On to the specifics of the game. Incredible Expeditions uses a lot of interesting mechanics coupled with excellent art and components to create a captivating game that can be brutal and cut throat given the type of people you choose to game with. Let’s dive into the mechanics first.
To start off, one of the most unique things about the mechanics is that it allows for the game to be played competitively, cooperatively, or solo. This is not something that I have seen very much of. My favorite version of the game by far is the competitive version. That is the version of the game that I described above. The Co op challenge is actually even more difficult, where each player will crew their ship independently but will take on challenges together. The twist is that this version of the game will introduce the peril mechanic which makes each encounter far more difficult and potentially game ending. Paired with the additional rule that you can only make use of your characters a certain amount of times and you have a very difficult mission ahead of you. The solo variant also uses the peril and limited rest mechanics but not nearly as crippling as the co op version. I have yet to beat this game on solo. It’s a beast from hell.
The main mechanics involved are a robust economic system based on money, heroism, and skullduggery. Each of these resources will be used to purchase crew members, relics, and curses that you can use on your journey. These same units of currency are used to defeat the perilous encounters that you will come across on your travels through the strange lands of Incredible Expeditions.
Deckbuilding is also a major mechanic involved in the game. Each of the items, actions, and curses that you purchase will go into a deck that you can draw from to assist you on your journey. You might have a strange relic that will bring you good fortune, an action that will allow one of your crew members to give up their lives to valiantly save the others, or a curse that will lock one of your opponents crew in a neverending nightmare. Cycling through these and weeding out the resources that don’t work so that you can use the more effective ones more often are a crucial element to the game
There is also an exhaust/refresh system in play that your crew members will use. In order to use your crewmembers abilities you must exhaust them, leaving them unable to be used until they take a turn to refresh. This will leave you to make some hard decisions when you are in a dead heat with your competitors and have to decide between pushing forward without the help of some key crew members or stop to rest and play it safe so you can have a stronger team for the next encounter.
Finally the take that mechanism will keep your opponents on their toes. Having a few curses to sling at your rivals will keep them second guessing whether they should risk pulling ahead of you when you might be able to take out a crew member or make their next encounter more difficult to defeat. If you have ever played Munchkin and had every player at the table throw a wandering monster at you just as you’re about to win the game you will be very familiar with this feeling of intense rivalry.
The artwork of this game is stunning. Honestly the thing that first piqued my interest in this game was the detail and splendor that was put into their booth at Gen Con 2014. Then after being drawn in by the charming booth and friendly staff the brief demo of the game showing off all of its artwork and components was all I needed to preorder a copy of this game.