Frequently Asked Questions
We're currently planning on using a transshipper in Germany for all EU orders. By using a transshipper, we can pay VAT on our end based on the manufactured cost of things. If your country has customs handling fees, you may still have to pay those, but we're glad we'll be able to save our European Union backers VAT fees.Last updated:
Yes! If you have sharp eyes, you may have noticed the symbols used on the prototype cards. We haven't completed the design on the symbols for Money, Heroism and Skullduggery for the final version of the game, so the mockup cards don't have them yet. In addition to symbols, I very intentionally chose colors that are distinguishable by those with the most common types of color-blindness.Last updated:
When designing Incredible Expeditions, I approached the problems of variable number of players and different play modes differently from most board games. I set out from the start to design a game system that is quite modular, that can be adapted to many different play modes. The play modes for solo, competitive multiplayer and cooperative multiplayer are all specially tuned to work well.
The major way I do this is with creating the “board” layout with random Location cards and having a wide-variety of Encounters. Each Location poses a new condition to the player(s) that can change the dynamics of interaction while there. And when it came to the Encounters, while built around a tight difficulty curve, I worked a lot on giving each its own flavor through the mechanics of each card that greatly affect how a player might approach them.
A few of the cards are turning out to be more or less difficult based on the number of players, which is one reason I’m playtesting with different-sized groups and taking plenty of notes to continue tweaking game balance. I expect to be making minor tweaks to cards for a while longer to get the best balance possible across players. My husband and I often play games two-player, so that’s one area I know works especially well, and most of our playtests have been for four players so that too has seen a lot of test coverage and tweaking.
The general pace of the game also varies, depending on the group it’s played with – some folks are more cautious and it leads to a slower-paced more careful strategy game, and some groups are all about the race and they eek by, barely surviving to the end. Depending on how many gaming groups you play with, you could find that adds even more variety to the game.Last updated:
For the basic competitive (or solo) game, with the recommended basic layout, the game takes roughly 1/2 hour per player, plus a little setup time to shuffle the decks, etc.
Of course, the beauty of having a modular system with the Locations is that you can easily increase or decrease the play time of the game by 25% by adding or removing a layer of Locations between Port City and Atlantis.Last updated:
Incredible Expeditions can be played competitively, and what's great is that the level of conflict is entirely dependent on the game group.
You can play a competitive game in more of the Euro style, in which there is little to no direct conflict and each player focuses on their own resources to make it through the harrowing journey. Or, you can play a game full of scheming and backstabbery, it all depends on which cards you Acquire for your ship and how you play them.
There are ways you can backstab other players during their expedition, but most of them require specific Crew or Resource cards to be purchased, which takes away resources from strengthening your own ship and since you lay out the cards you Acquire face up, everyone knows what you're buying.
The ways to grief the other players include:
1. Hire a Crew onto their ship that is kind of annoying (but can be ultimately useful since they can use that Crew and they didn't have to pay for them). For example, the Assassin Bodyguard will murder the last Crew hired onto that ship... but she also has one of the highest Skullduggery skills in the game.
2. Buy a Curse to later place on another ship to partially disable a random Crew.
3. Play a card to force another player to redraw an Encounter -which is most useful when they're using a Seer to stack the Encounter deck in their favor.
4. Play a card to force another player to face an Encounter when they're not prepared to do so. This generally forces that player to decide between using up the special sauce they've been holding back or lose the random Crew that comes with leaving an Encounter undefeated.
5. There are specific Encounters that allow other players to spend tokens to increase the difficulty of that Encounter.
6. And lastly, there are certain Crew and Resource card abilities that you can play to help yourself OR hinder another player. For example, the Strange Tincture card lets you Refresh or Exhaust any one Crew... you might use it to keep your own Crew at the ready, or knock out another player's Crew at a critical moment when facing an Encounter.Last updated:
The only times dice are currently used in the game is to determine which random Crew is Lost or Cursed as the result of a Location or Encounter. This generally happens only every couple turns. So if you don't mind sharing dice, you actually only need one.Last updated:
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