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* LuckBasedMission: Both decks of cards, the Guardians and the ruins they sit on are completely randomized during game set-up. There are also random bonus tiles on the research tracker and the order of Assistants to draw from. Oh, and the idols and the bonus they provide when picked. All of this can completely change how the specific game plays out due to different options at players disposal, making the specific game easier or harder (or even making it downright impossible to reach the Temple) depending on purely random elements.

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* LuckBasedMission: Both decks of cards, the Guardians and the ruins they sit on are completely randomized randomised during game set-up. There are also random bonus tiles on the research tracker and the order of Assistants to draw from. Oh, and the idols and the bonus they provide when picked. All of this can completely change how the specific game plays out due to different options at players disposal, making the specific game easier or harder (or even making it downright impossible to reach the Temple) depending on purely random elements.
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grammar fixes


** Trovel card allows to trade a Compass into a Ruby. Sounds like a great trade... except in the long run, you will almost never be able to benefit from it, as Compasses are some of the most valuable resources, while spending Rubies can often be simply avoided.
** Two-thirds of all Artifacts have some super-duper ability that is in reality a very finnicky gimmick, while often also providing very little points in the final count. On top of that, each Artifact when played outside of the moment of being bought, requires to spent a tablet to activate, which might reduce their utility to simply the Airplane travel icon, rather than whatever they are supposed to do.
* BearTrap: A single-use card that allows to defeat any Guardian that wasn't taken down during the initial expedition ''and'' the field is unoccupied.

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** Trovel The Trowel card allows a player to get a Ruby in trade a Compass into a Ruby.Compass. Sounds like a great trade... except in the long run, you will almost never be able to benefit from it, as Compasses are some of the most valuable resources, while spending Rubies can often be simply avoided.
** Two-thirds of all Artifacts have some super-duper ability that is in reality a very finnicky gimmick, while often also providing very little few points in the final count. On top of that, each Artifact when played outside of the moment of being bought, requires to spent a tablet Tablet to activate, which might reduce their utility to simply the Airplane travel icon, rather than whatever they are supposed to do.
* BearTrap: A single-use card that allows the user to defeat any Guardian that wasn't taken down during the initial expedition ''and'' the field is unoccupied.



** Tier 1 expeditions. Sure, tier 2 gives better rewards and two Idols instead of one... but that only further highlights the mundane practicality of tier 1. Especially since few of the cards make it very easy to score tier 1 expeditions at a high discout, making it all that easier to get them going.

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** Tier 1 expeditions. Sure, tier 2 gives better rewards and two Idols instead of one... but that only further highlights the mundane practicality of tier 1. Especially since few of the cards make it very easy to score tier 1 expeditions at a high discout, discount, making it all that easier to get them going.



** The variety of powerful, multi-use cards costs 3 or even 4 Coins or Compasses. Getting them, however, completely changes the dynamics of the game (eg. an early Aeroplane allows for sending far more expeditions than normally).

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** The variety of powerful, multi-use cards costs cost 3 or even 4 Coins or Compasses. Getting them, however, completely changes the dynamics of the game (eg. an early Aeroplane allows for sending far more expeditions than normally).



* DraftingMechanic: Players buy Items and Artifacts from a shared pool. Same goes with Assitants, but details depend on which side of the board is being played.
* ExpansionPack: ''The Missing Expedition'' expansion, adding a new gameplay mode, cards and Assitants.

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* DraftingMechanic: Players buy Items and Artifacts from a shared pool. Same goes with Assitants, Assistants, but details depend on which side of the board is being played.
* ExpansionPack: ''The Missing Expedition'' expansion, adding a new gameplay mode, cards and Assitants.Assistants.



* FatherNeptune: One of your Assistants is a ship captain: white-bearded, [[StockCostumeTraits wearing captain's hat and grog coat]]. Naturally, he offers Ship travel icons.

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* FatherNeptune: One of your potential Assistants is a ship captain: white-bearded, [[StockCostumeTraits wearing captain's hat and grog coat]]. Naturally, he offers Ship travel icons.



* HumanPackMule: One of the Assistants is a big guy with an even bigger crate. He allows one to draw a new card, but without an upgrade, one must first discard something from the hand.

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* HumanPackMule: One of the Assistants is a big guy with an even bigger crate. He allows one to draw a new card, but without an upgrade, one must first discard something from the their hand.



* LuckBasedMission: Both decks of cards, the Guardians and the ruins they sit on are completely randomised during game set-up. There are also random bonus tiles on the research tracker and the order of Assistants to draw from. Oh, and the idols and the bonus they provide when picked. All of this can completely change how the specific game plays out due to different options at players disposal, making the specific game easier or harder (or even making it downright impossible to reach the Temple) depending on purely random elements.

to:

* LuckBasedMission: Both decks of cards, the Guardians and the ruins they sit on are completely randomised randomized during game set-up. There are also random bonus tiles on the research tracker and the order of Assistants to draw from. Oh, and the idols and the bonus they provide when picked. All of this can completely change how the specific game plays out due to different options at players disposal, making the specific game easier or harder (or even making it downright impossible to reach the Temple) depending on purely random elements.



