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This review continues my series of detailed reviews that attempt to be part review, part resource for anyone not totally familiar with the game. For this reason I expect readers to skip to the sections that are of most interest.

If you liked the review please thumb the top of the article so others have a better chance of seeing it and I know you stopped by. Thanks for reading.

Summary

Game Type - Card (Tableau-Building) Game
Play Time: 40 (2P) - 120 (5P) minutes
Number of Players: 2-5
Mechanics - Hand Management, Pattern Building, Take That, Push Your Luck
Difficulty - Moderate (Can be learned in 20 minutes, takes 1-2 plays to begin to understand all the moving parts)
Components - Yet to be released
Release - As per Kickstarter Campaign (Likely 2018)

Designer - Joel Finch - (All things Unfair)

Overview and Theme

Unfair hit the gaming world in 2017 after a successful Kickstarter in September of the year before. At its core Unfair is a tableau-building game and each player is trying to build the most popular theme park they can. The game play is open and fun and anything from sideshows, to thrill rides, to casino hotels and food outlets can be built. You can adorn your attractions with upgrades and new features such as comfy seats, vending machines, flagpoles and air-conditioning. Of course just the right staff (Ice-Cream Vendors, Balloon Artists) can improve your park and then there is the chance to theme parts of your park to bring even more 'park-goers' in.

This sums up a lot about the thematics of the original design. This review will not cover the basic game play. If you would like to know more about the theme of the game and how it plays out, please check out my original and detailed review and return here to learn more:-

Unfair - A Detailed Review

What this review aims to do is to look at the 4 themes on offer in this expansion and help 'gamers' identify if this expansion will add to the enjoyment of the base game. I also hope it might shed more light on what is on offer for gamers that have not come across Unfair yet or may have dismissed it in the past.

This expansion sets the blueprint for the Unfair expansions to follow. You see, in the world of Unfair the publisher and designer are looking to release one expansion theme for each letter of the alphabet. The original release took care of (G)angster, (J)ungle, (N)inja, (P)irate, (R)obot and (V)ampire. It appears we will get 4 in each box, with 4 more expansions to follow.

This first expansion serves to provide us with 4 new themes in (A)lien, (B)-movie, (D)inosaur and (W)estern. The beauty of Unfair as a design is that the game plays with a number of themes equal to the number of players. So with this expansion a group can play with any combination of themes to mix-up the challenge (now 10 in total) and see if they can find synergies and overcome any challenges inherent between the included themes they are using. I'm not going to do the math but the number of potentially unique combinations of themes is mind boggling already and will only increase with each new expansion release.

What are you waiting for 'pardner'? What so we saddle up this T-Rex and go find us some Aliens out in the back canyon...or is that back-lot?!

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The Components

Like any Kickstarter Preview, I won't go into the components in any great depth here as they are yet to be seen.

I can comment that the same artistic team has returned and that means that the art found in this expansion is very much in keeping with the base game, which is great.

This expansion will come with one major new component besides cards, that being tokens to represent Alien Influence\Technology. These tokens serve as an alternative currency in the game, which I will cover in due course. I expect these will be in the same lovely thickness of the income tokens used in the original design.

Of course the game will require a new scoring pad as there is a new way to earn points with the inclusion of the expansion. That said...a scoring pad may become redundant given that Good Games Publishing has developed a scoring app, which is available via a dedicated website...more on that shortly.

One last thing worth noting is that for the game to work with any thematic deck combination, it is essential that certain cards are present within every themed deck of the game. For that reason each of the four new themes offered here will have some of the 'common' cards from the Event and Park Decks. Those familiar with the original design would be instantly thinking that certain upgrades, features and event cards have to be available. This kind of thing normally sets alarm bells ringing with questions like...'So am I paying for 6 new cards in each themed deck?' and 'How much overlap is there?'

I am happy to report that the new themed decks are very much a case of new content. If I take the Western Deck as an example, it contains 53 playable cards and 36 of those are unique with only 17 being duplicate common cards, all found within the Park and Event Decks. Each themed deck will always have unique Blueprints, Showcase Attractions and City Events. I think a unique content ratio of 68% is pretty good to ensure that the game is also balanced and allows the players to interact with the various mechanics as was intended (ability to search the discard pile, gain valuable coins at key moments, add those critical upgrades like a Lockers & Coat Check etc).

