With the huge upturn in game play generally, but especially during COVID lockdowns, many popular games are getting expansions. Like movie sequels, expansions can be a mixed bag. It also seems just as many are coming out with expansions in mind from design.
For me a game needs to be re-playable, deep and balanced. Some are designed to grow, some are poorly designed, needing help and some are blatantly incomplete without add-ons.
In this post, I am going to think out loud about this phenomenon and the effect it has had on me in particular. I will also look at the different dynamics at work and their effect on my “happines quotient”.
Everdell
Everdell is an example of a game that can function perfectly well on its own, but also has room for expansion. Three expansions (Spirecrest, Pearlbrook, Newleaf) add dynamics that change the game at a fundamental level. They add full sized boards, new game winning options and a shift in emphasis from the feel of the base game to something different.
There are several other expansions, some full expansions, but only adding small or no extra board space (Bellfaire, Mistwood), some are small parts of deluxe content (Legends, Extra Extra), that are all designed more as enhancements to the base rather than changes and even some that empower solo play (Rugwort/Mistwood). Interestingly, the makers of Everdell seem to warn against using too many expansions at once, which is nice.
Everdell is a prime example of a game that is beautiful, deep and reasonably well balanced out of the box. Solo play is the main issue especially for me as Meg does not rate it, but it is do-able if you can deal with the odd unfair feeling game. It can be “enhanced” by Bellfaire, especially for solo play, expanded gently and harmoniously with Legends, Extra Extra and Rugwort and have a genuine external threat with a true solo mechanic, but not outgrow its trousers, in Mistwood.
The other three full expansions change the emphasis of the game too much for me. I am aware of the mini-growth monster that can be unleashed here and how a game can lose balance or simply change if stretched. I am not saying this is the case for others, but it is for me.
X Wing
X Wing is a game that needs more than the base set, but you know that going in. The base set does not even allow you to build a basic tournamant squad, so committing requires some forethought. A plan of sorts even.
In either edition, lots can be achieved, by just getting 2 core boxes, one of each of the A, X, B and Y Wing expansions, the 1e Aces set (another A and B Wing) and the Milennium Falcon for the Rebels and the Tie Advanced, Shuttle, Tie Bomber and Interceptor and the Ace set (more Interceptors) for the Empire, but who really stops there?! Other games that share this dynamic that I have connected with are Attack Wing, Sails of Glory, Wings of Glory, Armada etc., but there are many, many more out there.
The worst offenders in this space are the “random” booster crowd who’s business model is based on rampant purchasing over common sense, disguised as “chance” collecting (Magic the Gathering, Heroclix). These guys have clearly copied the pokie machine business model.
For me, X Wing became an obsession, the latest of many, which is a known thing and something I am trying to curb. I was originally fuelled by cheap 1e clearances, but ironically as ships became increasingly scarce I actually ended up paying more than retail for some! I then dipped my toe into 2e and the drip feed continues. A great example of hindsight being a B%^#h, but so it goes, and seems to continue to. If I wound the clock back, I would have stopped at 1e original movie stuff only as outlined above. Simple, in hindsight.
Armada has a similar dynamic but is less needy and again I would have avoided the prequel stuff and just build two representative fleets. Attack Wing is similar, but the scale and timeline differences tend to make me (not everyone) less keen to collect everything. I am even looking to sell Attack Wing, but keep the “Enterprise” set only. Wings of Glory stopped after the last models covered the main planes missing and Sails of Glory with French and English fleets and Americans as wild cards (no Spanish). Oddly, the one that still calls to me is the bottomless pit that is Federation Commander, a game not without issues, lacking the lushness of newer games and realistically for me lacks likely opponents, but that retro 80’s vibe calls to me…….
Federation Commander (ACTA and Starmada)
This one has its own special place. It is a part of a huge living group of systems that have been around for decades. There is nothing pretty about the game, nothing glamorous, just solid, time tested play and a few spin-off games that use the same components. It even has a retro vibe, which may be part of its appeal. There is a core game option (2 actually), but expansions are legion. You can expand the counters, minitures or both and the laminated ship rosters used. The labyrinth of combinations available requires a spread sheet to keep track of it (I have one, love my charts), but even then, confusion is the real enemy.
I collected what I like to think is a decent level of Federation Commander counters, laminates and support material, which also covers my Starmada Admiralty edition ships and enough miniatures to do the core fleets in ACTASF from Mongoose. I could keep adding to the game, but I have found a form of balance, giving the first 15 or so factions a decent showing in FC (some more than others) and have counters for more, that Starmada can handle, even Fleet Ops. I went in keen to collect and that is what happened, but from the start I had a feeling of control, only getting what I wanted, not exhausting the range, especially not the newer factions.
