Play Matt: Dice Forge Review
The house hums with the quiet comfort of visitors. In the front room, the low coffee table is ceremonially cleared of cider cans and chocolate. Curious faces crowd the doorway. Under all the scrutiny, I begin to get a little nervous. The Dice Forge box I'm unboxing contains a sleeve which contains a tray which contains dozens of carefully-sorted plastic dice faces. Will the elastic holding it keep all the faces in their places as I've jiggled and joggled the box in transit?
Interestingly, it seems like the designers agreed with you, given that the expansion released this year carries this in its description: "... thirty exploit cards as well as new die faces, new boards, and an expansion to the sanctuary box are added to offer players new challenges, greater interaction, and more replayability." Most expansions are pitched as "here's even greater stuff to do with our already great game" or are obviously presented as "here's stuff that was part of the original design that we backed out for a number of reasons." (see: Riverfolk expansion for Root, for example.) I wonder if the concepts in Rebellion were added after they knew they had a hit, but that it wouldn't last, or if they knew it wouldn't last to begin with? But that's the type of game that I'd never expect to see with as high a ranking as Dice Forge has at BGG (although it's become harder to read any distinct messages out of the ranking over there as the years have passed.)