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
- Highly enjoyable game
- Strategic card management
- Gameplay depth
- Expansion enhances overall experience
- Can't resist returning despite sprawling components
- Somewhat over-the-top production
- Oversized tiles and mechs can feel totally excessive
- Sprawling components
Mechanics (from transcript analysis)
- Strategic card management — The transcript mentions "strategic card management" as a key aspect of the gameplay.
Video topics + discussion points
Quotes (from this video)
- Leviathan Wilds offers a fresh and innovative gaming experience with its unique card-driven mechanisms.
- The concept of climbing Leviathans and smashing crystals is both thematic and strategic and also it's a lot of fun.
- The spiral brown notebook of Leviathan simplifies setup making it as practical as it is enjoyable.
- It's a truly standard game that feels fresh with every play.
- Expeditions is a highly enjoyable game, even with its somewhat over-the-top production.
- While the oversized tiles and mechs can feel totally excessive, the strategic card management and gameplay depth more than make up for it.
- The expansion speeds up the game, which I appreciate, as it enhances the overall experience.
- Despite its sprawling components, this is a game I can't resist returning.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I see Ian Mark uh Aak. Let me know your name so I can say your name.
- I'm Jamie from Stillmire Games. I'm here to play round two of game 87 of Rolling Realms.
- And I agree this is an interesting perhaps difficult combination of realms.
- For every resource you're about to gain, you may gain another resource type instead. Flexibility. That's good.
- I'm pretty sure I've activated all the realms every turn.
- I'm essentially just going for completion and for using all three realms.
- This was a lot of fun to see a bigger group of people hanging out and playing along.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- Now onto the video that I already filmed where I talk about sponsorships and maybe if I get to it if I have time, my ranking of my top 10 favorite Stonemaier games.
- No money was exchanged. We're just kind of a figurative sponsorship rather than a a literal one.
- Why build roads when you can go to space?
- What better way to tour Japan than from inside a giant mech?
- Making sure everyone's vantage is never blurry.
- I love that a rum company is the sponsor of our wine making game Viticulture.
- When you can't find enough friends to use as bait to tame real dragons, you can do it on the tabletop with much less bloodshed.
References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- I'll take you through five general tips for what can help you to explain board games
- this is deck building
- the wind condition
- Spirit Island is actually a surprisingly difficult game to explain because the turn sequence is completely jumbled up compared with the sequence you would use in your mind to understand the theme
- there are many games out there even really crunchy Euro red cheaty Euro types of games where you can still really use the theme to your advantage
- the game is scenario driven the cards will unfold the story and you'll win if you find something that says you are victorious you lose if you max out any track with a red skull
References (from this video)
- stunning/artistic presentation
- high replay potential due to modular components and evolving outcomes
- tight integration between combat, exploration, and resource management
- steep learning curve for newcomers
- rulebook density can slow early sessions
- potentially long play sessions depending on group size
- exploration, discovery, and improvised adventuring in a modern tabletop setting
- fantasy-survival expedition into unknown territories with narrative flavor and compact exploration
- narrative-forward with high player-driven story moments and art-driven immersion
Mechanics (from transcript analysis)
- Deck building — actions, events, and resources are drawn and managed through a personal or shared deck that evolves over the session.
- deck-building — actions, events, and resources are drawn and managed through a personal or shared deck that evolves over the session.
- exploration tile/area management — players explore map areas, triggering events and positioning for future turns, often with modular terrain elements.
- Resource management — players balance scarce resources to advance through encounters and objectives, often under time pressure.
Video topics + discussion points
Quotes (from this video)
- hands down one of the best modern games I have ever played.
- No, this is not a sponsored video, but it's just so good.
- Definitely my favorite party game by far this year. It's so easy because you just grab chips and everyone gets a little overwhelmed by the ability so far, but after one round, everyone's just chilling.
- Andromeda's Edge has been played this month. Yes, it's still my favorite game, but I'm going to highlight some other games to say that it was the one that I enjoyed the most for this month.
- This is also the first time we played with the metal mechs and it really elevated the experience.
References (from this video)
- Minis described as detailed with a deluxe edition presence.
- Clear on-box/side-of-box instructions and good component organization.
- Compartments and optional under-playboard storage improve accessibility.
- Space for expansions and ongoing component slots for future content.
- Deluxe components (coins, tokens) and varied starting cards for different characters.
- The game is large and may be cumbersome to transport on holidays or flights.
- Scythe
Mechanics (from transcript analysis)
- card_tableau — Cards can be placed into a personal Tableau to earn points; indicates a card-based engine or tableau-building element.
- gather — Described as one of the actions (gather) that can be chosen as part of a three-action set (move, play, gather) and used for gathering resources.
- hex_tile_setup_and_location_tiles — The map uses hex tiles with designated zones (south, central, north) and location tiles that influence setup and play.
- Move — One of the actions listed alongside play and gather; used for moving pieces on the map.
- play — One of the actions listed alongside move and gather; used to play cards or take actions on the board.
- recruit_workers — Workers are recruited into a player's area using tokens, indicating an engine-building or worker recruitment mechanic.
- starting_cards_and_characters — There are starting cards for six different characters, each with a companion, implying a character-selection mechanic with asymmetry.
- use_of_tokens_and_corruption_tokens — Corruption tokens and various tokens (e.g., for workers and other game effects) are used as part of the component economy.
