16 of the Best Board Game Expansions That Make Good Games Great

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Do you have a shelf packed with good board games that could be Great with the right expansion? You're not alone.

Some expansions truly shine above others. The best board game expansions share a simple secret. They keep everything great about the original game and add just enough new elements to make the experience fresh and exciting. 

We'll help you find the right expansions to boost your games, whether you want to revive an old favourite or add something new to your latest buy. OR you can make your own mind up and have a look at our full range of Board Game Expansions.

Terraforming Mars: Prelude

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Terraforming Mars: Prelude tackles the base game's biggest problem - its length. This small but mighty expansion changes your Mars colonisation experience with just 48 cards that revolutionise the early game.

Prelude gameplay enhancements

Players get most gameplay improvements from 35 Prelude cards that give corporations a pre-game boost. Players receive four Prelude cards with their corporations and project cards during setup. Each player picks two Preludes and plays them in turn order after selecting corporations and paying for projects. These cards stay visible with their tags, just like green cards.

The effects vary substantially - simple resource boosts like "Gain 21 Megacredits" to lasting advantages like placing greenery tiles or revealing specific tag cards for your hand. The expansion also adds five new corporations and seven new project cards that boost the thematic early Mars colonisation experience.

Why Prelude is essential

Players often call Prelude more of a "patch" than an expansion. It fixes the slow early-game pace and removes those careful first generations where players build foundations instead of making exciting plays.

Yes, it is common for players to see Prelude as mandatory after their first few games. One player put it perfectly: "I never play Terraforming Mars without this expansion", giving it a perfect 10/10 rating. The expansion helps balance weaker corporations by letting them realise their full potential earlier.

Prelude vs base game

The expansion creates more asymmetrical beginnings that feel earned and thematic, unlike the base game's uniform resource production start. Everyone starts with one production of each resource in the base game, which feels artificial. Prelude offers better strategic depth right from the start.

Solo players can finish the game in 12 generations instead of 14 when using Prelude cards. They also get a new solo variant called TR Solo that challenges them to reach a terraform rating of 63 in fewer generations.

Prelude makes the game feel different - actions that took 1-2 generations now happen right away. This creates engaging decisions earlier and cuts down playing time.

There's also Terraforming Mars Prelude 2

Concordia: Salsa

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This beloved deck-builder got even better when Concordia: Salsa brought two innovative modules that changed how players approach the game. Released in 2015, this expansion keeps the same 2-5 player count and 90-minute playing time as the base game.

Salsa modules overview

Concordia: Salsa comes with two main modules that work separately or together. The Salt module adds a sixth commodity to the game's economy. Salt works differently from standard resources - you can exchange it for any other resource whenever you want. You can only get this valuable resource from special salt cities marked by unique tokens.

The second module, The Forum, brings 27 unique cards that players can pick up during the game. These Forum cards give you different strategic choices—some stay active permanently while others go back to the stack after one use. Players get these cards when they play their Tribune card, which opens up new strategic decisions.

The expansion also has two new maps - Byzantium and Hispania - that challenge players with different geographical layouts.

Impact on strategy

Salt's wildcard nature lets players manage their resources more flexibly and adapt their strategies on the fly. In spite of that, salt remains rare enough to maintain the game's careful economic balance.

The Forum cards change how valuable the Tribune card is. We used the Tribune mainly to get cards back from our discard pile before. Now with Salsa, this action also lets you grab powerful Forum cards. This makes players think harder about when to retrieve their cards.

Some players mention it can get tricky to keep track of multiple permanent Forum effects. Whatever the case, these cards create different advantages for each player throughout the game.

Replayability with Salsa

Both new modules work with the base game maps and other Concordia expansions, which gives you lots of different ways to play. The Forum cards make each game feel fresh by opening up new strategic paths.

The Forum cards' variable setup makes each game unique. Plus, the two new maps need different approaches to win, which adds even more variety to the game.

Concordia: Salsa ended up being one of the best board game expansions out there. It makes the base game better while keeping everything that made the original special—exactly what a great expansion should do.

Carcassonne: Inns & Cathedrals

Image Source: Z-MAN Games

The first essential purchase that comes to mind for any Carcassonne fan is the Inns & Cathedrals expansion. It changes the base experience while keeping the game available to all players.

