About Lost Cities
Lost Cities is a two-player card game about launching archaeological expeditions, and it is one of Reiner Knizia's cleanest designs. Each expedition you start costs you twenty points immediately, so the central question is never "can I score here" but "can I score enough here to be worth beginning". Cards must be played in ascending order, so a card discarded is often a card gone forever.
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Is Lost Cities Right for You?
Best for
Lost Cities is a classic two-player filler that still holds up decades on. It plays in twenty minutes, the rules take three, and the tension of a half-committed expedition is genuinely uncomfortable in a good way. It is ideal for couples, travel and as an opener before something heavier.
Maybe skip it if…
The card draw matters, and a run of unusable cards will lose you a round through no fault of your own. Players who want to feel fully in control of their fate will find that irritating over a short three-round game.
How to Play Lost Cities
Setup
Shuffle the deck of five coloured suits plus wager cards. Deal each player eight cards. Place the shared discard piles between the players.
On Your Turn
- Play a card to one of your expeditions in ascending order, or discard it to the matching pile.
- Draw a replacement from the deck or take the top card of any discard pile.
- Play continues until the draw deck is exhausted.
How to Win
Each started expedition costs 20 points, offset by the cards played on it and multiplied by any wagers. Highest total across three rounds wins.
💡 Strategy Tips
A started expedition with three low cards is worse than one never started. Commit properly or stay out.
Common Mistakes to Avoid
- Starting expeditions optimistically. The 20-point penalty means a poorly supported expedition is a straightforward loss of points.
- Playing wager cards after starting the colour. Wagers must come before any numbered card in that expedition, and forgetting this wastes the strongest cards in the deck.
- Discarding cards your opponent obviously needs without thinking. The discard piles are shared and you are frequently handing them a gift.
- Ignoring the deck count. The round ends the moment the deck empties, and expeditions left unfinished still cost full price.
Advanced Strategy
- Count the high cards played in each colour. Once the 9 and 10 of a suit are gone, that expedition's ceiling drops sharply.
- Taking from the discard pile is a strong tempo play, but it tells your opponent exactly what you are building.
- Late in the round, deliberately hold cards rather than starting anything new. Ending clean beats ending ambitious.
- Wagers are worth taking early even speculatively, since a doubled expedition is where the big scores live.
Variants & House Rules
Lost Cities: Rivals
A standalone redesign adding an auction element. Different enough to own alongside the original.
The Board Game / Roll & Write
Several adaptations exist for more players, though the two-player card game remains the definitive version.
Video Guides
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Our Verdict
Lost Cities is a masterclass in doing one thing well. The 20-point starting penalty is such a simple lever and it makes every single card in your hand a small dilemma. It has been in print for decades for good reason, and for a twenty-minute two-player game it remains among the very best.
Frequently Asked Questions
How many players can play Lost Cities?
The classic card game is strictly two. Other editions in the series support more, but this one is a duel.
How much luck is there?
A meaningful amount in the draw, offset over three rounds. It is a filler, not a tournament game.
Is it similar to Jaipur?
Both are excellent short two-player card games. Jaipur is about set collection and market timing; Lost Cities is about commitment and ascending runs.
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