The Wild West! Full
of romance, beauty, new starts, and those really cool swinging doors! Also full of bushwhackers, hostile natives,
unforgiving weather, and people who don’t bathe but once a month! Now, with Game Salute bringing a new western
themed Euro from all the way across the Pond, you can you carve your name into
the vast American wilderness. Will you
bring peace and civilization by constructing general stores, banks, and the
railroad? Or will your rustic, frontier
community squalor in crime and vice by bringing in the saloon, gallows, and
outlaw’s hideout? Of course, we all know
which one is more fun, nudge, nudge.
Well, find out – because victory points and anachronisms abound in
Western Town.
How it Plays
Western Town is a city-building, resource management, and
building activation strategy game. It
also has some elements of bluffing and deduction. As marshal of your own 1860's frontier town,
you will utilize buildings to collect resources, lure settlers, and build other
buildings with which to repeat the process through five game turns. Watch out for Indian raids as you grow too
big. The player with the most points
(the calculation of which varies each game) gets a big, fat, “Thank you” from
President Lincoln himself! You heard
that right…Honest Abe. Read further.
Each player begins the game with their own personal town
board and four cowboys to defend against the Indians. All of these boards have the same four basic
buildings to get you started. Players
also randomly draw a marshal who specifies a variable amount and type of
resources you begin with, plus gives you a fifth building. To conclude the set-up, you’ll lay out seven
additional buildings which will be available for construction (each player has their own personal set). Two of these are random; you will add two
more random tiles each of the next two turns.
Every building tile comes with a corresponding card. When you build something, you add the tile to
your town board and take its card into your hand, which is used to activate
that building in future turns.
A three-player set-up. |
Each of the five rounds is played out the same. First, a Lincoln card is drawn and identifies what he’s looking for most that round – a combination of inhabitants, lure, or exported gold. Next, everyone selects cards from their available stock (which corresponds with buildings already in their town) to form their hand. Each may have 4, 5, or 6 cards, depending on the development of their town. Then, beginning with the Lead Marshal (determined randomly at first), players take turns playing cards from their hands in a unique individual/simultaneous fashion.
The Lead Marshal plays one card, activating that building
and resolving its effects. Only the
carpenter allows you to build new buildings.
Most others provide the various resources that the game includes, and/or
give you specific actions. Then also,
available first in turn three, are the “green star” buildings which remain in
the play area once constructed. Instead of requiring a
card for activation, these buildings provide a permanent benefit that triggers
when a certain event occurs. After
playing his first card, the Lead Marshall and the player to his left play one
each simultaneously. This paired action
resolution continues around the table with the last player activating her
second of two cards individually, just as the Lead Marshall started.
While this building activation sequence is original, it is
still nonetheless a solo affair. What
really mixes things up is the next stage, called the Exploit Phase. Again, beginning with the Lead Marshall, each
player takes turns going around to either play and activate a third building,
exploit a building in neighboring town, or pass. You cannot pass until you've played your
third and final card. That action is
resolved in the same manner as the first two in the previous phase. Passing declares you out for the remainder of
that round. The first player to pass
also becomes the new Lead Marshal.
First choose which cards to make your hand, then pick which ones to activate. |
Exploiting buildings is different. In addition to a building’s play effect upon activation, each one also has a separate, generally smaller, exploit effect. On your turn during this part of the round, you can show a card from your play area or hand that matches one played earlier by your neighbor to the left or right. Turn that player’s card over and resolve the exploit effect listed. If the card you are using to exploit came from your hand, you return it to your hand. It was not “played,” therefore does not fall to the table. If one of your played buildings was exploited earlier and thus flipped over, you cannot use that card to exploit another. You may exploit your opponents’ buildings as many times as possible. Of course, once out of options and after having played your third card, you must then pass.
When the round is concluded, everyone consults the Lincoln
card. Whoever has the most combined
points in the resources that the president desires that round wins the card,
which gives that player an extra house; yet another of the game’s resources
(some buildings require that you have a certain number of houses before you may
erect them). Players then collect all
cards remaining in their hand, with those played and exploited on the table, as
well as the unused ones from the stock.