Big Meeple and scoring changes

The Big Meeple stands out as the most valuable addition. This larger follower equals two regular meeples when players determine control of features. Players can use this powerful piece to break ties in contested areas or take features from opponents. The expansion also brings specialised tiles with inns and cathedrals that reshape how scoring works.

Players score double points on completed roads with inns (2 per tile instead of 1). Cities containing cathedrals give 3 points per city tile rather than the usual 2. These higher scores come with risks. Any incomplete feature with an inn or cathedral scores zero points when the game ends. This balance of risk and reward adds excitement as players push their luck.

Player count increase

The expansion lets six people play by adding pink meeples. Larger groups can now enjoy the game together. Point tiles showing 50/100 values help track the higher scores from improved scoring options.

Why it improves base Carcassonne

Inns & Cathedrals ranks among the best board game expansions because it adds depth to decisions without complex rules. Players feel satisfied when they use the Big Meeple for strategic wins. The new scoring rules make them plan carefully about where to place their pieces. Players must think about managing risks - they need to decide if using multiple meeples to finish a cathedral city is worth it.

Many fans call this expansion "essential" as proof of how well it boosts the original game's best features.

Race for the Galaxy: The Gathering Storm

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Race for the Galaxy: The Gathering Storm ranks among the best card-based game expansions. It changes the base game without making its elegant design too complex.

Goal cards and new mechanics

The expansion brings goals as its main feature. These goals give players direction and more ways to score. Players can find two types of goals: "First" goals give 3 VPs to players who meet specific conditions first, while "Most" goals award 5 VPs to players who best satisfy certain conditions. Players can claim these goals when specific phases end, which adds new strategic choices to the game.

The expansion has four new start worlds and 18 new cards, including three six-cost developments. A big plus is that five players can now join the game, making it perfect for bigger groups.

Replay value

The goal system makes this game much more replayable. Each session uses just six goals - two "Most" and four "First" - randomly picked from the pool. This keeps every game fresh and different. Players who want even more variety can try the new drafting variant for 2-3 players, where everyone builds their own deck.

Community reception

The Race for the Galaxy community has given this expansion enthusiastic praise. Many players call it "a must have" that adds more strategy and variety. Fans have made it a core part of their game. "I never play Race for the Galaxy without this expansion," says one reviewer who gave it 10/10. The expansion helps new players who don't know what to do early in the game by giving them clear goals from the start.

Lost Ruins of Arnak: Expedition Leaders

Image Source: Czech Games Edition

Lost Ruins of Arnak's Expedition Leaders expansion brings a radical change to gameplay with asymmetric characters that reshape your archaeological expeditions.

Asymmetric leaders

Six unique leaders serve as the life-blood of this expansion, each bringing distinct abilities and starting decks. The Explorer works with just one archaeologist but moves multiple times per round using special snack tokens. A trained eagle helps the Falconer charge up over time to unleash increasingly powerful abilities. The Mystic utilises fear cards to perform powerful rituals. The Professor starts with a suitcase full of artefacts and knows how to use them best. Extra gold flows to the Baroness each round as she excels with items. The Captain leads with an extra archaeologist figure and controls assistant abilities.

Temple variety

Players face fresh challenges on a double-sided research track overlay. One side challenges you to defeat a Guardian during your climb. The other side lets you find an Artefact card. Both options make climbing harder than the original board's temples. This pushes players to rethink their research approach.

Deck and monster additions

The expansion adds 18 new items and 12 new artefacts that create exciting combinations with base game cards. Players can trade exploration tiles for benefits through new guardians and assistants. Five level I sites, three level II sites, four idols, and five guardians combine smoothly with the base game. These additions create a refreshed experience that ranks this among the best board game expansions available now.

Dune Imperium: Rise of Ix

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The original game Dune Imperium reaches new heights with its first expansion. The game's strategic depth grows through technological marvels from planet Ix and brings improvements that players now call essential.

New leaders and tech

Rise of Ix adds six balanced leaders with different complexity levels. Archduke Armand excels at deck-building while Prince Rhombur makes Dreadnaughts more powerful. Players find Hundro Mortani's simple intrigue benefits appealing, and Tessa uses Snoop tokens that reward planning ahead.

The gameplay changes dramatically with two major additions. Dreadnaughts are mighty battleships that pack three strength each. They survive battles and can control areas temporarily. Tech Tiles give players permanent powerful abilities they can buy with Spice. These range from Restricted Ordinance that grants four swords each turn with a high council seat to Shuttle Fleet's two Solari per turn.

