Arkham Horror: The Dunwich Horror Expansion – Great expansion, I think it definitely improves the base game. With 4 investigators this is just perfect. Gatebursts and extra locations keep the win from being locked in after sealing a few high probability gates. Injury and Madness cards are awesome too. Can be a little much for teams of 2 or even 3 investigators sometimes though.
Arkham Horror: The King in Yellow Expansion – I feel like the Acts are too hard if you play as recommended, and too easy if you just shuffle them into the deck. Otherwise, the blight stuff is cool. Also, the item decks are getting pretty watered down for those who want weapons. No Dunwich (or other extra board) mythos cards, so, again, this will water down those gates if you add these mythos cards to the expanded game.
Bang! A Fistful of Cards – Nice card additions spice up the base game, but sadly they do nothing to fix the pointlessness of the system. Recommended if only because it at least puts a time limit on the proceedings.
Beasty Bar: New Beasts in Town – Not really an expansion as much as it is a stand-alone game with entirely new animals. I actually really like a lot of them though they are slightly more complex (and, perhaps, less elegant) than the originals. Still very worth getting for the variety it can add.
Codenames: Deep Undercover – You’d think an entire deck of dick and ball euphemisms would be a hit for Codenames, but due to the base game’s “don’t let them pick the opponent’s cards!” gameplay, having a whole expansion of similarly themed cards doesn’t work as well as you’d think…playable, but probably best shuffled into your regular cards.
Codenames: Marvel – This plays the same as regular Codenames (one person gives one word clues to pertain to different elements in a grid, and the other players guess which elements they are), only with Marvel-themed pictures instead of words. It turned out to be easier to give clues based on the visuals rather than actually using Marvel knowledge (some of the superheroes were pretty obscure). As a visual twist on Codenames, it actually works very well, but I still think I prefer the simplicity of the word version.
Dungeon Twister: 3/4 Player Expansion – If you find yourself in the rare situation of being in a game group with more than one other Dungeon Twister fanatic, this is great! Though, even at 3, downtime becomes an issue, and adding extra players does nothing for your ability to control anything beyond the tactical level.
Dungeon Twister: Forces of Darkness – This heavy DT expansion adds a fair amount of complication, but nothing that is unmanageable (though I’m not sure the darkness mechanic is worth the trouble). The “go after your opponent’s wounded” mechanic is cool (though it makes for a fairly bloody game as it is now much harder to heal before they steal your bodies), and there are a few standout characters (the form switching vampire is fun–as is the body snatching ghoul)…some of the others are a little meh (the regenerating dragon and the zombie summons that still lose you a victory point are not super fun to play).
Krosmaster: Arena – Frigost – While the board is very fun (one of my favorite’s in fact–pushable ice blocks, if you can manage to set them up, are very satisfying for trick plays), the demonic rewards are ridiculously overpowered. Basically save up to 18 kamas and then whoever gets the most broken reward wrecks house. Fun for a laugh every now and then, but not recommended often. As for the miniature, Count Harebourg is fun enough, though his summons can be a liability (and he is a little too reliant on blue damage boosts to be a real powerhouse). All in all I prefer the promo version, Count Frigost.
Krosmaster: Arena – Piwate Island – Very nice looking board with the basic variations on “trees and bushes” alongside the new rafts. Honestly, rafts themselves are underwhelming, having little effect on gameplay (aside from non-intuitively blocking pushes and pulls) for the amount of extra rules they use. The included Krosmaster is a winner though–Le Chouque is very fun, unique, and quite powerful with the right teams!
Krosmaster: Arena – Wild Realms – The models look great (as always) despite the usual re-skinned molds that always clutter up a release (though the center of gravity on the wolves is slightly off), and the mechanics are very fun. Track is a nice bonus, and Invasion especially shines–I’d thought it would be too tough get into the opponent’s territory safely, but there are plenty of opportunities for clever play with this mid to late game. The Jelly Kings are probably the highlight of the set for me–not only do the 3D summons come included, the abilities are all a lot of fun–with Mint King probably being my favorite for clever push/pull play. Groulagorasalar is another push/pull highlight with his very versatile power (and cool model), otherwise the set is a bit heavier on low level creatures that are interesting enough but fairly simple to play.
Lord of the Rings: Friends & Foes – Definitely improves the base game by making it a bit harder, and giving lots more options. However, due to how the boards work out, I only ever really see people taking one route through this (ie, ALWAYS skip the two boards you can skip), so that feels a little gamey.
No Thank You Evil: Story Please – A welcome addition to the base game, this adds a deck of places, adventure hooks, allies, and items to randomly draw (or incorporate however you see fit). Great for a quick pick up game that you don’t want to have to sit down and think up something cool before you play.
Ticket to Ride: Netherlands – The toll mechanic really does provide a nice incentive to play aggressively. The scores are unusually high this time, but it’s still one of the better expansions.
Ticket to Ride: Nordic Countries – It still irks me that, like Switzerland, you can’t use wild cards on the colored tracks. Forcing players to draw only the color of the route makes the game a little more susceptible to certain colors getting buried in the deck. That said, this is otherwise a great 2-3 player version of Ticket to Ride (and the super long route is a fun challenge, though, also swingy/risky).
Ticket to Ride: Switzerland – While the map is a perfect size for 2-3 players, the rule change for wild cards (they can only be used for tunnels, which, granted, cover half the map) leaves me a little cold. With no more wild cards for the half of the map that isn’t tunnels, the whole game becomes a lot more swingy as drawing just the right color is the only way to finish late game routes.
Ubongo Extreme Craxy Expansion – The four piece puzzles in Ubongo Extreme are a sweet spot for “really hard, but still playable,” so adding a 5th piece to the mix (as this print and play expansion does) honestly ups the difficulty too much. There’s really not a good way to logic this out, you just have to hope you get lucky with your initial placement. Fun for a lark, but definitely not recommended as a go-to for Ubongo.