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Unfair: Fairytale Legendary Steampunk Underground Expansion

Expansion for Unfair

Unfair: Fairytale Legendary Steampunk Underground Expansion Rulebook

Table of Contents

Table of Contents

  • What's in the Box
  • Your First Game?
  • Randomiser Tokens
  • Scoring Web App and Card Database
  • Rule Changes
    • Removed the Buried Card Rule
    • New Pay-to-Skip Rule
    • Updated Starting Hand Rule
    • Updated Cleanup Step
  • New Icons and Symbols
  • New Game Changers
    • Expedited Permits
    • Scenic Vistas
  • Fairytale
    • Changes to Gameplay Steps
    • Wishing Well
    • Wandering Merchant
    • Magic Beans
  • Additional Card Notes
    • Dragon Mountain
    • Fairy Gold
  • Notes on Dice
    • Dice Control Effects
  • Notes on City Cards
  • Legendary
    • Changes to Gameplay Steps
    • Fame and Stars
    • Mythic Attractions
    • Mythic Scoring Opportunities
  • Star Total and Capacity
  • Steampunk
    • Changes to Gameplay Steps
    • Pressure Symbols
  • Panoramas
    • Panorama Attractions
    • Partial Panorama
    • Complete Panorama
    • Panorama Wildcards
    • Panorama Scoring
    • Planning and Unscrambling
  • Underground
    • Changes to Gameplay Steps
    • Underground Facilities
    • Gemstone Tokens
  • A Quick Rules Review
    • Building from Hand or Market
    • You May Use an Action…
    • Upgrades, and How to Count Them
    • Directions in Your Park
    • Cards and Tokens
  • Tracking Your Abilities
  • The Golden Rules
    • #1: Cards can change the rules.
    • #2: What's done is done.
    • #3: It's not a memory game.
  • Rule Interpretation Guide
  • Glossary Additions
  • Panorama Reference

What's in the Box

This expansion includes:

  • 4 themed packs of cards: Fairytale, Legendary, Steampunk, Underground
  • 1 Mastermind card
  • 2 Game Changer cards
  • 25 Gemstone tokens
  • 25 Magic Bean tokens
  • 20 Mythic markers
  • 4 Theme Randomiser tokens + spares

The draft lists a Mastermind card but does not describe it, so no rules for it are given here.

Each themed pack of 57 cards contains:

  • 1 Theme Overview card
  • 1 Gate card
  • 1 Loan card
  • 1 Round & Scoring Summary card
  • 2 Showcase cards
  • 3 "Funfair" City cards
  • 3 "Unfair" City cards
  • 5 Blueprint cards
  • 13 Event cards
  • 27 Park cards

The Fairytale theme pack also includes:

  • 5 double-sided Wishing Well cards

The Legendary theme pack also includes:

  • 5 Fame tracker cards

Your First Game?

Unfair has a lot to look at, and even if you are an experienced gamer who will understand the strategies of the game quickly, there are still many unique rules to learn and cards to read during your first play.

For this reason, we added the First Date Game Changer card to the base game, to be used whenever any of the players are new to the game. It shortens the game from 8 rounds to only 6, and removes some of the cards that need a longer game to give their full benefit.

This helps every player to have a smooth first Unfair experience, whether all players are new or only some of them.

Please trust us on this.

If you want to use this expansion with new players, Steampunk is a good choice. Please use the First Date Game Changer card and these theme packs:

  • 2 players: Steampunk, Pirate
  • 3 players: Steampunk, Pirate, Vampire
  • 4 players: Steampunk, Pirate, Vampire, Jungle

Unfair plays well with 5 players, but don't play a 5-player game if any players are new to the game. All players should be familiar with the rules and cards first.

Randomiser Tokens

These tokens are included so that you can select theme packs to play at random, if you want to try different combinations.

Put the tokens for all packs you wish to play face down on the table or into a bag, then draw one token per player at random.

If you have a favourite theme pack that you want to play more often, use the spare tokens to add an extra copy of that theme pack's letter.

If there is a theme pack you only want to play sometimes, you can include one copy of that letter, and two copies of the others.

Scoring Web App and Card Database

Scoring web app. Available online at the Unfair website: www.unfair-game.com/scoring. Bookmark it to your phone's home screen.

Card database. A searchable online card database is available at www.unfair-game.com/cards. A rules lawyer's ultimate resource.

The printed back cover also lists www.unfair-game.com/rulebook (up-to-date rulebooks) and www.unfair-game.com/strategy (Unfair strategy guide).

Rule Changes

Removed the Buried Card Rule

The ability to bury cards and score them as an icon was intended to be used often in the Underground theme pack, but during playtesting it proved not to be viable at such a large scale.

The keywords "bury" and "exhume" have been removed from the game, and all cards that used them have been updated. For thematic reasons, the Pirate super attraction Blackbeard's Revenge keeps the function of placing a card under the attraction, but does not use the keyword "bury".

