3 Spellcasters and a Dwarf
  • Home
  • Special Effect
    • Special Effect
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • Games
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Gaming Blog

Gold West

4/11/2019

0 Comments

 
15th October 2019

Tuesday evening has rolled around again and we're at 'The Sovereigns' in Woking. This can only mean it's games night.

Our game of the evening is 'Gold West'. A game for rootin' tootin' prospectors and quite possibly outlaws and bandits.

What's in a game?​
There are quite a lot of components in Gold West. The general game components are:
  • Game board: The game board contains a lot of information. As well as a scoring track, it has 3 precious metal delivery tracks, a 'boomtown' area and most importantly a hexagonal map area, a river sits in the middle of the map area (Will be explained later.).
  • Hexagonal map tiles: These hex tiles are actually composed of 7 hexes, each hex on a tile has a colour. There are 4 colours to represent the 4 different types of terrain in game.
  • Resource tokens: On one side it depicts a 'mining shovel and pick' in the colour of one of the 4 terrain tiles. On the other side of the token it depicts 2 or 3 resources.
  • Resource blocks: Little blocks that represent the 5 different resources that are used in Gold West. These are wood and stone, and the precious metals gold, silver and copper.
  • Boomtown tiles: These are placed on the boomtown area and earn players points.
  • Contract cards: These cards represent contracts that can be fulfilled by players and earn them points.
  • Stagecoach meeples: These are used to track deliveries of precious metals
As well as game components, there are also several components for individual players. These include:
  • ​Personal game board: There are also 4 'influence' tracks (One for each of the 4 terrains.) and a 'supply' track on the board. There is also space for player tokens.
  • Tents: These are little tent shaped meeples that sit on the player's board until used, there are 10 tents.
  • Influence token: These disc shaped tokens sit on the player board until used.
That's more or less it.
Picture

How's it play?
Before beginning, setup needs to be carried out:
  • First, the map tiles are placed down on the map randomly.
  • Then a resource tokens is placed on to each hex. The mining symbol must be face up and the token's colour must match the colour of the hex that it is placed on.
  • The tokens that are adjacent to the river are flipped, so that the resources are now showing on these tokens.
  • Players put their tent meeples and tokens on their allotted spaces on their personal game boards.
  • Finally, the first player is determined and starting resources are given out.
Now we are in position to begin play. The game is not particularly complicated, but there's a lot going on. There are 3 basic actions a player carries out in their turn.
  • Supply resources.
  • Use metals.
  • Build a camp/settlement or loot.

Supply resources
Resources are supplied through the supply track.
  • The supply track is a vertical track that has 4 boxes numbered from 0-3. 0 being at the top and 3 at the bottom. These 4 boxes will contain resources (That need to be supplied.).
  • The first thing a player must do is 'supply resources'. This is done by taking all the resources in one of the supply track boxes and 'moving it up' through the other boxes above until it leaves the topmost box. But here's the wrinkle: When the resources 'move' through the boxes above, one resource must be left behinds in each box.
  • When taking resources from the '3 box', it must go through the 2, 1 & 0 boxes. So 1 resource must be left in each box, a total of 3 resources. Resources moved from the 0 box do not pass through any boxes and all of the resources will be moved out of the supply track.
Picture
Note the 4 vertical boxes numbered from 0-3 that comprise the supply track.
Use metals
So now that resources have been moved out of the supply track, they must be used. There are 5 resources and 3 of them are precious metals - gold, silver and copper. In this stage, the precious metals are 'spent'.
  • Metals can be spent to purchase contract cards, this will earn victory points. Contracts can also confer additional bonuses such as moving a stagecoach along a delivery track.
  • A player can spend metals to place an influence token on to a tile in boomtown. These tiles can be used to earn points, provided they player meets the conditions on the tile.
  • A player can deliver metals 'back east'. This moves the stagecoach meeples along the 3 delivery tracks (One for each metal). These points are immediately scored. The delivery tracks also have 'break points' which earn whoever gets there first earns a bonus points token.
Any 'unspent' metals are discarded at the end of the turn. But you can always deliver them, so they are never actually wasted.