Epic mode explained

The Epic variant pushes victory points from 10 to 12 and changes the setup. Players start with five garrison troops instead of three and get an Intrigue card right away. They also swap a Dune card for Control the Spice. This mode targets veterans who want longer games with higher stakes. It uses five Conflict II cards and five Conflict III cards in place of Conflict I cards.

Why it fixes base game issues

The Rise of Ix creates balance between Sword Master and Mentat spaces by making Spice and Solari more important. Tech Tiles reduce the game's dependence on end-game Intrigue cards that often decided winners. The expansion opens up new strategic paths without making the base game more complex than necessary.

Underwater Cities: New Discoveries

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The Underwater Cities expansion "New Discoveries" lifts the original game to new heights with premium components and smart modules that enhance core gameplay elements.

Dual-layer boards

Triple-layer cardboard player boards make the biggest impact with their recessed slots. These slots keep cities, buildings, and tunnels secure even if someone bumps the table. The new deluxe boards are a huge upgrade from the base game's thin sheets. Players get the original four double-sided boards plus four new double-sided variants. This brings the total to 16 different board layouts.

New cards and modules

The expansion adds substance beyond better components. Players get 44 new cards spanning all eras. These include competitive special cards that reward points to players with the most laboratories. A Quick Start module cuts the game shorter by one round and gives players resources and structures to begin with. The new personal assistants are maybe even the best addition. They come with unique powers—like the Manager's ability to build on expansion slots. These assistants are much better than the basic options in the base game.

Comparison to base game

The Museum module adds an exciting race element. Players compete for rewards by building on specific discovery spaces. Building at these spots lets you place tokens in the museum for better benefits as the game progresses. This creates a tough choice between connecting metropolises or chasing museum rewards. Players who love the original game will find everything they want here—premium components, more strategic options, and modules they can mix to their liking.

A Feast for Odin: The Norwegians

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Uwe Rosenberg's brilliant expansion, The Norwegians, revolutionises A Feast for Odin by adding modular pieces that create a tighter, more strategic Viking experience.

Tweaks to action spaces

The Norwegians takes a bold step by replacing the original action board with three double-sided boards scaled for different player counts (versions for 1-2, 3, and 4 players). This smart change makes player interaction more intense as spaces become truly contested. A fifth action column that costs 1-2 Vikings but ends your turn immediately adds a new layer of depth. Players now face exciting timing decisions throughout the game.

Note that several actions got a fresh look—butchering, elk-hunting, fishing, and thievery emerge as new options. Animal strategies work better now since players can get two similar animals in one action. The smithing action's complete overhaul lets players create valuable grey pieces with fewer resources.

New tiles and boards

The expansion has an array of new exploration tiles, buildings, and goods. Six artisan shed boards give players random start-buildings to jumpstart their strategies. These buildings are a great way to get covered resources, victory points, and silver.

The Norwegians adds five new grey puzzle pieces (pan, hauberk, anvil, etc.) and a dedicated board for smithable items with fewer than nine swords. Players also get an extra board for ships and small emigration tiles.

Why it's essential

Many players call The Norwegians "almost a must-have expansion". The game shines especially when you have two players, as the scaled boards create meaningful choices about blocking actions. Before this expansion, blocking specific actions didn't matter much—now, each worker placement becomes a vital strategic choice.

The expansion fixes balance problems while setting up future expansions. Rosenberg's genius shows in combining actions into 'either/or' situations, which adds depth by reducing options. This counterintuitive approach showcases why this ranks among the best board game expansions available.

Spirit Island: Jagged Earth

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Spirit Island's acclaimed expansion Jagged Earth lets loose a wave of fresh content that reshapes the cooperative experience of defending your island against invaders.

New spirits and powers

Jagged Earth brings 10 new spirits to the game, each with its own unique playstyle. You'll find spirits like Volcano Looming High with explosive mountain powers and Fractured Days Split the Sky that bends time itself. The ethereal Starlight Seeks its Form lets players shape their spirit during the game, making it perfect for advanced strategists. The game's strategic options grow with 24 new major power cards and 33 minor power cards. These powers come with new keywords like "Isolate" that cuts lands off from others and stops exploration.

Event deck impact

Spirit Island's invaders used to be predictable, except for their next target lands. The event deck changes this by adding random elements that breathe life into the island. Players get 30 new event cards in Jagged Earth to add to Branch and Claw's 25 cards. Both expansions together create just the right balance between randomness and predictability.

