Lost Tomb is not an elegant Euro, or a finely tuned hybrid. And while some people my balk at this, especially in these days of games brimming with great art and design, the garish, awkward nature of Lost Tomb’s aesthetic adds to the pulp nature found in its narrative influences, and only further enhances the Ameritrash label. It looks like a first game, made on an old computer, by a designer not versed in modern graphic design. The colors are garish, the UI is amateurish, the iconography is elementary, and the art is only mostly passable. ![]() ![]() Unfortunately, the UI and graphic design elements are not nearly as accomplished as the thematic and atmospheric elements are. A game of Lost Tomb has a defined beginning, middle and end, all of which follow classic pulp fiction structure. The narrative adds drive to the game that pushes everything toward a climactic ending. New things will be introduced, and new obstacles will present new challenges. ![]() At certain points, when certain clue symbols are discovered, the players will read a passage from a book detailing a narrative element that will usually have some impact on the adventure. Lost Tomb has an uncanny ability to create dramatic thru-lines out of piles of random encounters and elements.Ī lot of this has to do with how the quest book plays into the adventure. Even though many of the elements are random - you will be drawing random tiles, fighting random monsters, and encountering random non-combat events - the theme is so strong, and most everything is so well conceived, that, more often than not, all of the random elements combine into a cohesive and exciting whole. However, what Lost Tomb does really well, better than just about any game I know of, is create a tangible sense of adventure and an exciting narrative-driven experience with a real dramatic arc. It’s a classic dungeon-dive / fantasy adventure game mold. The game is played over a series of turns in which the players (1-6) use action points to explore a Lost Tomb, looking for clues, discovering narrative elements (read from a quest book), fighting monsters, gaining loot and treasure, and visiting the Soul Monger (a mystic shop keeper at which experience points can be spent for blessings and items), all while trying to stop the Big Bad from doing bad things. Originality is, I’ve often said, highly overrated, and Lost Tomb proves this sentiment true. ![]() While it lacks unique mechanisms, it is overflowing in character and well-executed ideas. I bought it without even looking it up on my phone.Īnd that game is Secret of the Lost Tomb, from Everything Epic Games.įor ease of comparison, Lost Tomb is a co-op dungeon-dive game combining elements of Betrayal at House on the Hill and Arkham Horror, with a strong pulp fiction narrative. The front cover made the game look adventurous, and the back cover showed stacks of modular tiles, piles of loot cards, monsters with stats, and all kinds of things that screamed AMERITRASH! While there, I picked up a game that I had never seen before, never even heard of before. I wanted to check out an unfamiliar game store I wanted a small adventure. In 2016, my wife and I took a day trip to a small college town in the Pacific Northwest for my birthday. I judge books by their covers all the damn time.Īnd more often than not, my judgement rings true.
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