New Pay-to-Skip Rule

This rule was first introduced in the ABDW expansion.

Unfair has added a new option, allowing you to build in any attraction space you wish (instead of the first available empty space) by paying an extra cost to skip over empty spaces. This pay-to-skip option is now a permanent rule that applies across the whole game, no matter which theme packs you are using.

Whenever you build for the first time in an empty attraction space, you may skip over empty spaces by paying 3 coins for each empty space you wish to skip.

Once you have built in an attraction space, it is no longer empty. You can continue to build in that space without further penalty.

Any extra amount you pay to skip spaces is not part of the cost to build, so it's not reduced if you build for half price or for free. You always have the option to pay 3 extra coins to skip a space.

Updated Starting Hand Rule

This update was first introduced in the ABDW expansion. It has now been slightly modified in this FLSU expansion.

The base game states that if you have no attraction cards in hand at the start of the game, you may reveal and discard your hand to draw again, repeating until you do have an attraction card in your starting hand.

This rule has been updated now. You may discard your starting hand if you do not have at least one attraction that costs coins to build and can have upgrades added without any restrictions.

You can keep your starting hand if you wish, but you might have trouble getting your park started quickly without an attraction that you can easily upgrade.

Updated Cleanup Step

This update was first introduced in the ABDW expansion.

Earlier versions of the base game allowed Cleanup step activities to take place in no particular order. The sequence is now set as:

  1. Discard any pinned Event cards still in play.
  2. Reopen all closed attractions and make any unavailable cards available again by turning them face-up.
  3. Enact any active Cleanup step abilities.
  4. Discard all the Park cards in the Market and refill it.
  5. Discard cards to meet the 5 card hand limit.
  6. Move the Starting Player marker to the next player in turn order.

New Icons and Symbols

Pressure symbol. The Steampunk pack has many steam-powered attractions and upgrades. Pressure symbols also occasionally appear on cards in other theme packs too.

Tower Ride icon. A new type of ride, available in the Fairytale and Legendary theme packs.

Feature-only symbol. This symbol indicates that the attraction cannot have any upgrade type added except for feature upgrades. The Legendary theme pack uses this symbol for the Statuary Garden attraction.

Underground facility icon. Each underground facility adds 1 icon to the icon size of the attraction it is built on. The number in the icon indicates how many gemstone tokens should be placed face-down on the facility after you build it.

New Game Changers

Game Changers are optional cards that affect how the game plays. If you wish to use them, choose one or more before the game begins.

The Game Changer cards in this draft carry a printed "PLACEHOLDER" watermark on their artwork.

Expedited Permits

If you have ever needed just one more action to let you snap up the perfect item to complete your blueprint, Expedited Permits is for you. Big Al of Big Al's Financial Services can make some calls on your behalf, allowing you to take a fourth action, right when you need it — at the same reasonable price he charges for a loan.

You can still take a loan as usual. This simply adds an optional extra way to use a loan.

Expedited Permits (Game Changer) Park step: You may take a loan and instead of gaining coins, take a fourth action.

Scenic Vistas

Completing panoramas is a popular scoring option, and now you can enable it with any theme pack combination.

Panorama scoring can sometimes require some way to reorganise attractions after they're built, or a "wildcard" attraction to fill in for one built by a competitor. Scenic Vistas offers options for both of those situations.

Scenic Vistas (Game Changer) Panorama scoring enabled. See rulebook for details. Once per Events step: You may discard an Event card from your hand to move attractions in your park to place them into any order you choose. If you do, close all attractions in your park. At game end: You may take a 5 point penalty to choose one attraction in your park. Score it as any single panorama attraction of your choice during panorama scoring.

Fairytale

Try your luck as you encounter beanstalks, dragons, talking animals, and more in the fantastical settings of beloved fairytales — but be careful what you wish for!

Changes to Gameplay Steps

SETUP: Give each player a Wishing Well card, which begins the game already built in their park, with the Wishing Well side facing up, to the left of the Main Gate. It does not occupy an attraction space.

Wishing Well

The Wishing Well is permanently active, and cannot be demolished. It offers an option you can use once per round, when it is your turn in the Events step.

Using the Wishing Well ability and successfully rolling a double allows you to search for any Event card you wish and exchange it with an Event card in your hand. You are not required to reveal the card.

For the sake of other players, please ensure you know which card you intend to choose if your wish is granted.

If you make a wish and can't decide what to choose, or if your first choice is not in the Event deck at that time, allow us to suggest Sponsorship Deal or Unusual Bequest as solid fallback choices.

Discard piles in Unfair are public information, so you can check whether the card you want is in the Event discard pile before making the wish, to avoid disappointment.

Dice control example (illustration): two magic beans are shown adjusting the two dice of a roll, one by +1 and one by -1, and the adjusted dice end up showing a double. Caption: "Just like magic, it's a double! Wish granted!"

