How to play · Rules

How to Play Lost Cities

The complete guide: five coloured expeditions, laying cards in ascending order, wager cards, scoring and controls on muta.pro. Read it — and straight to the table.

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In brief

Goal
Score more points
Players
2
Game
20–40 min
Difficulty
Medium
Genre
Cards

Goal of the game

Lost Cities is a two-player card duel about risk and calculation. Before you lie five coloured expeditions, and you develop each by laying cards in ascending order. The trouble is that any expedition you start begins with a debt of −20 points, which you still have to work off. The task is to score more points than your opponent over the game: invest only in promising directions and drop weak ones in good time.

Setup (the deal)

The deck has five colours (Mountains, Jungle, Desert, Sea, Volcano). In each colour there are number cards from 2 to 10 and three wager cards (multipliers). Each player is dealt 8 cards into their hand, the rest form the draw deck, and beside it are the shared discard piles for each colour. Players take turns; the game runs while the deck has cards.

The game step by step

Coloured expeditions

Each player has five personal rows — one per colour. A card of a given colour can only be placed in the expedition of that same colour. You can run several expeditions at once or focus on two or three.

Turn: play or discard

On your turn you must play exactly one card. Either lay it into your expedition of the matching colour, or discard it onto that colour's shared discard pile if you don't need it.

Ascending order

Within an expedition the values go strictly upward: each new number card must be higher than the previous one. Skipped values are lost forever — if you open an expedition with a 6, cards 2–5 of that colour can no longer be played into it.

Wager cards (multipliers)

A wager is placed in an expedition only before the first number card. Each wager doubles the expedition's total: one — ×2, two — ×3, three — ×4. It amplifies both profit and loss, so a wager is only worth placing where you are confident of a big plus.

Drawing a card

Having finished laying down, you refill your hand to eight cards: take the top card of the deck or the top card of any discard pile. A card you discarded yourself on this turn cannot be taken straight back.

End of the game

As soon as the draw deck runs empty, the game ends immediately. Then the scores of all expeditions of both players are tallied, and whoever has the higher total wins.

Scoring

Points are counted for each started expedition separately, and then summed. Untouched colours give 0 — nothing is lost for an empty expedition.

Starting in the negative. Any expedition into which at least one card has been played immediately gets −20 points. The sum of the values of the cards laid down is added to this debt: to come out in the plus, you need to gather more than 20 points of cards.

Wagers multiply the total. Multipliers placed at the start of an expedition apply to the whole result — both to the debt and to the points earned. One wager gives ×2, two — ×3, three — ×4. A strong expedition with a wager brings a huge plus, a weak one — a catastrophic minus.

Bonus for a long expedition. If an expedition has 8 or more cards, it brings an extra +20 points on top. This bonus often outweighs the risk and justifies the multipliers placed.

Controls on muta.pro

🖱️
Selecting a card
Click a card in your hand — it rises and is highlighted. Clicking again clears the selection.
Play
The "Play" button or a click on the highlighted expedition of your colour lays down the selected card.
Discard
The "Discard" button sends the selected card to the discard pile of its colour.
🎴
Draw
After your move, click the deck or a highlighted discard pile to take a card and pass the turn.

Tips for beginners

Don't open everything at once

Every expedition is a −20 debt. Open a colour only if you expect to score noticeably more than 20 points in it.

Wagers only for a strong hand

A multiplier doubles the loss too. Place a wager when you already see a path to a big plus, not "on a hunch".

Save your high cards

By opening with a low value, you will close off the path for the skipped cards. Start an expedition higher up.

Watch the discard

The discard is open to both. Don't hand your opponent a card that fits perfectly into their expedition.

Strategy: the break-even threshold

The main calculation of Lost Cities is simple: any expedition you start begins with −20 points, so the first question before each lay-down is — will I score at least 21 points in this colour? The deck holds only the numbers 2–10 per colour, a maximum of 54 points without wagers. Opening an expedition with three or four small cards is a sure minus.

Count the cards in hand, not your dreams

Open a colour only if you already hold cards worth 20+ points in it or see a real path to draw them. A single seven "for the future" is a bid for −13.

Three strong colours beat five weak ones

Every extra expedition is a new −20 debt. Focus on two or three directions where a ladder is already forming in your hand.

Start higher up

Open with a 3 — and the 2 can no longer be played into that colour, while the ladder is short. Start an expedition on 5–6 if you expect a continuation from above.

Remember the length bonus

Eight or more cards in one expedition give +20 on top. This changes the maths: a long row pays off even middling values.

345=2

Three low cards give 12 points against the −20 debt — the expedition is 8 in the minus. That row was not worth opening.