Video topics + discussion points
Quotes (from this video)
- these minis are pretty detailed I think I'm not really experienced with minis but just for by the look of it I've seen the worst ones I guess
- I should probably paint this
- the deluxe coin Edition
- it's a big game
- I am very excited to play these and I will definitely show you how it goes
- do you keep the punch board
- there's still space for more tiles
- I am considering to bring this it is a big game
- are you excited for Expeditions
References (from this video)
- Unique deck-building style with Concordia-like hand management
- Engaging engine-building and card synergy
- Tight pacing with an urgent race feel
- Interactive elements and blocking opportunities at higher player counts
- Box has space for expansion and strong component design (minis)
- Learning curve can be steep; may take half a game to figure out what's important
- The board is large and visually overwhelming; can distract from what is important
- Deck-building is a central focus (60% of the game) which may be heavy for some players
- sci-fi/space exploration with corruption, stars, melds
- the Scythe world (same setting as Scythe)
- Scythe
- Red Rising
- Valley of the Kings
- Terraforming Mars
Mechanics (from transcript analysis)
- deck-building/hand management — You have a hand of cards that you play from, then refresh back into your hand, forming a deck-building engine.
- End condition: four stars — Game ends when someone places four stars on the board.
- Melds and meteorite cards — Gain instant money by melding meteorite cards, then score melds repeatedly as you gain more.
- Move/gather actions — Move up to three spaces, explore, reveal tiles, collect map tokens, and then perform actions at locations.
- Quests and stars — Solve quests to increase star levels, enabling end-game scoring shifts.
- Resolution of card text with workers — Play a card and activate its text if you have a matching blue worker.
- Upgrades and item slots — Upgrade actions slot items to the right of your board, granting money and an ongoing ability.
- Vanquish and corruption tokens — Spend power/guile to gain corruption tokens, ultimately worth points/coins; melds interact with scoring.
Video topics + discussion points
Quotes (from this video)
- Aside Expeditions this is sequel to Scythe so somebody say Scythe 2.0
- it's a very different game
- it's mostly a deck builder a deck and hand building game kind of in the Concordia Style
- I would say this game is 60 deck builder
- there's essentially four main actions that you'll have in the game move play gather and refresh
- it's a race towards that moment
- I love the engine build
- Red Rising sort of feel to it in the pace
References (from this video)
- wealth and glory through exploration; confrontation with corruption
- Siberia after a meteorite crash awakening an ancient corruption
- standalone thematic sequel setup with location exploration, questing, and character-driven abilities
- Scythe
Mechanics (from transcript analysis)
- boast — Boast moves glory tokens from your mat to completed goals on the base camp, which ends the game when all four are placed and triggers final scoring.
- Corruption tokens /地图 tokens — Corruption tokens are gained and tracked, and map tokens are used to track exploration and resources across the board.
- gather — Resolve symbols at a location to gain benefits, including gaining cards, coins, or other resources; some benefits are conditional or require certain prerequisites.
- Meld — Have to meld meteorite cards with a token setup, placing the card under the bottom edge of your mat to reveal meld bonuses and resolve all meld bonuses you have.
- Melding and Splaying — Have to meld meteorite cards with a token setup, placing the card under the bottom edge of your mat to reveal meld bonuses and resolve all meld bonuses you have.
- Move — On a turn you move your Mech 1-3 locations to adjacent hexes; you must end on an unoccupied location and cannot move into open areas with a card in them.
- play a card — Choose a card from your hand, move it to the rightmost active row, then resolve its core value and any conditions or ongoing effects.
- Quest — Solve quests by paying costs at matching locations; completing quests contributes to end-game scoring and glory.
- Reclaim as Action — Instead of resolving actions, a player can refresh: return all workers from the active row to the mat and move all cards back to hand, then resume on the next turn.
- refresh — Instead of resolving actions, a player can refresh: return all workers from the active row to the mat and move all cards back to hand, then resume on the next turn.
- Rescue — Rescue a card from the active row back to your hand, returning any worker on it to your mat, with potential additional effects if the rescued card has workers.
- upgrade — Resolve an upgrade by placing an item under the mat; this grants ongoing benefits such as extra power whenever you gain a worker, with a limit of four active upgrades.
- Vanquish — Spend guile or power to vanquish corruption tokens on a location, potentially repeating to remove multiple tokens, unlocking a new benefit when cleared.
Video topics + discussion points
Quotes (from this video)
- Expeditions is the Standalone sequel to 2016's Scythe
- heading for Siberia after a giant meteorite crash there Awakening an ancient corruption
- The game comes with six unique characters and each has a specific companion
References (from this video)
- Fast-paced and engaging gameplay once you know the flow
- High replayability with evolving strategies
- Clear planning and on-the-fly adaptation during turns
- Depth from engine/deck-building and underboard interactions
- First impressions may not cover all mechanics; some aspects require more playthroughs to fully evaluate
- glory through expeditions, meteor fragments, and defeating corruption
- In the world of Scythe, a post-war future timeline featuring expeditions and a meteor event
- Scythe
Mechanics (from transcript analysis)
- Action cube movement determines actions — Your cube position on the board determines which actions are available (move, gather, or plan).
- Asymmetric characters and familiars — Asymmetric characters and familiars influence strategy and options during play.
- Deck-under-board engine — Played cards are tucked under your board and can be activated by meeple placement, enhancing resources and actions.
