The sequel to Scythe sends players on a new adventure into Siberia, where a massive meteorite crashed near the Tunguska River, awakening ancient corruption. An expedition led by Dr. Tarkovsky ventures into the taiga to learn about the meteorite and its impact on the land. Itching for adventure, heroes from the war privately fund their own expeditions to Siberia, hoping to find artifacts, overcome challenges, and ultimately achieve glory. Expeditions has completely different mechanisms than Scythe, though the goal was to capture some of the same feelings that Scythe evokes, with a slightly darker, more supernatural theme.
Expeditions is a competitive, card-driven, engine-building game of exploration. Play cards to gain power, guile, and unique worker abilities; move your mech to mysterious locations and gain cards found among the tiles; use workers, items, meteorites, and quests to enhance your mech; and use power and guile to vanquish corruption.
—description from the publisher
- Strong card play and potential for interesting combos
- Beautiful art and component quality
- Meteorite-based upgrades introducing new abilities
- Solid card-driven engine-building foundation
- Lack of cohesive theme and narrative
- Repetitive, 'boring' core actions
- Unbalanced turn order dynamics and endgame timing
- Limited player interaction and heavy bookkeeping
- Balance concerns with multiple players and luck variance
- expedition and salvage of resources amid corruption
- Earth ravaged post-apocalyptic landscape with exploration routes and new locations
- procedural, minimal thematic storytelling
- Scythe
Mechanics (from transcript analysis)
- card-driven actions with worker activation — play a card to activate the card's embedded ability and possibly chain effects
- corruption tiles and hazards — explored locations can reveal corruption that imposes penalties
- engine-building on a hex map — move across hexes to collect resources, upgrade, and complete quests
- item upgrades via meteorites — upgrade items granting new abilities and expanded actions
- quest and glory system — complete objectives to earn glory points and trigger endgame
- token-based economy and endgame scoring — blight tokens and stars drive scoring and endgame timing
Video topics + discussion points
Quotes (from this video)
- this game is Just devoid of theme
- it's a walk down a dirt road in a corn field and every path you choose just feels exactly the same as the path you were on
- there are too many boring actions in this game
- the art is beautiful
- don't bother playing this with one or two players
- it's mediocre
References (from this video)
- strong card play with multi-use cards and chaining combos
- beautiful components and table presence
- midweight engine-building with clear directional flow
- metal minis option and high production quality
- distinct action-tracking mechanics like Vanquish for corruption management
- player-count scaling feels imbalanced; two players feel sparse while five players are crowded
- limited direct interaction beyond blocking spaces
- unclear long-term replayability for some players
- Resource management, exploration, corruption, and technological advancement via mechs
- Tunguska, Siberia; Frozen steppe with meteorite-induced phenomena
- Procedural engine-driven progression with evolving map and missions
- Scythe
- Storm Raiders
- BattleTech
Mechanics (from transcript analysis)
- card_management — central to engine-building; players manage, activate, and chain card powers
- corruption_and_removal — corruption tokens and the Vanquish action to remove corruption from the board
- gather — draw cards and trigger card-driven actions; gain colored workers
- Meld — meld meteorite cards under your board to gain money; triggers rewards from past melds
- Move — move a mech 1-3 spaces, reveal unrevealed tiles, and activate effects
- play — play a card from hand to the right of your board to gain effects
- refresh — refresh action to return played cards to hand and reset action cube for next turn
- set_collection — collecting card/tiles sets to place victory stars
- upgrade_and_mission — install upgrades and complete missions to place stars and improve your engine
Video topics + discussion points
Quotes (from this video)
- The best thing about this game is the card play I love multiuse cards and chaining combos
- Expeditions it's BattleTech for pacifists
- Expeditions is its own thing and that's a fun midweight engine building and card manipulation game
- it's a solid middle complexity game with a few moving Parts suitable to most hobby Gamers
- Scythe is one of the first big breakout Kickstarter games
References (from this video)
- Deep engine-building with high replayability and emergent strategies as you combine cards, quests, and meteors.
