7 Wonders Leaders Expansion Guide: Leader Draft, 49 Cards & Compatibility
7 Wonders Leaders explained: 49 Leader cards, the pre-Age Leader draft, two Wonders, Cities bonus Leaders, compatibility and why it is a strong first expansion.
Expansion guides and base-game compatibility.
7 Wonders Leaders explained: 49 Leader cards, the pre-Age Leader draft, two Wonders, Cities bonus Leaders, compatibility and why it is a strong first expansion.
7 Wonders Armada explained: Shipyard boards, four naval tracks, Armada cards, Island cards, naval conflicts, team play and compatibility.
Dune Imperium Bloodlines explained: Sardaukar Commanders, Commander Skills, new Tech tiles, Leaders, Contracts, Navigation cards and compatibility with Imperium and Uprising.
Dune Imperium Rise of Ix explained: Tech tiles, dreadnoughts, CHOAM shipping, new leaders and cards, Epic mode and Uprising compatibility.
Ark Nova Marine Worlds explained: sea animals, aquariums, alternate action cards, the new University, scoring cards, bonus tiles and base-game requirements.
Everdell Spirecrest explained: Mountain board, Weather cards, Big Critters, Discovery cards, Maps, Expeditions and how the expansion increases difficulty.
Everdell Newleaf explained: Station board, Train Car tiles, 59 new Critter and Construction cards, Reservation tokens, Visitors and scoring changes.
Scythe Invaders from Afar explained: Albion, Togawa, 6–7 player support, extra player mats, faction components and compatibility.
Scythe Rise of Fenris explained: 8-game campaign, 11 reusable modules, resettable progression, player counts and compatibility with other Scythe expansions.
Terraforming Mars Prelude 2 explained: 25 Prelude cards, 24 project cards, five corporations, ongoing Prelude abilities, cross-expansion support and requirements.