- End condition via four stars — The game ends when a player places four stars; the most Glory wins.
- Glory acquisition methods — Glory is earned through cards, collecting meteor fragments, defeating corruption, and completing events.
- Multi-use cards — Some cards provide resources and extra actions via meeples, enabling multi-use effects.
- Multi-use cards with meeples — Some cards provide resources and extra actions via meeples, enabling multi-use effects.
- Reclaim as Action — To regain all three actions, you must refresh, which consumes a turn.
- Refresh mechanic — To regain all three actions, you must refresh, which consumes a turn.
- Three progress streams — Progress via meteors/fragments, items, and events to reach Glory.
- Three-board upgrade/expansion — There are three board sections you can enhance by playing and layering cards.
Video topics + discussion points
Quotes (from this video)
- Expeditions is designed by Jamie Stagmire.
- it's set in the world of Scythe, it's the future Scythe.
- the way the game is played is you'll have a little action Cube that you'll move and based on where you move it you'll do the actions which are move, gather or plan action.
- the only time you'll ever have that is if you refresh.
- it's very fast-paced.
- I love games that you can adapt to easily.
- three sections of your board that you can add cards to by completing various missions or events or contributing to expulsion of corruption.
- multi-use cards as well because... you tuck under your board and the meeples can activate them.
- familiars in the game so each movie characters has a familiar with a monkey a dog a bear, Jamie's cats I Believe are in the game as well.
- there's so much more to be left uncovered strategy wise.
References (from this video)
- collect and promote cards, vanquish corruption, score Glory to gain money
- wildernesses of Siberia
- instructional overview of setup and play
- Scythe
Mechanics (from transcript analysis)
- boast — Take a Glory star by meeting conditions on the Glory track and placing a star where possible.
- gather — Gain benefits on your current hex; some benefits require conditions; corruption can block gains; certain card icons grant card draws or activations.
- Meld — Meld meteorite cards under the board for scoring bonuses; increases value of remaining meteorite cards as you meld more.
- Melding and Splaying — Meld meteorite cards under the board for scoring bonuses; increases value of remaining meteorite cards as you meld more.
- Move — Move your Mech 1-3 hexes; cannot finish on a space occupied by another player's Mech; moving through hexes with caveats; first move can be anywhere on base camp, later must enter from specific spaces.
- Reclaim as Action — Retrieve all workers back to your board and move all cards from your active row back to your hand; can be used as part of a full refresh or alternative effects.
- refresh — Retrieve all workers back to your board and move all cards from your active row back to your hand; can be used as part of a full refresh or alternative effects.
- Solve — Solve Quest cards by spending guile or power; requires Mech on the matching hex; rewards are gained and cards are tucked beneath the Mech board.
- upgrade — Gain money and permanent benefits from item cards; upgrade places the card under your board and provides ongoing effects plus endgame coins.
- Vanquish — Remove corruption tokens from a hex by spending power or guile; converts progress into points and reveals stronger later actions.
Video topics + discussion points
Quotes (from this video)
- Expeditions a sequel to but distinct game from scythe set in the same universe
- the aim to collect and promote the best cards in their tableaus Vanquish corruption and score Glory all in the aim of gaining the most money
- the game end triggers once one player has four Glory stars on the track and the gay money is given out and whoever has the most money wins
- the five actions which are of most relevance to gaining money and winning the game these are upgrade meld solve Vanquish and boast
- the action Cube goes on the refresh space of Your Action track
References (from this video)
- Strong engine-building via workers, guile, power, and upgrades.
- Thematic and evocative production values and storytelling through cards.
- Challenging solo/automa mode with a clear end-game trigger.
- End-game pressure can escalate quickly if the automa accrues glory rapidly.
- Early setup and some decisions can feel constrained or slow for a fresh start.
- expedition exploration confronting ancient corruption
- World of Europa; meteorite crashes in Tunguska; expedition into Siberia
- evocative quest and event cards that convey theme and story
Mechanics (from transcript analysis)
- Automa (solo mode) deck — An automa AI opponent uses its own deck to perform actions and drive end-game conditions in solo play.
- Boast and glory track — Boasting places glory tokens to trigger end-game and provide scoring bonuses.
- Gather action — Gather resources (workers, map tokens, etc.) by moving to adjacent tiles and performing a gather.
- Melting meteorites / meteorite assets — Certain meteorites can be melted or used to gain benefits and interact with a card economy.
- Movement — Move up to three hexes per turn, within adjacency to base camp, to explore or gather.
- Play from hand to active area — Played cards move from hand to an active area; activation can require workers and produces powers or other effects.
- quests — Face-up face-down quest cards be acquired and solved to gain rewards and glory.
- Vanquish and corruption management — Locations have corruption; spending power/guile to vanquish and clear corruption yields upgrades and points.
Video topics + discussion points
Quotes (from this video)
- Expeditions, which is designed by Jamie Stegmaier with art and world building by Jacob Rozalski, and it's published by Stonemaier Games.
- This is a sweet card. I'm excited about that.
- I'm really pumped about it.
- I've never been able to do this in any of my play throughs. I'm really excited.
