You may be familiar with the famous words of American
Manifest Destiny, “Go West, young man!” I’m
pretty sure Horace Greely had this game in mind when he wrote that. A limitless frontier lay open for
hard-working, honest, and romantic pioneers, just like in Dark Horse. Vast tracts of fertile land lay free for
claiming, teeming with a wealth of resources ripe for the picking, just like in
Dark Horse. Only the resolute and
determined will stamp their industrious legacy upon the virgin wilderness, just
like in Dark Horse. Are you up to the task
of taming the Wild West? Harness the
land’s resources to found cities and towns, while building a network of
railroads to link them all together.
Rewarding toil, adventure, liberty, and victory points can all
be yours!
Dark Horse is a worker placement and resource management game, with a dose of simple route building. Your workers are represented by rolling dice
and matching the results to various tasks (in the manner of Kingsburg and Alien
Frontiers) and you will spend resources to develop the board by building
cities, towns, and railroads (in a fashion similar to Settlers of Catan). To be clear though, the similarities end
with those over-arching mechanics. Dark
Horse includes variable powers, random event cards, a bit of exploration, and
some elements of role selection and “take-that” interaction. This design is not simply Settlers of
Alienburg, but rather stands on its own in good stead.
Prior to
beginning, everyone is given a unique character with variable abilities that will
usually guide and inform their strategy. You also start with one city and two towns. From this humble point, you will expand your territory, discover and exploit new resources, and build a network of rails for the mighty steam trains to scream across the prairie - the titular dark horses.
The end goal is to earn points – despite the use of dice and the Western theme, this title has a distinct Euro game flavor. Points are scored by building cities and connecting them to towns by rail, earning influence, holding gold, or serving as Mayor and Sheriff when its all over. If you’re not careful, you can lose points by being in debt or having a worker in jail when the game ends. That end is triggered either when one player has built all three of their cities and all six of their towns; or when some one has reached a pre-determined target on the Influence Track (11 is the suggested default). The first in either case is not necessarily the winner, although he/she will certainly be in good shape.
Game play is divided into two phases. In the Placement Phase, each player rolls their dice and places them on an action space. Usually you will have two dice, but you can also obtain a third, bonus cube through selection of a particular action. There are seventeen boxes around the top and right-hand side of the game board that provide a variety of benefits. Each one is numbered and players alternate placing one or both of their dice to a corresponding box of matching number in order to take advantage of its production or ability. Some actions simply give you cards or resources. Others let you trade items. A few allow you to pay resources or gold to build.
Very nice production value (especially for an independent publisher) on all of the many bits. |
The end goal is to earn points – despite the use of dice and the Western theme, this title has a distinct Euro game flavor. Points are scored by building cities and connecting them to towns by rail, earning influence, holding gold, or serving as Mayor and Sheriff when its all over. If you’re not careful, you can lose points by being in debt or having a worker in jail when the game ends. That end is triggered either when one player has built all three of their cities and all six of their towns; or when some one has reached a pre-determined target on the Influence Track (11 is the suggested default). The first in either case is not necessarily the winner, although he/she will certainly be in good shape.
Game play is divided into two phases. In the Placement Phase, each player rolls their dice and places them on an action space. Usually you will have two dice, but you can also obtain a third, bonus cube through selection of a particular action. There are seventeen boxes around the top and right-hand side of the game board that provide a variety of benefits. Each one is numbered and players alternate placing one or both of their dice to a corresponding box of matching number in order to take advantage of its production or ability. Some actions simply give you cards or resources. Others let you trade items. A few allow you to pay resources or gold to build.
Producing resources - as long as you have towns on the same type of hex. |
As a dice game, you might be thinking it not uncommon to
roll poorly now and then. In that case,
you would be right. Not to worry, there
are also a few actions that provide opportunity to alter those unwanted results
in some fashion. There are Wild Die
tokens that let you re-roll one or more dice, or let you place one spot lower or
higher than the result of your die or dice. Also, Engineer
tokens come in very handy. Those let you
simply change one die to any number you wish, or instead you may use the token to
place in a restricted box that another player has already claimed.
The majority of spaces are restricted to only one player a round, so
competition can be tight. There are some interesting exceptions as described later. Plus, there is
no rule requiring that you actually be able to afford or perform the action
indicated in order to first claim an action, so flat-out blocking is allowed, adding to the tension.
Any number of players can claim the grey Pioneer. 2-5 all require a natural roll. |
After all worker dice have been placed, the Collection Phase begins. All actions are resolved in order, beginning with the first box and then on around as applicable and necessary. Besides collecting resources, influence, and tokens, this is where players will build. The Rail Baron box allows you to lay a couple sections of track for the cost of two ore and one food. These are placed along hex edges and are important for connecting cities and towns for production of resources and final scoring. A settlement is considered to be connected as long as one rail section is adjacent to or touching the hex in which it has been built.
The Builder action allows players to erect towns (two food
and one wood) and cities (four wood and one gold). Towns must be placed on resource hexes which
are seeded according to specific rules at the beginning of the game. When a certain action is claimed, towns can produce
the specific resource upon which they’re built – but only if adjacent to a city
or connected to one by rail. Cities are
built on non-resource hexes, but new cities can only be built once the railroad
has reached the hex you wish to develop.