Oh wow...I just thought I'd check to see if that content overlap was consistent across themes. Appears not...in a good way. The Dinosaur Theme only has 11 cards that feature in the base-game, for a whopping 79% unique content. So the mileage may differ from theme to theme.

The other thing worth mentioning here is that the expansion offers a new rule-book that clarifies a few important elements of the game, covers all new mechanics and options offered up by this expansion box and serves to clarify further the 'Clean-Up' step of each round as this may be important given some of the new themes on offer.

Ok, curiosity got the better of me - here is the full breakdown.

Theme Overlap Cards New Content

Western 17 68%

B-movie 14 74%

Dinosaur 11 79%

Alien 09 83%


So overall the expansion is offering up an average of 76% new content. That seems pretty healthy to me. Out of interest the formula appears to be a commonality of 9 Event Cards across theme decks with the recurring Park Cards varying from one theme deck to another. I now close this investigation.



Set-Up

There is no major difference in the set-up of the game with this expansion. Players can still choose the themes they want to play with or select at random the themes using the Randomiser Tokens.

All of the new theme decks also come with their own City Event Cards (Fair\Unfair Cards) to mix up the events that affect everyone each game and the expansion also comes with a new set of Game Changer Cards that allow the players to modify the core mechanisms of the game in some way.

The Themes and How they Play

As I don't need to cover the core play of the game here, I am free to explore for you the themes on offer and the bent of each new theme deck. I won't go into full detail on each deck as I think half the fun of any expansion of this nature is to discover them for yourself.

One thing I will mention before I begin is that my prototype cards did not come with a summary card to outline the nature of each deck (access to coins, points from Blueprints, take-that nature etc) so we will see how accurate I am once the production copy is in our hands. Of course the full release of this expansion will have those summary cards included.

I can tell you that I have played with the expansion 6 times before writing this at the 2, 4 and 5 player counts.

Alien Theme


mb New Mechanisms - Alien introduces a new currency into the game called Alien Influence (we often refer to it as Alien tech although this is not technically accurate). Some cards such as the Alien Observation Towers offer up Alien Influence in the Guest Step but do not attract guests (feature stars that earn coins) by themselves. The upshot of this is that many cards in the Alien Park Deck can only be bought using Alien Influence that you have accumulated.

'Alien' also allows players to do cool things like 'influence' Staff Members which thematically I guess is like beaming them up or possessing their minds. Fun stuff.

Of course the consequences on the play of the Alien theme is knowing when to build those attractions and upgrades that earn and require Alien Influence. Get them out too early and you might have cash-flow problems. Get them out too late and you may not earn each influence to go after big items on your 'Blueprint...err...shopping list'!

One other thing critical about using the Alien theme is that Alien Influence tokens are worth 2-VPs each at the end of the game...so that can be a strategy to pursue in and of itself. goo

Dinosaur Theme

mb New Mechanisms - The core new concept here is the inclusion of animal upgrades, which each dinosaur type is defined as - Dinosaurs are not regarded as 'attractions' in their own right. I won't spoil what dinosaurs are in the game except to say that there are a total of 7 different types in all.

Dinosaurs have two distinct game-changing functions. First they are incredibly popular with the public and so they are worth higher star totals than the average Park Card. The added bonus is that they are relatively cheap in relation to their 'crowd-pulling, coin-earning' benefit. This makes them amazing to get into your park early and can see games with Dinosaurs in play generate some pretty hefty cash sums by games end.

Now for the rub...Dinosaurs are incredibly volatile, especially the meat eaters. At the start of each Event Step a Dinosaur not enclosed in an Electrified Fence may...stray?! This is simulated by needing to roll 2-dice and getting a certain total or above. Thus the Dinosaurs theme deck introduces an element of push-your-luck into Unfair. The consequences for a failed roll is different for each dinosaur type but at worst it can lead to attraction closures or the eating of other Dinosaurs in your park. Of course the need to make such a roll can be avoided if an Electrified Fence Upgrade is in place on each attraction with a Dinosaur.