References (from this video)
- Tapestry
Mechanics (from transcript analysis)
Video topics + discussion points
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References (from this video)
Mechanics (from transcript analysis)
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Quotes (from this video)
- but that sounded really cool
- Expeditions definitely is making progress and sounds like it's on gonna be on the way hopefully this summer
- what's a game that makes you smile or makes your family smile or your friends smile
- my non-stowmeyer game that always brings us joy in my family and makes us smile has to be dice thrown
- the expansion dies Throne Adventures
References (from this video)
- Massive expeditions playmat with gorgeous art
- New Expeditions content this year
- Expeditions
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- my favorite Ston Meer game is vulture
- I absolutely love the metal lra
- Wingspan Vision friendly cards these are for all the expansions released so far
- rolling Realms I love rolling Realms
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Interesting, focused engine-building with card play
- Solo mode with basic AI (Ottoa) adds replayability
- Varied card deck provides multiple paths
- Some rule interactions can be confusing without a proper guide
- Solo mode lacks direct player interaction
- Scythe
Mechanics (from transcript analysis)
- Action limitation — On a turn you can perform two of three actions: play a card, gather on the current tile, or move, with a refresh granting access to all three on the next turn.
- engine building — A large deck of unique cards fuels engines; discarding vs playing triggers different card abilities.
- engine-building with card interactions — A large deck of unique cards fuels engines; discarding vs playing triggers different card abilities.
- tableau building — Your hand sits to the left of your board and your tableau sits to the right; played or discarded cards both move to the right; you refresh to the left to regroup.
Video topics + discussion points
Quotes (from this video)
- two players, not enough time
- steal someone's donkey
- bang for your buck
- eight maps in the base box
- you can draw from the deck. Each card has its own way of like yes, you can use it as an item, but it's also one of the endgame conditions
References (from this video)
- takes the world of Scythe and makes it more approachable
- faster pacing relative to Scythe
- strong thematic integration and exploration flavor
- long play at higher player counts
- requires balancing multiple victory conditions to climb the ladder
- exploration and development with multiple victory paths
- World of Scythe universe with exploration and expansion
- strategic, multi-objective progression
- Scythe
Mechanics (from transcript analysis)
- engine building — players develop their economies and capabilities across a shared world
- engine-building — players develop their economies and capabilities across a shared world
- exploration — map exploration and uncovering new opportunities as play progresses
- multi-condition victory — victory is achieved by meeting several different, balanced conditions
Video topics + discussion points
Quotes (from this video)
- this is my number one game of all time right now.
- And the art is beautiful. The world building is so interesting.
- Expeditions, however, from what I've heard, is one that you only want to play at lower player counts cuz it gets long.
- the tableau isn't set in stone. It's constantly moving.
- We love a co-op.
References (from this video)
- Beautiful, asymmetrical miniatures and distinct mech designs
- Deep, engine-building potential with rich combo interactions
- Strong exploration feel with a modular, evolving board
- Tight pacing and meaningful space-blocking interaction
- Clear theme integration; not a direct clone of Scythe
- Steep initial learning curve and some feel-it-in-time-cumbersomeness
- Large footprint and pronounced table-hug factor requiring ample space
- Iconography can be dense; some rule details live in the rulebook rather than on cards
- Not identical to Scythe; fan expectations may differ depending on the desired feel
- Exploration, resource management, and corruption vanquishing within a mechanically dense, post-science-fantasy setting.
- A sprawling hex-based exploration world with mechs, corruption tokens, guardians, and a central base camp that dictates win conditions.
- Story-driven exploration with asymmetrical character abilities and animal companions guiding progress.
- Scythe
- Lost Ruins of Arnak
Mechanics (from transcript analysis)
- Asymmetric meeples and abilities — Each mech and companion animal has unique abilities affecting movement, vanquishing corruption, and storage.
- Card-driven action selection — Actions are enhanced by playing cards; players refresh to perform move, play, and gather actions, unlocking ongoing combos.
- Deck building — Not a pure deck-builder; card acquisition and play shape a personal engine tied to the board and actions.
- End-game engine and scoring tension — Players aim to place stars on their base and advance abilities, racing to achieve four stars before others.
- Integrated deck-building progression — Not a pure deck-builder; card acquisition and play shape a personal engine tied to the board and actions.
- Modular board — Players reveal tiles, encounter guardians, and uncover resources as mechs move across a large board.
- Modular hex map exploration — Players reveal tiles, encounter guardians, and uncover resources as mechs move across a large board.
- Resource/Power economy and corruption vanquishing — Power and GU energy are spent to vanquish corruption on tiles, driving progression and ability use.
- Space blocking and non-violent competition — No direct combat; players interact primarily through blocking spaces and racing to explore first.
- Table presence and card-tuck mechanics — Cards are tucked under the mech boards using raised tabs to manage the hand and actions without clutter.
- Worker tokens as resources — Colored workers function both as workforce and a resource pool used to pay costs and activate abilities.
Video topics + discussion points
Quotes (from this video)
- Expeditions is the spiritual sequel to Scythe.
- it's a race to explore the most as quickly as possible before anyone else can.
- it's a solid game.
- go in with the mind of Expeditions this isn't Scythe.
- this is Expeditions.
