I’ve had Lost Ruins of Arnak for awhile, but haven’t had a group to play it with, so I decided to bust it out and try the solitaire game, just to learn the mechanics.
After reading the rules and punching/sorting the pieces, I started to worry that the game had a few too many elements–sometimes a sign that either the designer had too many ideas they wouldn’t get rid of, or the had holes they needed to patch in the design.
I was pleasantly surprised that the mechanics are actually pretty economical for as much… stuff as there is in the box. Most resources have one or two applications, and they’re pretty intuitive. The most unusual mechanics–the magnifying glass and notebook markers, assistants, etc.–are generally worth what they add in overhead. The idols are a maybe the one element that feels a little sloppy to me, but I get why they’re there, as a reward for exploring and an economic wild card when you really need it.
What’s really fun in the game is the way the turns unspool from your cards and the opportunities on the board. I’m sure it will engender some analysis paralysis from certain players, since the order in which you do things can be very critical, but you also make your moves one step at a time, so once you commit to something, you just have to do the best you can on the next move.
The solitaire bot is fine. Like most bots, it doesn’t play the game, but simply generates points at a certain rate and blocks you at random places on the board to force you to worry about the timing of your moves (“Can I wait two turns before I take that worker spot, or is he going to steal it from me?”). It’s not the same as having an opponent, but that’s because you don’t have an opponent!
Couple other observations: The board is LONG. Also, very pretty. And the turn marker that moves and changes the ratio of artifacts to items over the course of the game is really elegant and clever.
Anyway, looking forward to when game nights can resume because I think my crew will like this one.