Played the
Carcassonne Mini expansions against myself last night (I won!). Overall probably worth the purchase, but I'm not a fan of all of them initially. Definitely not a fan of all at once.
There are six minis, and each one contains a tile for a seventh mini-mini expansion called Crop Circles. I'll just give opinions, descriptions can be found
here.
The Flier - I like the idea of this one, but in practice it didn't have any impact. Of the eight tiles in the expansion, I was only able to place maybe half of them in a way that could have landed a follower on an unfinished feature. And of those that could have worked, the die roll betrayed me every time, so I didn't get to place one follower using this mechanic the whole game. I can see this causing long analysis paralysis with some players too.
The Messages - I don't like this one. There is a tiny amount of very obvious strategy deciding which scoring meeple to move, but other than that it's just random.
The Ferries - I think this one may be the best in the bunch for me. It adds a little more decision making to road building, as well as adding more ways to end roads in order to score them and reclaim meeples. Adds stealing opportunities as well.
The Robbers - Ok, but pretty much just random luck. The only strategy involved is for the player being robbed, who may want to try and complete a low-scoring feature to keep his opponent from getting too many extra points. Other than that it's just free points for whoever turns over those tiles.
The Goldmines - I like this one. It basically just makes features on a couple of tiles a little more valuable, and a little more worth fighting over. Reminds me ever so slightly of Traders & Builders, adding extra incentive to complete features (though the reward here always goes to the player who scores the feature, not whoever completes it like in T&B).
The Mage & Witch - I'm torn on this one. If you get lucky enough to draw one of the eight M&W tiles when your opponent is about to complete a big city, I can see this coming in handy (assuming the witch isn't placed already). For my game, the way things shook out neither character really made much of an impact, getting stuck on low scoring features most of the time.
Crop Circles II - Random but strategic. The six tiles have two tiles each of three symbols: cities, roads, and farms. When you draw one, you're forced to either add a meeple to one of the features marked on the tile, or remove one. If fortune smiles upon you, you can end up adding a meeple to a contested feature. Or even better, remove one trapped on a feature that can't be completed. Overall I think I like this one.
A good purchase overall, but about the same good/bad ratio (50/50ish) of Carcassonne expansions in general. Worth the ~25 I paid for 'em.