Wandering Merchant

Unusually for Unfair, the Wishing Well card is double-sided.

Each round, you can choose which side of the card you wish to use. There is no cost to flip sides — simply choose which side you wish to use before proceeding.

The Wandering Merchant will gladly take any cards you no longer want, in exchange for a magic bean token. He will also buy any animals from your park for a single magic bean, though he will increase his offer significantly if you have A Cow.

If you find yourself with an excess of magic beans, the Wandering Merchant will be happy to exchange them for 2 coins each.

Magic Beans

Magic beans are a means of storing magical energy in a form that is compact, portable, and, if the need arises, surprisingly tasty.

After making a dice roll, you may discard a magic bean token you own to choose one of the dice and increase or decrease its value by 1. You can discard more than one magic bean token at a time, and repeat the effect once for each token you discard.

You cannot decrease the value lower than its natural limit of 1, nor increase beyond its natural limit of 6. Reducing a 1 value does not turn it into a 6, nor does increasing a 6 turn it into a 1.

The Fairytale theme has several ways to obtain magic beans, the simplest of which is to build a Fairytale Theme upgrade. Other Event cards, City Events, and Park cards also provide ways to gain more beans.

SCORING: Magic bean tokens score no points at game end.

Additional Card Notes

Dragon Mountain

Both a blessing and a curse, Dragon Mountain increases your income while at the same time preventing you from reducing your available coin total in any way. That includes spending to build attractions and upgrades, moving coins to other cards such as an Offshore Account, or paying fines to the City.

However, these draconian restrictions only apply while the dragon is awake…

As with all attractions, the ability of Dragon Mountain is only active while the attraction is open. When the attraction is closed, the restriction is lifted — temporarily, since all attractions reopen automatically in the Cleanup step.

You can still use events and abilities that allow you to build for free, and you can still pay in other currencies to build items that don't require coins.

TAKE CARE! Some City events require you to pay a fine, otherwise you must close, dismiss, or demolish. You cannot pay while there is a dragon in your park, so be sure to have your Inspection paperwork ready to block the fines, or you will be required to take the more damaging option.

Fairy Gold

Fairies can enchant forest litter to appear as gold, with the warning that all the gold will vanish when the spell wears off. Your available coins are added to the pile.

What the fairies failed to remind you is that in Unfair, when a card leaves play, any tokens on that card (including coins) are discarded. This means that when the Fairy Gold event is discarded as usual during the Cleanup step, all the remaining coins on the event go with it, including those that once were yours.

Any coins you gain after playing Fairy Gold are not affected, including your normal Guests step income.

You can only use coins on Fairy Gold to build from the Market, but you can still build from your hand or any other valid source if you choose, if you pay some other way.

If the coins on the event card are not sufficient to pay for the whole cost of an item in the Market, you can pay the remainder from another source, such as loans.

WITH DRAGON MOUNTAIN: If you have Dragon Mountain open in your park, Fairy Gold will fail to take your available coins, because a "cannot" rule on a card has the highest priority, overruling any other rules.

Notes on Dice

ROLL - Dice rolls for players in Unfair are always two dice.

REROLL - Dice rerolls in Unfair are always two dice. You cannot keep one aside and only reroll the other.

RESULT - The result of a dice roll always means the total of the numbers on both dice.

VALUE - If you are asked to use the value on one of the dice in a dice roll, it always means just one number, not the total.

DOUBLE - If both dice show the same value, the result is a double.

Dice Control Effects

If you have abilities that can change the individual values or the whole result of a dice roll, you can use any or all of those abilities on the same dice roll, in whichever order you choose.

If you choose to use an ability to change the result of a dice roll, whether by adjusting individual values or by making a full reroll, the new result replaces the original result. You cannot choose to revert to the previous result.

LIMITS: You cannot reduce the result of a dice roll lower than 2, nor increase the result beyond 12. You cannot adjust an individual value lower than 1, nor increase it beyond 6.

ROLLING FOR YOURSELF: Dice control effects work on any dice roll you make for yourself, no matter if the cards are from a different theme pack. You can use the magic bean tokens to fix a dinosaur's roll for rampage, for example, or to help roll a double in a hotel casino.

ROLLING FOR OTHERS: Dice control effects only work on dice rolls you make for yourself. If you are asked to roll dice on behalf of someone or something else (such as a kaiju), then you are not rolling for yourself, and your abilities cannot affect the roll.

Notes on City Cards

All City cards apply to each player individually, in turn order beginning with the Starting Player, unless the card specifically says otherwise.

When a City card refers to "you", it means the individual player currently enacting the rule of the card.

Legendary

Bring fame and fortune to your park by building rides as iconic as the legendary figures of ancient Greek mythology.

