Gold West

2015 · Economic

Gold West

Players act as prospectors expanding mining operations across a modular frontier map, placing camps and settlements to gather terrain resources and influence. The game centers on managing five resources—Copper, Silver, Gold, Timber, and Stone—using a mancala-style supply track where placement depth refines value but delays availability. Players acquire metals from hexes, build to increase yields and area control, and pursue shipping, investment, and office objectives that reward timely deliveries. Victory points come from refined metals, majority control of terrain types, and completed contracts, requiring careful timing between long-term refinement and short-term fulfillment.

Players
2–4 best 3
Playing time
45–60 min
Age
13+
Complexity
2.5 / 5
5.2 on Ludoyafrom $53.96Territory BuildingAmerican WestSet CollectionModular BoardArea Majority / Influence

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Full stats in Ludoya
111
Plays logged
138
Players
1h 4m
Average play
32
In collections
8
On wishlists

5.2/10

from 21 Ludoya reviews

  • Evan2.5

    The game has beautiful components, although there's a minor issue where the scoring trackers don't really fit on the scoring spaces when multiple players share a space. Unfortunately, the essence of the game is about being 'firsties'. I'm reminded of how in many Feld games there's that one element that gives points to the player who accomplishes some task early vs the lesser benefit of someone who built their engine and scored the feature later. This game applies this same idea to nearly every mechanism, but the engine building element seems nearly completely missing from the other half of that equation. The first player to grab a card gets that card's reward and bonus (plus the cards don't refill). The first player to move their car past a marker gets a bonus. The first player to claim a spot gets that spot and those resources. Only the first and second players to claim an endgame scoring criteria gets to score for those things. At the end there are some points in terms of majority scoring, but they are uneven and uninteresting. One possibly interesting choice this game has you make is when you collect resources from the board, you place them in this Malacca box. If you place them in a box where you won't be able to use them right away you get some extra points. I think this is meant to be the engine side of things, but it feels underutilized in this game where 'firsties' is so heavily rewarded. :star: Art, Iconography and components functional :nostar: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::nostar::nostar::nostar::nostar: Raw enjoyment

  • Elvira7.0

    Also for sale

  • Ferran A Sales7.0

    A good rondel game. I didn't feel interested in replaying it soon, but overall it was a nice experience

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Game facts (players, playing time, age, credits) from BoardGameGeek.