Lost Cities

Lost Cities

£10

The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player’s turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3.

The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition’s value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it.

Tournament Format
Players Per Table – 2
Rounds – 6, with 2 games per round (with starting player reversed)
Clocks: 7 minutes per player per game

NOTES:
* Time is tight; please hand in the result before discussing the game with your opponent!
* Before dealing, allow your opponent to cut the deck
* Players should avoid picking up / moving cards in the discard piles (to see what cards are in the pile)
* Once a card has been picked up (from any discard pile or from the face-down deck) this card must be taken
* If a player is found not to have 8 cards, they forfeit the game and the differential should be reported as 0-0. In
circumstances where very little time has been used, the arbiter may allow the game to be replayed.
* When a player runs out of time, he does not automatically lose. The opponent continues to play while there
are still cards to play and their own clock still has time available. Score the game as usual thereafter. It is
possible for a player to run out of time but still win the game.
* When it is your turn to move, you may count the cards in the face-down deck, but as a courtesy please inform
your opponent of the count if you do so


SCORING:
* Report the game points for each player (e.g. 2-0 or ½-1½) and the individual scores as a differential (which
may be used for tie-breaks, if required). For example:
GAME 1: Player A scores 36, player B scores -20
GAME 2: Player A scores 27, player B scores 101
Player A scored a total of 63 for both games and player B scored 81. The result is reported as 1-1 and the
differential as -18 for player A and +18 for player B.

Oware is an abstract strategy game among the bigger Mancala family of board games (or Pit and Pebbles Games)

The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player’s turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3.

The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition’s value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it.

Tournament Format
Players Per Table – 2
Rounds – 6, with 2 games per round (with starting player reversed)
Clocks: 7 minutes per player per game

NOTES:
* Time is tight; please hand in the result before discussing the game with your opponent!
* Before dealing, allow your opponent to cut the deck
* Players should avoid picking up / moving cards in the discard piles (to see what cards are in the pile)
* Once a card has been picked up (from any discard pile or from the face-down deck) this card must be taken
* If a player is found not to have 8 cards, they forfeit the game and the differential should be reported as 0-0. In
circumstances where very little time has been used, the arbiter may allow the game to be replayed.
* When a player runs out of time, he does not automatically lose. The opponent continues to play while there
are still cards to play and their own clock still has time available. Score the game as usual thereafter. It is
possible for a player to run out of time but still win the game.
* When it is your turn to move, you may count the cards in the face-down deck, but as a courtesy please inform
your opponent of the count if you do so


SCORING:
* Report the game points for each player (e.g. 2-0 or ½-1½) and the individual scores as a differential (which
may be used for tie-breaks, if required). For example:
GAME 1: Player A scores 36, player B scores -20
GAME 2: Player A scores 27, player B scores 101
Player A scored a total of 63 for both games and player B scored 81. The result is reported as 1-1 and the
differential as -18 for player A and +18 for player B.


  • Description

    Description

    The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player’s turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3.

    The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition’s value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it.

    Tournament Format
    Players Per Table – 2
    Rounds – 6, with 2 games per round (with starting player reversed)
    Clocks: 7 minutes per player per game

    NOTES:
    * Time is tight; please hand in the result before discussing the game with your opponent!
    * Before dealing, allow your opponent to cut the deck
    * Players should avoid picking up / moving cards in the discard piles (to see what cards are in the pile)
    * Once a card has been picked up (from any discard pile or from the face-down deck) this card must be taken
    * If a player is found not to have 8 cards, they forfeit the game and the differential should be reported as 0-0. In
    circumstances where very little time has been used, the arbiter may allow the game to be replayed.
    * When a player runs out of time, he does not automatically lose. The opponent continues to play while there
    are still cards to play and their own clock still has time available. Score the game as usual thereafter. It is
    possible for a player to run out of time but still win the game.
    * When it is your turn to move, you may count the cards in the face-down deck, but as a courtesy please inform
    your opponent of the count if you do so

    SCORING:
    * Report the game points for each player (e.g. 2-0 or ½-1½) and the individual scores as a differential (which
    may be used for tie-breaks, if required). For example:
    GAME 1: Player A scores 36, player B scores -20
    GAME 2: Player A scores 27, player B scores 101
    Player A scored a total of 63 for both games and player B scored 81. The result is reported as 1-1 and the
    differential as -18 for player A and +18 for player B.

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  • Event Details

    Event Details

    Date: 29 August 2022

    Start time: 14:15 GMT

    End time: 18:45 GMT

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