Changes to Gameplay Steps

SETUP: Give each player a Fame tracker. The game begins with each player's tracker in play; it does not need to be built or activated, and it does not occupy an attraction space.

GUESTS STEP: Add the star value shown on your Fame tracker to your park's star total. The number of guests your park can hold is still limited by capacity as usual.

CLEANUP STEP: Reduce the value on your Fame tracker to half its current value, rounded down, as shown by the secondary value on the tracker itself.

Fame and Stars

In the modern world, the surest way to become a true legend is the repeated application of fame.

The Legendary pack offers you many opportunities to grow your fame and gain extra stars to increase your park's star total.

Your fame starts at 0, and can be increased by various card abilities. Each fame star adds 1 star to your park's star total.

Fame is only temporary. In the Cleanup step, reduce your fame to half its current value, rounded down.

The Legendary pack includes a wheel counter, one for each player, to use in tracking your current fame.

It also shows the value your fame will drop to after each round, so no calculation is needed.

Fame has a limit of 15 stars. If you would gain more fame than 15 stars, the extra fame is lost.

Why go to all the trouble, if fame doesn't last?

Mythic Attractions

To take your place in the pantheon of theme park owners, you will need to create a park that has a truly mythical reputation.

In the Guests step, add up your park's star total as usual, from the combination of your normal park stars, plus any City events, your own pinned Event cards, and the stars from your fame.

If your park's star total is 25 or higher, gain a Mythic marker (only one, even if your star total reaches 50).

(Illustration: the "MYTHIC!" marker.)

A mythic marker is a permanent record proving that you achieved the dizzying heights of 25 stars, even if only for that round, and even if your fame immediately plummeted afterwards. The marker stays in place even when the attraction closes, and moves with the attraction if it ever moves.

You can choose to place your new mythic marker on any attraction in your park that does not already have one — each attraction can have only one mythic marker. If each attraction in your park already has a mythic marker, you cannot place another.

You must choose which attraction will receive the marker as soon as you gain it — you cannot keep the marker separate and assign it to an attraction later.

Mythic Scoring Opportunities

Mythic markers offer two scoring possibilities at game end — wildcard blueprint completion, or extra icon size.

Each mythic marker can be used to complete a blueprint requirement that begins with a "+" symbol, as if that blueprint requirement is changed to add the words "(or an unused mythic marker)" to the end of the requirement.

Examples:

    • Any Feature upgrade (or an unused mythic marker)
    • At least three stars from Quality upgrades (or an unused mythic marker)
    • Holographic Emitter (or an unused mythic marker)
    • No Quality upgrades (or an unused mythic marker)

Once a mythic marker is used to complete a blueprint requirement, it can't be used again for a different requirement.

If you do not use a mythic marker to complete a blueprint, you can count it instead as 1 icon for icon size.

Using the mythic marker for scoring is optional. If you do not want to increase the icon size of the attraction for some reason, such as matching a blueprint, you can choose not to score the mythic marker.

STRATEGIC USE: You can use mythic markers in place of unique items that other players have already built, or are holding in their hand.

With careful choices, you can use even mythic markers to complete blueprints that would normally be impossible together, for example, one that requires Quality upgrades, and another that requires no Quality upgrades.

Mythic markers can also make your blueprints more resilient against damage. If a required piece of your blueprint is demolished, you can use the mythic marker to "plug the gap". Then, if you manage to replace the missing piece, you can switch to scoring the mythic marker as an extra icon.

Star Total and Capacity

Stars represent how many people want to visit your park.

Stars can come from the park itself, through the attractions, upgrades, staff, etc.

You can also get stars from events, such as City event bonuses, or your own events such as Media Blitz.

With the Legendary pack, stars can also come from fame.

Your park's star total is the combination of all these sources. Add up the numbers on all the gold stars (and red stars, if you have Seagulls or other annoyances in your park).

Your park's star total begins at 1 star, when you have only a Main Gate in your park, but it can go as high as you can make it.

THIS IS THE IMPORTANT PART: Your park's star total can be larger than its capacity.

STAR TOTAL: How many people want to visit your park.

CAPACITY: How many people can fit in your park.

GUESTS: How many people pay to buy a ticket and actually go inside the park (whichever is smaller out of the star total and the capacity.)

Examples:

If your park has 3 stars, and 15 capacity, then you have 3 guests. You could fit more in the park, but only 3 people want to visit.

If your park has 19 stars, and 15 capacity, then you have 15 guests. You can't fit any more, even though more want to visit.

Steampunk

Steampunk imagines an alternate present, springing from a glorious past in which the electron never rose to dominance, allowing steam power and mechanical automation to flourish.

Changes to Gameplay Steps

GAME END: Panorama scoring is enabled. See page 18 for full details. (See the Panoramas section below.)

Pressure Symbols

The Steampunk pack offers many upgrades and some attractions using steam technology. These are marked with a pressure symbol beside the card title.