This lends this theme deck a delicious proposition. Do you go after a Dinosaur in the early game without the safety-net of a fence in order to up the cashflow early (fast Super Attractions anyone?) or do you take a more conservative route?

It's also worth noting that each attraction can only include one Dinosaur at a time. If a player chooses to add a second Dinosaur to an attraction the consequences are simple...the bigger one survives.

There are some fantastic easter eggs to be found among the flavour-text, names and artwork of this theme deck as well.

mb Showcase Attraction Shake-up - The Dinosaur Deck also makes for a major change in how Showcase Attractions are utilised, as it includes two new forms of Front Gate Card instead of new attractions themselves.

These Gates cab be built over your original Front Gate and they may restrict or expand the overall capacity for guests to fit into your park. They may also help with the safe keeping of Dinosaurs and\or allow your park to hold more than 1 Showcase attraction or even extend the number of attractions your park can hold. It's all very cool and of course building a new Front Gate means you free up an attraction slot in your park!

B-movie Theme


mb New Mechanisms - The key addition to Unfair found here is to unlock the new mechanism of Panorama Cards and scoring. Panoramas are a series of cards that when built in the correct order (alongside one another) serve to form a continuous artistic image, with the artwork lining up from card to card. Each card within a Panorama set has a unique position and a player needs to build their cards in exactly those positions within the space they have in their park. This lends the game a new timing consideration (acquisition of the required cards and then their placement) that is quite challenging in its own right.

The good news is that player's can score points by completing a Panorama or even by partially completing a Panorama if they have at least 2 connecting cards in the series.

But the news gets better because the B-move deck has several ways to make completing Panorama's that little bit easier. Billboards are a very cheap attraction, offer stars (guests) in the short term but they can be demolished quite quickly in order to build a part of your Panorama if you come across the right card later in the game. In other words Billboards serve as holding spots to help complete Panorama's...which is important as this reminds us of the rule that a player must build each new attraction from left to right in their park. The Billboards are also a great way to enhance the theme of B-movies as they serve as advertising for the next 'kitch' movie on offer.

Binoculars are another feature that can be added to your park, allowing players to search the Park Deck for a card that matches the Panorama that includes the Binoculars. This makes for a nice balance of being able to add to\complete a Panorama at the expense of critical coin (7 in this case to build a Binoculars), which could have been spent in other ways.

The third support to help score Panoramas is the inclusion of the 'Shapeshifting Thing'. This is an attraction that can morph to be whichever part of a Panorama it needs to be...provided it is in the right location. Thus it serves as a 'Panorama Wildcard' if you like.

Oh I should point out that a second new type of attraction is added to Unfair with this deck...the Store. Naturally its focus is on money generation and it only features on one card here and offers no star (Guest) drawing potential. Mainly because the money it can make alone is worth the investment...if built early enough. I would expect to see more Stores in future theme-deck releases.

mb Theme Integration - The Inclusion of Panorama Scoring with this deck of course also makes it possible to score Panoramas across all theme decks in play. This includes the themes of the base game that also had Panorama Cards among them.

The Western Theme Deck serves to mix this up a little more too. It has a total of 6 Panorama Cards in its set but the artwork is such that any card in the set can connect to any of the other Western Panorama cards. This is pretty fantastic 'thematically' as it simulates the great expanse of the Wild West and the fact that...well...one canyon pretty much looks like another. laugh

It also gives me that feeling of being able to stand in a single spot in that kind of terrain and be able to get a pretty consistent 360 degree view. I think it is neat.

Western Theme

mb New Mechanisms - This theme is perhaps the least revolutionary of any of the four new decks, but it is nicely thematic and in some respects I see this one as kind of the glue that binds theme decks together. The attractions tend to lean more in favour of Leisure Rides and Sideshows and there is one cool Staff Member called the Gunslinger. The Park Deck offers up a new kind of Thrill Ride Upgrade without offering many Thrill Rides of its own, so this is a nice example of some deck interaction (the glue I mentioned earlier) at play.

One of the unique elements to Western is the addition of a new card type in the form of a Development. These are placed in much the same area of your tabloid as Resource Cards. The Development on offer in Western is the Vacant Lot...which I find pretty apt and amusing. The West may not have much of any great value...but it sure does have a lot of space! laugh

And so the Vacant Lot, although quite expensive at 14 coins, offers a +3 capacity increase, the ability to build a second Super Attraction and allows your park to have 6 attractions in all. That's all pretty cool if you can get it early enough and have the coin required to make it work for you.