Solo and co-op improvements

The expansion adds aspect cards for the base game's four low-complexity spirits, which let players modify their abilities. Each aspect either adds or replaces abilities, creating new spirits without needing completely new boards. The archipelago rules get a boost too. Players can now split the island into smaller parts—perfect for larger groups while keeping the gameplay connected.

Xia: Embers of a Forsaken Star

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Space captains wanting to improve their cosmic adventures will love how Xia: Embers of a Forsaken Star changes the sandbox experience. The game adds substantial improvements to every aspect of gameplay.

New sectors and ships

The expansion adds 11 new sector tiles that blend naturally with the original 21 tiles from the base game. Players will find dead worlds (which can be mined for valuable two-space Relic tiles), anomalies (that move your ship toward hazards), and ice asteroids (which block navigation but offer opportunities to quarry the new Ember resource). The star Nyr and its orbiting space station The Kiln becomes a central hub in your galaxy. It provides a neutral port for repairs and upgrades. The Kiln's vital function lets players trade relics and sell the newly introduced Ember cargo.

Improved solo mode

The expansion not only adds multiplayer options but also delivers a detailed solo experience through dedicated components and a separate instruction booklet. The solo mode cleverly changes the NPC ships (Merchant, Enforcer, and Scoundrel) with behaviour cards that vary their actions. These NPCs earn their own fame points while racing against the player. A campaign mode presents specific goals and rule modifications for each game. The game's flexibility shows in its two-player variant setup that needs minimal rule adjustments.

Economy and relic upgrades

The Economy Board fixes one of the base game's biggest problems—excessive trading profits. This clever system limits resource availability to six cubes maximum and places a 1,000 credit bounty on unavailable resources. When players sell imports at a planet, its economy can produce exports for future purchases. Dead worlds offer mining opportunities for Relic tokens, which players can trade for fame, money, or other benefits. These thoughtful improvements make Embers one of the best board game expansions for economic system enhancements.

7 Wonders: Armada

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7 Wonders' naval expansion adds personal dockyard boards that take the game beyond city walls and create competition at every seat of the table.

Naval mechanics

Players get their own dockyard board featuring four naval tracks that match card colours: red (military), yellow (commerce), blue (civic), and green (science). Building a card lets you move the matching ship forward after paying the board's indicated cost. Each ship type brings different advantages to the game. Blue ships reward victory points, while yellow ships boost commercial level and enable taxation. Red ships strengthen naval power in end-of-age conflicts, and green ships let players explore islands with special effects.

Interaction boost

Armada fixes one of 7 Wonders' main drawbacks - the limited interaction with players beyond your neighbours. Players battle in naval conflicts at the end of each age. The strongest earn victory tokens while the weakest receive defeat tokens. Players with lower commercial levels lose coins whenever someone triggers the yellow fleet's taxation. These mechanics make players watch everyone's moves, not just their neighbours.

Replayability

The game features island cards with three tiers of special effects that can reshape your strategy. Groups of four or six can try team play options. Armada blends naturally with other 7 Wonders expansions to create countless gameplay possibilities. This adaptability makes Armada one of the finest board game expansions - it builds on the base game's popularity without compromising its elegant design.

Orléans: Trade & Intrigue

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Many gaming enthusiasts call Trade & Intrigue the best way to experience Orléans. This expansion adds modular elements that reshape the scene of this bag-building classic.

New deeds board

The replacement Beneficial Deeds board gives players nowhere near the limited options of the original game. Players can now earn coins, goods, development points, and citizens through specialised tracks. The Alchemy track lets you draw and place a follower from your bag right away. The Court of Lay Assessors gives free actions on your board, while Architecture grants trading houses. These improved rewards make burying followers substantially more appealing than the base game's options.

Event variety

The expansion has 34 new Hour Glass tiles, and 18 of these make it into each game semi-randomly. Unlike the original events, these come in sets A-B-C-D and create unexpected twists throughout play. The sort of thing i love are events like Vacation (which cuts the game short by one round), Capitation Tax (paying coins for followers), and Peasant Uprising (farmers become wild but return to bags later). Experienced players must adapt their strategies constantly with this variety.

Why it's better than Invasion

Trade & Intrigue beats Invasion hands down with its modular approach that offers more replay value. Many players have made it their go-to version, saying "the only way I will play Orléans". The optional Intrigue board adds spice to player interaction - you can burn your opponent's trading posts or teleport their merchants. These features have earned Trade & Intrigue its spot among the greatest board game expansions ever made.