An attraction is considered to have a pressure symbol if the symbol is marked on the attraction card itself, or if any of its upgrades show the symbol.

Pressure symbols are used in the Steampunk pack to make it easy to find the relevant cards for events or abilities that call for pressure.

Pressure symbols do not count as part of the icon size during scoring.

Panoramas

All theme packs in Unfair contain at least one panorama, a series of attraction cards that can be placed side-by-side in the correct order so that their pictures join up to form a single scene.

Scoring for panoramas is only available when a theme pack that enables it is included in the current game. The Theme Overview card for a pack shows when panorama scoring is enabled. Steampunk is one such pack.

Panorama Attractions

Panorama attractions are marked with an indicator at the bottom of the card. The indicator shows how many attractions are in that panorama, and the position that particular attraction takes.

Illustrations: a 2nd panorama attraction in a 3-card panorama; a 4th panorama attraction in a 4-card panorama.

Partial Panorama

When panorama attractions from the same theme pack are built side-by-side in any part of the correct sequence, they form a partial panorama. The smallest partial panorama you can make is 2 cards in length, but they can be longer.

Of course, it's better to try to make one complete panorama than several partial ones.

Illustration: "A partial panorama - correctly assembled."

Illustration: "Not a partial panorama - wrong order."

Complete Panorama

A complete panorama has the start attraction, all the middle attractions, and the end attraction, all from the same theme pack in the correct sequence with no gaps.

Illustration: Start / Middle / End cards from one pack.

A panorama can only be completed with cards from the same theme pack, with the exception of a panorama wildcard (see Kinegraphic Wall below).

For example, you cannot take the 1st card from the Pirate panorama and match it to the 2nd card in the Fairytale panorama. The card illustrations should make a clear match, but if there is any doubt, the theme pack indicator in the lower right corner of the card will confirm if they are from the same pack.

Panoramas that have no start or end attractions, such as the endless panorama in the Western pack, cannot be completed.

Panorama Wildcards

The Kinegraphic Wall is an attraction that can take the place of any single attraction in a panorama during scoring at game end, even one from a different theme pack.

A panorama wildcard has no panorama indicator, so it is not considered a panorama attraction during the game. The Kinegraphic Wall becomes part of the panorama only at game end.

Illustration: "A panorama completed using a panorama wildcard" (cards #1, #2 and Kinegraphic Wall).

Kinegraphic Wall (panorama wildcard), as printed on the card: Attraction - Billboard. Cannot add upgrades. Build price 7 coins. Star value 1. At game end: You may score this attraction as if it is any single panorama attraction of your choice during panorama scoring.

A panorama wildcard cannot extend a panorama by adding an extra attraction to one end, and it cannot be used as a start or end panorama attraction if the panorama it copies has no start or end of its own, such as in the Western theme pack.

You must make sure the panorama wildcard is in the correct position to help you complete your panorama by game end. Its ability to copy a real panorama attraction doesn't give it any special ability to change position by itself, and it doesn't take on any other properties of the attraction it substitutes for.

Panorama Scoring

Score points at game end for each separate panorama in your park, based on how many cards from that panorama you have assembled correctly.

Cards assembledPartial panoramaComplete panorama
2 cards5 points10 points
3 cards10 points20 points
4 cards25 points40 points
5 cards35 points60 points
6 cards45 pointsn/a

Planning and Unscrambling

The two main ways to assemble a panorama are to build the cards in the correct sequence from the beginning, or move them using special abilities after they're built.

Planning

Normally, attractions must be built in the first empty attraction space, nearest to the park entrance. You cannot move attractions after they are built just because you want to.

PAY TO SKIP: You may pay 3 coins to skip over an empty space when you build, so you can place the attraction in whichever empty space you wish.

You must pay to skip the empty space each time you build. To leave the first attraction space in your park empty, you will need to pay extra for each other attraction you build.

Illustration: a 1st panorama attraction and a 4th panorama attraction built with a "+3" coin payment to skip each empty space.

SAVE A SPACE: You can build a cheap attraction to reserve that space for a later panorama use, though you will need to demolish it yourself to make way for the new attraction.

Attractions don't slide over to fill the gap when an attraction is demolished, so that leaves an empty attraction space available for you to build something new, such as the correct piece of a panorama.

Unscrambling

The Steampunk event Pneumatic Multipede can move one or more attractions to different attraction spaces, allowing you to build the attractions in any order to quickly expand your park, and later re-arrange them into the correct sequence for panorama scoring.

Pneumatic Multipede (Steampunk event), as printed on the card: Choose an attraction in your park. Move it to any empty attraction space in your park or exchange its position with another attraction in your park. You may close the chosen attraction to repeat this ability.

Underground

Go on a journey to the centre of the earth! Dig a big hole. Find exotic treasures buried in unexpected places!

