Carson City

2009 · Bybyggeri

Carson City

Players draft one of seven character roles each round and deploy cowboys to action spaces to build structures, settle plots, or improve roads. Actions include claiming terrain, constructing buildings and houses, hiring pistols (hired help), collecting money, and triggering duels when multiple cowboys occupy the same location. Resolution of conflicts uses dice to determine outcomes, and players score points for controlled plots, buildings, mountains, hired help, and accumulated money. The game runs four rounds and combines worker placement, area control, and tactical combat to determine the highest-scoring player.

Spillere
2–5 bedst 4
Spilletid
90 min
Alder
12+
Kompleksitet
3,2 / 5
7,5 på LudoyaØkonomiskDet vilde vestenVariable spillerkræfterTerningekastOmrådeflertal / indflydelse

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256
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1h 54m
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27
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7,5/10

fra 48 anmeldelser på Ludoya

  • Mestremuten7,0

    Rating: 3/5 Production value: 4/4 Is the game in my collection/Love to have?: 0/1

    Første indtryk · 2 partier

  • Carlos8,0

    Mucha interacción y tiempo de duración bien acotado.

    Første indtryk · 1 parti

  • Pimpi Pimpinela9,0

    Colocación de trabajadores con interacción y construcción de edificios, que más le puedes pedir? Juego redondo. Top3

    Ingen partier logget

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Regelspørgsmål

Besvaret ud fra regelbogen af Ludoyas regelassistent.

Can I place a cowboy on an action or parcel that's already occupied? What happens then?

Yes — you may place a cowboy on a square or parcel already occupied; that triggers a duel in which each involved player rolls a die and adds their firepower (cowboys + revolvers in reserve); the highest total wins the right to perform the action and losers return their cowboy to their personal reserve (tie broken by lower turn-order number). (p. 3)

Are there action spaces where multiple cowboys can be placed without a duel?

Yes — some squares explicitly allow multiple cowboys without a duel: Wages gives $4 per cowboy on the square, and one Roads square gives one road per cowboy on it; other action squares follow the board's sequence and duel rules. (pp. 3–4)

Do I need a road to build on a parcel? Any exceptions or extra requirements?

Generally a parcel must be reached by a road (at least one road touching a corner) to build, and many buildings also force you to place a house on a free road-reached parcel; exceptions: ranches and mines do not need a road. You may also buy a building and keep it in front of you to place later (see timing rules). (pp. 4, 6)

What happens if I finish the turn with more cash than my personality's cash limit?

Any money above your personality's cash limit must be spent; for every $10 you must spend you receive 1 victory point (you may spend more money voluntarily and still get 1 VP per $10). Each personality card shows its cash limit. (pp. 3, 7)

Do houses that belong to other players (or owner-free houses) count toward my building incomes?

An owner-free house increases neighbouring buildings' values for everyone, but a house built on a parcel belonging to a player only benefits that player's buildings (the same distinction applies to mountains/mines). (p. 5)

Can I attack a church or a prison, or attack buildings next to someone else's church?

No — you may not attack a church or a prison; furthermore a church prevents attacks on all directly adjacent buildings of its owner, and building a church next to a building being attacked cancels that attack. (p. 6)

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