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Review: Expeditions
Designer: Jamey Stegmaier
Solo Designer: Morten Monrad Pedersen
Artist: Jakub Rozalski
Publisher: Stonemaier Games
Year Published: 2023
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.
Review:
Initial Impression/Components:
The game comes with an impressive bundle of components as shown in the image below, copied from publisher’s website. Stonemaier is famous for setting the bar for quality components that are well thought out, functional, and the highest quality design. The 5 Mech miniatures will be the favorite of many gamers, and for good reason, but my favorite component was actually the location tiles. When you also consider their function in the game, it made them an easy choice.
I got to do two for this but the true favorite is the action selection mechanic. You have 3 core actions and one action cube to cover 1 and you get to perform the other 2. On any turn, you may do neither of these core actions, and choose to refresh, returning all workers and cards back to a ready position. Another cool part of this is immediately following a refresh, you get to perform all 3 core actions so it doesn’t feel like a punishing turn to refresh because you get an empowered turn on your following turn.
The use of deck building/hand management to also create layers and combos through the use of different color workers was great. I especially liked how it limited a run-away victor because no one could quickly get access to all workers and/or cards they needed to pull off satisfying combos or overly rewarding turns. In a similar fashion, the corruption tokens created another limiting factor that could hold control over the pace of the game and give players a feeling of growth and climax finish.
The rules for the game are surprisingly light from what I had expected. A general turn consists of 2 of the following 3 actions or a refresh action.
Move: Move your mech to another unoccupied location within range (1-3 locations).
then return all active cards to your hand.
The full rulebook, solo rulebook, and acheivement sheet can be found on Stonemaier’s digital drop box here
– Controlling the pace of the game
– Lots of cards and combos to create
– Exploration of new tiles
– Close games and exciting finish
– Clear ruleset that feels lighter than the amount of game experience you get in return
– Harder to get onto spaces you need with higher player counts
Here’s a link to the game on their website:
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Brad Hiscock, aka “Zerility”, is a construction project manager and electrician by trade who was the owner of a 6-time award winning electrical company. His passion for board games has led him from playing hundreds of original titles to creating a design and publishing company of his own, Convivial Games. As an up and coming collaborator on many projects, he is always eager to try new games and meet new people.
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All of Brad Hiscock, aka “Zerility”‘s reviews can be found HERE.