Draw a new Lincoln card for the next round and then select another hand
for play.
In addition to the Exploit Phase, Indian raids provide
another form of semi-interaction. The
developing towns cause the natives to grow concerned and restless. As you activate certain buildings you will be
required to roll an Indian die which will add warriors to a separate Indian camp. There are two tribes, both of
which attack at slightly different strengths and target different towns. If you can time it right, you may just set-up
and Indian raid that targets one of your neighbors. But be careful, sometimes these ambushes are
unpredictable and the tables may turn on you.
You must have cowboys to defend your town, otherwise you’ll lose a structure
(or maybe inhabitants) that costs precious resources or a special card
activation to repair. A fun twist in
this process is that the Grand Manitou gets to choose the building that is
targeted. That role is always played by
the person to the right of the Lead Marshal.
So often times, you can really try to cripple your neighbor. Unless it's your town that is under assault, in which
case you’re free to choose a less critical mark.
Hear the war drums in the distance? No? Neither did we, really. |
After the fifth round, the Lead Marshal collects all of the Lincoln cards to calculate final points. First you’ll count how many times the three resources - inhabitants, lure, and exported gold - show up on the cards and multiply that by the number you have in each category. Then, you’ll earn a few points based on how you rank in the number of homes that you possess from among all players. Finally, some buildings are worth points, either straight up or for meeting particular conditions, and you add these, as well. The player with the highest score is declared the rootinest, tootinest marshal of the West winning a cabinet post in Lincoln’s administration as Secretary of Historical Inaccuracies.
Seldom is Heard a Discouraging Word?
There's plenty to like about Western Town. But I have to start with the wonky thematic bits, because I really like theme. Right away, both of my fourth-grade boys questioned the use of Lincoln. Chronologically, it fits, since the rulebook clearly states the time period as the 1860's. However, very few people associate the 16th president with the myth and image of the Old West. I'm sure he wouldn't want too many people settling out West, but rather stay back East and fill the army's ranks and civilian factories. The desire for exported gold makes a little more sense in order to fill the war chest. Furthermore, all of the artwork seems to depict the Southwest, which is problematic for two reasons. That was not really the growing "frontier" of the 1860's, and the game uses the French-Indian term "Manitou," an Algonquin reference from the Great Lakes region. Furthermore, why are you a marshal, rather than a mayor or rail baron or something? Since when were lawmen responsible for building up a town? Plus, it would have been better to use sheriff, since marshals generally refer to federal agents and are responsible for a regional jurisdiction. And then there's the whole cowboys versus Indians cliché? If I didn't know any better, I'd say Western Town was designed by a 1950's Hollywood director, complete with super-tanned, white actors playing the roles of Indians. But while I may roll my eyes at all the thematic elements, what about the rest?
The bank requires 1 wood, plus 1 wood or gold, and 7 houses to construct (see lower right of tile). |
Player decisions drive
The third
random element, Indian raids, are a touch more unpredictable, but one can
always make sure to have enough cowboys for defense. Indeed, these attacks are resolved by pure
numbers, meaning there’s really not much suspense. The only sense of immediacy is in replacing
cowboys after successfully defending, so as to not risk later exposure. As a Euro game, I understand the desire to
give players a good deal of control over this more chaotic component. But as a result, it’s an awkwardly disjointed
mechanic, forcing players to address yet more resources whose only benefit is
in preventing penalties to the ones that actually produce points.
Player town boards do not come with real muddy streets. Even I think theme can go too far... |
Not only
are player decisions the heart of game play, they’re also tough and provide a
good deal of tension. Basically, you’re
only activating three buildings in a given round. That’s most acutely felt in construction,
with only one building each turn. You
can build a second carpenter’s shop which would potentially allow you to build
two buildings. But, still, if that doesn't sound like much, believe me, it’s not.