One last major element to Dark Horse is the deck of action
and event cards. Two of the worker
placement boxes allow players to draw from this deck which can alter game play
– usually significantly. Action cards
give their owners a special bonus or benefit.
Event cards introduce a new rule, usually an obstacle-type twist, that affects all players
and remains in play until a new event card replaces it.
Take a Ride on these Rails?
Current event card in play. |
Take a Ride on these Rails?
I’ve always been a fanboy of the Western genre. Growing up in Kansas ,
I was immersed in frontier history and fascinated with Native American culture,
both of which are big on the Great Plains . I'm pretty sure I’ve seen every Western that John
Wayne and Jimmy Stewart have starred in and my favorite author as a boy was
the tireless Louis L’Amour. Suffice it to say – and to dispense with right
away – even though it’s not integrally thematic, if you like Westerns, you’ll
enjoy Dark Horse. But under that veneer,
what grit lies beneath?
All of the core and secondary mechanics are fairly standard,
but integrated in a fresh way with some slight twists. That is perhaps most prevalent with the base
worker placement element. The sheer
breadth of seventeen actions to choose from is much greater than the average
game of this genre. And even when a dice
placement game like Kingsburg offers eighteen choices, you have three or more
dice with which to reach those higher numbers.
Dark Horse only gives you a couple, unless you spend one on an action to
gain a bonus cube for use in your next turn.
Therefore, even though you have plenty of options, you’re only able to
claim one or two. For those actions at
6+ requiring both dice, then obviously it’ll be only one action that
turn. This restriction makes for some
tough choices that adds tension and stretches your strategic planning.
The prime locations are located down the right-hand side of the board. |
Another variation that sets this title apart from its
cousins is the action space types. Most worker placement designs restrict
use to one player per location, which allows blocking opponents from
claiming a desired action. That is still
predominant in Dark Horse, those spaces being called “limited.” However, there are also “reserved limited”
spots that may allow more than one player to claim based on specific rules
(especially player numbers). There are
“restricted limited” actions requiring a non-modified, natural roll. Finally, four of the boxes are identified as
“unlimited,” allowing for any number of players to claim with their dice. The good thing about these is that they are
not simply pity options for those left out of prime locations. Two of the four are actually good options
under certain conditions, while a third one is always a good choice. The fourth alternative is not bad, though
admittedly a lesser alternative to another limited action space.
While the dice rolling provides for a good deal of variability,
there are also more modifiers than the average title of this ilk to deal with
poor results. The Wild Die and Engineer
tokens, mentioned above, can already provide significant swings. There is also an action space that, for the
cost of any one die, lets you immediately place a die or dice on an action that
is one space higher or lower then the result of that die or dice. These various modifiers give you more control
than perhaps other dice allocation games.
However, one must still keep in mind that a handful of action spaces
require natural rolls, unaltered.
Builder (6) is the name of the game while Trade (7/8) lets you manage your resources for building. |
Dark Horse has a bit more crunch and fiddliness than most
examples in its style, with a number of extra minor rules and tokens dependent
upon selected actions. You can take
loans of any three resources, but must pay it back twofold or lose points at
the end of the game. You can earn stock
during the game to cash in for resources or gold. You can wind up in Jail for a turn or
better. And there are other tokens and
rule-breaking abilities based on temporary roles, character cards, special
actions and events.
The roles of Mayor and Sheriff are temporary positions
claimed by actions on natural roles of ’10.’
You hold the job title until ingloriously booted out by another. The Mayor receives some nice initial spoils
upon entering office and then may always take the Politics action space for
free, presuming you have the right die.
The Sheriff immediately moves to first in turn order and switches one of
his die with the Deputy Die. This can be
flipped to its opposite side after rolling, if desired, although it must then
be used by itself. The Sheriff cannot be
sent to jail, nor may he use an action card that would normally do so.
Some of the more powerful action cards. |
Those action (and event) cards can provide some big boosts,
so don’t overlook them. They really mix
up game play, introduce some fun unpredictability, and provide for some replay
value as you probably won’t use them all in one game. There are two action spaces that let you draw
two or three of these cards. An event card
must be played immediately, unless that’s all you draw – in which case, you
draw again. Those events change a basic
rule in some fashion, such as requiring extra resources to build. After resolving the event, if you have
multiple action cards remaining, choose one.
Some are played immediately, while others can be held for later
application. These can be powerful –
like letting you pay one gold for two influence points, or as in another that
straight-up gives you a bonus die and any three resources of the same
type. They can also toss in some
interaction, and not of that non-passive, blocking stuff. No, here we’re talking about booting a player
out of a restricted action box, stealing resources, or forcing one to lose
influence. While harsh, those types of
cards incur the aforementioned jail sentence, so you’ll want to think carefully
before playing.
The character cards also inject variety and
replayability. Randomly assigned before
play, these provide two things. One is a
variable start condition. Each player
begins with different resources, tokens, or maybe even an influence point or
action card. Second, your character will
have four unique, rule-breaking abilities.
