The Lost Words – Card Game
Awards
Rating
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Artwork
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Complexity
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Replayability
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Player Interaction
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Component Quality
You Might Like
- Beautiful artwork on the cards
- Joyful prose
- Celebration of the wildlife, plants and rich language that exists in the UK
- Simple rules make it easy to pick up and play if you’re feeling like a casual game or playing with people unused to gaming
Might Not Like
- Lacks complexity and replayability
- Special cards are limited in their scope
- Little room for skill or strategy – the game largely plays itself
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Description
The Lost Words is a card game based on the stunning book by best-selling author Robert MacFarlane, and Illustrator of over 40 beloved classics, Jackie Morris. The Lost Words book is a staple on coffee tables around the world and is winner of the prestigious CILIP Kate Greenaway Medal.
The game is won by placing your Spell cards over your beautifully illustrated Nature cards before your opponent. Your quest will be blocked by special action cards that whip completed sets away from you and allow you to sneak cards from your opponent’s hand!
Simple enough to play for ages 8+ but strategic enough to keep adults engaged, The Lost Words is a wonderful addition to any games collection or coffee table.
It’s become quite common to see card games based on films, TV shows and even video games. But, in my experience, it’s somewhat rarer to see card games based on books. The Lost Words Card Game is one of these rare examples. A family card game with a relaxed pace and a focus on connecting with the natural world.
A Little Background
The Lost Words is based on a book of the same name by Robert McFarlane and Jackie Morris.
The book was written in response to a decline in the common usage of various natural words by children in the UK. These include ‘Lark’, ‘Adder’, ‘Willow’ and other native UK species. MacFarlane and Morris argue that by losing our vocabulary for the natural world, we lose our connection to it. In response, the book celebrates these words and the species they represent.
This is achieved through a series of ‘spells’ to bring these words back to life. They take the form of prose by Robert McFarlane and illustrations by Jackie Morris.
The game was adapted by Robert Hyde, allowing us to interact with McFarlane’s and Morris’ works in a more active way. Let’s have a look at how this is achieved.
How The Gameplay Works
At its core, the game is quite simple. You can play with two to four players and games last around 30 minutes. There are three types of cards: Nature Cards, Spell Cards and Special Cards. You start by dealing out Nature Cards to each player. The in-game instructions will tell you how many depending on the number of players you have. Each player puts their Nature Cards face up in a line in front of them with two extra Nature Cards placed face up in the middle. You then combine the Spell Cards and Special Cards into one deck before dealing out three of these cards face down to each player to form their hand.
From there, the object of the game is to place down Spell Cards to match the Nature Cards in front of you. For example, if you have the Otter Nature Card in front of you, you would need to play an Otter Spell Card on it. There’s nothing in the rules to say you have to read out the prose, but I’ve found it does add to the game. Speaking the words out loud brings the prose to life and adds the feeling of actually casting a spell to protect our little Otter friends!
As with many other games of this type, you are (usually) limited to one draw and one action per turn. This means you can’t luck out with all the right Spell Cards and play them all at once. As well as that, the Special Cards I mentioned earlier act to make the game that little more compelling. You could, for example, use a Special Conker Card to knock a Spell Card off a Nature Card of another player. You could also be extra cheeky and use a Special Magpie Card to steal a Nature and Spell pairing that an opponent has already played. Of course, you can use a Special Wall Card to guard against such tomfoolery!
My Thoughts
Thanks to the illustrations by Jackie Morris, the Lost Words book was voted the most beautiful book of 2016 by UK booksellers. Even before playing the game, you might want to take time to admire the Nature Cards complete with the very same illustrations.
The gameplay has a gentle and ambient feel to it. Hyde and his team have done a great job of making the rules simple and accessible. New players are unlikely to be daunted by the four-page rulebook and it doesn’t take long to get a handle on the game mechanics.
Whilst it is a competitive game, a big part of the joy of playing is discovering all the different Nature and Spell Cards. As I’ve said before, there’s nothing in the rules that say you have to read out the spells, but I’d very much encourage it. There’s a great deal of satisfaction in using McFarlane’s words to celebrate these words and the natural life they represent.
If you’re looking for a game that features a great deal of tactics or skill, this might not be the one for you. There is some guess work in figuring out which Nature or Spell Cards to keep hold of. The Special Cards also allow players to twist things in their favour and derail plans. But, whenever you do get a Special Card, it generally makes sense to use it right away. Tactics and thinking ahead don’t play a huge role in this game.
All that said, the lightness of the gameplay somewhat feels part of the point of the game. You play to have a relaxed half an hour with people while you learn about and appreciate UK wildlife and plant species.
There are 20 Nature Cards, 40 Spell Cards (2 that correspond to each nature Card) and 20 Special Cards. It’s unlikely that you’ll encounter all these cards in a single playthrough. Even then, there is still a good amount of in rediscovering these cards. If you are someone with a love of the natural world, literature and art, you may find yourself coming back to this game again and again. Otherwise, it may be a game you play once or twice and move on from.
Summing Up
The Lost Words is a beautiful game. Playing it is like reading a good book, or wandering about a museum. It invites you to take your time to enjoy its content in an active and participatory way. It makes for a fun half hour with friends, with some fun semi-competitive elements. That said, it might prove a little light for gamers keen for a fuller gaming experience. But if you’re looking for a light, friendly, family-orientated game, this could be your thing!
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- Beautiful artwork on the cards
- Joyful prose
- Celebration of the wildlife, plants and rich language that exists in the UK
- Simple rules make it easy to pick up and play if youre feeling like a casual game or playing with people unused to gaming
Might not like
- Lacks complexity and replayability
- Special cards are limited in their scope
- Little room for skill or strategy the game largely plays itself