A novelty item that adds random weirdness to a relatively stodgy game, like using dice in chess. Agricola is no chess, but you get the idea. My opponent got several nice things while I got sent to gaol and cursed for butchering a tasty, tasty unicorn (-3 VP).
Giving this a tentative 7. It's got a lot going for it on the surface—portability, theme, art—but the simple system feels just the littlest bit clunky. If it smooths out with more plays, I could see this being a staple... we will see. (2-player with adult, 3-player with kids. Everyone had a good enough time.)
Adds two new kinds of cards (steeds & hirelings) along with mechanics and support cards for dealing with each. The only issue is that when included with the previous two expansions we end up with a prodigious amount of deck dilution, making actual synergy a rare thing.
It also smothers the beautiful symmetry of having one hireling (the Hireling) and one "Kill the Hireling" card. (And, yes, I pull the second hireling from Clerical Errors to maintain that delicate dance between predator and prey.)
I leave out steeds & hirelings entirely as they just seem to gum up the works; also removed cards deemed "stupid, but without the funny". I'm probably using about half of this. The humor gets pretty thin after the third expansion...
(About half the cards in the Technicolor curb-stomp set.)
Adds two new races, centaurs and lizard guys, and a bunch of other stuff in support of expansions 4 & 5. If this were heaped on top of all previous expansions I think the bloat would be... epic... but unmanageable.
Pulled out everything having to do with rangers, steeds, hirelings, centaurs and lizard guys. That left less than half the set, but still enough nifty cards to make it worthwhile.
(40-some-odd cards split between the kick-ass Xmas & Technicolor curb-stomp sets.)