Frequently Asked Questions
1. you and everyone else can get 6 theme packs instead of 4, saving $20 , gaining 5 player mode and more replay value.
2. you get up to 12 fully playable teaser cards from future expansions.
3. shipping is FREE (worth $15) to the USA, Canada, Australia and New Zealand and subsidized elsewhere
4. you get Unfair before retail.
5. we rely on your support to help us make games as good as they can be.Last updated:
Yes. Stretch goals are a key way for us to give you, and everyone who ever buys Unfair, more game for your money. For us this is a key benefit of Kickstarter. You get a direct benefit that also benefits everyone else - and a bright golden halo that goes with it.
We will have a number of stretch goals available after we reach our funding goal. There will be:
1. a few key component upgrades,
2. up to 2 additional theme packs to add variety and new mechanics to the game, along with a 5 player option,
3. some fun teasers from future theme packs that work independent of them. These won't be available in the retail version of the game. But they may be released as part of later expansions. Even we don't know exactly when that will be, or if it will actually happen.Last updated:
Sort of. You can think of the stretch goal teasers as temporary and possibly permanent exclusives.
We understand that some backers crave Kickstarter exclusives as an additional reward for their support. But we also have to worry about retail completionists :( So we hope this approach satisfies most of that need. But if it doesn't, and that’s your core reason for backing Unfair, and your support is contingent upon absolute exclusives, then we understand that you might not be happy, wish you well, and hope you do the same for us.
We would love you to support your FLGS by buying the regular edition of Unfair in retail. And we’re sure you won’t feel like you have missed out for the first year when you watch someone playing a unique [REDACTED] to stop their awesome [REDACTED] escape its confines, in their Kickstarter version of the game.Last updated:
So whats with all these theme packs? Where are you at with their development? How many play variants do they allow?
We have a total of 10 themes at various stages of completion and testing, and a document which has themes assigned to around 18 letters of the alphabet in total.
From its inception 5 years ago Unfair was designed to be modular, so any 4 theme packs are sufficient to make a complete game for up to 4 players, and it's very playable down to any 2 themes. Each theme pack is a balanced unit with its own point of mechanical difference that combine for different play experiences, and by its nature, the game still has to work properly and be fun when any of those packs is not present.
When we picked up Unfair to publish it had a long history of development, extensive content and art costs to be considered. It's 10 themes made it so modular we had to make strategic decisions about how to offer the game, considering it's 'Minimal Viable Product' and our vision of the best version it might be at the right price point.
We considered the number of players, price points, and when we could finish development and art for the theme packs we want to potentially take to Kickstarter, goals we need to set for the project with 4, 5 or 6 theme packs and what might happen if it went poorly or well, and when we could get it to market.
After much public testing and thinking we settled on a 4 player version being great, with Jungle, Robot, Pirate and Vampire themes. People literally loved it. It inspired a new first play game mode too (the First Date game changer scenario). We got a good feel for an appropriate pricepoint from players, that matched what we needed it to be based on our extensive art, development and manufacturing costs.
We focused most of our dev time on making the core game framework as good as it can be, the core theme packs shine, and some more on 2 additional theme packs we plan to finish dev work and art for by the end of the kickstarter campaign in case we did well enough to need stretch goals.
We hoped for but never expected this level of success and built the project around a realistic assessment of what might happen a little above the worst case scenario. But we left room to add value to the game for backers by adding more content for FREE through stretch goals. This is the primary reward to backers beyond getting Unfair.
We've now unlocked the Ninja theme and Gangster theme, taking Unfair up to 6 themes, 340 cards, 174 unique illustrations, and 5 players.
So we came to Kickstarter with the minimum game that was playable as intended, with the goal of making the initial offering better if we got sufficient support (which we have - thank you! :) If we had not unlocked the Ninja theme pack, that would have been a shame for variety's sake, but the game wouldn't be missing any vital components it was always meant to have. But the Ninja theme does add the option of a 5th player for experienced players and, most importantly, modular variety for all player counts under 5. At 4 players you were playing the full version of the game, with Ninja in the mix you are always playing a variant of the game at 4 players. The 6th theme pack extends that modular variety further meaning that you have these possible theme pack combinations at various player counts.
6 combinations for a 5 player game with 6 packs
15 combinations for a 4 player game with 6 packs
20 combinations for a 3 player game with 6 packs
15 combinations for a 2 player game with 6 packsLast updated:
Many creators struggle with the opposing forces of backer driven creative spontaneity manifested in stretch goals to the horizon, and unforgiving backer expectations of delivery of promised funstuff within a certain amount of time. Or ideally RIGHT NOW!
Speed is important to us, and to backers, so we are doing everything we can to get you Unfair in December.
We have already production printed 50 copies of Unfair (seen at Gen Con and by reviewers) and noted changes we will make. All its art is gloriously complete.
We've tested all of the decks and cards we will can add to the game.
Art for one of the theme packs we plan to add is complete, and the final theme pack we can offer is underway and on track to completion by the end of the campaign. Our in-demand artists have already bent over backwards to squeeze in extra stretch goal work and are booked out straight after this so have no capacity for additional work.
Because of this imperative to deliver fast, and other constraints, we cannot stray from the stretch goal path we have been planning for the past 6 months. If we do, it risks delivery to all backers. That’s why we can’t add things as we go, no matter how cool they sound. But there is always later.Last updated:
We have done our homework and know what it should cost, and that players who’ve played it think it’s worth every cent of that. Before we have even stretched it.
Unfair has 128 unique illustrations across 228 cards. They paint an incredible world of theme parks you can get lost in via the depth of gameplay.
Stretch goals will hopefully add 134 new cards across 2 decks and the teaser cards. That's another 48 illustrations.
Keep in mind we are paying $15 shipping for you, and Kickstarter takes another $5. So all our costs for art, graphic design, development, marketing etc come out of the remaining $30.Last updated:
Yes you can download a high quality Print and Play version of Unfair at www.unfair-game.com/resources
This includes theme packs added through stretch goals. ie The Ninja theme pack is now available.
Have fun!Last updated:
We hope there will be many expansions available. They will be groups of theme packs. The first won't be available till mid 2017.Last updated:
We are in discussions with many non-english language publishers to publish Unfair in 2017. This game has a lot of text and we are assessing who is the best to do it in each country. If you have strong opinions about that please PM us.Last updated:
Unfair’s designer Joel Finch has been trapped on a remote Island in the Great Barrier Reef surrounded by great white sharks for 5 years while developing Unfair.
Having heard rumors of Unfair, we came in relatively late, wined and dined him over some grilled shark, cleaned him up, and sorted out some of his more broken game ideas before we returned him to Kate and Alex.
Joel has spent a huge amount of development time on Unfair. He will tell you a number like 3500 hours but I suspect it’s ten times that. Or maybe 11.Last updated:
CMON and Good Games Publishing announced a strategic relationship beginning Thursday, Aug 4 2016. CMON will co-brand, market and distribute our games in all French and English territories outside of Australia and New Zealand.
The partnership begins with Good Games’ upcoming Monstrous, releasing Q3 2016, and Unfair, with a planned retail release of Q4 2016.
CMON don't handle any Kickstarter, development or marketing issues for usLast updated:
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