I've seen comments from newer players that the Events in Unfair are too random. I have playtested Unfair at least 10 times in the past two months and my view is that it isn't particularly random. Instead it rewards prepared players who anticipate problems.
Your park (and money) can be impacted by negative events from the City events and other players' Event cards. Its up to you to defend your park from these vicious deeds. But the game includes all the defenses you need - its one of one of the great strategic elements of the game.
Your defenses include
* Event cards and staff cards which block negative events - Security Guards (intrusion), Powerful Friends/Junior Vice-President (City Planning) and Safety Certificate (Inspection)
* Giant wad of cash. Yes 5 coins from Merch is nice, but re-opening your ride may be more important, particularly if it is your super attraction.
* Have some Event cards. You don't need to have the exact event to stop someone attacking you. If you have 3 or 4 event cards in your hand, then they are likely to attack someone else. They will worry that you have the defense or you will extract revenge on them. If someone starts collecting event cards, (often 2-3 rounds from the end) then don't just watch them. Grab some too. Make them think twice about coming after you. This can lead to a game of brinkmanship in the later Events stages, but that's part of the game too.
* Hold onto Event cards. Don't play all your Event cards. If you have kept two Event cards in your hand for the past two rounds, your opponents will start to assume they are defensive.
* Retaliation - Do you really need a staff member for your park to work.If you are worried that someone will use "Head hunting" to take them, then you should hang onto a "head hunting" and get them back!
* Decoys. Do you have a super cool blueprint. Then make have backup cards in your hand, or multiples of what you need. For instance, the Checklist blueprint requires 3 guest services icons. Build 4! Or have one sitting in your hand. Or have your blueprints relating to your smaller rides and let your opposition attack your big ride. (Don't forget to act sad when they knock an improvement off)
* Delay building. Do you have a rarer upgrade that will finish your blueprint. Consider holding off building it. If you wait until you have more event cards, your opposition is more likely to leave you alone. If you build it on the last turn, then it can't be affected by Events!
* Gain points in other ways. If your opposition is spending their actions to gain Events to knock back your park - remember they are not building their own. Only attacking others will ensure that you come last in a multi-player game.
* Game knowledge. Almost at the bottom of the event deck - have those Instant Karma's been played? Until they are played, everyone will be more wary. Does your Blueprint require Express Queues. They could be affected by an Inspection City Event - so find and hold onto a Safety Certificate. Feature upgrades are often impacted by City Planning cards.
* Protect what is really important. The hand limit means that you can't do all of these defenses at once! So you have to tactically decide what to defend and what to let go. Protect your high value blueprints and expensive upgrade cards. Expect that some of your other attractions will lose upgrades or get closed.
I hope this helps you overcome some of the randomness (and evilness) in your games!
What an awesome guide to Unfair's event play Paul.
As a developer I've played the game 60 plus times and observed likely 100 test and demo plays beyond that. I've not heard people gripe about randomness, in fact they seem to love the replayability the broad card pool and the core and unique theme pack related events bring. I've often been surprised by how well players seem to take the light hearted event play in the game as players get to the point where messing with each other's theme parks can potentially be important - usually concentrated in the second half of the game.
It's important to point out that most attack effects require you to forego a boosting effect for you that generally cannot be stopped. Whilst attack effects can be blocked by some effects. Its a really strategic decision to attack someone. So events tend to be focused on leaders who need to be brought back a notch or 3. Or on someone who has something you need. Or played by players with overdeveloped vengeance instincts.
There are nearly as many defense cards as attack cards, so there are lots of decisions about whether to stockpile defense effects, or use the boosting half of the cards. There are various ways to mitigate damage too as you say.
Attack effects usually get focused on the apparent leader so you can play to that as well, taking more risks if you are behind.
When people attack you, you really need to consider whether you actually need to defend against each attack or not. Do you have a 'Giant Wad of Cash' card with which to reopen that just closed ride? Or are you better off closing their main attraction with it in revenge if their money engine is bigger than yours? Are you over capacity anyway - how much income will that closed attraction really cost you? Is a destroyed upgrade easily replaced, or do you really need to protect it to secure your endgame Blueprint points?
Sometimes using the beneficial part of a defense card later will net you more than stopping a ride being closed or an upgrade being destroyed. There are some combinational income generating events which can really pay off big time if used wisely.
And its sometimes more satisfying immediately Dumpster Diving a destroyed upgrade out of the Park discard pile ready to play it again for free somehow, and / or to use its special ability a second time, than to defend against it in the first place. IN YOUR FACE!
And of course there is Instant Karma, or even the threat of it - which might allow you to cause more damage to your rival than they did to you!
The main thing is that event play will reflect the play style of any group of players. If you want ways to mess with anyone you've got them. If you want to mess mainly with the leader you can. If you don't want anyone to mess with each other at all you don't have play those effects at all, and you can even lock out mess with you effects by playing with the 'World Peace' Game Changer rule card if you really just want a 100% friendly race to build the highest scoring theme park.
I feel that the building and blueprint chasing parts of Unfair provide the core narrative progression in the game, along with its strategic focus about what you build and how efficiently you do so. The mid game positive to negative global city events pivot provides the core narrative change from Funfair to Unfair. There is plenty to master in all that.
But the events part of the game is the interactive spice. Yes it can get hot, but the core joy of events is in the deep, delicious and constantly engaging decision space it opens up about how exactly to play and react against every twist and turn in the game. It's there that more agile mastery of Unfair is to be savoured.
- Last edited Wed Aug 31, 2016 8:39 am (Total Number of Edits: 2)
- Posted Wed Aug 10, 2016 11:41 pm