- Tension and competition to end the game create a strong payoff dynamic without heavy direct combat.
- Beautiful production and thematic flavor (art, components) that enhance the immersion.
- Solid solo and multiplayer playthrough options, with nuanced interactions at two players.
- Modular setup and tile discovery contribute to variety and strategic depth.
- Table hog footprint due to large board, big cards, and extensive component footprint on a standard table.
- Learning curve can be steep for new players; planning and sequencing are crucial to success.
- Map/tile randomness may disrupt early game plans and require rerouting strategy mid-game.
- Endgame can feel abrupt if a player unexpectedly races to place the fourth star; pacing depends on player decisions.
- Expansion support and future tile/mechanics may be needed to keep the game fresh in the long term.
- engine-building, exploration, questing, vanquishing corruption, and competitive scoring toward endgame via stars/boasts.
- A sci-fi frontier world with meteorite impact, corruption tokens, and a base camp that expands outward into escalating dangers.
- asymmetric, modular exploration with a strong emphasis on planning, timing, and reacting to revealed map tiles and market cards.
- Scythe
Mechanics (from transcript analysis)
- adjacency_and_positioning — Placement order and adjacency matter, with some abilities triggering based on neighboring cards and map tiles.
- deck_building_market — A market of cards (upgrades, meteorites, quests) is used to craft your engine; cards are drafted/played and tucked under the Mech for ongoing effects.
- end_game_and_scoring — End triggers occur when a player places the fourth Star; scoring combines stars, coins, corruption tokens, and quest outcomes.
- engine_building — Players assemble an engine by solving quests, upgrading cards, melding meteorites, and activating card synergies to maximize turns and victory points.
- map_tokens_and_discovery — Map tokens and discovery locations drive exploration; flipping tiles reveals abilities and creates variability each game.
- meld_upgrade — Melding meteorites and upgrading items/cards unlocks one-time and ongoing bonuses, often altering the base rules to create new engine lines.
- quest_solving — Solving quests provides immediate rewards and twists the path of endgame scoring; solving also tucks quest cards under your Mech for ongoing value.
- vanquish_corruption — Corruption tokens placed on map tiles are removed via Vanquish actions using power and guile to unlock additional benefits.
- worker_placement — Each turn involves placing workers on board locations or cards to gain resources, trigger abilities, or unlock market actions.
Video topics + discussion points
Quotes (from this video)
- Expeditions is the sequel to Scythe, two-player not solo.
- it's bordering on multiplayer solitaire
- the engine building in it I love the art obviously I love the theme
- I freaking love that game I'm only half joking
- this is a engine-building game with a lot of potential and I like it a lot
References (from this video)
- engine-building/mech-driven exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Our crossovers are like popcorn.
- I adore Revive.
- Planet Unknown. Highly enjoy it.
- Mind Management is a hidden movement puzzle that really shines.
- Bruge is a fantastic engine-builder with a huge stack of cars and cards.
- Too Many Bones remains a powerhouse for me.
- Isla and Something Shiny is something I won't forget.
- Phantom Opera is one of the clever hidden movement implementations I know.
- Feast for Odin is one I keep coming back to.
- Northwood is a logic puzzle in solo form that I love.
- Lord of the Rings trick taking game is a clever cooperative twist.