* MoneyIsNotPower: ZigZagged. The exact moment varies depending on the board side and how the game has played out so far, but there is a clear point after which Coins stop being useful, as there will be either no point to buy new cards (other than extra points at the end of the game) or simply nothing worthwhile left in the game to buy at all. Coins don't count towards the final score, so there's no point hoarding, either. On the other hand, having a stable source of Coins early on is extremely useful, while certain effects require paying Coins to get results.

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* MoneyIsNotPower: ZigZagged. The exact moment varies depending on the board side and how the game has played out so far, but there is a clear point after which Coins stop being useful, as there will be either no point to buy in buying new cards (other than extra points at the end of the game) or simply nothing worthwhile left in the game to buy at all. Coins don't count towards the final score, so there's no point hoarding, either. On the other hand, having a stable source of Coins early on is extremely useful, while certain effects require paying Coins to get results.



* ShipwreckStart: The premise behind Snake Temple side of the board: your expedition started with crash-landing on the island. Not only is the board itself significantly harder to highlight the less than fortunate start, but the second Assistant draw is about finding a shipwreck survivor, rather than drawing them from the common pool, greatly limiting Assistants choice, (there is only a pool of randomly selected characters stacked on the research tracker).

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* ShipwreckStart: The premise behind Snake Temple side of the board: your expedition started with crash-landing on the island. Not only is the board itself significantly harder to highlight the less than fortunate start, but the second Assistant draw is about finding a shipwreck survivor, rather than drawing selecting them from the common pool, greatly limiting Assistants choice, (there is only a pool of randomly selected characters stacked on the research tracker).
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* TreasureMap: The Map card.

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** Guiding Skull, one of the Artifacts, allows to draw the top tier 2 expedition tile, gain resources from it, then put the tile on the bottom of the pile. It costs 4 Compasses to buy the card ''and'' another Compass to activate it (and a Tablet to replay it from a hand in later turns). A tier 2 expedition costs 6 Compasses to send it, but it also provides 2 Idols (and the effect from one of the Idols, too) and also potentially a Guardian to defeat (another bonus and extra points). To make it even less efficient, despite being so expensive, the card itself is worth only 1 point.



* DeckClogger: Fear is a bad card that mostly serves to clog up your deck. It has no effect, its travel value is only a single boot (the worst of any card), and it's worth -1 point if you still have it in your deck at the end of the game. You start with two of them in your deck, and can gain more as a penalty for leaving an archeologist on a site with an undefeated guardians on it, or sometimes even if you defeat the Guardian. Fear cards will probably be your first targets when you get the chance to exile cards.

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* DeckClogger: Fear is a bad card that mostly serves to clog up your deck. It has no effect, its travel value is only a single boot (the worst of any card), and it's worth -1 point if you still have it in your deck at the end of the game. You start with two of them in your deck, and can gain more as a penalty for leaving an archeologist on a site with an undefeated guardians Guardians on it, or sometimes even if you defeat the Guardian. Fear cards will probably be your first targets when you get the chance to exile cards.



* DraftingMechanic: Players buy Items and Artifacts from a shared pool.

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* DraftingMechanic: Players buy Items and Artifacts from a shared pool. Same goes with Assitants, but details depend on which side of the board is being played.



* ScoringPoints: How the game is resolved. There are few major sources of points, which allow players to win the game even without reaching the temple (even when other players managed to do not only that, but also buy scoring tiles from the temple), since the cards in the deck, Idols and defeated guardians all contribute to the final score, too.

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* ScoringPoints: How the game is resolved. There are few major sources of points, which allow players to win the game even without reaching the temple (even when other players managed to do not only that, but also buy scoring tiles from the temple), since the cards in the deck, Idols and defeated guardians Guardians all contribute to the final score, too.
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* BearTrap: A single-use card that allows to defeat any Guardian that wasn't taken down during the initial expedition ''and'' the field is unoccupied.


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* LuckBasedMission: Both decks of cards, the Guardians and the ruins they sit on are completely randomised during game set-up. There are also random bonus tiles on the research tracker and the order of Assistants to draw from. Oh, and the idols and the bonus they provide when picked. All of this can completely change how the specific game plays out due to different options at players disposal, making the specific game easier or harder (or even making it downright impossible to reach the Temple) depending on purely random elements.

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* CanineCompanion: The Dog card. Gameplay-wise, it's a fetch hound bringing badly needed resources from camp.



* CanineCompanion: The Dog card. Gameplay-wise, it's a fetch hound bringing badly needed resources from camp.

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* CanineCompanion: The Dog card. Gameplay-wise, it's ChangingGameplayPriorities: Early on, Compasses are the most valuable resource, as they fuel expeditions. But after 2-4 expeditions are sent in total, there might be no real point in sending further expeditions, especially in a fetch hound bringing badly needed resources from camp.two-player game, shifting the focus on climbing the tracker towards the Temple.



* LiteralWildCard: Any travel icon can be paid for using a higher travel icon. This means that the plane, the highest icon, can pay for any travel symbol.


