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Subject: first 4 player game. rss

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Scott Herron
Canada
Dollard des Ormeaux (Montreal)
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Had my first 4 player game tonight. This game amazes me every time I play it. Having four decks at first made me think how much easier the game might be(more card to choose from etc), but in some cases I over thought stuff and probably made the game harder for myself.

The CASINO was dealt into the market at the beginning. Our first City Event was A LUCKY STREAK. I rolled 3 sets of doubles (really, we couldn't believe it either)and started the game as starting player with over 50 coins. I decided to take the CASINO as my first action figuring, how hard is it to find a hotel? Famous last words. The other players all drew HOTELS and built them. There was never a hotel in the market. I still had the CASINO in my hand at the end of the game. I should have dumped it, but I really didn't want to give them a chance to get it. Playing 4 player is a very different game. We all had cards to do damage to each other, but most of the time we didn't play them as it was too easy to block them. It ended up being more beneficial for us to take the positive action.

This point directly addresses the negative reviews about the game being too cutthroat. I have to believe that the people feeling the game is too "unfair" haven't actually played the game enough yet. They probably read some of the cards and assumed it would damage/break the game or give a player an unfair advantage.

I have stolen people's staff members, removed upgrades, stolen money from them, closed their attractions etc, and had all those actions done to me, but in no games did it mean I felt my game had been compromised. I was able to do something the next action to rebuild, or get money back.

I have yet to demolish someone else's attraction completely. I almost did tonight, but decided against it. I was about to play DEMOLITION ORDER to destroy a player's 6 icon attraction. Re-reading the bold on the card made me realise I couldn't do this action(discarding an event card from my hand for each icon on the ribbon) and the player's other attractions were single icon attractions. Demolishing a single icon attraction would not have made much of a dent to the player's game. It would be easy to rebuild another single icon attraction. In the end it made much more sense for me to use the upper portion of the card (Flurry of Activity) to draw and play two event cards.

One of the players was playing their first game of Unfair, and his first comment after the game was "This game has so much replayability, every game must be so different from the last."

The more we play, the more we see how all the cards work so well together. The amount of thought and planning that has gone into this game is outstanding.

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Pete Wrigley
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This game is so good!

As you said, with a few plays under you belt you can mitigate to a large degree the unfairness. I think the events add so much more to the game.

Whenever the ninja deck is in play I awas make sure my attraction closest to the gate is a crappy sacrificial one so they look elsewherewhistle
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Richard A. Edwards
United States
Lacey
Washington
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ratovan wrote:
This point directly addresses the negative reviews about the game being too cutthroat. I have to believe that the people feeling the game is too "unfair" haven't actually played the game enough yet. They probably read some of the cards and assumed it would damage/break the game or give a player an unfair advantage.

I have stolen people's staff members, removed upgrades, stolen money from them, closed their attractions etc, and had all those actions done to me, but in no games did it mean I felt my game had been compromised. I was able to do something the next action to rebuild, or get money back.

I agree that after a few games the "take that" elements seem much less daunting.

You rightly say you felt your game hadn't felt compromised, however there are players who concentrate not on the "game" but rather simply love the thematic "park" they build, and any destruction causes them grief. And if this occurs in the first game or two, they may never wish to play again and so don't learn how to deal.

This is why it's suggested to use low unfairness packs in the beginning, and why World Peace is often a permanent feature for some players.

One of the best things about this game is that it's so very flexible that it can accommodate all these different preferences!
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Paul Long
Australia
Brisbane
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The other change in play after a few games is what cards people choose to destroy. In the first few games someone might choose to attack a theme or quality because they can.

But after a few games, you watch your opponents use "Dumpster Dive" or "First in Line" for a card and that's what you attack. (Must be in their blueprint!)

Then everyone starts to bluff with the Event cards, to hide what cards are valuable. And I think the tension at this stage of the game is awesome. Do I put more cards on my rides as protection or go for points by ride size.
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