Changes to Gameplay Steps

SETUP: Shuffle the gemstone tokens and place them face-down, hiding their coin values, to create a pile or piles of tokens that players can draw from when needed.

Underground Facilities

Underground facilities are a new type of Park card. Each attraction can have one underground facility added to it.

Underground facilities operate in a similar way to upgrades. You pay the marked build price, then place the facility card in your park so it extends below the attraction it is attached to. Don't mix it in with the upgrades built above the attraction.

ICON SIZE: Each underground facility adds its icon to the icon size of the attraction it is attached to.

STAR VALUE: Each underground facility adds its star value to the star total of the attraction it is attached to. If the attraction is closed, the star total is still 0, as usual.

5-STAR REQUIREMENT: The star value of a facility does count toward the 5-star requirement to build a super attraction. The City counts stars from the staff and infrastructure of your park, including underground facilities, upgrades, and closed attractions.

MOVING & DEMOLISHING: An underground facility moves with the attraction if it moves, and is demolished if the attraction is demolished. You can demolish your own underground facility using a Demolish action on your turn in the Park step.

ABILITIES: The ability of an underground facility is always enabled, even when the attraction is closed.

NOT AN UPGRADE: Because the card type is "Underground Facility," any effect that works on upgrades does not apply to facilities. This means your competitors can't attack your facility with the usual list of events and abilities.

Underground facilities work quite like upgrades, but without the word "Upgrade" in their card type line, they're not actually upgrades.

Gemstone Tokens

After you build an underground facility, take the number of gemstone tokens indicated on its drill icon. Without looking at their coin values, place the tokens face-down on the facility card.

These represent gems or treasures discovered during the construction of the facility. They have not yet been dug up, to avoid causing any inconvenience to your guests.

Each gemstone has a coin value marked on one side. There is one gemstone valued at 1 coin, one valued at 9 coins, and a range of other values in between. The most common value is 5 coins.

If the gemstones are still on your facility at game end, it is safe to dig them up at that time.

Like all tokens on cards in your park, gemstones come under your control automatically at game end, so you don't need to do anything to collect them.

Count the marked value of each gemstone token as part of your coin total, which then contributes to your score.

EARLY EXTRACTION: You can dig up and collect gemstones during the game using certain events and abilities, allowing you to sell your gemstones and use the coins to help expand your park.

Beware! Your competitors can dig up and steal your gemstones too!

REVEALING: If the value of a gemstone token is revealed without removing it from its facility, the token remains revealed until it is collected or until game end. Moving the gemstone to another underground facility does not hide its value again. Once the value of the token has been revealed to all players, it stays revealed.

DISCARDING: When a gemstone token is discarded, do not return it to the draw pile. Instead, put it into a separate discard pile with the coin value face-up. The gemstone discard pile is public information, so you can check to see which values have been used so far.

If the gemstone draw pile is emptied during the game, use the discarded gemstone tokens to prepare a new draw pile using the same method as during Setup.

IN LIMITED SUPPLY: The number of gemstones is limited to 25 tokens. The discard pile does get recycled to form a new draw pile, but if all gemstone tokens are in play when you need to draw another token, and there are none in the discard pile, then you do not place a token at all. You cannot "catch up" on the tokens if one is discarded later.

A Quick Rules Review

Building from Hand or Market

A card you build in your park normally comes from your hand or the Market or any other source that a rule allows.

This is restricted only when a card specifically says "from your hand", or "from the Market", or some other limitation.

If a rule offers you a chance to build but doesn't say where the card must come from, the card can come from any allowed source, including your hand or the Market.

You May Use an Action…

Actions are your turns in the Park step. When a card says "You may use an action…" to do something, it is offering an extra option on your turn, only in the Park step, in addition to the normal options of Draw, Build, Demolish, and Loose Change.

If the card says "Once per Park step", you can only choose that option once each round, but if it doesn't have a limit, you can use it each time it is your turn for an action, as many times as you can take an action.

You cannot combine options that say "you may use an action". You can choose one option or the other, but you cannot use the same action for more than one option at the same time.

Upgrades, and How to Count Them

UPGRADE CARDS: Each upgrade card represents one upgrade, with its card type shown below the card's title.

Sometimes an upgrade card has more than one icon, or may have extra card type words, such as Alien. Regardless of how many words, each card type line defines only one upgrade.

BUILT-IN UPGRADES: Some attractions have built-in upgrades, indicated by text in the card's rule box under the heading "Built-in upgrades." They also have a corresponding icon on the attraction, but the text in the rule box is what defines them as upgrades and gives their type. Each card type line defines one upgrade.

BUILT-IN THEME UPGRADES: There is one special-case exception for built-in theme upgrades. Wherever you can see a specific theme icon on an attraction ribbon (a specific letter, not a question mark symbol), there is also a built-in theme upgrade matching that icon.