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* HorseOfADifferentColor: There are both Giant Turtle and Ostrich cards, each working in similar fashion: draw a new card and gain a free travel icon (Ship from Turtle and Car from Ostrich). If used just for travel icons, they offer 2 of their type, making them particularly effective for moving around.
* HumanPackMule: One of the Assistants is a big guy with an even bigger crate. He allows one to draw a new card, but without an upgrade, one must first discard something from the hand.
* LiteralWildCard: Any travel icon can be paid for using a higher travel icon. This means that the plane, the highest icon, can pay for any travel symbol.
* LivingStatue: Possibly. It's hard to tell if two of the Guardians are intended to be just statues that have to be summited as physical obstacles, or an animated things defending the place.


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* MasterOfAll: Pocket Knife card. It's a card with four different options (1 Coin, 1 Compass, 1 Tablet, remove 1 card), with players having to pick two of them. On top of that, it offers 1 Ship and Car travel icon. The enormous utility of this card can't be overstated.
* {{Metagame}}: A ''lot'' depends on how many players are in play and how they value both expeditions and climbing the research tracker, requiring to adjust your own play to their steps. On top of that, the side of the board completely changes the value of half of the cards in the deck, and knowing that is pre-requested to not end up with the wrong tools for the job.


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* NotTheIntendedUse: Any card can be used for its travel icon. Including the single-use cards, ''without'' using them up.


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* ShipwreckStart: The premise behind Snake Temple side of the board: your expedition started with crash-landing on the island. Not only is the board itself significantly harder to highlight the less than fortunate start, but the second Assistant draw is about finding a shipwreck survivor, rather than drawing them from the common pool, greatly limiting Assistants choice, (there is only a pool of randomly selected characters stacked on the research tracker).
* ShoutOut: The card image for Steamboat is obviously ''Film/TheAfricanQueen''.
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'''Lost Ruins of Arnak''' is a board game released in 2020 by the husband and wife team of Michal "Elwen" Štach and Michaela "Mín" Štachov. In it, players compete to travel across the eponymous uncharted island via foot, car, boat and plane, conducting archeological digs at various sites, overcoming said sites' animal guardians, collecting useful loot, tools and artifacts, and working their way up the "research track" looking to reach either the Bird or Snake Temple. The game is notable in that it is played over only five rounds, forcing players to prioritize their limited actions among a multitude of options and quickly and efficiently collect the needed resources to advance.

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'''Lost Ruins of Arnak''' is a board game released in 2020 by the husband and wife team of Michal "Elwen" Štach and Michaela "Mín" Štachov. In it, players compete to travel across the eponymous uncharted island via foot, car, boat and plane, conducting archeological digs at various sites, overcoming said sites' animal guardians, collecting useful loot, tools and artifacts, and working their way up the "research track" looking to reach either the [[DifficultyLevels Bird or Snake Temple.Temple]]. The game is notable in that it is played over only five rounds, forcing players to prioritize their limited actions among a multitude of options and quickly and efficiently collect the needed resources to advance.



** To progress the research tracker and eventually get to the Bird and Snake Temple, your expedition must spend an enormous amount of resources, gathered via expeditions, camps and cards played. And then, once in the Temple, there are point tiles that further require specific resources (and combinations of them) to gain additional points.

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** To progress the research tracker and eventually get to the Bird and or Snake Temple, your expedition must spend an enormous amount of resources, gathered via expeditions, camps and cards played. And then, once in the Temple, there are point tiles that further require specific resources (and combinations of them) to gain additional points.
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* DigitalTabletopGameAdaptation: Both Boarding Game Arena and Yucata had a digital version of the game almost right at the premiere, as part of a marketing gig to make the pretty pricey game more familiar to people.

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* DigitalTabletopGameAdaptation: Both Boarding Board Game Arena and Yucata had a digital version of the game almost right at the premiere, as part of a marketing gig to make the pretty pricey game more familiar to people.
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* AdventurerOutfit: All theAssistants are wearing some variant of khaki suits, tropical clothes and practical, [[StockCostumeTraits job-related]] outfits.

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* AdventurerOutfit: All theAssistants the Assistants are wearing some variant of khaki suits, tropical clothes and practical, [[StockCostumeTraits job-related]] outfits.



** Hook with Rope. Discard one card, to draw a new card, and have the ability to remove a card from your deck. It sounds very useful, but in practical terms, it never pays off. In a similar vein, unless your deck is really thick, the Assistant offering a +1 card to draw is this, too - especially since the silver side requires to discard a card first. In a game with such a limited draw, this is a big deal.

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** Hook with Rope.Grappling Hook. Discard one card, to draw a new card, and have the ability to remove a card from your deck. It sounds very useful, but in practical terms, it never pays off. In a similar vein, unless your deck is really thick, the Assistant offering a +1 card to draw is this, too - especially since the silver side requires to discard a card first. In a game with such a limited draw, this is a big deal.



* TwoFistedTales: It's a 2023 board game styled after pulp adventure and using the interwar period for its setting and general aesthetics.

