Aksel – Unstable Unicorns – Competitive Analysis


Unstable Unicorns
by Unstable Games is a card game which centers around the goal of playing seven unicorns in your stable before any other player. While this concept sounds simple, each turn offers strategy under magic and the possibility others will deny your turn with a “neigh”. Considering each magical unicorn sports a unique ability and the logistics of each card relating to another must be learned, this game is not easy to quickly pick up but the general rules are simple. Basically, the player begins with five cards of these types: neigh, upgrade, downgrade, magic, and unicorn (of which there are three types: baby, normal, and magical). Each turn they draw a card then play a card. The complexity resides in the abilities of the cards because upgrades affect the player, downgrades affect opponents, and magic and magical unicorns vary in effect. The demographic of the players depends on the expansion packs used—where one is for kids and others are NSFW—but generally a group that is 8+ years old is recommended for the base game.

Considering the content of the game mechanically, it is a highly strategy-based game. The variability within the abilities of the cards creates a rapidly shifting dynamic between the players; one turn could easily change the playing field. Not to mention, the neigh cards add another level of uncertainty where players’ drastic actions can be easily negated. It’s fitting these dynamics build the aesthetics of a game called Unstable Unicorns because the flow of the game swiftly changes, and Unicorns adequately befit the absurdity of the dynamics. Overall, the complexity and sporadicity of Unstable Unicorns is both its strength and its weakness. Having played with both familiar and unfamiliar crowds this becomes most apparent.

With a familiar crowd, the flow of the game is much more ready and exciting. Players do not have to look over cards abilities constantly and understand how their abilities can connect with other cards not in hand. There is also a greater emphasis on the timing of playing cards, such as when it is known no one might “neigh” your action. I’ve played some crazy chains where—while only playing one card—I was able to gain three unicorns in one turn and seize victory. By this play level, the game becomes less a game of unicorn mayhem and more a battle of wits, which I find more enjoyable. For this reason, adding expansion packs was not as fun as I had hoped. I had thought the expansion packs would add more skill, but we first had to return to learning the cards so gameplay was again slowed. While I dearly enjoy strategy—as someone who plays Riichi Mahjong and tactical RPGs—it is not best suited for party games among strangers or players unfamiliar with such games.

With an unfamiliar crowd, the gameplay was in a way a drag. I remember when I first played with my cousin, I was the only unfamiliar player but knew strategy games and won. Not everyone is privy to this fascination and having unfamiliar players outnumber familiar players (as well as having a large group in general) can taint the game as it works dynamically. As a new player, there is certainly too much to intake.

Types of Cards in Unstable Unicorns

More basically, having a smaller group of players limits options and limits complexity by some degree; when there are less players to consider the game is also less overwhelming. When players do not know the abilities of cards, other cards in the deck, terms for the game, and the best strategies the extremity and diversity of cards can be off putting. The exact reason why this game is so beloved by me and my friends is the reason it is difficult to introduce it.

Now, comparing this game to our concept, Mooney Ranch, many similarities can be noted. Both games hinge on the goal of collecting hoofed animals. The turn structure is roughly the same where the player draws a card and plays one. Even further the neigh cards are functionally similar to the Saloon or Sheriff which do limit more specific actions but also are played as a reaction rather than on the player’s turn. What we hope to avoid is the complexity of Unstable Unicorns. Mechanically Mooney Ranch is much simpler with only five special cards to add interest. Perhaps Mooney Ranch is then less likely to sustain players, but it will not swiftly turn them away either. The simpler yet still rapid changes in the dynamics of play are not overwhelming but still fun (we hope!). Even this is reflected in the aesthetics where there is no magic, there are no unicorns, just cows being ranched in the Wild West.

About the author

Hey, I’m Aksel Kolasinski. I love comics and games, and my purpose in life is to create; thus, it only makes sense to try my hand at these rich mediums! I’ve been working on a comic series, so now it’s time to make games! Check out Willokust on Webtoons/pixiv if you’re interested!

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