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One of my favorite moments in playtesting any of my games involved the market tiles in Euphoria. It was early , and Euphoria had gone through several iterations at that point.
In the most recent build, I had added these face-down tiles that any player could spend multiple turns and multiple resources building…or they could encourage other players to help them out.
Players who are left out of construction are forced to play around an ongoing dystopian-style penalty that may or may not impact their strategy they can get out of it later if they choose.
Which of these—by name only—would you most like to visit? You may have noticed that I Jamey am not the designer of the expansion.
That may seem a bit odd, as I designed the original game of Euphoria. However, as is the case for many of my games, I put everything into the core game everything worth having.
I was plum out of ideas, but people were asking for an expansion. So I think it was when I turned to Morten, who creates the Automa solo versions of our games, and asked if he wanted to design the Euphoria expansion.
He brought on David, who has worked with him on a number of Automas, and they got to work on it. They eventually also worked closely with Nick Shaw.
The process led us to versions of the expansion that looked and played wildly different than the final product. But in the end, the version that resonated best with playtesters was the version we decided to use: alternative recruits and markets, some fixes to perceived issues, and some additions.
Most of the expansion is cardboard cards, tiles, mats, and the board , so I wanted to add something a little more dramatic without significantly increasing the cost.
I decided on jumbo commodity tokens. Now, with the expansion, you can use a jumbo commodity token to represent 5 of that commodity or 3 or 4 or 10—the multiplier can be anything you want.
We included 6 of each token. Thank you to Morten, David, and Nick for designing this expansion! I really appreciate the time and creativity you put into bringing it to life.
On February 27, when preorders go live, those advance reviewers will start to share their opinions of the expansion so you can make an informed decision.
The reason those reviewers have an embargo date is so that none of them feel like they have to rush out a review to be the first—they all have time to play the expansion a few times and offer their unbiased perspective.
One of the perceived issues with Euphoria is The Icarite Problem. There are some strategies that revolve around primarily using actions in Icarus that led to players selecting more Icarite recruits than other recruits, which led to the Icarite allegiance track advancing faster than other tracks.
We discussed this issue in great detail and approached it in different ways with various versions of the expansion.
That said, there are two changes in the expansion that influence the Icarus vs. This is one of the original ideas David thought of several years ago, and despite dramatic changes to the expansion over that time, the Bazaar remained a favorite among playtesters.
In the original game, there are a few ways player can draw artifact cards. These cards could be spent at various markets Icarite, artifact, and some constructed markets.
So to give players more agency over which artifact cards they drew, David designed the New Antiques Bazaar.
The artifact on the far right has no additional cost beyond what you paid—if anything—to place your worker on the board , while the others have additional costs of 1 or 2 commodities.
Whenever you select an artifact card, the cards immediately slide to the right to cover the empty slot, and a new card is revealed from the top of the deck.
Which of these categories most intrigues you for Euphoria and for expansions in general?