References (from this video)
- lacks the charm of Wildlife Adventure
- not particularly good as a game
- wildlife adventure
- family game
- Wildlife Adventure
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game
- you're listening to the broken meeple show a podcast that speaks passionately about board games
- I am very much a cold blooded I'm a cold blooded lizard I need cold
- the top 50 has finally finished finally it's done
- there is nothing apart from it being bright and sunny there is nothing about the summer that really gets me like you know excited or interested because it's just too hot
- I look at these top 50s uh they certainly increase a bit
- there's a lot of good feedback in terms of what's up next hard to say really
- I would give it at least a seven out of 10 right now and say it's good
- the Arkham Horror games are still pretty solid and you know they're fun to play but they are definitely getting to a point where I don't think I can uh like really say that they're practical
- my tastes were new at that point you know I respected terroriser for its thiness
- I have definitely developed to want more theme in my games
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Stonemaier games is 10 out of 10, would definitely recommend
- I'd much rather talk about a publisher who I really like to work with
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- El Grande is my favorite game of all time; it is the original area control game and the cream of the crop.
- Only your best round will count in Coliseum, which is a cool twist on scoring.
- El Grande and the King, with simultaneous selection and Castillo, harmonize to create a rich gameplay experience.
References (from this video)
- Good game overall
- Enjoyable gameplay
- Expected to be as good as Scythe
- Didn't live up to hype expectations
- Mediocre compared to Scythe
- Overhyped by the designer's reputation
- Didn't meet high entertainment standards expected
- Exploration and adventure
- Expedition/Adventure
- Strategic exploration
- Scythe
Mechanics (from transcript analysis)
- worker placement — Core mechanic similar to Scythe
Video topics + discussion points
Quotes (from this video)
- in this day and age mediocre isn't enough average isn't enough it's got to be fantastic
- we have over 300 games you know they're tens of tens of thousands of games available lots lots of good games to pick it's not good enough to just be average
- it's your opinion yeah if you like it if you like it if you like the game so much you want to go online and write a big defense on it that's awesome
- if the game inspires you that much do you think it's that good that you feel the urge to do that that's amazing
- we're not trying to make a name for ourselves this shooting on games like yeah drama channel
- the coolest thing is that you can trade with other people
- this one is what I call the dragon - it's the final boss
- it's rewarding because there's so much depth it's so much fun
- if you only own one deductive game deduction game try this one
References (from this video)
- Rich engine that blends tile-building, deck-building, and card interactions into a cohesive system
- High replayability driven by variable tiles, a sizable card pool, and the Automaton AI that creates varied play experiences
- Well‑defined turn structure (move, play, gather) with a clear action economy and meaningful choices each turn
- Strong synergies between Mech boards, cards, and meteorites enabling multiple viable strategies
- Solid solo mode with a dynamic AI that scales and creates tension as the game progresses
- Steep learning curve due to dense rules and many interacting systems
- Rule fidelity can be a barrier for new players, requiring careful setup and reference checks
- Automa behavior, especially at higher levels, can feel punishing or occasionally opaque
- Component density can make table setup visually busy and somewhat intimidating
- Exploration, questing, resource management, and tactical combat against corruption, with a strong engine-building through cards, melds, and upgrades.
- A sci‑fi/mystery space exploration setting on a modular map where players’ Mechs traverse southern, central, and northern tiles to uncover benefits, gain resources, and confront corruption. The map evolves as tiles are revealed and as Automatons (AI opponents) take their turns in solo mode.
- Emergent narrative driven by card interactions, quests, and the evolving map; solo play pits a player's deck/Mech against an Automaton AI.
Mechanics (from transcript analysis)
- Action cube / action economy — Each turn you move an action cube along a track to determine which three actions are available (move, play, gather), with the rule that you must cover one action and then execute the chosen actions.
- Automa solo mode — In solo, there are AI Mechs (blue in the north; black in the center) that flip cards each turn, advance on a progress track, and perform their own set of actions that can alter the board state.
- Boast actions / endgame trigger — Endgame is triggered when a player places four stars; players take a final turn and then compare victory points, including stars and melded items.
- deck-building / hand management — Players start with a hand of character/companion cards and additional cards; cards can be played into a played area or melded/ upgraded to provide ongoing bonuses.
- Meld / meteorites / item upgrades — Meteorites meld with items; upgraded items provide ongoing bonuses and money; meteorites create combinatorial synergies with other meteorites and items.
