Review: Lewis & Clark
Introduction & Overview
On April 30, 1803, the United States of America purchased the Louisiana Territory from Napoleon for 15 million dollars. Thomas Jefferson decided to send two adventurers—Meriwether Lewis and William Clark—to explore this immense terra incognita. The Lewis and Clark expedition (which lasted from 1804 to 1806) was the first American expedition to cross what is now the western portion of the United States.

This is the premise behind Lewis & Clark, the debut design by Cédrick Chaboussit. First published in 2013 by Ludonaute, it was an absolute hit at the last Essen fair—so much so that finding a copy right now is practically impossible. The artwork is by Vincent Dutrait, who has also illustrated well-known titles such as Augustus, Mundus Novus, and Tikal II.
Published in Spanish by Maldito Games (the game itself is completely language-independent), it accommodates 1 to 5 players, with a recommended minimum age of 14, and plays in approximately 2 hours per game. The MSRP is €44.95. A copy of Ludonaute’s first edition was used for this review.

Important: if you already know the game and/or are only interested in my opinion about it, you can go directly to the Opinion section. The Content and Mechanics sections are especially intended for those who do not know the game and prefer to get a general idea of how it works.
Components
Inside a box measuring 31 x 22.1 x 4.8 cm (the reprint dimensions are 29.5 x 29.5 x 7.1 cm), we find the following items:
- Game board (cardboard)
- 5 Individual Expedition boards (cardboard)
- 12 Double-sided Boat tiles (6 Resource Boats and 6 Indian Boats) (cardboard)
- 84 Character cards
- 30 Starting Characters (6 identical sets for each player)
- 54 Encountered Characters
- 5 Scout meeples (one of each color: purple, green, blue, red, and orange) (wooden)
- 5 Camp tokens (one of each color: purple, green, blue, red, and orange) (cardboard)
- 100 Hexagonal resource markers (wooden)
- 15 Magenta Food hexagons
- 20 Brown Wood hexagons
- 20 Yellow Fur hexagons
- 15 Grey Equipment hexagons
- 15 Blue Canoe hexagons
- 15 White Horse hexagons
- 8 Resource multiplier tokens (cardboard)
- 18 Indian meeples (wooden)
- 10 Route change badges (cardboard)
- 8 Solo mode resource tokens (cardboard)
- Rulebook

How to Play
Lewis & Clark is set during the historic expedition commissioned by Thomas Jefferson to cross the North American continent all the way to the Pacific Ocean. Over the course of the game, players alternate taking turns where they must perform one mandatory main action, with the option to also recruit a new character or set up camp. The mandatory action can be carried out either by playing a character card from hand (boosting it with the strength of another face-down card and/or using Indian figures) or by sending Indians to available action spaces in the Indian Village. These actions allow players to gather basic resources based on matching icons visible across their own play area and those of their neighbors, convert goods into canoes or horses, bring new Indians into the expedition, upgrade their flotilla with new boats, or advance their scout across river and mountain spaces. At any point during a turn, players may recruit cards from the market by paying their cost in furs and equipment to enhance their deck. Whenever a player needs to retrieve played cards, they must make camp, incurring a time penalty if they still hold cards in hand or if their boats are overloaded with resources or Indians; these time markers will delay the scout’s movement until discarded. The game ends immediately once a player successfully pitches their camp on or beyond Fort Clatsop while meeting all time requirements, crowning the first explorer to reach the West Coast as the victor.
Key Concepts
This game is straightforward to explain yet offers a wealth of possibilities on every turn; having a firm grasp of all these options will set you up well for any match.
Let’s begin with the main board, which features three primary sections:
- The Indian Village: where Indians can be recruited or assigned to carry out available actions.
- The Route from St. Louis to Fort Clatsop: along which scouts and camps progress.
- The Journal of Encounters: where new character cards become available to join the expedition.

Throughout the expedition, you will gain the assistance of Native Americans who aid your journey. One crucial detail regarding placement on the board: Indians may only be placed on spaces showing a circle or a semicircle. A circular space can host only a single Indian and remains blocked to everyone else while occupied. Semicircular spaces can hold up to three Indians (executing the action up to three times), but accommodate an unlimited number of workers overall (meaning the action is never blocked, even when already in use). This rule applies both to board action spaces and to the boats on your player board.
To propel the expedition forward along the track, you will need to gather various supplies. These are split into two categories: basic resources (furs, food, wood, and equipment) and craft resources (canoes and horses). You will spend these goods to execute actions or recruit new characters to your party.

