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The World’s Fair of 1893 in Chicago was a spectacular international exhibition that showcased many great achievements in science, technology, culture, and entertainment. Acting as organizers of the fair, players work diligently to increase their influence throughout the fair and obtain the grand exhibits that will be put on display. The organizer who has earned the best reputation when the fair begins will emerge the victor.
On each turn of World’s Fair 1893, the active player sends a supporter to one of the five areas and gathers all of the cards in it. New cards are then added to some of the areas, and the next player takes a turn.
The five areas represent sections of exhibits, like Fine Arts and Electricity. Cards may represent exhibit proposals in one of those five areas, influential people who provide bonus supporters, or tickets for attractions and concessions along the Midway.
The game consists of three scoring rounds, each triggered when players collectively gather a certain number of Midway tickets. Players gain reputation points for leading in number of supporters in an area and for gathering the most tickets in each round. The leaders in an area also receive approval for exhibit proposals they have gathered that match the area. Players gain reputation points at the end of the game based on the breadth and diversity of their approved exhibits.
Ages | 10+ |
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Players | 2 Players, 3 Players, 4 Players |
Play Time | 35m – 45m |
Designer | J. Alex Kevern |
Mechanics | Area Majority / Influence, Open Drafting, Set Collection |
Theme | Post-Napoleonic |
Publisher | 2 Pionki, dlp games, Foxtrot Games, Origames, Portal Games, Renegade Game Studios |
adamredwoods
2 play / 2, 3 players LIKE: Clever mechanisms of combined card taking and majority scoring. Simple rules, quick play. I liked how the tickets can control the speed of the game and when scoring rounds take place. DISLIKE: Randomness in how the cards come out. The board is a little visually busy. OVERALL: I liked it and am pleased it played well with 2 players. A heavier version of this with cards and area control would be "Guilds of London". Better with more players. TRADED
agentpatman
I really like the theme, not a lot of games that have this. I also like the tension of trying to fight area majority battles in 5 places. Its also clever that in tieing you are also sharing in a reduced benefit. The supporter cards are where its at, there is a lot of strategy in choosing those at the right time to aid in helping win those majorities. The ticket cards progress you through the game but also serve as another scoring mechanism. All of these areas score so you really need to focus on as much of it as you can, but not to much as you will spread yourself too thin and end up losing everywhere. That delicate balance is what makes this light game have quite a bit of strategy. Then to top it off on the end you see how many complete sets you can make for a final scoring bonus. You really have to try at least as many sets as your opponents or that final scoring will really take you out. I don't know if I like that or not because on one hand it makes you focus on winning everywhere as much as you can, but on the other hand when the final scoring trumps what you did throughout the game then it really invalidates some of those other strategies. For the time being at least, we found this quite enjoyable for its weight class.
Achire
Tentative first play rating. Elegant game of area control meets set collection. Love how thematic it is. We had a very tight 4-player game: 68/68/67/5x. Those scores makes me think the game is surprisingly well-balanced. Has one of my favorite characteristics of a game: elegance. No fussiness in the components, the rules, or any of it. It's beautiful, the rules are clear and easy to grasp, and the game plays well.