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* TwoFistedTales: It's a 2023 2020 board game styled after pulp adventure and using the interwar period for its setting and general aesthetics.
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* AdventurerOutfit: All theAssistants are wearing some variant of khaki suits, tropical clothes and practical, [[StockCostumeTraits job-related]] outfits.


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* WildWilderness: The setting of the game is a remote, mysterious, untamed island, full of ancient ruins and monstrous creatures guarding them.
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* TwoFistedTales: It's a 2023 board game styled after pulp adventure and using the interwar period for its setting and general aesthetics.
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* AdventurerArchaeologist: Each player controls an entire expedition of those, exploring the unknown island, facing monstrous creatures, finding trap-riddled ruins and finding their way toward the temple ruins hidden somewhere in the jungle.
* AntiHoarding: Despite being a deck-building game, ''Arnak'' has very limited drafting ability and the starting hand each turn is just five cards. This means getting a lot of card is an excellent way to only ever play each of them once - ''if at all''.
* AwesomeButImpractical: A whole lot of cards fall under this category, but some stand out more than other.
** Trovel allows to trade a Compass into a Ruby. Sounds like a great trade... except in the long run, you will almost never be able to benefit from it, as Compasses are some of the most valuable resources, while spending Rubies can be often simply avoided.
** Two-third of all Artifacts have some super-duper ability that is in reality a very finnicky gimmick, while often also providing very little points in the final count. On top of that, each Artifact when played outside the moment of being bought requires to pay a tablet to activate, which might reduce their utility to simply the Airplane travel icon, rather than whatever they are supposed to do.
* BigCreepyCrawlies: ''Half'' of all Guardians are some giant anthropods, be it ScaryScorpions, massive beetles or other nasties.

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* AdventurerArchaeologist: Each player controls an entire expedition of those, exploring the unknown island, facing monstrous creatures, finding trap-riddled ruins and finding their way toward towards the temple ruins hidden somewhere in the jungle.
* AntiHoarding: Despite being a deck-building game, ''Arnak'' has very limited drafting ability and the starting hand each turn is just five cards. This means getting a lot of card cards is an excellent way to only ever play each of them once - ''if at all''.
* AwesomeButImpractical: A whole lot of cards fall under this category, but some stand out more than other.
others.
** Trovel card allows to trade a Compass into a Ruby. Sounds like a great trade... except in the long run, you will almost never be able to benefit from it, as Compasses are some of the most valuable resources, while spending Rubies can be often be simply avoided.
** Two-third Two-thirds of all Artifacts have some super-duper ability that is in reality a very finnicky gimmick, while often also providing very little points in the final count. On top of that, each Artifact when played outside of the moment of being bought bought, requires to pay spent a tablet to activate, which might reduce their utility to simply the Airplane travel icon, rather than whatever they are supposed to do.
* BigCreepyCrawlies: ''Half'' of all Guardians are some giant anthropods, be it they ScaryScorpions, massive beetles or other nasties.



** Dog card, which offers 1 Compass and ability to use unoccupied camp site. It's nothing fancy and pretty easily to block (since the camp has to be unoccupied), but it's cheap and offers enormous flexibility. It is further contrasted against similar Lantern card, which doesn't require unoccupied camp, but is more expensive and doesn't offer the free Compass.
** Pickaxe is a 1 Coin card that changes a single Compass into a Tablet and an Arrowhead, some of the most sought after and useful resources in the game. It's one of the most useful cards in the game, while being cheap to buy and play, yet offering an equivalent of one of the better tier 1 expeditions for a fraction of a price and not needing to use one of your archeologist tokens.

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** Dog card, which offers 1 Compass and the ability to use an unoccupied camp site. It's nothing fancy and pretty easily easy to block (since the camp has to be unoccupied), but it's cheap and offers enormous flexibility. It is further contrasted against a similar Lantern card, which doesn't require isn't limited to unoccupied camp, camp sites, but is more expensive and doesn't offer the free Compass.
** Pickaxe is a 1 Coin card that changes a single Compass into a Tablet and an Arrowhead, some of the most sought after sought-after and useful resources in the game. It's one of the most useful cards in the game, while being cheap to buy and play, yet offering an the equivalent of one of the better tier 1 expeditions for a fraction of a the price and not needing to use one of your archeologist archaeologist tokens.



** Any "thunder" effect card, since they are nothing fancy, but offer instant payoff of badly needed resources and also tend to have a Pass action, too, offering even more resources when played in the end of the turn.
* CashGate: The game is build on few different layers of those
** To progress the research tracker and eventually get to the Bird and Snake Temple, your expedition must spend an enormous amout of resources, gathered via expeditions, camps and cards played. And then, once in the Temple, there are point tiles that further require specific resources (and combinations of them) to gain additional points.
** The variety of powerful, multi-use cards cost 3 or even 4 Coins or Compasses. Getting them, however, completely changes the dynamics of the game (eg. an early Aeroplane allows to send far more expeditions than normally)
** On Snake Temple side of the board, you need to pay with ''an Idol token'' to advance further the temple tracker.