Wager tactics

A wager card scores no points itself — it multiplies the whole expedition total, including the −20 debt. One wager gives ×2, two — ×3, three — ×4. They are placed only before the first number card, so the risk decision is made blind, at the very start. This is the key moment of the whole game.

A wager is a commitment

By placing a multiplier, you publicly promise yourself a big plus in that colour. Do it only with a strong opening hand, not "on a hunch".

One wager over two multipliers

Jumping straight to ×3 is risky. More often a single ×2 wager in a reliable expedition is worth more than a double in a doubtful one.

Wager + length bonus

The biggest games are born where a multiplier meets a row of 8+ cards: a high sum, the +20 bonus, and all of it ×2 or ×3.

+78910=28

A wager (the gold ★ card) in front of a strong ladder: (34 − 20) × 2 = +28 points. The multiplier pays off only on a good hand.

Reading the opponent and the discard

The discard piles are open to both players, and you can draw either from the deck or from the top of any discard. So each of your discards is a gift or a trap for your opponent, and their discards are a signal of which colours they have dropped. Lost Cities is a game of open information more than it seems.

Don't feed the other's ladder

Before discarding a card, look at your opponent's expeditions. A discarded 8 that fits perfectly on top of theirs could cost you the game.

The discard as reconnaissance

If your opponent discards high cards of a colour, they have dropped that colour. So those cards are almost certainly "dead" to them — you can calmly develop your own row.

Draw from the discard wisely

Taking a card from the discard instead of the deck is tempo: you know exactly what you get. But your opponent sees what you took and understands your plans.

67?8

Your opponent has a ♣ ladder up to 7. Discard the eight — and they take it next turn: better to hold it or play it yourself.

Common mistakes

Most lost games are not bad luck but unpaid −20 debts and wagers placed at the wrong moment. Let's break down the typical beginner slips.

  1. Opening all five colours. Five started expeditions are already −100 of starting debt. Working it off in full rarely succeeds; run two or three colours.
  2. A wager on a weak hand. A multiplier doubles the minus too. A wager before an expedition that will only score 15 points turns −5 into −10.
  3. Starting with the smallest card. Opening with a two or a three cuts off your ladder from above and almost guarantees you won't pay off the debt.
  4. Discarding a "useful" card to the opponent. The discard is open — before getting rid of a card, check whether your opponent is waiting for it on top of their expedition.
  5. Ignoring the length bonus. Sometimes it's worth playing a middling card instead of the perfect pause, to stretch a row to 8 cards and take the +20.
  6. Forgetting tempo at the end. When the deck is running down, every card counts: don't leave needed values in hand that you won't have time to play.

Check the balance of each expedition

Before laying down, mentally count: sum of the values minus 20, minus the multiplier. If the total is in the minus — better to discard the card.

Watch the deck timing

The game breaks off exactly on the last draw card. A few turns before the end, stop opening new colours.

Frequently asked questions

Do I have to start all five expeditions?
No. An untouched expedition scores 0 and does no harm. It is often better to run two or three strong ones than to spread yourself thin.
Can I place a wager after a number card?
No. Wager cards are placed only at the very start of an expedition, before the first number card. After that the multiplier is no longer available.
When does the game end?
At the moment the last card is drawn from the draw deck. Immediately after that the expeditions are scored.
Can I play against a bot?
Yes. On muta.pro a game against a bot is available, or invite an opponent with a room code.
How many points can you score in total in a single expedition?
Without wagers the maximum is the sum of the numbers 2–10, that is 54 points, minus the 20 debt equals 34, plus the 20 bonus for 8+ cards. With a ×2 wager that already reaches 108 points in one colour.
What is better — drawing a card from the deck or from the discard?
From the discard you take a known card and save a turn, but you reveal your plans to your opponent. From the deck it's a shot in the dark, but concealed. Draw from the discard when the card is needed by your ladder right now.
Is it worth opening an expedition just for the length bonus?
No, the +20 bonus only applies with 8 or more cards in a row, and gathering that many of one colour is hard. Plan a long expedition in advance rather than chasing the bonus at any cost.
Can I redo a wager or remove it from an expedition?
No. Once a wager is down, it stays until the end of the game and multiplies that colour's total, whatever it turns out to be. That is why the multiplier is a decision that cannot be undone.
How can I tell that my opponent has abandoned a colour?
If they keep discarding cards of one colour, especially high ones, they will not develop that expedition. Then you can calmly run your own row in that colour without fear of feeding your opponent.
Does chance strongly affect the outcome of the game?
The deal introduces an element of luck, but many cards pass through in a game, and decisions about which colours to open and when to place a multiplier matter more than luck. Over the long run the more calculating player wins consistently.
Ready for a game?
Create a room, invite a friend with a code, or play against a bot.

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