References (from this video)
- Engaging card-driven engine-building that scales with player count
- Strong replayability driven by companions, mechs, and a large card pool with varied powers
- Beautiful, thematic artwork and components that evoke the world well
- Solid solo mode with approachable yet competitive AI bots
- Pacing that shifts noticeably from the first half to the second half of the game
- Two-player sessions are quick and tight, offering a fast, satisfying experience
- Tone and weight are lighter than some players may expect from Scythe-era titles, which can disappoint heavier-game fans
- Tile real estate on the board is substantial; some players may feel space-heavy components dominate the table
- Four-player games can feel longer and slightly more chaotic, potentially reducing pacing benefits for some groups
- Interaction is more about space competition and card acquisition than direct combat, which may disappoint players seeking heavy interaction
- Deck-driven exploration where players assemble and manipulate a personal engine while racing to complete Glory-based objectives.
- A modular board exploration experience set on a distant world with a focus on uncovering locations, managing resources, and racing to fulfill goals.
- Procedural, mechanically driven exploration with a light thematic overlay rather than a strong, scripted narrative.
- Scythe
- Rise of Fenris
Mechanics (from transcript analysis)
- Boasting / Glory tokens and goals — Glory tokens are earned by meeting goals and can trigger an additional endgame phase when players reach the required thresholds, creating a national race to finish.
- Card-driven resource generation and worker placement on cards — Cards provide the primary actions, including gaining coins, workers, or triggering power-based effects; workers placed on cards enable additional bonuses and synergies.
- Companion and mech variety — Different character companions and mechs introduce stable variety in each game, affecting starting powers, secondary actions, and movement possibilities.
- Deck management / hand optimization — Players start with a small hand and progressively add cards to their deck; many cards are tucked under the player's mat to gain power or points, creating a dynamic tension between short-term actions and long-term engine shaping.
- end game bonuses — The game ends after a player places their fourth Glory token; then all players finalize scoring for coins, corruption, items, and Glory tokens.
- Endgame timing / four-Glory trigger — The game ends after a player places their fourth Glory token; then all players finalize scoring for coins, corruption, items, and Glory tokens.
- Location exploration and map token collection — Moving around the board reveals spaces, flips tiles, and earns map tokens that are needed for certain goals and to unlock later abilities.
- Melding / tucking under mat — Meteorite, quest, and item cards can be tucked under the mat to grant coins, powers, or points, forming a core endgame trigger and engine-tuning layer.
- Solo mode with ATOMA bots — A modular solo system using bots to simulate opponents, with multiple difficulty levels and scalable timing that preserves the race feel.
- Solving / quest stacking — Quest cards tucked under the mat increase victory points, creating a targeted path to score while balancing immediate actions.
- Three-action engine with forced refresh — On most turns, a player moves their cube to cover one of three main actions, then performs the other two actions; a refresh action redraws all cards and prepares the next turn, enabling a rapid tempo and shifting options.
- Upgrading / tucking under mat — Tucking items under the mat grants ongoing powers and point potential, influencing long-term planning and power pacing.
- Vanquishing corruption — A mechanism that removes corruption tokens to open up more powerful actions and progression paths, contributing to endgame acceleration.
Video topics + discussion points
Quotes (from this video)
- this is a sequel to sithe but it is quite a bit different
- it's a race for exploration
- this is a much much lighter gaming
- the art in particular I think the art inspired the original game
- the components... they knock it out of the park
- the art across the board is stunning
- two players it's super fast and we play a whole game in 40 45 minutes
- it's a midweight card game
- being able to explore and see a lot of that map as you play is very satisfying
References (from this video)
- Strong integration of deck-building with worker placement
- Accessible solo play through automa mechanics
- Clear end-game path via boasting and quests
- Cooperative-leaning mechanics where helping others aids you
- Upgrading items and melding meteorites adds strategy
- Large physical footprint and bulky components; tiles could be smaller
- Learning curve for new players and first-time play
- Overhead camera can make details hard to see in recordings
- Cooperative-leaning exploration with competition via glory tokens and AI objectives
- Modular map exploration with base camp, map tokens, corruption tokens, and automa AI
- Rule-driven, with player narration and strategic decision-making
Mechanics (from transcript analysis)
- Automa AI deck — An AI decision deck and glory card drive automa actions, progress, and tile effects.
- Boast actions and glory tokens — Placing glory tokens on base camp via boast actions; drives end-game scoring.
- end game bonuses — Score via glory tokens, map/corruption tokens, and upgraded items; mastery of quests increases value.
- End-game scoring and upgrades — Score via glory tokens, map/corruption tokens, and upgraded items; mastery of quests increases value.
- Quests and solvability — Solving quests grants rewards; some require discarding or spending resources.
- Tile-based exploration and map tokens — Map tokens reveal objectives and locations; tiles spawn corruption tokens.
- Tile/Map Shifting — Map tokens reveal objectives and locations; tiles spawn corruption tokens.
- Vanquish and corruption management — Spend guile/power to remove corruption and unlock item upgrades.
- worker placement — Gaining green/blue workers to activate abilities and perform tasks.
