Go north, to
How it Plays
How about that?! For
the second week in a row, the Dragon reviews a predominantly worker-placement Euro
that is heavily infused with Ameritrash elements. (As an aside, despite the debate over, and ire sometimes engendered by, the use of those two terms, I am very much in favor of their application as a means of quickly identifying predominant elements in particular styles. For more about these recognizable terms, see our Guide to Gaming on the subject.)
The goal inSkagway is to wield the most influence,
represented by points earned from both mining and controlling various parts of
town. In fact, gold-digging is a rather minor (see what I did there) element (!) of this little nugget (eh?). The game has actually more to do with running
the town itself, hence why its name graces the title, I suppose.
The goal in
To succeed in this cut-throat, border boomtown, you’ll need
to channel your inner robber baron. Each
turn, players alternate assigning their two workers to a number of spots around
the settlement. After the placement
phase, locations are resolved in a specific order, granting points and/or
benefits to the players with workers there.
You collect gold at the Mines. Working
on the Railroad earns points for helping construct it, and grants ownership to
the majority builder when completed.
When it’s finished, players can then earn points for transporting goods
into town, with a share going to the owner, of course. At the Mercantile & Assay
Office you can deposit gold tokens in the bank for points and/or pay points to buy
buildings. Three of these are common
buildings which can switch ownership throughout play, while others are personal
prestige buildings worth more points later. The Docks let you
recruit a couple of temporary, hired hands to use next turn, but with some restrictions. And serving as Sheriff grants you first-player
status, as well as other manipulative abilities.
The pedestrian, blue-collar spots. Place workers, take tokens, earn points. |
If neither of a worker’s preferred hot spots are available, he/she
winds up in the street – and we all know nothing good happens there. Each worker has a “gunfight” number which
determines in what order they resolve actions and what their strength is in a...you guessed it...gunfight. Beginning with
the highest numbered worker, players alternate taking mischievous actions that
result in shootouts or bank robberies.
The quick earn points while the dead lose points and spend their next turn
on Boot Hill in a pine box. Making a run
on the bank will typically involve a gang splitting the spoils, but watch out
for the sheriff who can try to stop the heist, earning points and throwing thieves in jail, in which case they also lose their next turn.
If you don’t want to risk a prison sentence, you can always challenge
the lawman to a duel and be done with it!
Of course, sometimes the better part of discretion is to just cool your
heels and sleep it off – which is sort of a non-action action.
The above synopsis is only a brief summary... with an emphasis on brief. The rules in Skagway can get a bit crunchy. There are location-specific details involved in
resolving actions. Each spot awards, or
penalizes, points in different ways and in various amounts. Additionally, some actions involve an
exchange between players. All of these points
are tallied on a running track around the board. Essentially, the game proceeds in this
fashion until the gold mine runs dry. When that happens, the game continues for one
final half-turn and then everyone adds more points to their current total based
on what buildings they own and which parts of town they control.
The three locations on the game board equal six possible buildings, good or bad. How will your town develop? |
However, this endgame scoring is not so straight-forward. In another unique twist, points are decided
by how the town has developed – and there are six possible outcomes. The final “state of Skagway” is determined by aggregating the number of times players bought and/or flipped the three “good/bad” (+/-) buildings,
cross-referenced with how many total prestige buildings exist. Once the town’s status is calculated, you
simply consult a scoring table in the rulebook. Individual buildings and other locations are
worth different values based on how Skagway
developed during play. You may have a
good idea as to the town’s likely outcome, but jostling for the prime spots
based on that is another matter.
Is There Gold in Them There Hills?
If you haven’t yet seen it, check out Universal Picture’s The Spoilers (1942) as soon as you
can. As in right after reading this
review, go rent it or find it online.
Seriously. It’s a great flick, if
somewhat chock-full of stereotypes! Pay
attention, though, because there are five adaptations of this novel-to-screen
story (a couple of them silent), so make sure you grab the ‘42 version with two
of the greatest western actors of all time: John Wayne and Randolph Scott. The
Spoilers is a rollicking, adventurous yarn set in the bustling hey-day of
gold-fever Nome , Alaska .
There’s opulence and muck, tough guys and beauties, honest men and claim
jumpers, humor, corruption, romance, action, violence, witty banter, a messy love triangle,
and a massively over-the-top, six-minute-long saloon fight at the finale. Now you’re ready to play Skagway!