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** Any "thunder" effect card, since they are nothing fancy, but offer instant payoff of badly needed resources and also tend to have a Pass action, too, offering even more resources when played in at the end of the turn.
* CashGate: The game is build built on a few different layers of those
** To progress the research tracker and eventually get to the Bird and Snake Temple, your expedition must spend an enormous amout amount of resources, gathered via expeditions, camps and cards played. And then, once in the Temple, there are point tiles that further require specific resources (and combinations of them) to gain additional points.
** The variety of powerful, multi-use cards cost costs 3 or even 4 Coins or Compasses. Getting them, however, completely changes the dynamics of the game (eg. an early Aeroplane allows to send for sending far more expeditions than normally)
normally).
** On the Snake Temple side of the board, you need to pay with ''an Idol token'' to advance further in the temple tracker.



* CompetitiveBalance: Players start with different amount of Coins and Compasses, depending on their order of play, which balances between ability to go first vs. being able to afford more things.

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* CompetitiveBalance: Players start with different amount amounts of Coins and Compasses, depending on their order of play, which balances between the ability to go first vs. being able to afford more things.



** Any card (and the Assistant) with ability to remove cards becomes this on the Bird Temple side of the board, as there are far less Fear cards to clog your deck and thus trimming it down isn't all that viable as it is on Snake Temple side.
** Machete. It offers 2 Compasses and ability to remove a card, but it also costs 4 Coins, making it hardly worth its price, even on Snake Temple side. There is a whole variety of cheaper and more viable cards to get the job done.
** Hook with Rope. Discard one card, to draw new card, and have ability to remove a card from your deck. Sounds very useful, but in practical terms, it never pays off. In similar vein, unless your deck is really thick, the Assistant offering a +1 card to draw is this, too - especially since the silver side requires to discard a card first. In a game with such limited draw, this is a big deal.
** Any card that applies its effects only to placed archeologist tokens or occupied ruins and camps. Especially when they scale with numer of placed archeologists. This means they come very late into play and you might never truly benefit from them, too.
* CoolPlane: The Aeoroplane card, depicting a red floatplane soaring in the sky. It's cool looking, while also one of the best cards in the game by a large margain.

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** Any card (and the Assistant) with the ability to remove cards becomes this on the Bird Temple side of the board, as there are far less fewer Fear cards to clog your deck and thus trimming it down isn't all that viable as powerful or useful as it is on the Snake Temple side.
** Machete. It offers 2 Compasses and the ability to remove a card, but it also costs 4 Coins, making it hardly worth its price, even on the Snake Temple side. There is a whole variety of cheaper and more viable cards to get the job done.
** Hook with Rope. Discard one card, to draw a new card, and have the ability to remove a card from your deck. Sounds It sounds very useful, but in practical terms, it never pays off. In a similar vein, unless your deck is really thick, the Assistant offering a +1 card to draw is this, too - especially since the silver side requires to discard a card first. In a game with such a limited draw, this is a big deal.
** Any card that applies its effects only to placed archeologist archaeologist tokens or occupied ruins and camps. Especially when they scale with numer the number of placed archeologists. This means they come very late into play play, and you might never truly benefit from them, too.
* CoolPlane: The Aeoroplane card, depicting a red floatplane soaring in the sky. It's cool looking, cool-looking while also being one of the best cards in the game by a large margain.margin.



* DiscOneNuke: If the starting Item shop contains either Aeroplane, Hot Air Baloon, Pickaxe or Map, it's an instant race for any of those items, in that exact order. They offer enormous benefits, especially when bought right at the game's start. Aeroplane in particular is a card that diminishes its value after each turn, going from all-powerful in first turn to pretty useless by the final two turns.

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* DiscOneNuke: If the starting Item shop contains either Aeroplane, Hot Air Baloon, Pickaxe or Map, it's an instant race for any of those items, in that exact order. They offer enormous benefits, especially when bought right at the game's start. Aeroplane in particular is a card that diminishes its value after each turn, going from all-powerful in the first turn to pretty useless by the final two turns.



* ExpansionPack: ''The Missing Expedition'' expansion, adding new gameplay mode, cards and assitants.

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* ExpansionPack: ''The Missing Expedition'' expansion, adding a new gameplay mode, cards and assitants.Assitants.



* FatherNeptune: One of your Assistants is a ship captain: white-bearded, [[StockCostumeTraits wearing captain's hat and grog coat]].

to:

* FatherNeptune: One of your Assistants is a ship captain: white-bearded, [[StockCostumeTraits wearing captain's hat and grog coat]]. Naturally, he offers Ship travel icons.



