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2017 · 1-5 players · 50min · weight 1.87 · 8,020 ratings
port: no portdifficulty: Easy
BGGv4 widev4v4 deep5Sources2Rules cardCandidate0.594Deep dive
Bayes
6.64
Users rated
8,020
Owned
14,656
Wishing
2,556
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Play expedition cards in order left to right to advance your team through jungle events, managing food, ammo, and health as resources.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
2
Narrative
2
Challenge
2
Fellowship
2
Discovery
2
Expression
1
Submission
2
Mechanic-interaction primitives (5)
- [3]hand_management_under_draw— “Cooperative Game, Hand Management listed — make the best of your food, ammunition, and health”
- [3]feeding_pressure— “Make the best of your food, your ammunition, and your health — recurring resource drain forces choices”
- [2]escalating_threat— “Choose your path carefully to ensure you're ready for the pitfalls that may occur in the jungle”
- [1]communication_constraint— “Cooperative Game listed; play solo or cooperatively — card order constrains discussion options”
- [2]event_deck_seeded_threat— “plunge deep into the jungle — event cards create predictable but dangerous spikes in difficulty”
discovery_score: 0.205
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Coop survival arc with attrition_resource_triple delivers Pandemic-style climax tension. Communication is light (open card play) but card_order_programming gives genuine inter-player payoff stacking — solid coop shape. | 6.50 | 8.0 | 9 | 5 | 9 | 5 | 7 | 7 |
| Balatro Card_order_programming + expedition_survival_arc give a clean roguelike-survival arc and 50min is borderline-acceptable for Balatro shape. Attrition_resource_triple compounds losses but no joker-multiplicative stacking. | 5.90 | 7.0 | 8 | 4 | 8 | 5 | 7 | 7 |
| Wordle Single-session win-or-die structure has share-output potential (expedition-result summary) but 50min vastly overshoots Wordle's 60-90s ceiling. | 5.10 | 7.0 | 4 | 3 | 7 | 5 | 7 | 6 |
| Cozy Cooperative + Solo triggers Coop-or-Solo tier (no cap). But escalating_threat + feeding_pressure + jungle-death are anti-cozy primitives — surviving is the win, dying is permanent. Tone is grim-pulp not gentle. | 4.90 | 5.0 | 7 | 3 | 6 | 4 | 7 | 6 |
| Snap Solo/coop card-survival doesn't map onto Snap's adversarial 3-min match — no factional play, no location reveal. | 4.60 | 6.0 | 4 | 3 | 6 | 4 | 6 | 5 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.229
wish_norm×0.180.500
compress_norm×0.170.500
diff_norm×0.201.000
port_headroom×0.151.000
fit_score (total)0.594= 0.594
Difficulty reasoning
Solo/co-op card programming with attrition curves is a clean fit for mobile; the event resolution can be automated.
Closest loop translation
none yet
Sources (2)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG comments0.75LLM memory0.10
BGG tags
Mechanisms (3)
Categories (3)
AdventureCard GameExploration