Yeah, I looked at that. It sounds pretty solid! I have long hated the Funko aesthetic, whereas Unmatched is superb (except the boards, which are, at least, unusually functional), but one of the Funko team commented in a post about the differences here:
If people would like a review of Unmatched, I could probably get back on the horse. The short version is that I am delighted with it, plan to get every expansion announced, and have found my kids more interested in it than any other game we’ve had. My only real complaint is that it seems a little too easy to run away, which can lead to a player who’s had a rough start spending the rest of the game in flight, which turns into a very delicate hand management game as each player boosts maneuvers to try and manipulate distance. There are a few ways to mitigate this tendency built into the game, via cards that provide less predictable movement options and sidekicks to cut off avenues of retreat, but I’ve played a couple games where a sidekick was defeated early and we weren’t drawing anything to help close distance, and those were rough. You can generally play around that possibility, but it has just a touch of the boring-gameplay-as-incentive you get with mana-crunching in Magic. Unlike Magic, it happens only at the end, rarely lasts more than a few turns, is always the product of your choices, and is still more interesting than crunching because you can still choose whether to pursue all-out or plan for (or bluff having planned for) a big turn later.
It’s not a terrifically balanced game (at least as played by us), but I don’t mind that at all, since I’m playing with my kids. Indeed, if we play both of them on one team and me playing two characters on the other, I have to spot them some life even if I take the characters I’m worst with. So I kind of wish there were a bigger spread for handicapping purposes, but simply awarding extra life points or starting with some damage does that job pretty well.
Overall, it’s beautiful, quick, and, though easy to learn, seems to be teaching my kids more about strategy, planning, and yomi than anything else we’ve played. I credit Restoration Games for their deck design, especially- I was initially really disappointed that the characters in the base set share something like half their cards, many of which have multiple copies. But that choice makes it much easier for younger players to conceptualize the possibilities and play around them. Feint, especially, is really drawing that out for my son—he has to guess how likely it is that I’m holding one of my three Feints when he’s making a big attack with King Arthur, and gets deeply invested in outguessing me.
So I think, for my family, Unmatched was a great choice and I don’t feel much desire for Funko. But it does sound like a much better game than I expected.