Heroes Of Normandie
Like Everdell, HoN is complete out of the box, but the expansions, especially the small counter panel or board packs are just begging to be added. The game never loses it’s core dynamic or its appeal, just expands it with consistent and harmonious content. Having a second compatible game Shadows Over Normandie allows you to take a different route, or join them together. Cunning. Addictive. Gorgeous.
I have never been so happy to add to a game, hungrily chasing every little, often scarce bit until I completed my first edition set, even paying too much for some rare KS bits, getting lucky occasionally. Every expansion added more goodness. The connection to Hollywood heroes (actual people with Hollywood faces) and the RPG, meets minis game, meets board game with it’s overall approachability all pulled me on. It is also compatible with the Achtung Cthulhu RPG, which helps.
Second ed? Not interested. My 1e set is complete, time to walk away.
Combat Commander
CC is another game with a known expansion path and a programmed one at that. To be a true CC player, you will collect the scenario books and likely all three games (I did). Not all expansions necessarily, just the ones that appeal, but the core game runs the risk of getting repetitive feeling without them and you do not want that. It is such a cool game, but it is scenario based. Another thing I like about this one is it’s completeness. LnL and OST sufferred from only dealing with small parts of the conflict in each game, CC covers all troop types and theatres, but omits vehicles, which I am ok with.
I bought the three base games and most of the expansions with the exception of Partisans (not available at the time) and the early war France, which did not appeal. Other games like this are the original Squad Leader/ASL (sold years ago), Lock N Load (sold), Old School Tactical (sold), leaving CC and HoN as my only tactical WW2 board games.
13th Age
The only RPG on this list, so by default a different beast. 13th Age is a great example of “compelling collectionitis”. When a known D&D avoider is happily driven to collect as much as they can of a game like this, they must be doing something right. Like HoN, this one seamlessly adds more good to the game without breaking its core principals. It is just a great read, very flexible and the additions tend to fill out things you could do yourself, but seem to want the wrtiters to.
I get everything for this one and semi randomly pick it up for a browse. Thankfully, their release schedule is slow enough to avoid being “that” game (see; 3e D&D/Pathfinder), so no regrets yet. I have an ongoing connection to D100 RPG’s as a whole, but only 13A is compulsive.
Zombicide
Zombicide is one of those heart breakers, a game that had warning signs up front. The game has a lot of expansions, but they tend to become scarce, then expensive quite quickly. Like HoN, nothing is unappealing, which makes it doubly annoying when things become near “legendary” in their scarcity. Unlike HoN though, many of the expansions feel more like base game ommissions or must-haves. Based on a Kick Starter dynamic, you have to be quick or simply learn to live with a potentially incomplete, but still large and expensive game.
I was enticed by Black Plague, then the No Rest and Deadeye expansions (the last mainly because it was available). I knew what I was getting into, but caution be damned. I also picked up the KS Huntsman’s pack cheap enough through Miniature Market, and three of my favourite available guest boxes (which took some research and chasing). After a break, I finally relented and bought Wulfsburg, mainly because there are some Wulvz in the KS pack, but no cards. It is possible, but unappealing, to get just the main game. I class this as a game that I feel should have more variety up front not in expensive expansions. It can get stale quickly and I simply do not agree with some choices, but be warned, the expansions do not guarantee it will freshen up. I intend to house rule mine and use the minis for other games also.
All of these games have different “expansionitis” dynamics. Some force a collectors mantle on me because I genuinely want them (HoN), some because I need them to make the game complete or just better (Everdell/Zombicide) and occassionally, just a habit is formed that cannot be controlled (X Wing), but regardless, more thought needs to be applied at the beginning to avoid regret later.
The games I regret getting into are the ones that hit you with a tripple hammer of cost, frustration and added work (Zombicide). The ones I am happy to finalise with a feeling of balance and contentment are HoN, Armada, Combat Commander (all finished) and Everdell (soon Grasshopper, soon).
The one that drives in me the greatest emotional extremes, is X Wing. Love the game, hate the condition of the game and soooo many ships. I have not even looked at the prequels and the desire to get some of the later additions has eluded me.
Fed Comm is an oddity that sits outside of these being fun to collect, needing work, lacking player options, but also avoiding the pressures of the other games. You just know it is there, waiting.