* MagikarpPower: Bow And Arrow and Brush are cards that offer scaling bonuses depending on number of - respectively - defeated Guardians or Idols owned by player. Getting one extra Compass isn't all that great, but three is pretty powerful
* MoneyIsNotPower: ZigZagged. The exact moment vary on board side and how the game played out so far, but there is a clear point after which Coins stop being useful, as there will be either no point to buy new cards (other than extra points in the end of the game) or simply nothing worthwhile left in the game to buy at all. Coins don't count into the final score, so no point hoarding, either. On the other hand, having a stable source of Coins early on is extremely useful, while certain effects require to pay Coins to get results.
* NotCompletelyUseless: Fear cards. There are many effects that require to discard a card, making them prime targets - especially when the discarded card can be then instantly removed from the game. At the very worst, Fear card can be used to place your archeologist token in a campsite.
* RefiningResources: The upgrade resource icon, which comes from certain Artifacts, one of the Assistant and Idol bonuses. Tablets can be turned into Arrowheads and Arrowheads into Rubies.
* ResourcesManagementGameplay: You have to collect and spend tablets, compasses, jewels, coins and arrowheads.
* RevolversAreJustBetter: The only firearm in the game is a revolver. It's perfectly capable to kill any given Guardian, which range from BigCreepyCrawlies to {{Kaiju}}.

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* MagikarpPower: Bow And Arrow and Brush are cards that offer scaling bonuses depending on the number of - respectively - defeated Guardians Guardian tokens or Idols owned by the player. Getting one extra Compass isn't all that great, but three is pretty powerful
powerful.
* MoneyIsNotPower: ZigZagged. The exact moment vary varies depending on the board side and how the game has played out so far, but there is a clear point after which Coins stop being useful, as there will be either no point to buy new cards (other than extra points in at the end of the game) or simply nothing worthwhile left in the game to buy at all. Coins don't count into towards the final score, so there's no point hoarding, either. On the other hand, having a stable source of Coins early on is extremely useful, while certain effects require to pay paying Coins to get results.
* NotCompletelyUseless: Fear cards. There are many effects that require to discard discarding a card, making them prime targets for that role - especially when the discarded card can be then instantly removed from the game. At the very worst, the Fear card can be used to place your archeologist archaeologist token in a campsite.
camp site.
* RefiningResources: The upgrade resource icon, which comes from certain Artifacts, one of the Assistant Assistants and Idol bonuses. bonus tiles. With it, Tablets can be turned into Arrowheads and Arrowheads into Rubies.
* ResourcesManagementGameplay: You have to collect and spend tablets, compasses, jewels, coins Tablets, Compasses, Rubies, Coins and arrowheads.
Arrowheads.
* RevolversAreJustBetter: The only firearm in the game is a revolver. It's perfectly capable to kill of killing any given Guardian, which range ranges from BigCreepyCrawlies to {{Kaiju}}.



* ScoringPoints: How the game is resolved. There are few major sources of points, which allows to win the game even without reaching the temple (and other player managed to do not only that, but also bought scoring tiles from the temple), since the cards in the deck, Idols and defeated guardians all contribute to the final score, too.

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* ScoringPoints: How the game is resolved. There are few major sources of points, which allows allow players to win the game even without reaching the temple (and (even when other player players managed to do not only that, but also bought buy scoring tiles from the temple), since the cards in the deck, Idols and defeated guardians all contribute to the final score, too.



* TomboyAndGirlyGirl: The female Assistants range from girly nurse, feminine researchers and traders, to badass AcePilot and WrenchWench with [[ThisMeansWarpaint warpaint stripes below her eyes]].
* UnstableEquilibrium: The game can be very quickly decided when one of the players gets ahead by turn 2.

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* TomboyAndGirlyGirl: The female Assistants range from a girly nurse, feminine researchers and traders, to badass AcePilot and WrenchWench with [[ThisMeansWarpaint warpaint stripes below on her eyes]].
cheeks]].
* UnstableEquilibrium: The game can be very quickly decided when one of the players gets ahead by turn 2.2 due to the right combination of opening cards, expedition outcome and bonuses from the temple tracker. The other players will have a very hard time catching up.