Through the Ages: New Leaders and Wonders

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BoardGameGeek users rated Through the Ages: New Leaders and Wonders an impressive 9.1/10. This top-ranked civilisation building game gets a fresh boost from an expansion that adds new strategic options while keeping the core mechanics intact.

New leaders and wonders

The expansion adds 24 new leader cards (six per age) and 16 new wonder cards (four per age) that merge naturally with the base game. These additions create many more strategic options and possibilities. Players also get 19 new military cards and 20 rebalanced cards that enhance the original experience.

Replayability

The expansion's flexible implementation methods make it stand out. Players can pick between two drafting options: Secret mix (new cards shuffle into existing decks) or Public mix (cards go on dedicated tracks with proxy cards in the main deck). Public mix lets players see upcoming leaders and wonders, which helps them plan their strategy. Board game enthusiasts love this expansion so much that it helps keep Through the Ages as the sixth highest-rated board game on BoardGameGeek.

Strategic variety

The Public mix variant adds the most strategic depth to the game. Players can build long-term strategies around specific combinations by seeing available leaders and wonders ahead of time. This deeper planning potential combined with balanced gameplay makes New Leaders and Wonders one of the best board game expansions in 2026.

Wingspan: Oceania Expansion

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Wingspan's second expansion revolutionises the popular engine-builder with its Oceania bird collection and core gameplay changes.

Nectar resource

Nectar stands out as the expansion's game-changing addition. This powerful wild resource can replace any food type to play birds, trigger abilities, or upgrade actions. Players must use their nectar carefully since it disappears at the round's end, which creates an interesting strategic tension. The nectar you spend builds up in your player mat's habitat areas. You can earn 5 points for having the most nectar in each habitat and 2 points for second place at game end. This adds a fresh competitive element beyond collecting birds.

New player boards

The Oceania expansion gives players completely redesigned mats that replace the original versions. The forest and wetlands habitats on these boards let you reset the birdfeeder or card tray. We improved each habitat's core benefits progressively, making them better than previous ones. The grasslands section got a notable update that reduced egg-laying from the original 2-2-3-3-4-4 pattern to a more balanced 1-2-2-2-3-4 sequence.

Balance improvements

The expansion ended up moving the strategic focus away from the "egg-laying engine" that dominated the base game's late stages. Players now face more meaningful choices than just maximising eggs, thanks to limited egg production and better food and card drawing options. New powers that affect opponents create more player interaction, along with bonus cards that reward birds with ascending or descending wingspans.

Root: Exiles and Partisans Deck

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This compact expansion for Root transforms the game's card play through a replacement deck. It borrows mechanics from all woodland factions and creates new strategic paths.

Deck mechanics

The Exiles and Partisans deck offers 54 cards with new persistent powers to replace the standard deck. These cards draw inspiration from faction mechanics that let you adopt another faction's strengths. The powers come with vulnerabilities that create interesting risk-reward choices. Players can access essential abilities faster through quick, one-cost crafts, which makes each turn more effective.

Chaos and interaction

The woodland's power dynamics change dramatically with powerful cards. "Coffin Makers" stores killed warriors temporarily and scores points while denying opponents their troops for a full round. "False Orders" allows you to move half of any enemy's warriors between clearings. This works well for claiming territory or leading foes into traps. These mechanics build a tense atmosphere with changing loyalties and tactical surprises.

Advanced play benefits

The deck rewards careful observation and smart timing. Smart players can use abilities from other factions - they dig tunnels like the Duchy or navigate rivers like the Otters. The expansion supports various play styles from aggressive to defensive and encourages players to try unusual strategies.

Food Chain Magnate: The Ketchup Mechanism

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The Food Chain Magnate expansion serves up a feast of culinary choices with its modular approach. Players who love strategic economic simulations will find this one of the best board game expansions around.

Modular expansion design

The Ketchup Mechanism comes with seventeen different modules that work on their own or blend together in countless ways. The rulebook suggests some great combinations like "Nightlife" which pairs new milestones with night managers, or "Asian Fusion" that mixes Sushi, Kimchi, Noodles and Ketchup modules. Some modules pack substantial components, while others add just a single employee card to your corporate structure.