Build camp/settlement or loot
After using metals, the active player has to build a camp or settlement, or loot. This is done using wood and/or stone resources that were bought out of the supply track along with the metals.
  • A camp can be built with a stone or a wood resource. When building a camp, the active player selects a hex which contains a token showing its resources (Not the mining side.) and takes the token and replaces it with a tent meeple from their board. The active player then turns the resource token back over to the mining side and places it on the first available space on the relevant influence track on their board.
  • A settlement can be built with a stone and a wood resource. Just like with a camp, the active player takes a resource token, but instead it is replaced with an influence token and a tent on top of the influence token. The active player turns the resource token to the mining side and places it on the relevant influence track, but places it one space further along the track. Thus building a settlement instead of a camp earns more influence.
  • If the active player has no stone or wood, then they must loot instead. This is done by taking a resource token as explained above, but no tent or token is placed in the hex and it is left blank. Instead a tent it placed into the 'bandit camp' area on the main game board and incur penalty points at the end. Furthermore, the resource token is discarded and not placed on to a influence track.
  • When a resource token is taken from the main game board, any adjacent hexes that have unrevealed resources, have those resources revealed.
  • When a resource token is taken either by building a camp or settlement or by looting, then the active player takes the displayed resources and places it in one of the 4 boxes in their supply track. Now since putting the resources in the lowest box will cause headaches when moving them up, why would you ever do it? The answer is points, those boxes are numbered from 0-3 for a reason; that's how many points the active player immediately receives when putting resources into a box in the supply train.
Just with precious metals, any unspent wood and stone resources are discarded at the end of a player's turn.
This means that having more than 1 stone or 1 wood is a waste as these will be discarded. A player only needs a stone or a wood, or a stone and a wood.

That's it for a player's turn, it seems like a lot, but in play it's pretty straightforward.

Endgame
Gold West is played over 11 rounds, players have ten tents to use and there's a further round with no tents. Then we get on to scoring, points are scored in the following ways:
  • Each of the 4 terrains types will earn points for the player who has the most influence tokens in the pertinent influence track. 2nd place earns a lesser amount of points. This is done for all 4 terrain types, not all of the terrain types earn the same points.
  • Boomtown tokens are scored, there are a large variety of ways these can be scored.
  • Bonus tokens are scored.
  • Each player earns points for the single longest contiguous line of camps/settlements that they have placed on the map.  
  • Finally points are deducted for tents placed into the bandit camp.
Scores are tallied, highest score wins.

Picture
Picture
Overall
There's a lot to like about Gold West.

The supply mechanic is equal parts infuriating and brilliant. If you put your resources in the lower boxes and have trouble getting them out effectively, it's only your own fault for being greedy for points. But if you're able to manage the flow of resources well, it's a good source of points.
Talking of points, Gold West presents players a good variety of ways to score points. There is always a way to accumulate points, it's a question of optimisation and individual strategy. Players are always given meaningful choices on how to approach scoring. Even if a player fails to bring out a stone or wood resource, they still have the open to loot.
I also like how resources become revealed as players build camps and settlements on the map. It's a nice touch.
The game is also a nice looking game, I like the stagecoach meeples and there's something pleasing about looking at the game map covered in lots of tent meeples.

​All in all I liked Gold West.
0 Comments



Leave a Reply.

    Author

    I play, I paint.
    ​This is where I talk about what I play.

    Archives

    February 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019

    Categories

    All
    2 Player Only
    50 Fathoms
    Abstract
    Annual Quiz
    Area Control
    Asymmetrical Play
    Auctioning
    Black Hack
    Bluffing
    Board Game
    Campaign Play
    Card Game
    Clockwork & Chivalry
    Cooperative
    Cthulhu Hack
    Deck Builder
    Deduction
    Dice Game
    Drafting
    Engine Builder
    Hidden Role
    In Darkest Warrens
    Legacy
    Merry Outlaws
    One Vs Many
    Oubliette
    Player Placement
    Programming
    Push Your Luck
    Real Time
    Renaissance
    Resource Management
    Roll And Move
    Roll & Write
    Route Builder
    RPG
    Savage Worlds
    Set Collecting
    Storytelling
    Team Based
    The Year In Gaming
    Tile Placement
    Trading
    Traitor
    Trick Taking
    Wargame
    Wasted Hack
    WFRP
    Word Game
    Worker Placement

    RSS Feed

Powered by Create your own unique website with customizable templates.
  • Home
  • Special Effect
    • Special Effect
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • Games
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact