Expeditions

Expeditions

  • Players: 1–5 players
  • Play time: 60–90 min
  • BGG rating: 7.6

How to play

Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.

Here is an overview of how to set up, play, and end a game of Expeditions.

Setup

  1. Each player receives a random mech mat, a matching mech miniature, a player color base snap, 4 glory tokens, and 1 hero worker (p. 13).
  2. Place power and guile tokens on the 0 spot of your mech mat tracks, and place your action token on the Refresh spot (p. 13).
  3. Each player gains a random character card and its matching companion card into their hand, which is kept face up to the left of their mech mat (p. 13, 21).
  4. Place the Basecamp board in the center, and set up the location tiles by placing South locations face up and Central and North locations face down according to the layout diagram (p. 3, 13). Place map tokens on the face-down locations (p. 13).
  5. Shuffle the discovery cards (item, meteorite, and quest cards) into a single deck, place face-up cards in the 5 marked layout spaces, and set up supplies like coins, workers, map tokens, and the corruption bag (p. 3, 13, 24).
  6. Randomly choose a first player to begin (p. 13).

How a Turn Works

On your turn, you shift your action token at the upper right of your mech mat and then either take actions or perform a Refresh (p. 4, 8):

  • Taking Actions: If your action token is on the blank square next to Refresh or within the Move, Play, Gather box, you shift it to cover one of those three actions and then perform the other two exposed actions in any order (p. 4, 8).
  • Refresh Turn: If your action token was covering Move, Play, or Gather at the beginning of your turn, you may shift it to the Refresh spot (p. 1, 4). When you take a Refresh turn, you return all workers placed on active cards to your mech mat and return all active cards to your hand (p. 4, 12). On your next turn, you shift your action token to the blank spot and take all three actions (Move, Play, and Gather) in any order (p. 1, 12).
  • Core Actions:
    • Move: Move your mech to another unoccupied location within range (default range is 1–3 locations) (p. 4).
    • Play: Play 1 card from your hand to your active row to gain its core value (power and/or guile), and optionally place a worker on it to activate its special ability (p. 4, 23).
    • Gather: Gain the exposed benefits at your mech’s location (p. 4).

How the Game Ends

The end of the game is triggered when any player places their 4th glory token on Basecamp (p. 2, 13). Once this happens, all players (including the player who triggered it) take one final turn, with the last turn taken by the player who first placed their 4th glory token (p. 2, 8).

Players then score points based on the following categories:

  • Coins: The total value of all coins gained during the game (p. 2).
  • Glory Tokens Placed on Glory Categories: Coins gained per placed glory token based on the quantity of quests solved, following the Basecamp chart (p. 2, 8).
  • Upgraded Items: The coin amount printed on the bottom right corner of each upgraded item and meteorite card (p. 2, 8).
  • Corruption: Each corruption token scores $2, including the 20-value corruption token (p. 2, 8). The wealthiest player wins, with tie-breakers decided by the greater sum total across all glory categories (p. 2, 16).

This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.