Incan Gold: Quest for Riches in the Ruins
|Price:||$21.49 & FREE Shipping on orders over $25. Details|
|You Save:||$4.50 (17%)|
Fulfillment by Amazon (FBA) is a service we offer sellers that lets them store their products in Amazon's fulfillment centers, and we directly pack, ship, and provide customer service for these products. Something we hope you'll especially enjoy: FBA items qualify for FREE Shipping and .
If you're a seller, Fulfillment by Amazon can help you increase your sales. We invite you to learn more about Fulfillment by Amazon .
- Enter your model number to make sure this fits.
- Plays excellently with 3 to 8 family players as a push-your-luck party game
- Light strategy game that incorporates risk-taking and push-you-luck mechanics
- Exercises analytical and critical-thinking and develops good judgment, data analysis and probability skills
Frequently bought together
Customers who bought this item also bought
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
This great game box contain everything you need to learn and play 25 of the most popular Domino games. Each box includes game parts and an easy-to-read instructions booklet that names and explains the 25 games, including, All Fives, Fortress, Moon, Poker, and Texas 42.
From the Manufacturer
Incan Gold (co-designed by Alan R. Moon, designer of Ticket to Ride) is a quick, fun game of bluff and daring in which explorers push their luck while exploring an old Incan temple in search of gold and treasure. In each round, you decide whether to delve deeper into the temple, adding to your riches, or escape with the share you've acquired so far. Every time an explorer braves new territory, more gems and dangers appear. Giant spiders, mummies and fire can cause you to lose everything. Is it worth the risk? You decide. But if you leave, those who remain in the temple may acquire a bigger share of each stash of jewels yet to be found. After five rounds of exploration, whoever has the most treasure is the ultimate explorer and the winner..
Compare to similar items
This item Incan Gold: Quest for Riches in the Ruins
|Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping|
|Sold By||etailz||Amazon.com||Oink Games||Amazon.com||Amazon.com||Amazon.com|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||6.25 x 8.5 x 2 in||6.3 x 2.8 x 9 in||2.44 x 4.29 x 1.34 in||5.12 x 2.25 x 6.75 in||5.25 x 2.12 x 5.25 in||1 x 1 x 1 in|
|Item Weight||0.88 lb||1.25 lbs||3.53 ounces||0.85 lb||1.01 lbs||2.63 lbs|
Top Customer Reviews
Players in this game are members of an archeological/treasure hunting expedition. They come across a Meso-American ruin that contains five tunnels. You descend into the tunnels one by one. Going in you know that there are hazards like snakes, cave-ins, killer spiders, etc. The tunnel is explored as it is built, one card after another drawn from a shuffled deck. Most cards reveal jewels, other cards are hazards. Before each new card is revealed each player must indicate if they are proceeding farther into the tunnel or if they are retreating and going back to camp.
As jewels are revealed the players who are proceeding into the tunnel split them as evenly as possible between themselves, leaving any extras behind. When a player opts to leave, and if they are the only one leaving at that time they collect the rest of the jewels on their way out before the next card is played. If more than one leaves on the same turn they split the jewels, again leaving any extras behind. The farther you proceed into the tunnel the greater your chances of finding treasure, but there's a catch - sometimes cards that get turned up indicate hazards. If you are proceeding into he cave and the second card of a particular hazard appears you have to drop everything and flee the tunnel and you get nothing. Well, you don't die, but you lose all of your jewels.
Players repeat this cycle for all 5 tunnels.
Only jewels safely carried out before a second hazard appears count toward a person's final score.
This game can be understood and played by players as young as 6-8 years old, and works well with up to 8 players.
My earliest impression was that there were too many hazards, but when two hazards appear in a round they are removed from the deck for the next round. FYI, there are three of each kind of hazard. But after removing some of the hazard cards and trying the game that way, I decided that the game designers knew best and plays better with more rather than fewer hazard cards.
5 stars for playability and family fun.
Anybody, of any age, will have fun with this. Once someone is alone in the temple, just wait until everyone is going "Ohhhhhh! ... OHHHH!" as each new treasure card is drawn. And, the theme actually does make it a cooler experience. No, you won't actually feel like you're exploring a temple, but it definitely feels like an "adventure," vs. something like Can't Stop.
The components are also very nice – the card-stock is THICK and heavily coated, the little jewels are great, the tents are a nice touch (though not as durable as the rest of the pieces.) Even the box it comes in seems like it could survive the apocalypse.
The only complaint I have is that certain "rounds" can end after just a few cards being drawn (e.g., two spiders come up immediately), which is kind of a bummer – especially if it's your first time playing this game with a new group, and it happens multiple times in one game. I would almost suggest slipping a few big treasure cards into the top of the deck... it's not cheating if you just want everyone to have fun! :)
Highly recommended family game.
A couple of minor problems - the cards for staying or leaving are just art and are not as clear as they should be - the tents to store your safe treasure are a little finicky but they work.
The only downside to this game is that the "decision cards" each player uses to decide whether to go onward in the game or go back to camp are a bit confusing. Almost every game we play, someone accidentally flashes the wrong card, and we have to decide whether to let them slide (which can then upset other players) or stick with their mistake (which can throw off the whole game, since it's impossible for other players to anticipate the move of a player who made his or her move mistakenly). Hammer home the difference between the decision cards before the beginning of play and you should be fine.