How Does Playing with this Expansion Feel?


That's the big question in all honesty. How does it feel? Does it make the game any more or less compelling? Will it make me fall in or out of love with the core design any more or less?

Well one question at a time...

Unfair is just as much fun to play with these expansions as it was with the original base game. I think the base game was pretty generous to offer 6-theme decks up front but having another 4 now is just fantastic. The truth is that the game is no more or less fun with or without these expansions and that is due to one simple truth. You are likely to love or leave Unfair based upon its core game-play one way or the other. Sure each theme deck has its own little bent and 3 of the 4 new ones on offer here do 'tweak' the game in meaningful ways. But if you don't like exploring new themes and seeing how you can best manipulate the options on offer as you build a tableau and look for those combos that can give you an edge...well this expansion won't really change your mind one way or the other.

What this expansion does do is to offer new mechanisms that may play more to your enjoyment or not. Dinosaurs add that 'push-your-luck' aspect with some chancy dice-rolling (which the whole table enjoys mind you - especially when it isn't them having to roll). Heck one of the funniest moments is when someone has their Electrified Fence destroyed and the very next role that damned beast goes nuts...hell of a lot of fun!

B-Movie brings in the visual-spatial challenge of trying to sequence Panorama attractions and it makes the search functionality that is built into the game (discard to draw 5 Park Cards or Dumpster Diving Event) that much more meaningful.

Those that like economic engines find a light-ish one here in the form of Alien Influence Tokens and have to weigh up the collection of these as offset by the fewer coins they may acquire as a result. They must then consider when to spend their Alien Influence\Tech to build great Alien creations. It's fun and engaging stuff.

The Heart of Unfair - And at its core these expansions simply represent new things to do...new cards to build, new flavour-text to laugh at and new Blueprints to aim for and complete. The game is great to discover in this way and it is even more engaging and fun now as there is more variety on offer and more mash-ups (think Smash-up) to explore and see how they interact.

What you can do now from a thematic perspective is aim to build your own 'Jurassic Park' or look to Influence the world with your Alien intentions to name but a couple. I think this expansion really ramps up the theme of the game and makes it more engaging than ever.

Does it Come at a Cost?

The beauty here is that I can say no. The set-up and tear down (having to mix cards of different decks thoroughly and then re-form them at games end) is no more onerous. There is only one more set of tokens to take out of the box (Alien Influence) and only if you are using that theme.

The only real extra effort to consider is knowing the new rules for the likes of new additions for the decks and these are easy to remember and explain to people if those decks are being used.

The 5-Player Experience

In my review of the base game I looked at the 2-player Experience and found it to be pleasantly enjoyable. In summary it can be a little tighter in that you have a fair chance of seeing most of the Blueprints and the Market does not offer up new delights quite as often (as less are being taken and replaced) but it works well.

In playing this expansion in preparation for this review I played my first 5-player game. Somehow in my 20+ plays I did not realise that the game went beyond 4-players and I was shocked to realise that it did. How did I miss this fact? I got a group together and we tried it with 5...the 4 expansion decks (3 of the 5 players using them for the first time) and Pirates was chosen at random.

Boy did we have a blast. There was just so much to see being built around the table. Dinosaurs were in 2-3 parks, another park was pro-Alien and one player really focused on Panorama building. Even with 5 players the game only took 2 hours and everyone enjoyed watching the Dinosaur rolls. Searching for your cards to fulfill Blueprints was key as that Park Deck was massive...but the Market also refreshed with new goodies regularly and the Events flowed thick and fast. I must say that I think I might prefer Unfair with 5-players the most although 3 and 4 are still very good. It was just so exciting to see so many themes in play at once and see new ways in how the cards could interact with one another.

I was even surprised how well Unfair manages downtime with 5-players. I was expecting a little more than I was used to for this game but the play just zips around the table. That's because a player that is searching the Park Deck or drawing new Mission Cards can be left to their decision while the play moves onto the next player. Buying a card from the marketplace? It takes a matter of seconds really.