Just remember to apply them when applicable, something we had difficulty
doing! These are all strong abilities,
but not over-powering, and can really influence how you play.
Character card and assorted tokens. The Sheriff gets the metal Deputy Die. |
The production value is good. I’m not a fan of the art, but it is by no
means ugly. The wooden pieces are
standard, the cardboard tokens are all nice and chunky, and the cards are thick
and glossy. The only issue I have in my
copy is the paper on the mounted board has some bubbling. But really other than that, this would be a
finely made product for even a large publisher with the track record and
resources. Considering it’s the first
game for a one-man operation, I’d say it’s fantastic.
Dark Horse moves at a nice pace with little downtime. Dice placement alternates by turn and
resolving actions are fairly quick and simple.
So you’re never sitting idle for very long. The fiddly parts only pop up when a player
has to decide on when and how to use the various tokens, and despite the wealth
of options, your dice will limit you to a practical handful. Analysis paralysis has not been an issue with
us – and I’m known for it. The game is
best experienced with 3-4 players to increase its competitive nature. The 2-player variant adds a new mechanic, and
is fine. There’s also a solo variant
which I have not played, and probably will not; but I know that provides an
interesting option for others.
Route building is the key to victory points and is smoothly integrated with the game's other mechanics. |
There are only a couple of mechanics that can be a bit
wonky. One is the “exploration”
aspect. The majority of resource hexes
are randomly pre-seeded at the beginning of the game, but upside down. Therefore, as you’re building and expanding
out to claim them, you could end up with a disproportionate ratio of food to
wood to ore. Additionally, some of these hexes are labeled as "rugged," which require an extra ore resource to build a town upon, an expense you may not be prepared for. You can always play with
them face-up, but the random pattern generation could still distribute them
lopsidedly in your little corner of the West.
Since there are ways to convert one type of resource for others, this
isn’t always a major issue.
The other wonky element can be problematic, although not as
in a “broken game.” That has to do with
the Influence track. If someone can
collect influence quickly, it will bring the game to head much faster and force
the other players to adjust accordingly.
Obviously, there is no guarantee that he/she will be able to garner the
rolls necessary, but we had one game in which it did happen. The others were caught with the slower
building strategy until too late and that player won pretty much on his
influence points alone. While it’s a
valid tactic and totally legal, it was certainly based more predominantly on
luck and just seemed out-of-sorts for a game about building and
developing. But perhaps it’s a rare occurrence;
our other plays witnessed a closer match of influence for influence as everyone
progressed in development, too.
Event cards can kick up a hornets' nest! |
If you’re not into worker placement or Euros, you may find
this outing somewhat repetitive. It’s
actually kind of ironic that some Ameritrash characteristics, specifically luck
and conflict, are folded into the design, but then so often countered by
other Euro-centric mechanics. On the one
hand there seems to be a desire to introduce some chaos. Yet on the other, that part of the game is
tempered very much with elements that give players more control over it. The result is an experience that may not rope
in Ameritrash gamers.
Still, given the components to control the more chaotic
elements, yes, there is still randomness and interaction. Of course, that is perfectly fine, really
gives the title its character, and that is how it was designed. If you prefer all open information and total
control, then Dark Horse is not for you.
However, I don’t believe there is such an abundance of that purist
persuasion, so the vast majority of Euro gamers should be able to handle those
features without running to the hills.
There's too much going on to label Dark Horse a casual game, but nor is it an intense
brain-burner. It has a nice medium
weight and the 1-2 hour runtime is just about perfect for its style. Since each turn consists of rolling and
allocating dice and collecting bits based on those results, there is an
inevitable repetitiveness, but thankfully the range of choices and variable
mechanics prevent it from seeming tedious. So this very well could be a good fit for those looking at the
next step up from introductory titles, as well as more casual fans into the Western genre.
The really nasty actions can hurt, but will appropriately land you in the big house. |
Despite some randomness, elements of interaction, and its
quintessential American theme, Dark Horse is still very much a Euro-style game
of building and resource management.
There are a few ways to overcome bad luck and typically more than one
path to achieve your goal. With a tight and
well-blended mixture of familiar mechanics, this title will be fresh enough for
seasoned Euro gamers and fans of worker placement games. Its appeal beyond those circles will be hit
and miss and generally more limited. As
a fan of the theme and style, I’m happy with the addition to my collection. I expect that sentiment to prove true with
other gamers. For those willing to “Go
West” (and you don’t have to be young, nor a man), Dark Horse is a thoughtful,
strategic design filled with lots of tough decisions and a few chance surprises
that will challenge and entertain players until they ride off into the sunset.
Pros:
Straightforward game play
Good blend of familiar mechanics
Nice range of choices without overwhelming
Minimal downtime
Smart and helpful ways to deal with bad rolls
Cons:
Luck can still hamper you some turns
Rushing Influence undermines building
Can get repetitive
Despite distinctiveness, may not appeal beyond Euro fans
iSlaytheDragon would
like to thank Knight Works Games for providing a review copy of Dark Horse.
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