Five minutes of fun packed into ninety minutes of playtime. Cute filler, but almost totally luck-driven. Early elimination makes for a rotten time, as the game can last for a very long time. Also, the rules are very foggy in a few places, meaning everyone plays with a different set of house rules. I'll play if forced, but it really isn't my cup o'tea.
One of those games for which my first experience was bad enough that I'll never have a second. Not quite as lame and boring as Jacob Hollow, but very nearly so. I believe this game got its good rep prior to the release of better hidden faction games, like The Resistance. The Resistance does similar things, but is superior in every way.
Stinky card-flipper from Bruno, who really can do better. I give it one point for the artwork, and one for the stylish minis, and that's about all there is that's decent about it. It reminded me of playing Bang! with a map: no strategy, no control, no interesting decisions, lots of downtime, and completely driven by the luck of the draw from too many different decks of cards.
A game that I enjoyed as a child, but only because there were no better games available to me. Always overstays its welcome. Goes from intolerable to excruciating with the "fines on Free Parking because we never want this game to end" variant.
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.
Start with the mediocre game "Witch's Brew". Remove the only interesting part of that game -- the role draft -- and voila! A perfectly chaotic game, utterly devoid of strategy. Chvatil must've spent about ten minutes designing this on a bar napkin.
Yes, it really is a Dominion knock-off, reducing the interaction and adding annoying, time-killing chrome. There is nothing in this game that is not better in Dominion (except, arguably, the theme), making it completely superfluous.