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BoardGameGeek» Forums » Gaming Related » General Gaming

Subject: More of the same Expansions rss

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Rob Harrison
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Stephenville
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Some expansions add lots of new mechanics and complexity to the base game. For instance, Pandemic: On the Brink and In the Lab both add several additional challenges. All challenges change the game play experience with some being variations on existing mechanics and others being completely new mechanics. The different components can be added in one at a time or mixed in together however some expansion 'challenges' cannot be used concurrently. If you were looking for just more basic Pandemic with nothing new to learn you'd only get some new roles and a few new Event cards from the expansions hardly making it worth the purchase price.

On the other hand, some expansions don't do anything (or hardly anything) in the 'new mechanics/complexity' department, and instead just give you more or what you already understand. Pretty much any Dixit expansion qualifies here as well the Mystic Vale: Vale of Magic expansion and Eldritch Horror: Foresaken Lore.

What other expansions would you say add more base game variety, a possible rule tweak/revision or three, but really no added complexity or completely new mechanics to learn?



 
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Matthew Vantries
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Woodbury
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Dark Gothic: Colonial Horror
The expansions for Fortune and Glory: The Cliffhanger Game (and really all of the games by Flying Frog Productions)
Mage Wars Arena
The expansions for Space Hulk: Death Angel – The Card Game
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Richard Irving
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There are basically 3 types of expansions:

Type I: Adds variety with minimal or no rule changes (Any rule changes are due to new terrain not present on the original maps, scenario specific rules, etc.): New maps a train game, new tracks for a raving game, new scenarios for a war game, adding additional players, more powers to a game like Cosmic Encounter. Think Settlers 5 & 6 Player expansion, Mayfair Rails game, Some Age of Steam Maps (England, Scandinavia, France), TTR: Switzerland & Nordic Countries. Most CCG expansions fit here (The cards often change play, but there are no new rules to implement them.)

Type II: Add a substantial rule system to the game, but the game is still there: Think Seafarers of Catan (adding boats). Adding flares and Lucre and Moons to Cosmic Encounter, King & Intregant for El Grande. Most Ticket to Ride Maps fit here (Team Asia, India, Netherlands, etc.) . Some Age of Steam Maps (Korea, Ireland, German, etc.)

Type III: Basically a new game using the old components: Cities & Knights of Catan, UK/Penn expansion for Ticket to Ride, Grand Inquisitor & Colonies expansion for El Grande. A few Age of Steam maps (Italy, Disco Inferno, Mississippi Steamboats.)


A quick word too ub expansion vs. new game: Often it comes to the manufacturing concerns: A good example is Mayfair Rails. No rules change simple change the map, but then you need new cards and load chips. Heck they might as well throw in a some crayons, pawns and money and call it a "NEW GAME"!
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Henrik Johansson
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rri1 wrote:
Type III: Basically a new game using the old components

Advanced Civilization and Civilization should be mentioned here. In this case, the new game is rated very much higher than the old game. Had it been categorized as a stand alone game in its own right, it would still be BGG-ranked in the top-100 today! A waste of ratings that never shows up anywhere, since expansions are not rated (unless explicitly asked for).
 
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Keith B
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Kingsburg: To Forge a Realm Changes combat at year-end.

Sid Meier's Civilization: The Board Game – Wisdom and Warfare also changes combat, drastically.

 
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robininni wrote:
Some expansions add lots of new mechanics and complexity to the base game. For instance, Pandemic: On the Brink and In the Lab both add several additional challenges. All challenges change the game play experience with some being variations on existing mechanics and others being completely new mechanics. The different components can be added in one at a time or mixed in together however some expansion 'challenges' cannot be used concurrently. If you were looking for just more basic Pandemic with nothing new to learn you'd only get some new roles and a few new Event cards from the expansions hardly making it worth the purchase price.

On the other hand, some expansions don't do anything (or hardly anything) in the 'new mechanics/complexity' department, and instead just give you more or what you already understand. Pretty much any Dixit expansion qualifies here as well the Mystic Vale: Vale of Magic expansion and Eldritch Horror: Foresaken Lore.

What other expansions would you say add more base game variety, a possible rule tweak/revision or three, but really no added complexity or completely new mechanics to learn?





Any Star Realms expansion with only bases and ships. Events, Heroes, Gambits and Missions add to the game somewhat, but do not really change how it plays. It just adds new types of cards, so I'd still count them as more of the same.

Ascension: Deckbuilding Game expansions are kind of mixed bag, as they add more of the same but with a small layer of rules that weren't there before, and deeply change how you envision the game, while still keeping the same basic rules. They do not change the way the game plays, but they have more impact that in Star Realms in terms of modifying it (new resources, new zones, new ways to interact.)

Seasons give you the option to completely ignore anything other than the power cards, which add nothing but diversity (and new powers of course, but nothing gamebreaking).

Actually, rather than going through all my games, I'd say: pretty much any card game. Unless you add a board and dice to it, the expansions are mostly in the "more of the same" category. Which is fine by me. If I wanted a new game, I'd purchase a new game.
 
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Paul Goddard
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Mysterium: Hidden Signs expands the base game by just adding more cards to choose from without adding more rules to the game.

Flash Point: Fire Rescue has a number of map packs and characters that be used to expand the base game without changing the core gameplay.

 
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you mentioned Eldritch Horror: Forsaken Lore but all the other expansions should be included. Apart from the focus mechanism which was added in MoM everything you need to know is written on the new cards which in my opinion is a great way of making the integration of new expansions seamless.
 
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Bill L
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Came here to post Mysterium: Hidden Signs goo
 
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ackmondual
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robininni wrote:
Some expansions add lots of new mechanics and complexity to the base game. For instance, Pandemic: On the Brink and In the Lab both add several additional challenges. All challenges change the game play experience with some being variations on existing mechanics and others being completely new mechanics. The different components can be added in one at a time or mixed in together however some expansion 'challenges' cannot be used concurrently. If you were looking for just more basic Pandemic with nothing new to learn you'd only get some new roles and a few new Event cards from the expansions hardly making it worth the purchase price.

On the other hand, some expansions don't do anything (or hardly anything) in the 'new mechanics/complexity' department, and instead just give you more or what you already understand. Pretty much any Dixit expansion qualifies here as well the Mystic Vale: Vale of Magic expansion and Eldritch Horror: Foresaken Lore.

What other expansions would you say add more base game variety, a possible rule tweak/revision or three, but really no added complexity or completely new mechanics to learn?



This varies per game.... Ticket To Ride 1910 would definitely fit the bill. TtR Europe adds Tunnels, Ferries, and Train Stations (so it's not just TtR with a different layout), but in the whole scheme of things, even a TtR game with the Europe expansion is still pretty simple.
 
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Wim van Gruisen
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Expansions for Once Upon A Time add more cards, change the theme of the storytelling a bit, but mechanically it all stays the same (as it should, I think).
 
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