The core mechanic of the game revolves around moving the scout forward and subsequently establishing camp. All players start on the initial space, where both their scout meeple and camp marker reside.
Your scout progresses along the route through specific actions granted by certain characters. As we will see later, you may choose to make camp (which simply brings your camp marker up to your scout’s current position). Before doing so, however, you must calculate the travel cost for your camp to reach that spot (measured in time units). For each time unit accrued in this total, your scout must retreat by one space.
To track time units, every element that adds delay bears a sun-and-moon icon, serving as a reminder to tally them up when preparing to camp.

This brings us to another pivotal concept. With the exception of the starting and finishing spaces (which are considerably wider), every standard route space can host only one scout. Consequently, whenever your scout moves forward or backward and finishes their movement on a space occupied by another player’s scout, you must keep moving in that same direction until reaching the next open space (regardless of the terrain type).
Next come the boats. You begin the game with the vessels printed on your expedition board: three Resource Boats and two Indian Boats. Their differences lie primarily in capacity and the camping penalty they impose:
- First Resource Boat: carries up to 3 resources free of charge.
- Second Resource Boat: carries up to 3 resources, adding one time unit if it contains any goods when making camp.
- Third Resource Boat: carries up to 5 resources, adding one time unit per resource stored on it when making camp.
- First Indian Boat: carries one Indian with no camping penalty.
- Second Indian Boat: holds an unlimited number of Indians, costing one time unit per Indian aboard when making camp.

Your expedition capacity can be expanded further by acquiring new boat tiles. These tiles are double-sided. Side A offers lower cargo capacity but imposes no camping penalty. Side B provides maximum capacity at a slight camping cost (though still lower than the larger boats on your starting board). Note that once you select which side to use, it cannot be flipped later:
- Resource Boat Tile (Side A): carries up to two resources with no penalty when camping.
- Resource Boat Tile (Side B): carries up to five resources, adding one time unit if the boat holds at least one resource (regardless of quantity).
- Indian Boat Tile (Side A): carries one Indian with no penalty when camping.
- Indian Boat Tile (Side B): carries up to three Indians, adding one time unit per Indian aboard.
Returning to scout movement, your scout journeys along the route spaces toward Fort Clatsop. Each space represents river, mountain, or mixed terrain, which dictates which movement actions may be used. If your movement allowance across a specific terrain exceeds the number of matching spaces ahead before the terrain transitions, your scout must stop on that final matching space, losing any excess movement.
Let’s examine the character cards. The top-left corner indicates each character’s strength level, ranging from 1 to 3. This strength value is used exclusively to power another character’s action (a character’s own printed strength is never applied to their own action). In the top-right corner, every card features a symbol corresponding to one of the four basic resources. A vertical strip along the left side details the character’s ability using iconography. The center showcases unique portrait art for that historical figure. Finally, the bottom displays the character’s name; starting characters feature your player color along with your personal crest on the lower right. Acquired characters display a neutral banner and an identification number on the lower right, making it easy to reference their detailed rules entry in the booklet (as some abilities are more nuanced than others).
Flipping a card face down reveals three Indian silhouettes along the left edge. These silhouettes are filled in red according to the character’s strength (strength 1: one red figure; strength 2: two red figures; strength 3: three red figures). Above these figures, the basic resource icon appears once more. The top-right shows the sun-and-moon time unit icon, reminding you that every unplayed card remaining in your hand delays your camp. Lastly, the bottom-right shows a quantity of equipment icons equal to the card’s strength, which comes into play when drafting new cards from the Journal of Encounters.
Speaking of the Journal of Encounters, this section of the board serves as the market display where available character cards wait to be recruited into your expedition.
A final critical mechanism is adjacency. Many card actions scale directly based on your neighbors’ current board states (referring to the players sitting physically to your left and right, rather than their race standings along the route).
Preparación de la Partida
Setup proceeds as follows:
- Unfold the board and distribute the resource tokens across their designated supply spaces.
- Each player takes an expedition board along with the six basic character cards. Each player also places their scout and camp marker on the starting space at St. Louis.
- Shuffle the character deck and deal the first five cards into the Journal of Encounters, ordering them from lowest to highest strength.
- Based on player count, set aside a specific number of Indians to form the general supply, placing one of them on the New Arrival space on the board.
- Each player receives one fur, one food, and one equipment token, plus one Indian from the supply, placing all of them into their starting boats.
- Determine the first player randomly.
We are ready to begin!