Video topics + discussion points
Quotes (from this video)
- I love this game so far
- the AI was very easy to manage
- I like how there's kind of like a deck building aspect worker placement for sure
- the tiles were a little smaller so it could take up less space
- the overhead camera to show as much as I could
- I really need to make my way to a boast area
- I love this game
References (from this video)
- Beautiful art on minis and cards
- Nice insert and packaging
- Eco-friendly bags
- Five-player support with organized storage
- Solo mode support via Automa Factory
- Large box that takes up table space
- Repacking the insert cover can be fiddly
- Array
- Siberian Expedition
- journal-entry
- Scythe
Mechanics (from transcript analysis)
- automa / solo mode — Solo mode provided by Automa Factory to enable single-player play
- Card-driven actions — Companion and Atoma cards grant abilities and actions; players gain and activate these cards
- Hex-grid / modular board — Uses a hex-based map with multiple boards that can be arranged; hexes are present on the board structures
- Miniatures with color bases — Five miniatures with color-coded bases to indicate ownership and tracking; storage solutions for components
- Resource tracking & scoring tokens — Various tokens and markers used for tracking and scoring, including tracking cubes and stars
Video topics + discussion points
Quotes (from this video)
- Captain's Journal it's a Siberian Expedition over here
- the new game smell is very strong
- these bags are eco-friendly or biodegradable of some kind
- I should be able to do at least a partial playthrough or tutorial
- I think my experience with Scythe ... it was a little less than ideal for a solo gamer
References (from this video)
- beautiful looking, strong IP
- standalone with accessible pacing compared to Scythe
- prototype impressions were positive; final production unknown
- action selection with exploration on a shared map
- standalone spin-off of Scythe in the same universe
- non-combat exploration emphasis
- Scythe
Mechanics (from transcript analysis)
- action selection — generate and select actions via action cubes and cycles
- exploration and hex tile exploration — tiles on the map are explored with limited combat compared to Scythe
- hexagon grid — tiles on the map are explored with limited combat compared to Scythe
Video topics + discussion points
Quotes (from this video)
- it's a table filler
- it's a beast of a game
- it's absolutely magical
- the system is fantastic
- we really want to play
- Expeditions yes and we missed it yes cuz it's a spin-off of Scythe
- Endeavor Deep Sea is a new game from the series of Age of Sail
- Endeavor Deep Sea looks stunning
- Nucleum is nuclear power themed is an alternative future
- gives me brass vibes
References (from this video)
- family-friendly],
- educational text on cards adds flavor
- simple to teach
- may feel lightweight for some players
- educational exploration and travel
- world exploration with global routes and points of interest
- route building with shared expedition cards and text references
- Ticket to Ride
Mechanics (from transcript analysis)
- set collection — players contribute cards to expeditions that are shared and contested by all players.
- set-collection / route building — players contribute cards to expeditions that are shared and contested by all players.
- Simultaneous Actions — all players influence routes and destinations through card play.
- simultaneous interaction — all players influence routes and destinations through card play.
Video topics + discussion points
Quotes (from this video)
- it's the magic of editing
- this is the game of the month that we love the most, the most that we play
- Harmony is an easy buy, for yeah it's a good place price point and an excellent production
- Patchwork with bees, or Flower Fields, is absolutely lovely
- we love all of the reward stuff, we love all of that
- we're building together with you guys
- Different Strokes for Different Folks
- Ironwood was our November 2024 game of the month
References (from this video)
- Strong action selection with a clean, card-driven engine
- Solid base solo mode included in the core game (no expansion required to play solo)
- Clear thematic tension between exploration and corruption management
- Visually appealing components and modular map tokens that add variety
- Engaging end-game tension with four-star and boast mechanics
- Setup and ongoing component tracking can feel fiddly in a solo run
- End-game tracking and AI behavior can be nuanced and potentially confusing for new players
- Can require significant table space and organization to manage cards, tokens, and swaps
- Exploration, resource management, and tactical card-driven engine building
- Modular map exploration with a boss-like automaton AI and quest-driven objectives
- Array
- Scythe
- Tapestry
- Rolling Realms
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Expeditions is a wonderful game I am so excited to play this solo.
- Expeditions is a wonderful game and I absolutely love Expeditions.
- Expeditions is very fun solo.
- Expeditions does feature multi-use cards, which I really enjoy.
- The solo mode is included in the base game.
- I prefer Expeditions over Scythe.
References (from this video)
- Adds new play options for fans
- Keeps core game balance
- Consolidation into one box increases packaging
- Mech combat and exploration
- Dueling game expansions within the Scythe universe
- Compact expansion with miniatures
- Scythe
Mechanics (from transcript analysis)
- mini-games — Adds plastic mechs and optional new components.
- Miniatures / expansion box — Adds plastic mechs and optional new components.
Video topics + discussion points
Quotes (from this video)
- This is not my house. This is a vacation property here.
- We're here on a little mini retreat to all work together in the same place for a few days.
- I am in Phoenix, Arizona with all seven of my co-workers.
