I like the expansion tiles. It almost feels as though they were left off so as to be made available as promotional offerings. They should have been in the original game, or at least made readily available.
I love that I can now play the game with 3-6 players but it is a shame that an expansion is required for 5-6 players. The rule changes to suit 5-6 players work very well and the games don't take that much longer.
I prefer the randomness of the dice to the non-randomness of the event cards. The special effect each turn doesn't really add anything to the game IMO. However, if some anti-dice player insists on using this, I'm up for it.
Several plays. I like Prosperity a lot as it made the game feel fresh. It changes the game a fair bit when played with the Platinum and Colony cards. Have only played Prosperity with a smattering of base cards so far.
Played once with 5p. A very nice expansion. I liked everything about it, except that the last 1 or 2 (of 15) master builders to get placed often had nowhere useful to go. Perhaps that's just part of the design. Whoever places the first master builder also plays the very last one.
Multiple plays. Least favourite and least necessary expansion. The ramps are quite tricky to get up and some players can fail to get up the ramps to the top level. Having another level is actually a bit gimmicky and doesn't add much to the experience. Using the ramps simply to make a mega jump is pretty cool.
Played about 5 rounds of Saboteur 2 with between 5 and 7 people. The rules are woeful - confusing and really skint on describing who wins with all the different possibilities and exceptions. The game is not as simple as the original. Not happy with Zman on that. We'd all played original Saboteur before and even with the player aid the rules regarding who wins were so confusing that the game was unsatisfactory to play. Don't get me wrong, the player aids were clear on the rules, but the players weren't.
There wasn't the same bluffing and guessing that there was in the original. The original was simple and it mostly worked. Actually, in Saboteur 2 I found it straightforward to work out what roles people were. There were some issues with the original and I was hoping that Saboteur 2 would address those. Instead, it changes the game so much that it feels mostly like a different game.
Now the game seems weighted heavily towards the Saboteurs whereas the original seemed weighted towards the Golddiggers, especially when the unused role card was a Saboteur. This is not necessarily a bad thing, just an observation. The Saboteurs' job remains unchanged - stop the Golddiggers reaching the treasure. The Golddiggers now have a two way battle as there is an opposing team of gold diggers that you are competing against and often you are working to stop the other team reaching the gold. With the low number of players we had there were often 2 blue and 1 green Golddigger (or vice versa). The team of 1 Golddigger never won and I think it would be an amazing feat for them to do so.
I reckon the following variant regarding who is considered a winner at the end of the round would play better and be easier to understand. Firstly, forget who makes the connection. If the treasure is reached all Golddiggers win unless blocked by an opposing team's door. Boss is considered a golddigger who always wins if the treasure is reached, regardless of doors. At end of a round, Profiteer simply chooses whether to be a Saboteur, a Blue Golddigger or a Green Golddigger. A Geologist never considered a winner (and simply gets gold based on number of crystals showing). Definitely need to try it out.
I think this covers unusual circumstances like when there is a blue and a green door on the path to the treasure and there is a boss and a profiteer. In this case the Boss is the only winner and earns (5-1=) 4 gold.
This expansion makes play more gamer oriented than the original alone. However, it does increase game time noticeably, but it's still about 1 hour play which is excellent. I'm just as happy to play vanilla or with this expansion.