Game Flow
The game unfolds over an indeterminate series of turns until someone reaches the finish line at Fort Clatsop. On their turn, every player must carry out one mandatory action chosen from two possibilities. They may also execute up to two optional actions.
Mandatory Action Choices
Play a Character Card
To play a character from your hand, you must supply adequate support to carry out their task by providing strength. You will resolve the card’s action a number of times equal to the strength allocated to it (minimum 1, maximum 3). There are three ways to do this:
- Support via another card: turn another character card face down (showing the Indian silhouettes corresponding to its strength) and slide it partially underneath the played card, leaving only the silhouettes and the basic resource icon exposed.
- Support via Indians: place one to three Indians alongside the card. Each Indian provides one unit of strength.
- Support by combining cards and Indians: tuck a card with a strength lower than three and supplement the missing value by placing Indians alongside it, adding their strength together.
Without dissecting every single character card, their abilities generally fall into one or more of the following categories:
- Gathering basic resources.
- Converting basic resources into craft resources.
- Advancing your scout across river and/or mountain spaces.

Certain cards break this pattern. In particular, each player’s starting hand includes a unique card dedicated to boarding Indians. When played, resolve the following sequence:
- All Indians currently in the village gather at the center (the Pow-wow).
- Collect as many Indians from the Pow-wow as you wish, loading them onto your boats.
- Discard the card in the first slot of the Journal of Encounters, slide the remaining cards down one space, and draw a replacement from the deck to place into the last slot.
- If any Indians remain in the general supply, place one onto the New Arrival space in the village.
Be very careful not to trash this card unless you are certain you will never need more native assistance (an exceedingly rare scenario).
Place Indians in the Village
Assign one or more Indians (depending on the space’s requirements) to an action space in the village and resolve it.
The available village actions are:
- Hunting (circle: one Indian, action becomes blocked): take one food and one fur.
- Crafts (circle: one Indian, action becomes blocked): take one wood and one equipment.
- Gift (circle: one Indian, action becomes blocked): take two wood or two furs.
- Farewell (circle: one Indian, action becomes blocked): discard all cards currently in the Journal of Encounters, and discard 0 to 3 cards from your hand.
- Horse Trading (semicircle: one to three Indians, action remains open): pay three distinct basic resources to receive one horse.
- Canoe Building (semicircle: one to three Indians, action remains open): pay two wood to receive one canoe.
- Expedition Upgrade (two circles: one Indian per circle, action becomes blocked; can be resolved twice): pay three wood to gain a boat tile, choosing whether it carries Indians or resources, as well as which side to put into play.
- Shamanism (circle: one Indian, action becomes blocked): pay one food to copy the action of any face-up played card on the table at strength one, provided it does not display the infinity symbol (which denotes non-copyable cards). Note that it always triggers at strength one, regardless of how many strength points originally activated it. If copying an action involving adjacency, check the icons relative to your own seating position, not the card owner’s.
Optional Actions
Recruit a Character
To recruit a new character, pay the cost indicated by the Journal of Encounters. Cards always require two types of resources: furs and equipment:
- The required fur cost depends on the card’s position in the Journal: slot one costs 1 fur, slot two costs 2 furs, slot three costs 3 furs, slot four costs 4 furs, and slot five costs 5 furs. In other words, a card becomes progressively cheaper in furs as it moves toward the front of the display.
- The equipment cost is equal to the card’s printed strength value and never changes.
When acquiring a new card, you may also discard a card from your hand. The equipment icons printed on the back of the discarded card are subtracted from the equipment cost of the new hire. Since this value matches the discarded card’s strength, discarding a card with equal strength completely covers the equipment expense. If discarding a card with lower strength, simply pay the difference. For instance, discarding a strength 1 card to hire a strength 2 character leaves you with just one equipment to pay.