References (from this video)
- Rich, thematic world with a familiar vibes from Scythe
- Deep tableau-building and multi-action planning
- Complexity can lead to analysis paralysis
- Some familiarity with the Scythe universe helps but is not required
- tableau building, exploration, and worker placement
- World of Sythe, in the same universe as Scythe
- strategic, world-building flavor
- Scythe
Mechanics (from transcript analysis)
- exploration and optional tiles — tiles are flipped or revealed as the game progresses, expanding options
- tableau building — players build a tableau of cards to enable actions and combos
- worker placement — a movable mech covers an action on the board, restricting and enabling other actions
- worker placement with a moving mech — a movable mech covers an action on the board, restricting and enabling other actions
Video topics + discussion points
Quotes (from this video)
- this game makes my brain feel really good
- I am absolutely obsessed with this game
- I love playing this one solo I've been obsessed with it recently
- it's such a cool puzzle
- cooperative deduction game
- Expeditions is absolutely fantastic
- I absolutely love it
References (from this video)
- engaging, asymmetric map exploration
- varied player actions and strategic depth
- replayability with different goal sets
- not as widely owned; sometimes hard to obtain accessories
- learnability can be steep for new players
- exploration and quest completion
- mechs exploring a hex map with goal-oriented play
- goal-driven progression with action selection
- Scythe
Mechanics (from transcript analysis)
- goal_based_scoring — complete end goals to gain victory points
- hand_to_board_card_mechanics — cards in hand can be played/placed via worker/mech actions
- hex_map_exploration — discover hex locations that unlock actions and rewards
Video topics + discussion points
Quotes (from this video)
- Darwin's Journey is my number one game of 2023
- Raising Robots is wonderful
- this is such a good game
- Barcelona is absolutely stunning and the chaining is satisfying
- Expeditions is not like Scythe
- the art project is absolutely fantastic
References (from this video)
- Strong card play and engine-building synergy
- Engaging exploration with tangible rewards on map tokens
- Coherent fit with the Scythe-inspired world while retaining identity
- Smooth ramp-up with the hero worker leads to quicker engagement
- Some base-game usability aspects were suboptimal (addressed by expansion)
- engine-building, exploration, territorial expansion
- Exploration-driven engine-building in a shared world akin to Scythe
- DNA crossover with Scythe, thematically linked to the world
- Scythe
Mechanics (from transcript analysis)
- Card play / hand management — Using a pool of cards to trigger actions and build your engine
- Compound Scoring — Scoring elements that resemble Scythe's scoring structure
- Exploration / map token mechanics — Reveal hexes and gather rewards as you explore the map
- hand management — Using a pool of cards to trigger actions and build your engine
- Scoring synergy with Scythe-like outcomes — Scoring elements that resemble Scythe's scoring structure
- worker placement — Workers used to activate actions and develop your engine
- Worker usage and placement — Workers used to activate actions and develop your engine
Video topics + discussion points
Quotes (from this video)
- Gears of corruption in this one little box coincidentally addressed the three issues that we had when we played Expeditions
- Gears of corruption is a perfect expansion
- it does all three of those things
- final thoughts ... if you have played neither I think you could just play Expeditions and you will be fine
- I would highly highly recommend getting Gears of corruption
References (from this video)
- Fast, simple turns that keep the experience flowing.
- Engaging solo experience with a quick AI opponent.
- Strong card-play system with synergy and tactical depth.
- Dialable difficulty for solo play via five AI levels.
- High production values and strong artwork.
- Clear tension from a race to achieve objectives.
- Overproduced box size and production not matching a smaller footprint.
- Marketing framed as a Scythe sequel leading to misaligned expectations.
- Unbalanced mech-like powers in solo mode (some are clearly more useful).
- Less appealing for higher player counts; shines best solo or at low player counts.
- Can feel generic or overproduced relative to its streamlined gameplay.
- Meteoric corruption, exploration, resource management within a streamlined design.
- A world where meteorites fall from the sky and corrupt the land; exploration and settlement themes drive the action.
- Abstract, thematic with a sci-fi/fantasy flavor; emphasizes engine efficiency and solo play.
- Scythe
- Tapestry
Mechanics (from transcript analysis)
- AI Opponent — A streamlined AI that acts quickly, often just moving and obstructing spaces; can be dialed in with difficulty levels.
- Card-driven actions and multi-use cards — Cards have multiple uses, enabling different actions; you may tuck cards for resources or ongoing abilities.
- End-run and scoring via achievements — Players race to achieve objectives; scoring is driven by achievements and card-driven resources.
- Map and tile activation — Players activate map tiles for actions and resources, driving map-flow and spatial decisions.
- Multi-use cards — Cards have multiple uses, enabling different actions; you may tuck cards for resources or ongoing abilities.
- Simultaneous Actions — On a turn you perform two of three options: move, play a card (with possible bottom-ability), resolve it and activate a tile; sometimes all three.
- Tile/Map Shifting — Players activate map tiles for actions and resources, driving map-flow and spatial decisions.
- Turn actions — On a turn you perform two of three options: move, play a card (with possible bottom-ability), resolve it and activate a tile; sometimes all three.
- worker placement — Certain worker pieces enable bottom-of-card special abilities and interact with tile actions.
- Worker-based card activation — Certain worker pieces enable bottom-of-card special abilities and interact with tile actions.
Video topics + discussion points
Quotes (from this video)
- Expeditions is being marketed as a sequel to Scythe.
- This is a much more streamlined simple AI system.
- It's a game about meteorites falling from the sky and corrupting the land.
- I don't find it boring at all, I think it's a really interesting game, especially as a solo game.
- The turns are fast and simple.
- Overproduction in the big box doesn't match the actual scale of the game.
- The marketing and the box size create misaligned expectations.
- Some of the mech powers feel unbalanced in solo play.
References (from this video)
- Clear onboarding through live teaching while playing; the host walks through decisions in real time.
- Strong thematic cohesion with a dramatic corruption mechanic and a mission-oriented arc.
- High degree of player agency and multiple viable paths for scoring (quests, upgrades, boasting).
- Card-driven interactions provide ongoing loops of gain, spend, and refill that feel satisfying and tactile.
- The tiger companion (Changa) adds flavor, narrative weight, and practical synergies with blue workers.
- The game’s complexity can be intimidating for new players; setup and tile bookkeeping are non-trivial.
- AI behavior can feel repetitive or punishing in late-game phases when corridors and tiles become locked behind glory thresholds.