- Quest solving / boast / glory — Quests are completed by placing stars and solving at specific locations; glory is earned by completing quests, defeating corruption, and reaching thresholds that trigger endgame boasting actions.
- Tile-building / map exploration — The Mech board moves along a map of Southern tiles (revealed immediately) and unknown Central/Northern tiles; uncovering tiles yields location benefits and triggers tile-based effects.
- Tucking cards under a mat — Quest, meteorite, and item cards can be tucked under different areas of the player mat to track glory, melds, and ongoing bonuses.
- Vanquish / corruption combat — Vanquish is the primary combat action against corruption tokens; defeating tokens yields resources (guile/power) and progresses the automa as well as the player.
- Worker placement rhythm within a turn — Within a turn you can assign workers to match card color requirements on cards you play; workers are replenished on refresh and enable ongoing bonuses.
Video topics + discussion points
Quotes (from this video)
- this is Expeditions in action the solo play
- in kind of like a mix of a tab blow Builder and a deck builder
- the three actions are pretty straightforward when you play somebody you always get this value in the upper left
- for the solo play the atoma you're going to have a 2 Mech for the AI
- The Gather action wherever you are you get to do whatever the indicated action is
- it's supposed to be randomized which player goes first so I'll say that I am a one to three the atoma is a four to six so I'm going first
- the automa are lightning fast
- Endgame is triggered when a player places four stars
References (from this video)
- Neat design with some novel mechanics for exploration and resource satisfaction.
- Large box size noted as a potential storage/space issue.
Mechanics (from transcript analysis)
- Movement / exploration with preset tasks — Move a unit or explorer around a map to gather resources and complete conditions.
Video topics + discussion points
Quotes (from this video)
- I love the card game I designed and she made the game.
- Spring cleaning is officially up for pre-order.
- Not a whole lot of views on these things obviously because they are exclusives but that doesn't matter.
- Ten years later, I designed a game and you could go out and buy it right now.
- Is this going to be a thing I continue to do for another ten years? Time will tell.
- I could have a whole lot more views if I changed things around to target getting a lot more views, but I would have stopped this channel years ago.
References (from this video)
- Fluid and flexible action economy that supports multiple viable plans
- Beautifully sculpted Mech model and unique starting powers that feel thematic
- Rich, layered card interactions and upgrade paths that enable varied strategies
- Strong component quality and map expansion that enhance immersion
- Tension and risk are notably weaker than Scythe, leading to flatter downstream stakes
- Feels like busy work at times, with incremental optimization rather than weighty decisions
- Limited direct player interaction beyond card selection and timing, reducing conflict
- Thematic grandeur can fade as the map is fully revealed and numbers drive the endgame
- renaissance of a post-war landscape through mecha-powered exploration
- 1920s+ modernist mecca-style frontier with sprawling map exploration and renown-based scoring
- mechanics-driven, with questlines and location bonuses shaping the strategic narrative
- Scythe
Mechanics (from transcript analysis)
- action selection — three actions on your character mat that can be combined in flexible sequences, including rest turns for resets
- card pool management — cards can be played for immediate or ongoing bonuses, upgraded via other cards, or removed for permanent effects on your Mech
- map revelation — revealing locations increases power and grants new options; map density grows over the game
- quest/renown system — quests grant reputation and end-game points, tying progression to Renown thresholds
- Resource management — resources and workers are gathered, spent, upgraded, and converted through card effects and location bonuses
- rest mega-turn — a special rest turn that allows taking all three actions in any order, resetting the engine with a powerful payoff
Video topics + discussion points
Quotes (from this video)
- Expeditions is a curious concoction in that it's beautifully crafted and exceptionally smooth to steer but what you end up doing smacks a busy work
- the pool of cards instantly refills you claimed the corruption token I was going for itching you closer to the seven corruption token goal
- there's a specter of flimsiness about it
- Expeditions on the other hand is bereft of tension sure
- without tangible challenge risk or cost the constant rewards feel hollow
References (from this video)
- Strong variety from random starting Mech, starting character, and companion combos.
