The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Mice and Mystics
Eclipse
Among the Stars
Collapsible D: The Final Minutes of the Titanic
Thunder Road
Agricola: All Creatures Big and Small
Lords of Waterdeep
Descent: Journeys in the Dark (Second Edition)
Dungeon Fighter
Virgin Queen
Skyline
The Lord of the Rings: The Card Game
A Game of Thrones: The Board Game (Second Edition)
Twilight Struggle
Dominion
Android: Netrunner
1989: Dawn of Freedom
Agricola
The Big Bang Theory: The Party Game
Total War
Arkham Horror
7 Wonders
Village
Dungeon Command: Sting of Lolth
Wrong Chemistry
The Castles of Burgundy
Ace of Spies
War of the Ring
Through the Ages: A Story of Civilization
Alien Frontiers
Ora et Labora
Le Havre
Kingdom Builder
Twilight Imperium (third edition)
Trajan
Glory to Rome
The Swarm
Race for the Galaxy
Caylus
Battlestar Galactica
Tammany Hall
Small World
Zombicide
Hawaii
Quarriors! Quarmageddon
Power Grid
Space Alert
Recommend
3 
 Thumb up
 Thumb up
1 Posts

Go West» Forums » General

Subject: A gateway game? rss

Your Tags: Add tags
Popular Tags: [View All]
Morgan Rose

Cincinnati
Ohio
msg tools
designer
mbmbmbmbmb
I have read the reviews of Go West! contained in these hallowed [web]pages and come away mostly agreeing...but wanting to make sure folks don't miss what might be a diamond in the rough.

A Simple Overview:
Player use cards to place wooden tokens (I called them 'outposts') along the routes wagon trains will take from the east to the west of the good 'ol USA in the 1800's. Also dictated by the cards is how many and how far wagon trains will move across the board. As wagon trains sit in a region on the map a player may use one of several scoring opportunities (special cards they hold, and pay increasing amounts to use) to have the wagons pay players of the region in which they reside.

It is this tension between the number of wagons in a region, the number of outposts each player has in several regions, and these payouts that are the point of the game. In a phrase, get the most wagons where you are the main 'outpost' holder; and try to prevent your opponents from doing the same.

Why other reviewers are unimpressed:
Several of the reviews I read seemed unimpressed with the complexity or strategic depth of the game (as in, not having enough). I cannot disagree. If you are looking to plot out several turns ahead...this is not the game, changes too fast. If you like a tight hold on your destiny...this is not it...card drawing and opponents messing with you are definitely happening here. If you want a lot of rules or component interaction rewarding complex strategies...nope, these mechanics are simple and new players are still in the game at the end.

BUT...
I think these qualities makes Go West a nice little gateway game. Simple rules and component interaction quickly make sense to players. The tie-break mechanism is the only tricky bit and isn't crucial in the first turn or two, so there is time to learn it 'in game'. I like to have a couple games that are not the usual-suspects and that allow a new player (new to this game, or more crucially, new to the wider world of board gaming) to quickly pick up the mechanics, make definitive decisions and not feel constantly outclassed by the guy next to them saying over and over "no, don't do that, you best move is...".

The high quality components are a plus; but its low rating here on BGG has made Go West! a sale item (I got my copy at a nice discount). If you see it, I say pick it up. When you find yourself across from newer, younger or less-serious board gamers, this is a great choice. And, if you find yourself wanting a quicker, lighter game, this fits that bill as well.

Have fun!
1 
 Thumb up
 tip
 Thumb up
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.