Got this and read the rules. I was probably too tired to try it, but, seriously? It's Cash and Guns! How hard could it be? I'll have to spend some time fully grokking it and simplifying it in my own mind before I try to teach it to anyone so that we can play.
These seem to be the cards that were deemed too trippy for the initial release--some are really quite odd. I recommend mixing them in and selecting the right number for your game from the combined deck: n * (5 + rn) yields r complete rounds for n players, so 102 cards for 2 rounds with 6 players, 100 for three rounds with 5 players or 5 rounds with 4, etc.
A great idea for an expansion: a character who can actually do something nice for others. 8ˆ) It's fun to hear the person at the front of the boat call out "there's a medical kit in here!" and see whether someone will try to grab it before it makes its way back to the good doctor. Count on a visit from the Kid if you try it.
Some very cool cards, but by now the deck is too thick. It's annoying to decide on a certain strategy, and then never draw what you need. More cards means more luck, always, and there is no way to really manage this factor. Usually you're either very lucky, or just out of luck from the initial draw, and the game is a bit too long and complex for this to be okay. Takeovers are worthless chrome; an opponent may leave himself wide open to attack, but it won't matter most of the time because you won't draw the cards you need in order to do anything about it.
Virtually every game is decided by the luck of the draw. This is not a strategy game any more, if it ever was. I'd rather play St. Petersburg if I want a lucky game--it's much faster.
Abysmal. A pointless expansion that I would not recommend to anyone. Strategies that used to work well are now completely foiled by lucky draws from the massive-and-growing 300+ card pile. The new prestige mechanic is unbalanced and adds nothing more to the game than putting fines on Free Parking adds to Monopoly. There have always been some very powerful combos in this game, but the odds against more than one player achieving such a combo have increased to the point that this is virtually a pure-luck game now. Games that used to be close and exciting are now usually blowouts whose outcome is obvious after two or three turns.
I only rate it a 2 (instead of a 1) because some of the new cards are nifty. You might be able to selectively add some to your deck to spice it up a bit. The only other way I'd agree to play this wretched expansion would be if we could pull at least 75 of the most worthless cards (and there are a lot of worthless cards now) out of the pile before starting.
I have heard that the designers will be taking RftG in a new direction with future releases; I hope that it will be the opposite direction from this one.
The peak of this game's excellence. The addition of goals was an excellent idea, lending some focus to an otherwise fairly chaotic game. Later additions bring the worthless takeover mechanic, as well as the ridiculously bad prestige mechanic, in addition to a lot of extra deck fluff.