I think at 5-players, Unfair might need to be knocked up into my 3 favourite games of all time.

A Note on the 'Take-That' Debate


I really enjoy this game and I know that a lot of people do. But I have some sympathy for the game too as Unfair got something of a bad wrap from some of the original Preview Reviews last time around, being labelled as having too much 'take that', in the form of the attacking parts of the Event Decks across the many themes. Whilst I get that all opinions are exactly that, I feel that the game was unfairly labelled by some reviewers\players that may not have had the experience to comment on this aspect expertly enough. For me I think those calls were rather premature and it may have turned away some gamers that would love what is on offer here.

Whilst the game pulls no punches in calling itself Unfair (and it is true that unfair things can happen to you) I think that the 'take-that' aspect of the game was overstated quite badly or presented by players that may have got hammered in a game before they had fully gotten to grips with the design.

For me (I'm now 29 plays in) it is usually the best decision to focus on building yourself up rather than tearing someone else down. That is because in the final analysis you are likely to create a greater gain over the opposition by building an extra 1-3 icons in your own attraction instead of simply tearing down one of theirs.

Attractions can be closed down for a round and cost a player money at a critical time...this is true. But if a player puts all their income into one basket without some form of protection...then they might have to suffer the consequences as that is bad play. For me the game provides ways for players to have some form of control over what they do and what can happen to them, it is up to the players to use those mechanisms better than their opponents. And of course a group of players can play with Game Changer Cards to make the game exactly how they would like it anyway.

There is the occasional card here and there that can be quite nasty...if played in the right way and hits a part of your park that is critical to a Blueprint. But a game without any risk is usually not that fun anyway and in my opinion the game offers up enough forms of defense to help mitigate setbacks. I suspect this may be where those initial calls of 'too much take that' came from. As gamers we are inherently geared towards trying to complete missions, tickets, Blueprints. These cards are very specific in what is required to complete them and in many cases a required element may be hard to come across again if it is demolished. Because it can take a few plays to know 'well' the make-up and frequency of some cards in a theme deck, I suspect that many a first time player were burned in some way. For the experienced gamer though it becomes something of a delicious puzzle...how and when is it best to acquire those elements? Perhaps gaining access to them and building them as late as possible is the key as it gives the opposition less time to tear them down?!

So am I a fanboy for adding this section? Perhaps, that is for you to decide. I just want to make it clear that the game is not all about 'take-that', it does offer its players forms of defense and often it is better to focus on your own creation rather than destruction anyway.

As an experienced player I just don't want to see a great game being shunned without all of the facts being on the table.

If this section (and the review as a whole) has helped you to consider or reconsider what Unfair has to offer...then I am happy to have put in the hours to write this today.

The Final Word

For me this expansion is a 'no brainer'. As gamers we often ask that critical question, "Is this expansion a nice to have or a 'will always play with' " inclusion. For me it is the latter and I will always include it in my plays...but of course that depends if I draw any of the decks using the Randomiser Tokens. I like randomness in my gaming (there should be a microbadge for that).

Having played with the expansion 6 times now in different thematic mixes I no longer feel like I need to play only exclusively with the expansion content. I still really enjoy the base-game themes too. That fact probably talks to my enjoyment of the game as a whole though.

Will this expansion change your initial thoughts on the core nature of the game? Probably not as this expansion (or its 4 new themes to be more precise) largely offers up more variety and a few new mechanics to mix things up. Fans of those new mechanisms though (a new currency, 'push-your-luck' and visual\spatial building) will likely find their enjoyment of the game increased. Those that really dislike those elements shouldn't be too put off by them because no one is forcing you to add those themes\cards to your park.

If you were put off by Unfair because of any take-that elements...well these 4 thematic decks don't have a lot of 'take-that' in them to begin with and as I covered above...I think you will find with a few games under your belt, a good player can manage nasty surprises pretty well. In our 5-player game I can recall 2 'attacking' cards were played in the whole game. One of those was called for as I was building a monstrous attraction and the other was well blocked by the target player. That said, I do think there was a deliberate design decision in this first expansion to minimise overt 'take-that' as a response to criticisms of the past.