- Reliance on randomized tile reveals and corruption draws introduces variance that can skew optimal strategies.
- Tracking the order of exhausted cards is important for effect references; misordering can lead to confusion during play.
- Exploration, resource management, and artifact-driven progression against a spreading corruption, with a sci-fi frontier aesthetic and a pet companion motif.
- Post-apocalyptic Siberia after a meteor strike unleashes a dormant corruption; players assume the roles of war heroes who privately fund expeditions to cleanse corruption, locate artifacts, and gain glory.
- First-person, tutorial-forward playthrough with step-by-step onboarding and live commentary; emphasis on emergent strategy through card-driven actions and tile exploration.
Mechanics (from transcript analysis)
- end game bonuses — Quests completed, corruption cleared, upgrades owned, map tokens gathered, and boasting actions contribute to end-game scoring and victory.
- hand management — Cards in hand may be played or moved to an exhausted area; certain abilities let cards enter hand directly, bypassing the exhaust track.
- hand management and exhaust — Cards in hand may be played or moved to an exhausted area; certain abilities let cards enter hand directly, bypassing the exhaust track.
- opponent AI (OToma/Ota and mechs) — OToma/mechs act via a deck with movement, glory thresholds, and actions like sweeping and map actions; their behavior shapes tile accessibility and pacing.
- quests and solving — Quests are a card type that provide long-term goals; solving quests yields resources, powers, and end-game scoring momentum, and some keep core values as rewards.
- Reclaim as Action — A core action that spends power and/or guile to remove corruption from a tile, unlocking new tile actions and shifting the board state.
- Resource management — GU (glory/utility), power, map tokens, and workers are tracked; tokens trigger actions, upgrades, and scoring opportunities.
- resources and tokens — GU (glory/utility), power, map tokens, and workers are tracked; tokens trigger actions, upgrades, and scoring opportunities.
- scoring and end-game conditions — Quests completed, corruption cleared, upgrades owned, map tokens gathered, and boasting actions contribute to end-game scoring and victory.
- setup and tile exploration — Tiles are randomized and arranged into southern, central, and northern zones; exploration reveals new map tiles and potential corruption on tiles.
- Upgrades and persistent abilities — Upgrading items via gather actions or other triggers grants permanent bonuses, reducing reliance on placing workers on tiles.
- Vanquish — A core action that spends power and/or guile to remove corruption from a tile, unlocking new tile actions and shifting the board state.
Video topics + discussion points
Quotes (from this video)
- Expeditions this is being built as the sequel to the mega hit side really
- gameplay-wise they don't share much in common (with the previous title)
- we're playing as war heroes who have privately funded our own Expeditions hoping to clear the corruption
- the Highlander Mech this Mech has a special ability that's going to let us gain cards directly into our hand
- Olga and her awesome tiger companion changa
- we're going to be using the Vanquish action in order to remove that corruption
- Vanquish and you can Vanquish as much as you want on the tile that you're on
- the blue Mech is sweeping, wow, sweeping a lot of cards here adjacent to these three
- we gain a blue worker here and chonga is going to let me gain one exposed benefit from an adjacent location
- Quest cards require placement and activation; solving quests yields rewards
- we end the game after gathering enough stars, claims and boasts occur, and we total up points
- upgrades provide persistent bonuses and reduce reliance on workers
- we hoard power and GU to execute Vanquish combos on the board
- the corruption tokens on tiles are a constant pressure—clearing them unlocks new options
- we rescue cards from the exhausted pile and reuse them to fuel future actions
- boasting becomes a pivotal end-game mechanism that can swing final scores
- the map tokens act as victory points at the end and steer end-game decisions
- the Sasquatch-like tiger companion is a narrative device that ties to the artifact quest line
- the synergy of items on the board creates ongoing effects that chain through turns
- this is a deliberate slow burn of engine-building and tile mastery, not a quick tactical burst
- the game rewards long-term planning through four completed quests for end-game stars
- the sense of exploration is reinforced by the process of revealing new tiles and discovering corruption patterns
- you feel the tension of marching the mechs while managing your own resource engine
- end-game scoring hinges on a mixture of quest count, corruption cleared, upgrades, and boast bonuses
References (from this video)
- evokes engine-building feel of Scythe while being distinct
- beginning of game boost may speed early progress, which some players wanted
- engine-building, optimization, with first-person art and encounters
- engine-building and exploration on tiles with mechs
- episodic exploration
- Scythe
Mechanics (from transcript analysis)
- engine building — build and optimize a personal engine to advance on the map.
- engine-building — build and optimize a personal engine to advance on the map.
- one mech per player — each player controls a single mech on the board.
- Player Board | Main Board — each player controls a single mech on the board.
- Tile-based encounters — encounters appear as tiles instead of cards.
Video topics + discussion points
Quotes (from this video)
- giving players some starting resources at the beginning of the game... we like to give players a little boost
- a tiny formatting thing that actually makes a big difference
- the back of the box content packaging decision required a separate sheet to show the component list
References (from this video)
- 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
- Reclaim as Action — refresh action to return played cards to hand and reset action cube for next turn
- 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
- set_collection — collecting card/tiles sets to place victory stars
- Tile/Map Shifting — move a mech 1-3 spaces, reveal unrevealed tiles, and activate effects
- 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)
- 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)
- 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.
- 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.
- 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