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Lostintranslation
THE BOARD
Two concentric rectangles make up the plains and the mountains, the peak is a line of six spaces leading
to the objective, Site 21B. Certain spaces contain obstacles, such as swamps and storms.
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few seconds to come to the same conclusion as you, and then you think about the academic
goddamn jackpot you just won.
RULES
Each player controls a team of three pieces; if there are more than two players, each player controls a
piece, as applicable. Each team starts at its respective tent, on opposing corners of the board. Roll dice to
determine order in which players move. Players choose whether to move clockwise or counterclockwise.
Do not show the other team your team introduction card. Rules are located on the back of each card; it
can be put face-down.
Roll a die for each piece you have on the board. You may choose which die roll applies to which
piece, or you may roll one die for all pieces (eg., all pieces move three spaces).
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In order to move into the mountains, you must land on one of two squares marked by stairs.
Once in the mountains, do not return to the plains.
In order to move to the peak, you must land on the square marked by stairs. Roll upon landing
on a square marked by stairs. If you roll a 5 or 6, proceed to the peak. If not, continue moving
through the mountains. For every two strength or defense points, your chances to enter the
peak increase by one (eg., 2 strength points = roll a 4, 5, or 6l 4 strength points = roll a 3, 4, 5,
or 6 to enter).
Once at the peak, in order to proceed towards the site, all pieces on your team must be present
at the peak. Dice rolls no longer apply to pieces on the peak. Once all team members are
present, flip a coin to move towards the site; heads forward, tails backward. Do not return to
the mountains.
Whichever team reaches the artifact first wins the game.
Drawing cards:
Combat:
Combat takes place when you land on a space occupied by one or more members of the
opposite team.
Roll one die for each piece you have on that square. Whoever rolls the highest number wins
combat, and rolls again to move. The losing team loses one turn.
Strength and defense cards are added to the dice rolls.
Playtest notes: Few combat opportunities with four players. Team-control dynamic introduced to have more
pieces in play, and therefore more opportunities for opposing team members to land on the same space.
CARDS
Playtest notes: Amount of movement cards has been doubled.
Movement cards:
HEADS no movement
TAILS roll die to move again counterclockwise
x8
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HEADS no movement
TAILS roll die to move again clockwise
x16
Artifact cards:
You found something sticking out of the dirt and your curiosity got the better of you. Really, just
this one site. All you wanna do is see if theres more.
Lose one turn.
x3
Theres something really cool on this wall right here, but for now youll just take down
coordinates. You need to keep moving, but youre motivated to return now.
Roll again.
x3
It looks like a shield. Hey, Im gonna hold this thing, and you try shooting at
Yep. Its a shield.
Defense: +1
x2
An ancient-yet-mysteriously-advanced plasma ray gun thing of some kind.
You feel like youre gonna break this thing.
Strength: +1
x2
Supplies cards:
Youve found a cache of supplies that will help keep you safe. You may choose to strengthen your
defense in exchange for losing two turns.
Defense: +2
x3
Youve found a cache of supplies that will help keep you safe. You may choose to strengthen your
defense in exchange for losing one turn.
Defense: +1
x3
Youre found a cache of supplies that will help keep you safe. You may choose to strengthen your
offense in exchange for losing two turns.
Strength: +2
x3
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Youre found a cache of supplies that will help keep you safe. You may choose to strengthen your
offense in exchange for losing one turn.
Strength: +1
x3