Unlike other icons, each theme upgrade letter is used only for one specific upgrade, so no text is needed to identify the upgrade. For example, a P icon always means a Pirate theme.

The text for "built-in upgrade" is omitted for theme upgrades to allow extra space for the illustrations.

COUNTING:

  1. First count the card type lines visible on upgrade cards.
  2. Then count the card type lines visible as built-in upgrades on attraction cards.
  3. Then count theme icons on attraction cards only. Each theme icon represents one built-in theme upgrade.

Directions in Your Park

Diagram (text labels): a "Topmost upgrade" arrow points to the top of a stack of upgrades on an attraction. "All upgrades on the same attraction are equally near to your park entrance." Attraction spaces are numbered 1 to 5 from left to right, with "Nearest to your park entrance" under space 1 and "Furthest from your park entrance" under space 5.

Cards and Tokens

When cards aren't in play, such as when they are in a deck, a discard pile, the Market, or your hand, they cannot hold tokens, including coins.

Once cards are put into play, they become attractions, upgrades, staff members and other park items, and they can hold tokens. Closed attractions are still in play.

CONTROL: If a card is in play, and it gains a token as the result of some event, ability, or other rule, then you cannot move, use, or spend that token unless a rule says you can. You can only move tokens onto a card when a rule says you can, and you can only remove them again for the same reason.

GAINING: When a card gains a token, the token comes from the central pool unless the rule says otherwise.

MOVING: If a card moves from one attraction to another, or from one park to another, the card doesn't leave play to do so, and any tokens on the card move with it.

DISCARDING: If a card leaves play while it has tokens on it, those tokens are discarded. This includes when the card is discarded or returned to your hand from your Park.

Some cards have rules that say tokens cannot be removed until game end. However, as soon as such a card leaves play, its rules no longer apply, and any tokens it has are discarded.

SPENDING: You can only spend coins or other tokens that are available to you. A token that is on a card is not under your direct control and is not considered available to you.

AT GAME END: Any tokens on cards in your Park return to your control at game end for scoring purposes.

Tracking Your Abilities

Many abilities use the words "Once per" — once per Events step, once per Park step, once per round.

A simple method you can use to track which abilities you have used, one that doesn't require extra equipment, is to turn the card on an angle once it is used. This allows you to see at a glance which cards remain unused.

Illustration: an unused card (upright) and a used card (turned on an angle).

Don't forget to reset your cards to upright in the Cleanup step!

Other games refer to this by special terms such as "tapping" or "exhausting" a card, but in Unfair the tilted angle of a card has no official gameplay meaning. It's a helpful memory aid, but no rule will ever refer to it.

The Golden Rules

#1: Cards can change the rules.

If a rule on a card contradicts a rule written in any Unfair rulebook, the card wins.

A rule on a card that says you cannot do something takes priority over a rule on a card that says you can do something.

For example, if you have an Event card that says you can demolish something and a Park card that says you cannot demolish it, the "cannot" rule wins.

#2: What's done is done.

You must carry out all required game actions. For example, collecting your income is not an optional task, so if you forget to take your coins in the Guests step, you must fix that oversight.

However, if a card says you may do something and you don't do it, there's no rewinding to change it.

If you discover an error, such as incorrect placement of an upgrade on an attraction where it cannot be placed, correct the mistake with the fewest changes possible and continue.

#3: It's not a memory game.

The existence and number of cards, coins, other tokens, and any other items in your park is public knowledge.

You may hold and place your cards and tokens in whatever manner is most convenient to your play space, but you must not obscure any items completely from view to conceal their existence or number, and you must correctly report the count of those items and their face-up or face-down status whenever asked. In short, place things how you like, as long as people can see them.

You must allow other players to examine any face-up item in your park so they can review its rules or requirements, but you are not required to show the face of cards whose identity is private, such as Showcase, Blueprint, buried cards, or cards in hand.

Transcriber note: the draft still uses the word "buried" here and in the Glossary, although the "bury" and "exhume" keywords are removed by the Rule Changes section above.

Cards in a discard pile are public knowledge and can be searched by any player at any time. Searching between turns is encouraged to allow for speedy play. Cards in discard piles have no set sequence and can be rearranged if you wish.

Rule Interpretation Guide

For maximum detail on rules questions: www.unfair-game.com/guide

The Guide is kept up-to-date online.

Glossary Additions

Unfair has a searchable online glossary: www.unfair-game.com/glossary

It includes entries from all rulebooks.

ATTRACTION – When an upgrade rule refers to "the attraction", it means the attraction that the upgrade is built on.

ABILITY – An effect created or an option granted by a rule on a card; something that the card rule allows or requires the player to do. This includes events, which are abilities played in the Events step. Sometimes card rules say "events and abilities"; this is a reminder that abilities can be events, not an important distinction between the two.

