Expeditions is the sequel to Scythe. It is an independent game,
set in the same universe - an alternative 1920 Siberia with giant mechas. The
war (which happened in Scythe) is over now, and there is peace. A giant
meteorite has crashed in Siberia, awakening ancient corruption. Expeditions to
the site did not return. Now it is your turn to launch a new expedition to the
crash site. Each player leads a different team. You are going in to discover,
to suppress corruption, and to gain techs for your nation.
The map is set up with about one third of tiles face-up, and two thirds
face-down. The face-down tiles are the meteorite crash area which you have to
explore. You start the game with a mecha, a character, and an animal
companion. Your mecha is represented by both the beautiful pawn on the map and
your player board. Your character and companion are two starting cards in your
hand. All three elements are unique in the game. Together they are a set and
they are your faction.
There are three action types in the game - you can move, you can play a card,
and you can gather, which means using the ability of the tile you are on. Most
of the time you can only perform two different action types. Next turn you
must do a different combination of two actions. You can forgo a turn to reset.
When you do that, on your next turn you can perform all three actions. The
reset is important because you need it to bring played cards back into your
hand. This core mechanism provides an interesting challenge. You have to plan
around this to make the most of your actions.
There are many things you can do in this game. When you move to a face-down
tile, you turn it face-up and collect the map token on it. You discover what
benefit that tile offers for the gather action. There will be one or two types
of corruption on these revealed tiles. Another thing you can do is to spend
resources to vanquish corruption. When corruption is completely vanquished
from a tile, a stronger benefit will be unlocked. Tiles offer many different
types of benefits. Those tiles which are already visible from the start offer
basic benefits, like workers or cards. More advanced benefits are only
available on the initially face-down tiles.
These two above are starting cards. When you play a card, you get the resource
at the top left. If you attach the right worker to it, you get the benefit at
the bottom as well. Cards played need to be taken back into your hand using a
reset or some other tile or card ability before you can play them again. You
will be able to gain more cards during the game, and there are three types of
cards - quest cards, meteorite cards and item cards. They can be used just
like your starting cards, and they can also be tucked under your player board
using specific actions offered by tiles in the game. The upgrade action lets
you tuck items on the right. The solve action tucks quest cards above. The
meld action tucks meteorite cards below. Cards tucked give you long term
benefits.
When you reach certain achievements, you can perform a boast action to place a
glory token (star). This is very much like Scythe. For example when you
have tucked four cards under the right side of your player board, or you have
8 cards in hand, or you have vanquished 7 corruption tokens. Glory tokens you
place will be worth points. The game ends when a player places his fourth
glory token. Items cards, corruption tokens are worth points too. During the
game itself you may also score points from certain actions.
This is the player board
Expeditions is a game about exploration and upgrades. There is a wide
range of things you can do, and you probably want to focus on just some and
not all. You may not even be doing much exploration, as long as there is
someone doing enough of it to reveal tiles that offer the better actions. This
is an efficiency game. You will likely spend some effort on upgrading your
abilities, even if you don't intend to go for the related glory star.
Eventually you have to decide which glory stars to go for. If you are first to
get the fourth star, it's a good position to be in, but it doesn't guarantee
victory. It depends on how well the others are doing.
You don't fight the other teams. However you do block them from occupying the
same tile. They can move through you, but they can't stop where you are
camped. This is sometimes crucial, for example when you are competing for the
boast action on a tile in order to place your next glory star. Another thing
you will compete for is the cards. There are five face-up cards. Usually you
want to get four cards of the same type, i.e. those which can be tucked under
the same side, because you need four of them to qualify for a glory star. If
another player is going for the same card type, you will have
competition.
I like Expeditions more than Scythe. Titles from Stonemaier
Games never really click with me. I don't dislike them, and many of them are
decent. It's just that they feel only okay to me. I can see there are some
clever ideas, like how the player boards in Scythe work.
Scythe is an okay game for me, and Expeditions is an okay game
too, but I like it a little more. I enjoy the efficiency puzzle of working
within the constraints of the core action mechanism and making the best of the
cards I have and the tiles within reach of my mecha. The game feels mostly
solitaire. Sometimes for long stretches you don't bother with your opponents.
I find that I don't mind it too much. Maybe I'm very absorbed in my own race
to get all my glory stars out as quickly as possible. The process to decide
which glory stars to aim for is interesting to me. You shouldn't decide up
front. You have to watch how the game develops, and then decide which will be
easier. Sometimes opportunities present themselves, and you go with the
flow.







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