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Expeditions

Expeditions

#382BGG ↗

2023 · 1-5 players · 90min · weight 3.06 · 8,499 ratings

port: no portdifficulty: Medium
BGGv4 widev4v4 deepSources1Rules cardCandidate0.540Deep dive
Bayes
7.11
Users rated
8,499
Owned
16,128
Wishing
4,201

At a glance — v4 wide

Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.

Core loop (micro)

Play cards for power or guile, move mech across tiles, vanquish corruption or gather items, recall to refresh hand.

MDA aesthetic vector (0–3)
Sensation
1
Fantasy
2
Narrative
2
Challenge
3
Fellowship
1
Discovery
3
Expression
2
Submission
0
Mechanic-interaction primitives (5)
  • [3]engine_growth— “card-driven engine-building game; items and quests enhance your mech
  • [3]multi_use_card— “play cards to gain power, guile, and unique worker abilities
  • [2]worker_recall_phase— “use power and guile to vanquish corruption; recall to refresh
  • [2]variable_setup_per_game— “modular board, variable setup; move mech to mysterious locations among tiles
  • [2]delayed_payoff— “victory points as a resource; engine compounds over game arc

Translation candidate

Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.

bayes_norm×0.300.432
wish_norm×0.180.779
compress_norm×0.170.000
diff_norm×0.200.600
port_headroom×0.151.000
fit_score (total)0.540= 0.540
Difficulty reasoning

Engine-builder + light area movement is mobile-friendly; iconography density and tag interactions are the friction.

Closest loop translation
none yet

Rules card

Synthesized from sources below. Readiness: draft-ready. Confidence: 0.67.

Readiness

draft-ready (confidence=0.67, rules=0.65, fun=0.70). BGG rank: 382; year: 2023; weight: 3.06; playtime: 90 min

SourceQualityRoleNote
llm_memory0.65draft synthesissonnet-self-rated-7

Core Loop

Expeditions is a sequel/standalone to Scythe, set in the same 1920s alternate-history world. Players lead mechs across a hex map, collecting cards and mechs, completing quests, and gathering power. The core action structure is: on your turn, play one card from your hand face-up to your tableau (the "lodge"), then take the action printed on that card. Cards have two halves — a top action (take when played to lodge) and a bottom action (available to trigger when the card is later "recalled" or activated). The lodge is your persistent tableau; cards remain there providing ongoing benefits until recalled.

Players move their mech across the map, encounter hexes that reward resources (cards, tokens, power), and complete missions by meeting stated conditions. Power accumulates and is spent on upgrades or mission completion. The map has special locations that provide bonuses when explored.

Turn Structure and State

  • No manual/BGA/transcript source is present; card relies on memory plus BGG context.
  • BGG description anchor: 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, [...]

Win Condition and Arc

The game ends when a player places their 4th star (achievement token). Stars are earned by: completing quests, reaching power thresholds, collecting sets, etc. At end, score stars × a multiplier plus other VP sources. The arc is exploration-first: early game is spreading across the map and building the lodge; mid game is chasing star conditions; late game is triggering the end condition before opponents lock in their advantage.

Decision Primitives

BGG mechanisms: Action Retrieval, Deck, Bag, and Pool Building, Grid Movement, Hand Management, Melding and Splaying, Modular Board, Multi-Use Cards, Solo / Solitaire Game, Tags, Variable Player Powers, Variable Set-up, Victory Points as a Resource, Worker Placement, Different Worker Types

Memory-derived primitives:

  • Card play / tableau building (lodge)
  • Hex movement / area exploration
  • Action programming via card selection
  • Engine building (lodge card synergies)
  • Quest / mission completion

v4 controlled primitives: engine_growth, multi_use_card, worker_recall_phase, variable_setup_per_game, delayed_payoff

Why It Is Fun

The lodge mechanic gives a persistent feeling of building something unique — your tableau develops a personality based on which cards you play and in what order. The Scythe aesthetic and world carry strong player attachment. Shorter than Scythe (~90 min vs Scythe's 2-3 hr) with more focused objectives. The card-play action structure is more elegant than Scythe's strict action-pair system.

Friction and Failure Modes

  • Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
  • Needs at least one stronger rules authority before final extraction use.

Translation and Design Hooks

  • Use this card to ask: which primitive carries the fun if theme/licensing is removed?
  • For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
  • For new tabletop design, look for the tension source and decide whether to preserve or invert it.

Edge Rules and Gotchas

  • When you play a card to your lodge, you take the top action immediately; the bottom action is only available if you take a specific "recall" action (removing the card from the lodge back to hand)
  • Recalling cards is the only way to re-use bottom actions, but it shrinks your lodge (and its passive benefits) until you replay cards
  • Some hexes have encounter tokens — when your mech moves onto a hex with a token, draw and resolve an encounter card (choose one of two options); token is discarded
  • Corruption tokens accumulate on your mech when you take certain actions; end-game penalty for unspent corruption
  • Boosted cards (flipped face-up by specific effects) grant upgraded versions of their actions — a meaningful distinction that rewards card sequencing

Sources Used

[
  {
    "kind": "llm_memory",
    "path": "data/llm_memory_sonnet/379078.md",
    "quality": 0.65,
    "note": "sonnet-self-rated-7"
  }
]

Sources (1)

Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.

LLM memory0.65