game from the &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2004\/05\/26\/session-report-26-5-2004\/\" class=\"more-link\"><span class=\"screen-reader-text\">Session Report 26.5.2004<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3800","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":3,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3800","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3800"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3800\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3800"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3800"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3800"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}