# Adventures in the Lost Lands
tags: #game/wargame/adventures-in-the-lost-lands
![[Adventures in the Lost Lands (cover).jpg|600]]
Two Hour Wargames' lost-world skirmish game, in which the only thing separating a Victorian rifleman from a very unimpressed tyrannosaur is a THW reaction test and a lot of luck. **Adventures in the Lost Lands** drops your squads into a wilderness where time has run backwards — cavemen and colonial soldiers share the map with dinosaurs and ferocious megafauna, and the game cheerfully converts your characters and armies over from the rest of the THW stable. It's classic Ed Teixeira adventure-wargaming: pick a force, fight the wildlife, and see if anyone makes it out of the jungle.
## Setting
**The Lost Lands** are a prehistoric no-man's-land where the eras have piled on top of one another. On the humanoid side you can field **cavemen** — Australopithecus, Cro-Magnon, and Neanderthal — or "modern men": **colonial civilians**, the **military** of the great powers (France, the German Empire, Italy, Russia, Spain, the British Empire, the United States), and forces from the **Victorian**, **Pulp**, and **present** eras, plus **natives**. Against them stand the **dinosaurs** — and the ferocious **mammals** — of the lost world. It's a monster-hunting survival game first: get your people out alive, and the scenario is whatever you make of the encounter.
## Mechanics
Standard THW D6 reaction engine, tuned for man-versus-beast.
- **Characters:** the usual **Stars and Grunts** split, with **Reputation** doing the heavy lifting. Stars get advantages — **Larger Than Life (LTL)** — plus **Cheating Death, Free Will, Star Power**, and traits. Attributes come inherent rather than bought.
- **Forces:** choose a game type, recruit a group, and run the provided lists for each humanoid nation/era (cavemen, colonial, Victorian, pulp, present-day) and for the beast side — **dinosaurs** rated **Ferocious** or **Feeder** by **Size**, **Reputation**, **Melee D6**, **number encountered**, and movement.
- **Shooting and melee:** firearms resolve with line of sight, target selection, and the ever-honest **Pitiful Shot** result; damage can be auto-kill or capture; melee handles **primitive and improvised weapons** and unarmed combat, multiple enemies, and breaking off. Retrieving wounded and the after-battle reckoning (with truly **hopeless characters**) close the loop.
- **Reaction tests:** the THW battery — Fast Move, **In Sight** (dinosaur or humanoid), **Received Fire**, **Being Charged**, Pack or Herd Member Down, and Recover From Knockdown. Big groups come with their own social machinery: **Herd Test, Pack Test, Entering Combat Test**, and the ever-popular **Stampede!** — because nothing ruins a Victorian expedition like the herd deciding to run through it.
- **Compatibility:** the game expressly converts characters and armies over from [[Larger Than Life]], [[Colonial Adventures]], and [[NUTS!]], and plays alongside them — so your Lost Lands hunting party is one box of figures away from most of the THW range.
- **Dinosaurs and mammals:** the "monsters" are full forces in their own right, defined by ferocity, size, reputation, and numbers, complete with movement and combat behavior — the ferocious sorts hunt you, the feeders mostly just want to coexist until they don't.
## Editions
- **Adventures in the Lost Lands** (2010) — written by Ed Teixeira, art by Richard Deasey, Two Hour Wargames. *In the library.*
## Supplements
- **Adventures in the Lost Lands: Motor City BC** ("The Lone Star State") — a Lost Lands setting/scenario supplement. *In the library.*
## References
- [Two-Hour Wargames](https://www.twohourwargames.com/)