Long story short, Unfair is a treasure to me and a game I will never turn down. I think the themes and new additions on offer here elevate the game in my all time rankings and the only thing that annoys me is that I don't have all 26 expansions available to me right now!!! devil

Ok I think that's a wrap folks. Look out for the Kickstarter campaign, which opens on July 23rd.

Till next we meet ride off into the sunset, atop a dinosaur, heading towards that Alien Observation Tower...sporting a Billboard from the latest hack movie. Oh - and beware the outlaws...


Image Courtesy of misskatja


Review Links

For a full list of my 500+ reviews in a search-able Geeklist -

My Review Geeklist for Easy Reference

Other Unfair Links

Unfair - A Detailed Review

NB - I was sent a set of prototype decks by the designer to assist in writing this review.
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Geoff Duncan
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Great job of explaining what to expect without spoiling every card/surprise in the new decks. This expansion is a no-brainer for me as well, I'm looking forward to seeing it at Gen Con.

About the take-that aspect, I didn't back the original Kickstarter because my wife hates take-that games and I didn't think I would be able to get this to the table. When I finally broke down and bought it at retail, I got her to play by using the World Peace variant, and we play almost every game that way now and love it. There are a few cards in some decks that are only used for take-that or defense, and when those come up we just auto-discard them back to the box without penalty. We've tried playing it with the full rules with other friends and still found what you did, which is that focusing on your own park is almost always the better strategy anyway.
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Cole Feeser
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While I didn't read every single word I can say this is a very thorough review that gives a good breakdown of what players can expect. One thing did stick out to me though. You mentioned there are 7 (SEVEN) different types of Dinosaurs except that isn't entirely true. There are 5 (FIVE) different Dinosaurs by default with the possibility of 2 (TWO) more being unlocked as stretch goals during the KS campaign.

It is a small detail, easily missed, that may not even matter that much (especially if the previously mentioned stretch goals ARE unlocked) but I thought for absolutely accuracy you might want to clarify that one point.
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DaFees wrote:
While I didn't read every single word I can say this is a very thorough review that gives a good breakdown of what players can expect. One thing did stick out to me though. You mentioned there are 7 (SEVEN) different types of Dinosaurs except that isn't entirely true. There are 5 (FIVE) different Dinosaurs by default with the possibility of 2 (TWO) more being unlocked as stretch goals during the KS campaign.

It is a small detail, easily missed, that may not even matter that much (especially if the previously mentioned stretch goals ARE unlocked) but I thought for absolutely accuracy you might want to clarify that one point.


Thanks for the info. I had no knowledge of how the campaign would be structured. I don't think this campaign will have any trouble unlocking all of the planned stretch goals. In fact I didn't even know they would be having stretch goals.

In fact I find it odd that they would be given that they need\want to have a certain number of cards per deck.
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Joel Finch
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There are 5 types of buildable dinosaur animal in the starting lineup, some with multiple copies, and there is 1 type of built-in dinosaur upgrade. There are many more types of dinosaur illustrated in the cards that aren't directly playable.

We have plans to stretch by replacing two of the duplicated dinos with 2 extra unique ones, with new art, so the card count will remain the same.

I want to stress that both configurations have been tested, so if we don't achieve the stretch goals, the game will be fully functional, and if we do, it will be fully functional but with more types of dinosaur.
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I like take-that in some games. Killer Bunnies is, at its core, take-that, and a lot of fun. However, if I'm trying to build something, having someone else attack it isn't so much fun. So we have always played with World Peace. That's not to say that we will never change.

I don't understand the people who dismiss the game due to the take-that. When we backed the original kickstarter, we knew about the Game Changers. How do so many people miss them? I frequently recommend Unfair to people, but I always mention the Game Changers, pointing out that it enables them to tweak the game to suit their tastes.

P.S. You mention the generosity of six themes in the base game. Two of those were actually stretch goals, made possible by those of us who backed it. And Good Games wisely resisted those people who wanted exclusives.
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Da Pyrate’s Younger & More Handsome Brother
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Writing an Unfair review seems out of character, Neil.
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Da Pyrate’s Younger & More Handsome Brother
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Neil Thomson wrote:
Da Bucaneer wrote:
Writing an Unfair review seems out of character, Neil.


I'm not sure what this means? Oh I think I get it now. Thanks.