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* AdventurerArchaeologist: Each player controls an entire expedition of those, exploring the unknown island, facing monstrous creatures, finding trap-riddled ruins and finding their way toward the temple ruins hidden somewhere in the jungle.
* AntiHoarding: Despite being a deck-building game, ''Arnak'' has very limited drafting ability and the starting hand each turn is just five cards. This means getting a lot of card is an excellent way to only ever play each of them once - ''if at all''.
* AwesomeButImpractical: A whole lot of cards fall under this category, but some stand out more than other.
** Trovel allows to trade a Compass into a Ruby. Sounds like a great trade... except in the long run, you will almost never be able to benefit from it, as Compasses are some of the most valuable resources, while spending Rubies can be often simply avoided.
** Two-third of all Artifacts have some super-duper ability that is in reality a very finnicky gimmick, while often also providing very little points in the final count. On top of that, each Artifact when played outside the moment of being bought requires to pay a tablet to activate, which might reduce their utility to simply the Airplane travel icon, rather than whatever they are supposed to do.
* BigCreepyCrawlies: ''Half'' of all Guardians are some giant anthropods, be it ScaryScorpions, massive beetles or other nasties.
* BiggerStick: Revolver card. Rather than paying the resources to defeat the Guardian, you pay 1 Compass [[CombatPragmatist to simply shoot it dead]].
* BoringButPractical
** Dog card, which offers 1 Compass and ability to use unoccupied camp site. It's nothing fancy and pretty easily to block (since the camp has to be unoccupied), but it's cheap and offers enormous flexibility. It is further contrasted against similar Lantern card, which doesn't require unoccupied camp, but is more expensive and doesn't offer the free Compass.
** Pickaxe is a 1 Coin card that changes a single Compass into a Tablet and an Arrowhead, some of the most sought after and useful resources in the game. It's one of the most useful cards in the game, while being cheap to buy and play, yet offering an equivalent of one of the better tier 1 expeditions for a fraction of a price and not needing to use one of your archeologist tokens.
** Sturdy Boots, at least on the Snake Temple side of the board, where boot travel icons are more useful. It can be either played for 1 Compass and 2 Boot travel icons ''or'' simply used as two Car travel icons.
** Tier 1 expeditions. Sure, tier 2 gives better rewards and two Idols instead of one... but that only further highlights the mundane practicality of tier 1. Especially since few of the cards make it very easy to score tier 1 expeditions at a high discout, making it all that easier to get them going.
** Any "thunder" effect card, since they are nothing fancy, but offer instant payoff of badly needed resources and also tend to have a Pass action, too, offering even more resources when played in the end of the turn.
* CashGate: The game is build on few different layers of those
** To progress the research tracker and eventually get to the Bird and Snake Temple, your expedition must spend an enormous amout of resources, gathered via expeditions, camps and cards played. And then, once in the Temple, there are point tiles that further require specific resources (and combinations of them) to gain additional points.
** The variety of powerful, multi-use cards cost 3 or even 4 Coins or Compasses. Getting them, however, completely changes the dynamics of the game (eg. an early Aeroplane allows to send far more expeditions than normally)
** On Snake Temple side of the board, you need to pay with ''an Idol token'' to advance further the temple tracker.
* CanineCompanion: The Dog card. Gameplay-wise, it's a fetch hound bringing badly needed resources from camp.



* CompetitiveBalance: Players start with different amount of Coins and Compasses, depending on their order of play, which balances between ability to go first vs. being able to afford more things.
* CoolButInefficient:
** Any card (and the Assistant) with ability to remove cards becomes this on the Bird Temple side of the board, as there are far less Fear cards to clog your deck and thus trimming it down isn't all that viable as it is on Snake Temple side.
** Machete. It offers 2 Compasses and ability to remove a card, but it also costs 4 Coins, making it hardly worth its price, even on Snake Temple side. There is a whole variety of cheaper and more viable cards to get the job done.
** Hook with Rope. Discard one card, to draw new card, and have ability to remove a card from your deck. Sounds very useful, but in practical terms, it never pays off. In similar vein, unless your deck is really thick, the Assistant offering a +1 card to draw is this, too - especially since the silver side requires to discard a card first. In a game with such limited draw, this is a big deal.
** Any card that applies its effects only to placed archeologist tokens or occupied ruins and camps. Especially when they scale with numer of placed archeologists. This means they come very late into play and you might never truly benefit from them, too.
* CoolPlane: The Aeoroplane card, depicting a red floatplane soaring in the sky. It's cool looking, while also one of the best cards in the game by a large margain.



* DigitalTabletopGameAdaptation: Both Boarding Game Arena and Yucata had a digital version of the game almost right at the premiere, as part of a marketing gig to make the pretty pricey game more familiar to people.
* DiscOneNuke: If the starting Item shop contains either Aeroplane, Hot Air Baloon, Pickaxe or Map, it's an instant race for any of those items, in that exact order. They offer enormous benefits, especially when bought right at the game's start. Aeroplane in particular is a card that diminishes its value after each turn, going from all-powerful in first turn to pretty useless by the final two turns.



* ExpansionPack: ''The Missing Expedition'' expansion, adding new gameplay mode, cards and assitants.



* FatherNeptune: One of your Assistants is a ship captain: white-bearded, [[StockCostumeTraits wearing captain's hat and grog coat]].



* ResourcesManagementGameplay: You have to collect and spend tablets, compasses, jewels, coins and arrowheads.

