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Western Town
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7.05
#3998 in the ranking 390 votes
BGG Vote: BGG Stats
Best with 3 players 11 of 18 votes Player-recommended age: 14+ 3 of 4 votes
2-4
90'
12
No necessary in-game text

Western Town

A board game by Olivier Warnier
Publisher: Whyme
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Western Town
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Card sleeves in this game Card sleeves in this game
108 cards of 63.0mm width and 88.0mm of height
2x (100 Pcs) Ultra-Pro: 100 Bustine Premium Standard European (66.7 x 92.1 mm) (81385)
Available
2x (100 Pcs) Ultra-Pro: 100 Bustine Standard (66.7 x 92.1 mm) (81126)
Available
3x (50 Pcs) Mayday Games: 50 Bustine Premium Standard (63.5 x 88 mm) (MDG7077)
Available
2x (100 Pcs) Mayday Games: 100 Bustine Standard (63.5 x 88 mm) (MDG7041)
To Order
2x (100 Pcs) Dragon Shield: 100 Bustine Standard (63.5 x 88 mm)
To Order
2x (100 Pcs) Ultra-Pro: 100 Bustine Standard Pro-Fit (64 x 89 mm) (82712)
Available
3x (50 Pcs) Ultra-Pro: 50 Bustine Standard Gaming (66 x 91 mm) (82667)
Available
2x (100 Pcs) Mayday Games: 100 Bustine Almost a Penny (66 x 91 mm) (MDG7105)
Available
Description Description
In Western Town, each player is a Marshal of an expanding town in the Old West of the U.S. in the early 1860s. Each Marshal wants to develop the most prosperous town, one which President Lincoln himself would be proud to visit.

The three principal criteria which allow you to win the game are population growth, charm/attractiveness, and wealth, as measured by gold. Turns are regulated by the visits of Lincoln, who determines, bit-by-bit, the value of the towns relative to those three criteria. These criteria can and do change every round, and you will need to adapt to these changing criteria to win this game!

Each player has his own board on which he will be building his town. Every building gives him different, and increasing, rights and abilities, and therefore power. The bigger your town gets, the better – but managing too much growth is challenging, so you'll need to make difficult choices at the beginning of each round as to which buildings you'll bring into play.

This "building-adding" mechanism helps players stay in the game and not get lost in the overwhelming number of choices available. Of 22 different buildings, six of them are identified every round as "bonus" buildings and players are forced to adapt varying strategies and test new combinations of these buildings for their town as the game progresses.

In addition to logic and strategy, Marshals will need to bluff and occasionally resort to questionably bending the law a bit, to succeed in building their Western Town. And as if that weren't enough, there are even occasional Indian attacks to deal with as well!
Additional information Additional information
Mechanics: Hand Management Simultaneous Action Selection
Categories: American Western City Building
Alternative names:
BARCODE: 3700759000005
In 7 wishlists In 3 collections This was seen 16467 times
Description Description
In Western Town, each player is a Marshal of an expanding town in the Old West of the U.S. in the early 1860s. Each Marshal wants to develop the most prosperous town, one which President Lincoln himself would be proud to visit.

The three principal criteria which allow you to win the game are population growth, charm/attractiveness, and wealth, as measured by gold. Turns are regulated by the visits of Lincoln, who determines, bit-by-bit, the value of the towns relative to those three criteria. These criteria can and do change every round, and you will need to adapt to these changing criteria to win this game!

Each player has his own board on which he will be building his town. Every building gives him different, and increasing, rights and abilities, and therefore power. The bigger your town gets, the better – but managing too much growth is challenging, so you'll need to make difficult choices at the beginning of each round as to which buildings you'll bring into play.

This "building-adding" mechanism helps players stay in the game and not get lost in the overwhelming number of choices available. Of 22 different buildings, six of them are identified every round as "bonus" buildings and players are forced to adapt varying strategies and test new combinations of these buildings for their town as the game progresses.

In addition to logic and strategy, Marshals will need to bluff and occasionally resort to questionably bending the law a bit, to succeed in building their Western Town. And as if that weren't enough, there are even occasional Indian attacks to deal with as well!
Card sleeves in this game Card sleeves in this game
108 cards of 63.0mm width and 88.0mm of height
2x (100 Pcs) Ultra-Pro: 100 Bustine Premium Standard European (66.7 x 92.1 mm) (81385)
Available
2x (100 Pcs) Ultra-Pro: 100 Bustine Standard (66.7 x 92.1 mm) (81126)
Available
3x (50 Pcs) Mayday Games: 50 Bustine Premium Standard (63.5 x 88 mm) (MDG7077)
Available
2x (100 Pcs) Mayday Games: 100 Bustine Standard (63.5 x 88 mm) (MDG7041)
To Order
2x (100 Pcs) Dragon Shield: 100 Bustine Standard (63.5 x 88 mm)
To Order
2x (100 Pcs) Ultra-Pro: 100 Bustine Standard Pro-Fit (64 x 89 mm) (82712)
Available
3x (50 Pcs) Ultra-Pro: 50 Bustine Standard Gaming (66 x 91 mm) (82667)
Available
2x (100 Pcs) Mayday Games: 100 Bustine Almost a Penny (66 x 91 mm) (MDG7105)
Available
Additional information Additional information
Mechanics: Hand Management Simultaneous Action Selection
Categories: American Western City Building
Alternative names:
BARCODE: 3700759000005
In 7 wishlists In 3 collections This was seen 16467 times
Frequently bought together Frequently bought together

What players say

How many players it plays best with · 18 votes on BoardGameGeek

  • 1 0 0 say it plays best, 0 recommend it, 4 do not recommend it
  • 2 7 7 say it plays best, 8 recommend it, 1 do not recommend it
  • 3 11 11 say it plays best, 7 recommend it, 0 do not recommend it
  • 4 5 5 say it plays best, 10 recommend it, 1 do not recommend it
  • 4+ 0 0 say it plays best, 0 recommend it, 4 do not recommend it

Best Suggested Not recommended

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