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Lewis & Clark Game Board


Price: £38.20 FREE UK delivery.
Usually dispatched within 2 to 3 days.
Dispatched from and sold by a1 Toys.
5 new from £32.99
  • Timing and the opportunistic use of the other players' positions are crucial
  • Features dual use cards
  • Strategy card drafting game
  • 1-5 players
  • Ages 14+
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£38.20 FREE UK delivery. Usually dispatched within 2 to 3 days. Dispatched from and sold by a1 Toys.

Product Information

Technical Details
Item Weight1.4 Kg
Product Dimensions31 x 22.1 x 4.8 cm
Item model numberASMLCK13ML1
Number of Game Players1 - 5
Batteries Included?No
  
Additional Information
ASINB00GJOB0WS
Best Sellers Rank 322,276 in Toys & Games (See top 100)
Shipping Weight1.7 Kg
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available3 Dec. 2013
  
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Product Safety

This product is subject to specific safety warnings
  • Warning: Not suitable for children under 36 months

Product Description

Product Description

On November 30, 1803, the United States purchased Louisiana from Napoleon. U.S. President Thomas Jefferson decided to send two explorers - Meriwether Lewis and William Clark - to discover this huge terra incognita. Lewis & Clark is a board game in which the players manage an expedition intended to cross the North American continent. Their goal is to be the first to reach the Pacific. Each one has his own Corps of Discovery that will be completed by the Native Americans and the trappers met during the journey. He has to cleverly manage his characters and also the resources he finds along the way. Beware, sometimes frugality is better than abundance. Lewis & Clark features dual use cards. To be activated, one card must be combined with another one, which becomes unavailable for a while. Thus, players are faced with a constant dilemma: play a card or sacrifice it. During the game, each player acquires character cards that enlarge his hand, building a crew that gives him more options but it needs to be optimized as he will recycle his cards more slowly. This new "handbuilding" mechanism fits strongly the historical background. Since the aim of the game is to be the first on the Pacific coast, the timing and the opportunistic use of the other players' positions are crucial.

Box Contains

1 game board
5 Expedition individual boards
5 Scout figures of different colours
5 Camp tokens of different colours
12 Boat tiles
8 Ressource badge tokens
100 Resource hexagons
10 Resource multiplication markers
18 Indian figures
84 Character cards (30 starting Characters and 54 Encountered Characters)
5 Game Aid cards

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Most Helpful Customer Reviews

1 of 1 people found the following review helpful By EYE of NiGHT on 8 Mar. 2014
Lewis & Clark is a nice mix of card play, engine builder and worker placement to produce a clever game of racing upriver. If none of that makes sense to you, you should start on solid family Eurogames like Carcassonne, Ticket To Ride or Dixit. Lewis & Clark is easy to learn and play, but way beyond Monopoly Cluedo level games. You have to think, make decisions, try to plan ahead and be efficient. Have a look at boardgamegeek to see how modern Eurogames have transformed gameplay.

The Lewis & Clark game has three main elements: the path you race along is a mix of river and mountain spaces, you need to cross both; the card deck you start with and the cards you pull into your hand, having too many slows your mission down terribly; the Indian village which helps you but takes away your workers. By being efficient in your card play, judicious in your hiring and firing of workers, and careful in managing the resources, you can make steady regular progress. Get out of kilter and you'll make large jumps forward, but stall or fall back too often.

One clever feature is how you chart your move up river. You have a Scout and a Camp marker. You use cards to spend resources to move your Scout. But when you make Camp, you first count up your costs and move your Scout backwards. You lose a space for each card in your hand, and for being overloaded with resources and Indians. Plan it right and you might not fall back at all, you move your Camp up to your Scout (your Camp never goes backwards). But get it wrong and your Scout drops back, even below Camp, and you've wasted all your efforts.

The way you use cards is nice. Play a card face up to use its action (all obvious stuff, get/spend/convert resources or move typically) and support it with a card or workers.
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2 of 2 people found the following review helpful By Mr Steve P Walker on 8 Jan. 2014
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I love this game - it takes two or three established mechanics and mixes them into something new and fresh. I would say it is just above a gateway game in terms of complexity but the rules are not that complex.

Highly recommended
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