
2016 · Post-Napoleonic
World's Fair 1893
Players act as organizers at the 1893 international exhibition, sending supporters to five exhibit areas to collect cards and build influence. On a turn, a player places a supporter in one area, takes all cards there, then refills certain areas; cards include exhibit proposals, influential people who grant extra supporters, and Midway tickets for attractions. Play proceeds through three scoring rounds triggered by a collective number of Midway tickets; players score reputation for leading supporter counts in areas, for collecting the most tickets each round, and for having approved exhibits that match area control. Final scoring awards reputation for the variety and reach of approved exhibits.
- Players
- 2–4 best 4
- Playing time
- 35–45 min
- Age
- 10+
- Complexity
- 2 / 5
About the game
- Design
- Publisher
Expansions
See them in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 32
- Plays logged
- 54
- Players
- 51m 46s
- Average play
- 22
- In collections
- 3
- On wishlists
3.2/10
from 9 Ludoya reviews
Evan1.6 Played this game 4 player, and was very disappointed. This is a game that on paper I should have loved. A quick playing majorities game with set collection. The flaw in the game is it's too chaotic. To collect sets, you need to get cards of all the different colors. You gain cards by adding a cube to a region and collecting whatever randomly got drawn into that area. To then get those sets to score, you have to majority win or tie in regions matching those colors. Since these are tied closely, you wind up needing to get cards by placing into regions that you can't hope to win a majority in. That, or you can take nearly no cards and place a cube into a region you need, but then you aren't working on your sets, and since you can't control when the areas will score, you are just setting yourself up for worse failure. The regions also get moneyed up with new cards after someone takes from a region clearing it out. This means which regions are the most lucrative to place into is largely decided by turn order rather than any sort of strategy. The game does come with one use special ability cards, which spice things up a little, but overall just feel like they add to the chaos of the game. Particularly because they have to be spent the turn after you claim them. In majorities games I enjoy, there should be some ability to have a plan and carry out that plan. Some aspect of stability or predictability, and it's just missing here. At least it is with 4 players. Perhaps with fewer this becomes a better game, but then at the same time there's nothing unique this game really brings to the table that inspires a desire for repeat plays. ★ Art, Iconography and components functional ☆ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ☆ Low or mitigatable luck elements ★☆☆☆☆ Raw enjoyment
Se deja jugar, es un familiar muy chu-chu-chuli. Ideal para iniciar a alguien en el mundillo sin quemarse mucho la cabeza.
Beautiful but plain set collector game. Easy to teach, and with some interesting mechanics but very abstract, boring for me, and a majority cube mover at last.
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.
























