Reviews: Incan Gold

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Rocks Fall, Everyone Goes Back to Camp

Incan Gold is a 2005 game designed by Bruno Faidutti and Alan Moon, and published by Eagle-Gryphon Games

Incan Gold is a push-your-luck game for 3 to 8 where players compete to loot the most treasure from an ancient Incan ruin.  Each turn you venture a little deeper and find either riches to split between each player, or hazards that may force you to leave empty handed.  But you can always call it quits early and head back to camp with the treasure in hand, and hope that everyone still in the ruins gets bitten by snakes.


Josh’s Review

Thom’s Review

Is it fun?

Incan Gold is a game where every card draw brings treasure or ruin; it’s up to you to figure out when to cut and run or if it’s worth your time to stick around for just one more bit of treasure.

Let’s be clear: the game IS fun. The rounds are short, success is thrilling and failure is forgiving.

But at its core, the game is more about card counting and risk management, and you’re at the mercy of randomness than not. I can see how that might not be some people’s thing, and in the wrong context it might not be mine, either. But the collective excitement over what’s just ahead in the deck more than makes up the difference.

Full disclosure: I am a sucker for push-your-luck mechanics, and this game is grade A, premium luck-pushery. It does two things very right to make this an excellent experience: first, the simultaneity of play adds a psychological element to the game–almost bluffing, but mostly just trying to read the other players. Second, your odds are a known element (if you want to do some simple math), allowing you to make an informed decision about when to back down (a must for good push-your-luck).

2/2
2/2

Do the components/aesthetics improve the experience?

I think so. I love the bits of treasure and the art style. They certainly don’t detract from it. Nothing also sets it apart from other similar games + pieces, components/aesthetic wise.

For the most part. The artwork on the cards is fine, but it doesn’t really do anything for me. Having the treasure be three-dimensional gems is a nice touch, though being mostly opaque and matte colors instead of translucent and shimmery is a missed opportunity.

1/2
1/2

Does playing the game create an immersive experience?

The mechanics match the motif of the game, but it’s a surface-level sheen, and I’m not sure how I feel about treasure-diving in lost Incan cities. While the game is light-hearted and tropey, there’s no reason it needs to be Incan gold. We could just as well be diving for treasure undersea or in a cave. It seems like an arbitrary choice, but the game executes on it.

Well enough. The competitive nature of the game creates a sense of greed and a tense anticipation of what dangers may be around the next corner–you want to get in and get out with as much treasure as you can, or at least more than everyone else.

1/2
2/2

How often does a player make meaningful choices?

The only meaningful choice to make in the game is “stay or go” — it’s very light in that regard. But every round is full of these decisions, each one of which could make or break you. In that regard, there’s a lot of tension and action in each turn. Even analysis paralysis players shouldn’t take too long on this one.

Every turn is a meaningful decision about weighing risk and reward. That being said, we’ve had plenty of rounds where the first two cards send everyone home empty-handed. A mechanic to mitigate that would be nice (i.e. shuffle and redeal if the first card is a hazard), but as-is it is at least equitable, and the gameplay is fast enough that you move on too quickly for that to leave much of a bitter taste.

2/2
2/2

Does the level of player interaction encourage continual engagement?

I’m not sure it’s the player interaction per se that’s driving engagement: it’s that the rounds and turns are so short, there is no time to do anything else. Seriously, try to check your Twitter during a round of Incan Gold if you’re still in it. No, just kidding, don’t. There’s no time.

This game masterfully pulls off having a player’s turn be mechanically isolated, while also encouraging them to scrutinize their opponents in an effort to glean the best moment to back down. The result is that, at least until you are safely back in camp, you are 100% in the game; and even if you are early back to camp and have some downtime, I found myself still focused on each card getting flipped, and watching my opponents squirm about when to head back.

1/2
2/2

Is the game balanced such that it feels like a fair experience?

Yeah, I mean, “balance” is a funny word here because it’s so random and you can be the architect of your own demise in many ways. The best play is usually to stay in as long as you have the stomach for it, because if your buddy stays when you go, they’ll win. And otherwise you go down together. So it’s fair to a point — I haven’t run any numbers (I’m not that guy) but I’d wager this game favors the risk-takers over the cautious in the long run.

Not a lot to say here as every player is dealing with the same board state, the same odds, and the same opportunities.

1/2
2/2

How often would you want to play this game?

It depends on the crowd. This one is a lighter party-style game in my opinion, but without any of the social awkwardness of “hidden answer” or “judge picks” games that are so often considered “party” fare. (I’m coming for you, Apples to Apples, but in a different review.) Even so, it’s a nice light game I’d play more often with less of a serious gaming crowd. If I have 6 or 7 people and I don’t think they’re going to take well to 7 Wonders, we’re breaking this out instead. Once a month?

The game is quick and breezy, so I would probably not be upset to see it come out frequently, but I don’t think I would be quick to suggest it often. A few rounds every now and then would be very welcome, but the gameplay is so simple and repetitive, that I would not call this a go-to game, except maybe as a warm-up.

1/2
1/2

Is the game accessible?

This one is easy to pick up and play with beginning gamers of any age. The manufacturer’s recommended age is 12+, but I think that’s vastly overstated. You don’t want the physical copy around any small child who will put the treasure in their mouth, but I could see playing this with as young as six. There’s no reading involved — only counting and matching shapes / colors.

Very accessible. No text save for numbers, and the rules are clear and simple enough to teach in a few sentences. It has the added joy of being an excellent introductory game–there will be a moment of revelation on the faces of players new to push-your-luck games as the excitement clicks with them that is just…*chef’s kiss*…why I love teaching games.

2/2
2/2

Is the game good value?

I’m on the fence about it. At press time the game sells for $27 on Amazon. I’d like to see that come down to around $15 before I could recommend the value for the price.

At $27, given the qualified replayability and the somewhat underwhelming components, I would recommend trying to find this game used or on sale, rather than buy it new. I would love to see a slimmer version of this game in a small box–just a deck of cards and a handful of colored tokens would be one I keep on my shelf..

1/2
1/2

Je ne sais quoi?

It’s a “press your luck” game, and I love almost any version of this mechanic; however, the game doesn’t give me much more than that. It’s not inherently charming or delightful in ways that it could be, and I think that’s a missed opportunity. “Serviceable” is probably the best word here. If I had to pick, I’d probably prefer to lose at Can’t Stop than at Incan Gold. That’s the bar for “press your luck” games.

Can’t. Stop.

While the mechanics of the game create a delightful experience, the theme of white people plundering ancient Incan ruins for treasure is, well, not something to be celebrated. This game could so easily have been rethemed in a dozen less problematic ways and lose nothing in terms of game play.

0/2
0/2

Final Thoughts

Incan Gold can handle 3 to 8 players and only takes a half hour of your time, potentially scaling down with fewer people at the table. It takes “push your luck” gameplay and distills it into its purest form. It’s incredibly replayable but won’t ever really be a super satisfying experience. You probably already know if it’s right for you, and it makes a good intro game for this mechanic. It’s an easy game to pick up and to teach, and if you liked this one you might want to take a look at Deep Sea Adventure, Can’t Stop, or even King of Tokyo.

Final Scores

12/20
15/20