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* GraveRobbing: Implied with one of the Assistants - a burly man with a pickaxe on his shoulder who generates Coins when used.
* MagikarpPower: Bow And Arrow and Brush are cards that offer scaling bonuses depending on number of - respectively - defeated Guardians or Idols owned by player. Getting one extra Compass isn't all that great, but three is pretty powerful
* MoneyIsNotPower: ZigZagged. The exact moment vary on board side and how the game played out so far, but there is a clear point after which Coins stop being useful, as there will be either no point to buy new cards (other than extra points in the end of the game) or simply nothing worthwhile left in the game to buy at all. Coins don't count into the final score, so no point hoarding, either. On the other hand, having a stable source of Coins early on is extremely useful, while certain effects require to pay Coins to get results.
* NotCompletelyUseless: Fear cards. There are many effects that require to discard a card, making them prime targets - especially when the discarded card can be then instantly removed from the game. At the very worst, Fear card can be used to place your archeologist token in a campsite.
* RefiningResources: The upgrade resource icon, which comes from certain Artifacts, one of the Assistant and Idol bonuses. Tablets can be turned into Arrowheads and Arrowheads into Rubies.
* ResourcesManagementGameplay: You have to collect and spend tablets, compasses, jewels, coins and arrowheads.arrowheads.
* RevolversAreJustBetter: The only firearm in the game is a revolver. It's perfectly capable to kill any given Guardian, which range from BigCreepyCrawlies to {{Kaiju}}.
* RocBirds: One of the Guardians is styled into one of those - a giant bird of prey.
* ScoringPoints: How the game is resolved. There are few major sources of points, which allows to win the game even without reaching the temple (and other player managed to do not only that, but also bought scoring tiles from the temple), since the cards in the deck, Idols and defeated guardians all contribute to the final score, too.
* ThievingMagpie: The Parrot card. For discarding any card from your hand, you get a Ruby back.
* TomboyAndGirlyGirl: The female Assistants range from girly nurse, feminine researchers and traders, to badass AcePilot and WrenchWench with [[ThisMeansWarpaint warpaint stripes below her eyes]].
* UnstableEquilibrium: The game can be very quickly decided when one of the players gets ahead by turn 2.
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* DeckbuildingGame: Features a deckbuilding aspect in that you can buy cards. These cards may either be played for their effects or to pay for travel costs.

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* DeckbuildingGame: Features a deckbuilding aspect in that you can buy cards. These cards may either be played for their effects or to pay for travel costs. Includes the complication that you only get to free-draw a handful of your cards each round, and have to spend resources to gain further draws. So while building up a large deck of tools and artifacts does give you extra points at the end of the game, if you need a specific card to advance your strategy, you're making life more difficult for yourself in the short term.
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'''Lost Ruins of Arnak''' is a board game released in 2020 by the husband and wife team of Michal "Elwen" Štach and Michaela "Mín" Štachov. In it, players compete to explore the eponymous uncharted island, conducting archeological digs at various sites, overcoming said site's animal guardians, collecting useful tools and artifacts, and working their way up the "research track" looking to reach either the Bird or Snake Temple. The game is notable in that it is played over only five rounds, forcing players to prioritize their limited actions among a multitude of options and quickly and efficiently collect the needed resources to advance.

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'''Lost Ruins of Arnak''' is a board game released in 2020 by the husband and wife team of Michal "Elwen" Štach and Michaela "Mín" Štachov. In it, players compete to explore travel across the eponymous uncharted island, island via foot, car, boat and plane, conducting archeological digs at various sites, overcoming said site's sites' animal guardians, collecting useful loot, tools and artifacts, and working their way up the "research track" looking to reach either the Bird or Snake Temple. The game is notable in that it is played over only five rounds, forcing players to prioritize their limited actions among a multitude of options and quickly and efficiently collect the needed resources to advance.
advance.



* LiteralWildCard: Any travel icon can be paid for using a higher travel icon. This means that the plane, the highest icon, can pay for any travel symbol.

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* LiteralWildCard: Any travel icon can be paid for using a higher travel icon. This means that the plane, the highest icon, can pay for any travel symbol.symbol.
* ResourcesManagementGameplay: You have to collect and spend tablets, compasses, jewels, coins and arrowheads.
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created entry for game

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'''Lost Ruins of Arnak''' is a board game released in 2020 by the husband and wife team of Michal "Elwen" Štach and Michaela "Mín" Štachov. In it, players compete to explore the eponymous uncharted island, conducting archeological digs at various sites, overcoming said site's animal guardians, collecting useful tools and artifacts, and working their way up the "research track" looking to reach either the Bird or Snake Temple. The game is notable in that it is played over only five rounds, forcing players to prioritize their limited actions among a multitude of options and quickly and efficiently collect the needed resources to advance.

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!!Tropes unearthed amid The Lost Ruins of Arnak:

* CleanDubName: Renamed to Les Ruines Perdues de Narak in France because "Arnak" sounds like "arnaque", which means "scam" — not ideal when you want to encourage players to explore the place.
* DeckbuildingGame: Features a deckbuilding aspect in that you can buy cards. These cards may either be played for their effects or to pay for travel costs.
* DeckClogger: Fear is a bad card that mostly serves to clog up your deck. It has no effect, its travel value is only a single boot (the worst of any card), and it's worth -1 point if you still have it in your deck at the end of the game. You start with two of them in your deck, and can gain more as a penalty for leaving an archeologist on a site with an undefeated guardians on it, or sometimes even if you defeat the Guardian. Fear cards will probably be your first targets when you get the chance to exile cards.
* DraftingMechanic: Players buy Items and Artifacts from a shared pool.
* ExtrinsicGoFirstRule: The game awards the starting player marker to whomever most recently traveled to a place they had never visited before.
* FirstPlayerAdvantageMitigation: The further behind you are in the play order, the more valuable your set of starting resources will be. This compensates for your opponents' ability to go to locations you wanted.
* LiteralWildCard: Any travel icon can be paid for using a higher travel icon. This means that the plane, the highest icon, can pay for any travel symbol.

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