There is something deep and philosophical about flying above the clouds. As we cross over oceans, we have a chance for meaningful fellowship between ourselves, our God and his sky. Just like the plane hurling forward, our lives advance in an irreversible march toward our final destination. ‘Trapped’ in the modern metal cabin we are given the chance to reflect on what we really value. And when we eventually land halfway across the world and spend time in the local culture we realize (if we’re lucky) that our travel has broken through many of the artificial constructs of who “we” are (versus “them”) and shown us that we are all fundamentally people.
Expeditions is my favorite game in the Stonemaier Games portfolio to date. The game is a sequel to Scythe, and continues the narrative years in the future. It has taken everything I loved in Scythe and expanded on it, while chucking out everything I didn’t care for (the combat). Designed by Jamey Stegmaier, Expeditions brings us into an age when a meteorite has crash landed into Siberia and things begin to go sideways for all who encounter it. One team after another sets out to investigate the crash site and they are never heard from again. No one knows what happened to them. Now it’s our turn to find out what’s really going on, each of us leading a competing expedition team into Siberia to bring back desperately needed answers. During a game of Expeditions, all players are seated around the game board, which is made up of individually placed hex tiles laid out as shown above. At the bottom of the game board is an insert affectionately known as the base camp. The base camp holds ...
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