There are
times you wish you could do more, because the game forces you to
diversify. You can, and usually will,
concentrate in a couple areas of production, but you will lose if you ignore
other things. The endgame scoring already
requires you to address inhabitants, lure, exported gold, houses, and
buildings. Inhabitants score slightly
different from lure and gold, which all score differently than houses and
buildings. While abundance in one
category can sometimes make up for a lack in another, it’s not always that
cut-and-dry. Plus, in addition to these
scoring related resources, you must still make sure you don’t neglect cowboys
for defense.
Blacksmith is a permanent effects card that provides 2 cowboys when the Indians attack. |
While the
number of actions is limited, there are two ways to augment them. First, there are a couple of buildings that
allow you to re-play a previously played building. Essentially, then, you’re activating four
buildings instead of three, and one of them will be duplicated. Worth noting, if that duplicated building is
the carpenter, you can manage two new buildings that turn.
The
second, more intricate, method of increasing your production is in exploiting
your neighbors. Simply put, this segment
of the game is brilliant. It gives Western Town character and adds an interactive element
without being overly abrasive. However,
it can be swingy. In one round you’ll be
able to do quite a bit extra, while the next you end up accomplishing very
little. Typically, this tends to balance
out between players over the course of all five turns, though the better or
more experienced player will often prevail. The Exploit Phase offers a few dimensions that
require some careful planning to reap to the fullest.
First is
the bluffing and deduction aspect to the mechanic. At the beginning of each turn, you select
your hand for that round from the stock of available buildings which you've already completed. Obviously, you’ll
want to pick cards which will net you some much needed resources or abilities,
but you must also consider what your opponents (specifically neighbors) might
play. If you don’t have the matching
card to a building they’ve played, then you’re unable to exploit it. The reverse is true, as well. If you can manage to play buildings that are
unique from your opponent’s hands, then you’re safe from being exploited yourself.
Exploiting Stagecoach Depot lets you take 2 inhabitants if you have less than 4 lure (see bottom row of icons). |
Since the
two buildings you activate in the first phase are vulnerable to exploitation in
this one, you’ll want to balance the order in which you play your cards. If a neighbor activated Gold Mine, and you
have the same card in your hand, you may not want to play it in the first
phase. That way you can exploit the gold
mine first, and then lay it down later as your third play and receive its
normal effects.
There’s
even a smidge of push-your-luck with this part of the game. Any card played to the table is exposed to
exploitation by neighbors. Therefore,
not only are you concerned with the order you play your own cards, but also with the order of how everyone else may try
exploiting each other. If you correctly
deduce how others will play, you can potentially rack up a lot of
resources. If you misjudge a move
thinking it will be available your next turn, things can quickly spiral
out-of-control in the opposite direction.
Civic Pride is not associated with a building, but activating it let's you resolve the effects of a previous played building, again. |
Lots of stuff to keep track of. And here I thought marshals only busted heads and took names. |
Western Town is primarily a Euro with player-driven game mechanics, a good deal of tension, tough choices, and plenty of them. There is some fiddliness in managing your resources and towns, a good deal of cube pushing, and some times you really will be wishing you could do more. Meanwhile the Exploit Phase introduces a well-balanced interaction element that gives the title some heart and soul, without over-frustrating players. This will appeal to gamers who prefer a bit more direct conflict, while not driving off hardcore Euro fans, at the same time. Briskly paced, smooth, and with little downtime, Western Town is a solid choice for anyone looking for a medium-weight offering that plays in under ninety minutes – and who can forgive a few thematic miscues.
Pros:
Player decisions drive game play
Nice pace with minimal downtime
Great tension and usually close
Interaction is well integrated and reasonable
Good replay value
Cons:
Has a learning curve
Can be mentally and cube-pushing fiddly
Exploit phase may frustrate some
Will be wishing you could do more
Not heavily thematic
iSlaytheDragon is now a Funagain Games Associate. Use this link to buy games and support our site at the same time! |
iSlaytheDragon would
like to thank Game Salute for providing a review copy of Western Town.
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