New food types

This expansion really comes alive with its variety of culinary options. Coffee shops let customers grab their caffeine fix at the time they pass by. A Kimchi master makes Kimchi during cleanup phase that pulls in customers whatever the price or distance. Sushi stands out as the premium item that houses with gardens want most. Noodles work as wildcards that can step in for any food or drink. The namesake Ketchup milestone gives you a lasting -1 distance bonus when someone buys what you sell.

Replayability

The modular design creates a different strategic setup each time you play. New milestones have altered the 5-year old strategies so much that one player said, "toss every strategy guide you read for the first game". Players must think over their basic approach since milestone benefits work differently now. The expansion helps experienced players who don't deal very well with the perfectly balanced base game getting stale.

Comparison Table

Expansion Name

Key New Components

Major Gameplay Changes

Integration Method

Effect on Base Game

Terraforming Mars: Prelude

35 Prelude cards, 5 new corporations

Adds pre-game boosts that cut game length by 1-2 generations

New pre-game phase

Makes early game faster with shorter playing time

Concordia: Salsa

Salt cities, 27 Forum cards, 2 new maps

Salt works as wild resource with Forum card buying

Works as separate modules

Adds more strategy options and better Tribune actions

Carcassonne: Inns & Cathedrals

Big Meeple, inn/cathedral tiles, pink meeples

Completed features with inns/cathedrals score double

Direct integration

Supports 6 players with new risk/reward scoring

Race for the Galaxy: The Gathering Storm

Goals system, 4 start worlds, 18 new cards

Adds goal scoring and more players

New parallel scoring

Gives clear direction with extra scoring paths

Lost Ruins of Arnak: Expedition Leaders

6 unique leaders, new research track overlay

Brings different starting powers and temple tasks

Replaces base parts

Creates unique player abilities and tactics

Dune Imperium: Rise of Ix

Tech tiles, Dreadnaughts, 6 new leaders

Adds lasting tech powers and Epic mode

Optional add-ons

Levels base game tactics and extends play time

Underwater Cities: New Discoveries

Triple-layer player boards, 44 new cards

Adds museum system and personal helpers

Upgrades components

Better quality parts with more strategy choices

Spirit Island: Jagged Earth

10 new spirits, event deck additions

Brings new keywords and spirit aspects

Optional modules

More variety in gameplay choices

Xia: Embers of a Forsaken Star

11 new sector tiles, Economy Board

Better solo play with new resource rules

Fits with base parts

Fixed economy and better single-player experience

7 Wonders: Armada

Personal dockyard boards, naval tracks

Adds sea battles and taxes

Parallel systems

Players interact beyond their neighbours

Orléans: Trade & Intrigue

New Beneficial Deeds board, 34 Hour Glass tiles

Better rewards and new events

Replaces base parts

More options for placing followers

Through the Ages: New Leaders and Wonders

24 new leaders, 16 new wonders

Mixes public and secret variants

Two ways to add

More planning options

Wingspan: Oceania

New player boards, nectar resource

Changes resource rules and action balance

New player boards

Less egg-focused with balanced strategies

Root: Exiles and Partisans

54 new cards

Lasting powers based on factions

Replaces base deck

Opens new strategy paths

Food Chain Magnate: The Ketchup

17 distinct modules, new food types

Various new game mechanics

Mix-match modules

More replay value with fresh strategies


Expand your Horizons

You might wonder what makes an expansion worth adding to your collection after checking out these remarkable expansions. The best board game expansions share a common trait without doubt - they keep what made the original game special while adding fresh elements that boost the experience.

Standout expansions like Terraforming Mars: Prelude and Dune: Imperium - Rise of Ix don't deal very well with their base games' problems instead of just adding complexity. Prelude cuts down game length dramatically and Rise of Ix opens up new strategic paths. The wild resources in Concordia: Salsa add flexibility without overwhelming the original economic system.

Board game enthusiasts often find expansions are a great way to get more value, despite the extra cost. Players frequently say "I never play without this expansion" about game-changing additions like Carcassonne: Inns & Cathedrals that reshape the scene completely. The triple-layer boards in Underwater Cities: New Discoveries and asymmetric leaders in Lost Ruins of Arnak: Expedition Leaders show how quality components and variable player powers can revitalise familiar games.

These expansions deliver tremendous value whether you want to fix balance issues, add replay value, or learn new strategies in your favourite games. The right expansion could turn your merely good game into something brilliant when it starts feeling stale.

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