Make Camp
Making camp is the action that brings your camp forward. Crucially, if you ever find yourself unable to perform either mandatory action (having no playable cards in hand and no Indians in your boats), making camp becomes obligatory.
Whenever you camp, carry out the following steps:
- Return all Indians providing strength to cards in your play area back to your boats.
- Calculate the time unit penalty incurred by your expedition.
- Move your scout backward along the route by a number of spaces equal to that calculated penalty.
- Advance your camp marker to the space where your scout currently stands.
- Return all played character cards back to your hand.
Game End
The game ends immediately when a player successfully moves their camp marker onto or past the Fort Clatsop space, claiming victory on the spot.
3.5. Solo Mode
The game features an automated solo mode where you face off against an AI opponent. The changes are as follows:
Setup
- Place a scout meeple of an unused color to represent Alexander Mackenzie. You may set him on the starting space (easy mode) or up to 7 spaces ahead of St. Louis (hard mode).
- Distribute the 8 solo resource markers across the village locations that display matching icons on their reverse side.
Rule Modifications
- When harvesting resources, instead of checking neighboring players’ cards (as there are none), take one matching resource for every village space occupied by at least one Indian that contains a marker corresponding to that resource.
- After you resolve your mandatory action, Alexander Mackenzie’s scout automatically advances one space, regardless of the strength used to trigger your action.

Game End
- You lose immediately if Alexander Mackenzie’s scout reaches Fort Clatsop before your camp does.
Personal Opinion
Rarely does a game manage to satisfy every ounce of expectation built around it. Excessive hype often cuts both ways, turning anticipation into bitter disappointment when a design fails to deliver. But make no mistake, this is one of those rare exceptions (at least for me). The first time I tried it, I went to sleep thinking about it, woke up thinking about it, couldn’t get my gears to stop turning, and grew more eager to get it back to the table with every passing hour. Lewis & Clark is a true gem with every credential needed to become a modern classic.
While its core mechanisms are familiar, the way they are interwoven—along with several clever twists—feels remarkably fresh. It marries worker placement, resource management, and hand building, but swaps out the standard victory point track for an outright race where the sole winner is whoever crosses the finish line first.
Those twists may appear subtle on paper, but they radically alter how these familiar mechanics feel in practice. Resource management typically operates on a “more is better” premise, penalizing players for poor planning that leaves their stockpiles empty. Here, the game punishes you just as ruthlessly for carrying excess. Every leftover resource and surplus Indian aboard your flotilla slows your expedition down when pitching camp, forcing your scout to retreat. Tuning your supplies with surgical precision is mandatory; hoarding is fatal.
This dynamic elevates hand management when pruning and upgrading your expedition party. Everyone begins with the same six starting cards, but you will need to draft superior characters to construct an efficient engine: one that gathers resources, refines them, and converts them into rapid movement. Still, you must weigh every acquisition carefully.
Holding an odd number of cards is often troublesome, as it forces you to spend at least one Indian just to empty your hand. A larger hand certainly lets you take more actions before camping, yet it simultaneously feeds your opponents: your played cards linger on the table longer, giving your neighbors extended access to those precious symbols when gathering resources. In fact, many players will happily take the Farewell action in the village just to trim their deck and purge dead weight that does nothing but slow down their camping tempo.