The theme shines surprisingly well in this design. While maybe not every individual action is
100% plausible or authentic, the overall game play evokes a sense of trying to
tame the Wild West. It’s not so much
about mining and building stuff, as a standard Euro might intimate, but rather
mainly simulates the power struggles to control towns that sprang
up around a gold rush. Sprouting
overnight and developing with little organization, those boomtowns were nodes
of bustling, swirling, lawless chaos.
The hopeful and desperate dove straight into the bedlam with wide eyes, usually
getting ground mercilessly into the very dust from which they sought their
fortune. The shrewd and powerful
cunningly tread into the miasma to manage it as best would line their
pockets. The game’s seesaw battle
between business ownership and political influence, coupled with shoot-outs and
hold-ups, conveys this concept in a fun and fresh way.
Everyone who knew him growing up always figured Frank would end up in the clink one day. |
On the surface, Skagway
looks straight-forward. The base
mechanic is simple enough: place workers and resolve actions. Usually you will only have two workers each
turn, which are placed in alternating rounds, and so the design minimizes
downtime for the most part. However,
beneath this surface of simplicity lies a deceptive depth.
There are plenty of choices and each one matters. First, you only get to make a couple of
decisions in a given turn, except for when you have temporary hired hands. So actions come at a premium and you better
not waste them. Second, those choices
interact with previous and future ones in cascading, cause-and-effect consequences. So your decisions affect not only your turn, but also other players' turns, and your next turn, and then their next turns, and indeed the very course of the game by adding pieces to the town's eventual outcome and final scoring!
There are many nuances in the way these choices might
interact. For example, when gold is
cashed in for points at the Mercantile, you could be adding to a fat pot of money
ripe for a bank heist during the “Return to Town” phase. That is unless you turn in a $4
counter which clears out the entire bank’s deposits, returning those tokens to
the mining supply and leaving workers who end up in the street with
little to do but shoot at each other or talk about steers. I’m sure we all know which we’d prefer. Of course, if one of those possible street
loiterers is in your employ, you may just want to leave all of that bullion in the vaults and
share in the spoils of a robbery. Then again, if some
other player is wearing the badge, you may forego the risk of riding herd with the gang, unless you want to try and bribe him with your creative entrepreneurship. And besides all that, other players may keep you entirely off the streets by purchasing and/or flipping leisure buildings.
When the railroad is complete, you can ship goods (randomly) for points. |
Hanging out in the street is not like cruising the main drag in the 1950's. |
Often times, player order is important. Having those two extra temporary hands is a big boost, but only one player can work the Docks to get them. That means you’ll generally need to claim the Sheriff’s Office first, in order to grab first player status. A lot of the early game tends to be players trading terms as sheriff and using their first action to hire hands. Turn order is also influential in the streets as there are a few unfortunate ways to wind up in the cemetery or behind bars. With only two workers available in the majority of rounds, losing one for a turn can be very rough.
Manipulating buildings to force certain scenarios in the
“Return to Town” phase is a fun, brain-burning, if sometimes fruitless
challenge. It’s really a mini-game in and of itself. Pull it off
right and reap some nice rewards. Miss
one detail and it can gloriously backfire in your face! But more than that, as everyone is trying to
manage buildings for immediate rewards from turn to turn, the cumulative result
helps to determine Skagway ’s
development. But you're not always thinking about the "then" while considering the "now." Therefore, it can be hard
to predict which buildings will earn the most points and which locations are
most beneficial to claim on the board.
Though some choices will prove sub-optimal, there are plenty
of opportunities to control play.
Yes, there is a fair amount of randomness. But really, most of it is created by the
delicate web woven from player decisions.
Since buildings are bought with points, even sometimes exchanged between players, the score is typically close with a lot of give-and-take.
The interaction builds tension, creates some humorous narrative, and can be a good tool to check a
run away leader. Because of all the confrontation and interrelating decisions, the game is more enjoyable with three or four players - and should still be completed in no more than 90 minutes.
An old-time photo! Your player board tracks how many people you've killed and buildings purchased. |
Some Prestige Buildings vary in points based on the town's development. |
Pros:
Tough, brain-burning decisions
Choices interact to create multiple scenarios
Choices interact to create multiple scenarios
Lots of ways to score
Tense, back-and-forth game play
Helpful rulebook
Cons:
Game flow is not intuitive
Conducive to analysis paralysis
Sharp learning curve
End of game scoring hard to predict
iSlaytheDragon would like to thank Victory Point Games for providing a review copy of
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