CARD TYPE – Each Park card has a line of text below its title indicating the type of that card. A card is all of the types indicated by each word in this line. For example, a "Super Attraction - Thrill Ride" is a "super" card, an "attraction" card, a "thrill" card and a "ride" card. Sometimes these types are used in pairs, such as "close all thrill rides". To be affected, a card must have all of the indicated types, not just one of them.

HIGHEST – the highest value in a group is one that has no number higher than it. This means that equal-highest is still the highest value. See: Outright highest. See: That's an outrage.

IN PLAY – Park cards and Showcase cards are in play once they are built until they are demolished. Event cards are in play once they are played until they are completed and discarded. Blueprint cards are in play once they are chosen by a player to keep, until they are discarded. Buried cards are in play until they are exhumed. City cards are in play from the time they are revealed as the current City card until the end of that round. A card is still in play even if its abilities are not currently active.

Transcriber note: "buried" and "exhumed" are kept as printed in the draft glossary; see the Rule Changes note above.

KEEP – If you keep a Park card or an Event card, it goes into your hand. If you keep a Blueprint card, it is placed face-down in front of you. Cards are not part of your hand until you keep them. If you are told to keep a certain number of cards from those you drew and no other instruction is given about them, then the cards not kept must be discarded to their corresponding discard pile.

LARGEST - See: Highest.

LOWEST – the lowest value in a group is one that has no number lower than it. This means that equal-lowest is still the lowest value. See: Outright lowest. See: That's an outrage.

MARKED COIN PRICE – When the price to build a Park card is shown on its price tag using coins, the card has a marked coin price. If the price is marked in some other currency, then you must pay in that currency to build the card. If a card does not have any build price marked at all, or if the build price is not marked in coins, the correct marked coin price is "not applicable" rather than zero. You cannot choose such a card if an ability requires a card with a marked coin price. Discounts that affect the marked coin price do not affect cards without a marked coin price. See: Build price (in the base game glossary).

OUTRIGHT HIGHEST – the highest number with no other numbers equally high; highest by itself. There is no outright highest if there is more than one item with the highest value.

OUTRIGHT LOWEST – the lowest number with no other numbers equally low; lowest by itself. There is no outright lowest if there is more than one item with the lowest value.

PANORAMA ATTRACTION – Any attraction that has a panorama indicator on the bottom line of its card frame. Panorama indicators look like these examples (five indicator images are shown in the draft).

PAY – to spend coins, other tokens, or other items from your available supply, usually to receive some benefit. You cannot pay more than you have, and you can only pay with items you have available. Specifically, you cannot pay with items that are on cards, since they are not available to you. Items used as payment return to the central pool unless otherwise specified.

PIN – To pin an Event card is to put it into play in your park, where it then stays active until it is discarded in the Cleanup step. Only events that are marked with a push-pin symbol can be pinned; other Event cards are played and enacted immediately, then discarded once completed.

ROLL – Every dice roll in Unfair is always two six-sided dice rolled together to produce a result.

REROLL – If a card ability allows a dice reroll, the reroll is always of two dice together, not one of them individually. See: Roll.

SMALLEST - See: Lowest.

STAR TOTAL – The star total of any item, whether it is a staff member, an attraction, or the entire park, is the total of the numbers on all the gold stars related to that item. For a park specifically, the star total in the Guests step excludes any closed attractions and their upgrades, and face-down cards such as unavailable staff members.

SEARCH – To look through each item in a collection, usually a deck or pile of cards. This is not the same as revealing items one at a time until a certain item is found. When you search, you may look at all of the relevant items at once.

STARS – These represent how attractive a Park card is to potential guests. Park cards have their star value marked with a gold star symbol. If a card does not have a Star value marked on it, or in the case of a built-in upgrade on an attraction, the star value is "not applicable" rather than zero. This means you cannot choose such a card or built-in upgrade if an ability requires a star value.

THAT'S AN OUTRAGE – Unfair's interpretation of the words "highest" and "lowest", which is an offence against natural law and a crime against language.

Panorama Reference

Unfair has a panorama reference online at www.unfair-game.com/panoramas, which includes all released theme packs.

The draft's printed panorama reference shows each pack's panorama cards as images only. The pack headings and captions it prints are listed below; the card images are not reproduced.

  • Alien
  • B-movie (caption "Panorama wildcard" printed beside it)
  • Comicbook
  • Dinosaur
  • Fairytale
  • Gangster
  • Hacker
  • Jungle *(Requires super attraction)
  • Kaiju
  • Legendary
  • Ninja *(Requires super attraction)
  • Ocean
  • Pirate *(Requires super attraction)
  • Robot *(Requires super attraction)
  • Steampunk (caption "Panorama wildcard" printed beside it)

The printed page 31 repeats the Panorama Scoring table given under Panoramas above.

  • Vampire
  • Underground
  • Western (caption "Attractions can be placed in any order for scoring")