One Page Expedition: Review
Information:
Mechanics: Roll and Write, Area Control, Print and Play
Player Age: 9+ Player Count: 1 - 4 PlayersTime to Play: 10 - 20 Minutes
Game Designer: Kristoff LagartoGame Artist: Kristoff LagartoPublisher: PolterdiceYear Published: 2023BGG Weight: 1.80Disclaimer: A review copy for the game was provided by the Dice Pen they have more print and play games at their site here.
Player Age: 9+
Game Designer: Kristoff Lagarto
Introduction:
One page expedition is an area control roll and write game about exploring territories and regions while trying to gain the majority control. One of the exciting parts of this game is that the base game comes entirely as one sheet. This creates the perfect portability for a quick area control game on the go.
Sheet Anatomy:
Map:
Each expedition has a map at the centre of the page. This map is made up of regions depicted by different coloured territories and identified by a number. There are also dotted lines separating the territories, which are identified by a letter of the alphabet (A-F). The starting locations of each of these territories are shown by the sector compass in the middle of the map.
Sector Wheel:
There are six numbers located around the sector wheel. These will determine which territory a player can add a camp to during their turn. Each value has two territories to chose from, denoted on either side.
Round Counter:
At the start of the first player’s turn they will cross off the previous round, ticking the clock down to scoring. Each player count may include a different amount of rounds as denoted by the number next to some rounds. For example, at four players there is only 9 rounds on this map.
Score Pad:
Across the sheet you will see locations for the territories and regions to be scored at the end of the game.
Setup:
After selecting the expedition each player gains a marker/pen of different colours, as well as two dice for the whole table.
How to Play:
To start the turn the active player will roll two dice, selecting which territory they would like to set up camps in for each dice. The example below would allow them to set up camp in A or E and C or D. If you roll doubles you have the option of re-rolling both dice. When filling a camp, the first camp in any territory can be placed anywhere but every subsequent camp must be located next to a previous camp (friend or foe). The game ends once rounds are played out based on the player count, as shown on the round counter.
Scoring:
Each scoring location is scored individually in the following way; for each region and territory the amount of camps are tallied up, the player with the majority of camps in the scoring area will score the total value of camps as points and the second player will score the amount of camps that the first player had. This will continue for the rest of the players at the location, gaining points for the camps of the player above them.
For example region 4 has three red, two blue, one black camp. The red players will score six points, blue player will score three points and lastly the black player will score two points. Each region/territory is scored like this.
Variant:
When playing with two players each player has an assitant turn after their main turn that helps populate the board but doesn't score the player any points. Thinking diabolically players can hinder other players or build connections for themeself.
Final Thoughts:
- Extremely Portable
- More maps, no dice variant and additional scoring variant.
- Easy to learn but the way to score points makes it a lot harder to pull off.
One Page Expedition is a perfect example of a lightweight roll and write that’s fun to play. It is extremely portable in nature, only requiring one sheet that could be resized before printing. The gameplay is also extremely quick to teach and can be taught in under five minutes. After learning the game though, you will see how tricky it is to gain control over the areas while keeping your opponents from scoring similarly at that location. The hard part is that you want to win regions/terrories but not by a landslide because the second player gains your camps as their score. This game is about toeing the line between having just enough camps in the lead per location, so you win but not lend too many points away. This games still shines in the two player version as you have to determine how best to use your assistant. There are three additional variant maps and two variant ways to play that can be added to this game. If you like area control games and you love fast, decisive roll and writes then this is one to add to your collection.
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