- Engaging action system with a smooth tempo and a reduced penalty for rest turns.
- Robust solo automa with clear pacing and adjustable difficulty.
- Deep card play with multiple synergy paths and a Tableau/Deck-building blend.
- Tight integration of card placement with board position creating meaningful choices.
- Fiddly to remember the interaction of three card types.
- May feel less heavy for players seeking a giant empire-building Euro.
- Card readability can be challenging in competitive mode due to small text on board.
- Exploration, deck-building, and tableau-driven engine building in a light-to-mid-weight Euro
- Exploration and resource gathering aboard modular expeditions with randomized tech and quests
- Strategic engine-building through card-driven actions and board-position interactions
- Union City Alliance
- Scythe
Mechanics (from transcript analysis)
- action_system — Turn starts with a refresh, revealing and then performing available actions.
- automa — Solo mode with a scalable AI that affects pacing and scoring, with multiple difficulty levels.
- board-positioned card acquisition — Card acquisition and use depend on your position on the board, creating spatial decisions.
- deck-building — Players assemble a personal deck/tableau to drive actions and scoring.
- tableau-building — Cards laid on the board influence actions and bonuses, creating engine synergy.
Video topics + discussion points
Quotes (from this video)
- I think it's going to be a really cool choice of when you want to keep cards in your hand and when you want to place them under your boards
- there's some cool stuff going on there's some nice variety
- this is a better than most euros
- check it out for light to mid-weight euros with a strong card play and card combos
- the automa... five different difficulty levels
- I don't think this game is almost anything like Scythe beside the victory Stars
References (from this video)
- Great automa system for solo play
- Immersive world with narrative aspects
- Satisfying engine building
- Good sense of discovery
- Table hog with massive components
- Large tiles take excessive space
- Adventure and quest
- Exploration and discovery
- Narrative-driven solo experience
- Scythe
Mechanics (from transcript analysis)
- Automa system — Excellent solo mode system
- engine building — Building an engine through card play
- Hex Exploration — Moving around the map revealing hexes, quests, and corruption
Video topics + discussion points
Quotes (from this video)
- Oh hello my name is Paula Deming and we are seriously talking about a serious list of serious board game rankings
- This game has no right to be as fun as it is but it is so much fun
- I would like to offer an apology right now to Lookout games
- Turn it into a gift send it to people you need to apologize
- It makes my brain buzz but in a good way
- I had the most fun playing this in 2023 out of any other gaming experience I have had all year
- The twists and rules changes that happen as you go through the chapters are so interesting
- And now it's 2024 so forget all of those now they're old
References (from this video)
- Promoted as a true return to the Scythe-esque world with fresh mechanics
- Two-player capable and compatible with the Scythe ambiance
- Balancing two-player gameplay without the full player count lessons remains to be seen
- As a standalone, expectations are high for a satisfying evolution
- car-driven engine-building in a post-scarcity frontier
- Scythe-inspired world where a meteorite draws explorers
- standalone but in the Scythe universe; epic exploration
- Scythe
- Scythe: Ascension / Scythe expansion family
Mechanics (from transcript analysis)
- area control / resource management — control territories and manage resources to gain power
- engine-building — players develop mechanisms to improve production and economy
- standalone in Scythe world — not a reskin; preserves the art style and world while offering new mechanics
Video topics + discussion points
Quotes (from this video)
- this is a flip and write game
- open world style flip and write
- I'm very intrigued by the fact that it's designed by Stephen Aramini
- standalone sequel to My City
- two-player only fully Cooperative game
- pure deduction
- it's the next in the South Tigris series
- draft your actions at the very beginning of the game
- asymmetric compared to everybody else