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Subject: Snack Seller rss

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Steve T
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The wording on the "Snack Seller" card is "Once per Guests Step: Choose an open Ride attraction in your park. Gain 2 coins for each star in its star total."

So just to clarify, is that the total number of stars that the attraction has or is it totaling all the numbers within the stars?

I'm assuming as the word total was used it's the latter but just wanted to double check. Thanks.
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Joel Finch
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The glossary has the "star total" as the total of all numbers on the gold stars

Anything I can do to clarify this terminology?
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Steve T
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Thanks Joel, I think the glossary does explain it clearly. I can't really think of any other clearer wording for the card (that doesn't add length to the description).
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Bobby Clark
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I had not considered counting only the stars instead of the numbers but it makes sense it could be seen that way. Which now makes me question if you have a star with 0 guests is that count in the star total?
It would make me more apt to add upgrades with 0 to that ride to get that bonus if you were counting STARS not numbers.

Would it make sense to word it as the number of GUESTS on that ride?
Since the numbers represent the guests you would be more apt to count the numbers.
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Stoz
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I got my copy kickstarter copy of unfair this week and played my first game last night. My wife and I found this wording confusing, with "number of stars" suggesting counting physical star icons. We ended up playing it the correct way as outlined above. Some of the doubts were also because without any other experience with the game it seemed like a lot of coins at the time.

My suggestion for the wording on the seller itself:

"Once per Guests Step: Choose an open Ride attraction in your park. Gain coins equal to twice it's star total".
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joe sedita
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Sorry Joel but the working in the instruction manual is pretty wrong or at least incomplete as it states star total is equal to the number of all stars IN YOUR PARK. Which doesn't even technically apply to cards like snack seller which talks about the number of stars a RIDE has.

Ps I got 26 coins for a huge coaster out of her!
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Joel Finch
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ghettoimp wrote:
Sorry Joel but the working in the instruction manual is pretty wrong or at least incomplete as it states star total is equal to the number of all stars IN YOUR PARK. Which doesn't even technically apply to cards like snack seller which talks about the number of stars a RIDE has.

Joe, thanks for your feedback, glad to have another pair of eyes on it! The wording in the glossary says that a park's star total is the total of all the numbers on the active stars in it; but it doesn't say that "star total" as a term only applies to parks.

I agree that the wording can be made clearer, and we'll will revise the text to ensure that it's explicitly stated the term applies to anything that includes stars, but I think the main question of whether to count star-shaped symbols or total the numbers shown on them is answered by that glossary entry as it stands.

Glad to hear you sold a lot of snacks - a 13 star ride is pretty impressive even without the Snack Seller!
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Sonny A.
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I had the same question when I played my first game. If it indeed works as written, Snack Seller seems very overpowered.

When you add the numbers in the all the stars, this easily creates more revenue than the rest of the park. Especially because once you have the snack seller, you instantly lose all incitement to build upgrades on anything else.

x3 revenue for a ride is A LOT, and it isn't even limited by your park total number of guests.
 
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Désirée Greverud
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SonnyDK wrote:
I had the same question when I played my first game. If it indeed works as written, Snack Seller seems very overpowered.

When you add the numbers in the all the stars, this easily creates more revenue than the rest of the park. Especially because once you have the snack seller, you instantly lose all incitement to build upgrades on anything else.

x3 revenue for a ride is A LOT, and it isn't even limited by your park total number of guests.

expect that ride to be hit with a Giant Wad of Cash or the Snack Seller to be mesmerized, headhunted or sent on a Caribbean Vacation
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Kim Brebach
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DragonsDream wrote:
SonnyDK wrote:
I had the same question when I played my first game. If it indeed works as written, Snack Seller seems very overpowered.

When you add the numbers in the all the stars, this easily creates more revenue than the rest of the park. Especially because once you have the snack seller, you instantly lose all incitement to build upgrades on anything else.

x3 revenue for a ride is A LOT, and it isn't even limited by your park total number of guests.

expect that ride to be hit with a Giant Wad of Cash or the Snack Seller to be mesmerized, headhunted or sent on a Caribbean Vacation


...or that ride to be closed by anonymous complaint, fire drills, animal sighting...

Unfair is a thrill rather than leisure ride.

The big combos are there to be found, and the spikes to stop them too.

The strategic art of Unfair is in flying under the radar enough that you gain advantage without attracting the hits.
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Sonny A.
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Or it won't, because there aren't THAT many offensive cards (at least not on robot/pirate as suggested in 1st game).. and Snack Seller will create more revenue than the rest of the park.

I really don't understand the narrative of Snack Seller. Why should a Snack Seller create so much income?

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Graham Gass
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SonnyDK wrote:
Or it won't, because there aren't THAT many offensive cards (at least not on robot/pirate as suggested in 1st game).. and Snack Seller will create more revenue than the rest of the park.

I really don't understand the narrative of Snack Seller. Why should a Snack Seller create so much income?


Dude, all theme park snack stands are insanely overpriced!
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Désirée Greverud
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SonnyDK wrote:
Or it won't, because there aren't THAT many offensive cards (at least not on robot/pirate as suggested in 1st game).. and Snack Seller will create more revenue than the rest of the park.

I really don't understand the narrative of Snack Seller. Why should a Snack Seller create so much income?


5 of 13 event cards in Pirates could either remove the Snack Seller or close the high earning ride and 5 others would potentially make the ride smaller

Robot also contains 5 of 13 events to neutralize Snack Seller and 3 others to potentially reduce ride size

The problem many people have is that they don't want to "waste" turns or card slots in hand drawing event cards and then lament about not having the right event card (due to "unlucky draws") to do what they need.
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Joel Finch
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SonnyDK wrote:
I really don't understand the narrative of Snack Seller. Why should a Snack Seller create so much income?

Food in theme parks is expensive, and the intention is that the more exciting the ride, the larger the crowd it draws, and the larger captive audience for the Snack Seller to sell to while they wait to ride it.

Practically, the Snack Seller + ride combo is meant to stand out as a high-risk-high-reward option. The immediate reaction to the Snack Seller's ability is to want to build the tallest ride possible to maximise the income. The risk is that this is exactly the behaviour most likely to draw negative attention, and a hit to the stars on that attraction loses not only bonus income from the Snack Seller but also stars for normal income and points from the icons - by drawing attention to it, you're losing on three fronts at once.

You can of course go for one giant ride, the game doesn't have guard rails to stop you, but it is a risk, and sometimes it will work, and sometimes it will crash.

So the more conservative way to benefit from the Snack Seller is to build two smaller rides, preferably one thrill and one leisure, and keep them approximately equal in stars, even if not in icon size, so that having one closed or hit allows you to move your mobile snack empire to the other. This gives a lower but more reliable income with less risk of drawing the attention that results in being hit as often.
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