It is a pun...meant as a joke...it is hilarious...you are very serious.

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Nick Hughes
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excellent review, can't wait to get some Robot Western action going and have my park go full Westworld!
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Justin G
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Does the expansion offer ways to lessen the take that element ?
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jgunnz wrote:
Does the expansion offer ways to lessen the take that element ?

The game changers included, in combination with the game changers from the base game, let you modify or disable every avenue of attack, both between players and from the City deck.

You can choose small changes, like having more warning of City effects, or to be able to block demolition at a cost, or you can make yourself immune to all City effects entirely, or use World Peace to prevent any player-vs-player take-that at all.


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Thank you for this explanation and the visuals, very helpful!
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jgunnz wrote:
Does the expansion offer ways to lessen the take that element ?

First, to answer your question directly, even the base game does with the World Peace gamechanger (an optional "No Take That" variant, essentially).

But more importantly, how much Take That is in the game is entirely on the players. I mostly play at 2-player and despite never using the World Peace or any variant, we use Take That only when necessary. If you:

* Take a unique card (or last-remaining card) I need for a blueprint, it's liable to get Take Thatd so I can take it and fulfill my blueprint.
* Have a staff member earning you 20-40 coins per round, sorry but I HAVE to Take That that on principle or you're just going to run away with the game.

Other than that, Take That basically doesn't happen at my table. In my opinion the benefits on the event cards are too valuable to spend inconveniencing another player temporarily unless I have a super good reason for it.

I played once with a guy at a FLGS who used Take That every turn "because I can". I just don't play with that guy anymore. The problem was he is a mean board game player, not that Unfair is a "mean" game. He took last, too. Because the benefits on the positive half of events generally outweigh what you gain from using Take That against one person to annoy them for one turn or so.
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Florent Leguern Conciergerie Easylife
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I really feel sad for having missed the KS for the game. I got hold of it through trade here, and I wish I had knows beforehand to support it.

And to have the KS bonus laugh When I love a game, I want all of it to boot.

Only two plays so far with my wife, but we both agreed that the game would see the table way more often, and has a good place on the shelf. This expansion comes as an immediate buy whenever it might be available to us.

Excellent review that only brought more interest to the new possibilities of gameplay. Nothing that adds to the core gameplay, but instead, real clever use of the mechanics to play around. This seems like a well though-out expansion !

And a great review cool

A question though : will the core box suffice to hold all new expansions planned ? All decks, with all the components ?
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Eawyne wrote:
I really feel sad for having missed the KS for the game. I got hold of it through trade here, and I wish I had knows beforehand to support it.

And to have the KS bonus laugh When I love a game, I want all of it to boot.

Only two plays so far with my wife, but we both agreed that the game would see the table way more often, and has a good place on the shelf. This expansion comes as an immediate buy whenever it might be available to us.

Excellent review that only brought more interest to the new possibilities of gameplay. Nothing that adds to the core gameplay, but instead, real clever use of the mechanics to play around. This seems like a well though-out expansion !

And a great review cool

A question though : will the core box suffice to hold all new expansions planned ? All decks, with all the components ?


Hey thanks for reading.

I imagine that each Kickstarted expansion will give an option to get the base game again and past KS items.

I'm not sure if every expansion will fit into the base box at the end of the journey. I expect to see a big box stretch goal towards the end to accommodate everything if it doesn't all fit.
 
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Eawyne wrote:
A question though : will the core box suffice to hold all new expansions planned ? All decks, with all the components ?

With the insert that comes with the box? Not a chance. The most you'll fit in there optimistically (with unsleeved cards) is the base game and the first three expansions, plus components. The two expansions following that could then fit in one of the expansion boxes.
If you sleeve your cards then you will need four of the five expansion boxes to fit everything.
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OriginalPiMan wrote:
Eawyne wrote:
A question though : will the core box suffice to hold all new expansions planned ? All decks, with all the components ?

With the insert that comes with the box? Not a chance. The most you'll fit in there optimistically (with unsleeved cards) is the base game and the first three expansions, plus components. The two expansions following that could then fit in one of the expansion boxes.
If you sleeve your cards then you will need four of the five expansion boxes to fit everything.


Thanks for the reply A little sad...
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