Worker placement also comes with an inspired twist. Instead of resetting each round, Indians remain parked on their chosen village actions until someone triggers the recruitment action, creating open-ended blockages. You can rarely guarantee access to single-slot actions unless your rivals are completely stripped of Indians.
Deciding between placing a worker in the village or playing a card from hand requires careful situational assessment on every turn. Playing a card is only preferable if its action relies on neighbor synergies that happen to peak right now (and might vanish next turn if those opponents decide to camp).
Whenever that timing window is not an issue—meaning playing the card this turn or next makes little difference—you should place the Indian first. This holds especially true for exclusive single-slot spaces that might easily get sniped before your turn comes around again. You must watch your opponents’ boards at all times; this is definitely not a multiplayer solitaire experience where you can keep your head down and look only at your own tableau.
Timing is paramount. As you master the game’s rhythm, you will want to execute your engine smoothly, but you are not playing in a vacuum. Gathering resources when your neighbors have hands full of cards in play yields a drastically different bounty than doing so right after they have made camp. The exact same calculation applies to scout movement.
As your tactical vision improves, you will use opposing scouts’ positions to leapfrog an extra space. Few things feel quite as satisfying as timing your movement so your scout lands squarely on a terrain transition space already occupied by an opponent, propelling you forward into the next segment for free.
As you might have guessed, Lewis & Clark is not an easy game. It is easy to explain and straightforward to understand, but punishingly difficult to master—especially against seasoned players. Every slip-up burns precious time. In that respect it reminds me a great deal of Caylus (read the tocho-review here), another masterpiece where mistakes come at a steep price and turns are prone to analysis paralysis.
While I have no doubt it will soon be recognized among the finest releases of recent years, it certainly isn’t for everyone. The stress level can run high, not because of rules bloat, but due to the sheer volume of viable combinations and variable values you have to evaluate. Recovery from a misplay is slow and painful, usually demanding an overhaul of your strategy and the recruitment of replacement cards while your rivals cruise forward unimpeded.
Long-term foresight is equally essential. Paddling upriver may feel breezy early on, but as the gap between expeditions widens, the pressure mounts rapidly. Your recruited characters define an emergent strategy that will inevitably clash with your rivals’ plans at pivotal moments, making it tricky to foresee when you will be thwarted. Hitting the mountains is a notoriously brutal wall: the river engine you built suddenly grinds to a halt, forcing a complete mechanical pivot unless you prepared for it well in advance.
As noted in the introduction, the game supports 2 to 5 players alongside the solo mode against a steady AI pacemaker. While the scaling holds up across all counts, be cautious at 4 or 5 players, where downtime can become grueling. I would only bring it out at higher counts if everyone knows the systems well or plays briskly; otherwise, games can drag on endlessly. Having not yet tackled the solo variant myself, I cannot speak to its challenge level.
Some critics suggested the game might lack replayability, but I wholeheartedly disagree. With 54 unique character cards entering the market in randomized order, no two games offer identical setups or avenues. The arrival order of cards constantly reshapes your strategic priorities, unlocking countless combo possibilities for your deck. On top of that, the box includes route modification tokens to place mountains, rivers, or mixed terrain wherever you want to shake up the journey. There is more than enough variety here to keep you engaged long before you ever run the risk of feeling like you have solved the puzzle. That remains true even before factoring in how different player counts reshape the entire dynamic.

The artwork and components deserve special praise. The production quality is top-notch. Wooden hexagons offer a welcome twist on standard resource cubes—large, tactile, and distinct—with the only minor absence being the sticker sheet handed out at Essen to add extra character to the blocks. The punchboard for the main board, tiles, and tokens boasts great thickness and durability. My only gripe lies with the teardrop camp markers, whose pointed tips are quite prone to wear and tear when jostled inside the box alongside other pieces. A custom wooden meeple might have been a sturdier pick, but that is a minor quibble. After all, the custom scout and Indian meeples are gorgeous. Everything fits inside the original box with razor-thin tolerances—not a millimeter to spare. Switching to a standard Eurogame square box for the reprint will certainly be welcome; there is a big difference between avoiding wasted box air and having to play Tetris just to close the lid. That said, the card stock gets a minor slap on the wrist: they feel quite thin, making sleeves—ideally premium ones—virtually mandatory.
Vincent Dutrait’s art is nothing short of sublime. Laid out on the table, the game is a visual treat. The cards deserve particular acclaim for their detailed individual portraits. Some players might dislike the painterly canvas approach, which avoids rigid visual boxes for each element (aside from the clearly demarcated expedition track). Everything blends into the scenery so organically that it almost melts into the background. In that sense it bears strong resemblance to Stone Age (read the tocho-review here), especially across the worker placement spaces in the village.
A wonderful thematic touch is the historical documentation in the rulebook, where each character receives a brief biographical sketch outlining their actual role during the voyage. This grounds the experience beautifully, reinforcing the sense that you are truly steering an expedition in a cutthroat race to reach the Pacific first.
And let’s wrap this up. Lewis & Clark is a magnificent race game that seamlessly blends worker placement with rigorous hand building and an unforgiving resource economy where surplus carries severe penalties. Indirect player interaction is sharp and constant: village spaces stay clogged until someone resets them, and card strength hinges directly on what your neighbors show across the table. This interdependence fosters palpable tension, requiring exquisite timing to keep your party moving smoothly. Conversely, it is merciless toward misplays, prone to triggering analysis paralysis, and harsh on anyone failing to anticipate the river-to-mountain transition. Yet that very same conceptual rigor, alongside the brilliant reinvention of classic mechanics into a taut, engrossing puzzle, cements it as an outstanding design and a must-play for anyone seeking a high-caliber mental challenge. For all these reasons, I give it a…


