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Gold West box art

Gold West

Game ID: GID0144972
Game Info
Year
2015
Collection
Rating
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Description

In Gold West, players compete as prospectors building their mining empires while vying over the precious metals of the frontier. In a delicate balance of resource management and area control, players must plan their building strategies while carefully managing their supply tracks to refine the right resources at the most opportune times. Stay a step ahead of the competition and you could lead the West into the Golden Age.

The goal of Gold West is to accumulate the most victory points through clever management of your growing mining empire. There are five resources in the game: the metals Copper, Silver, and Gold are used to acquire victory points in a variety of ways, while Timber and Stone are building materials used to build camps and settlements on the board to collect more resources and influence the landscape.

Each hex contains either two or three resources. Gold generally earns players the most points, with silver and copper yielding slightly less. In addition, each terrain type scores points for the player with the most influence therein at the end of the game. Copper terrains are the most valuable, with Silver, Gold, and Forest Terrains earning slightly fewer points.

When gaining new metals and materials, players place them in their "supply track", a mancala-style track in which you will manage your resources. You get points the further back in the track you place them, as this creates a more refined product, but it will take longer to get these resources to the front of the supply track where they can be used. Shipping, investments, and Boomtown offices often reward players who fulfill them earlier, so it's a careful balance of risk and reward.

Description

In Gold West, players compete as prospectors building their mining empires while vying over the precious metals of the frontier. In a delicate balance of resource management and area control, players must plan their building strategies while carefully managing their supply tracks to refine the right resources at the most opportune times. Stay a step ahead of the competition and you could lead the West into the Golden Age.

The goal of Gold West is to accumulate the most victory points through clever management of your growing mining empire. There are five resources in the game: the metals Copper, Silver, and Gold are used to acquire victory points in a variety of ways, while Timber and Stone are building materials used to build camps and settlements on the board to collect more resources and influence the landscape.

Each hex contains either two or three resources. Gold generally earns players the most points, with silver and copper yielding slightly less. In addition, each terrain type scores points for the player with the most influence therein at the end of the game. Copper terrains are the most valuable, with Silver, Gold, and Forest Terrains earning slightly fewer points.

When gaining new metals and materials, players place them in their "supply track", a mancala-style track in which you will manage your resources. You get points the further back in the track you place them, as this creates a more refined product, but it will take longer to get these resources to the front of the supply track where they can be used. Shipping, investments, and Boomtown offices often reward players who fulfill them earlier, so it's a careful balance of risk and reward.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 16
This page: 16
Sentiment: pos 13 · mix 1 · neu 1 · neg 0
Mentions per page
Showing 1–16 of 16
Video rgpPA-uder0 Analysis at 4:03 sentiment: positive
video_pk 69350 · mention_pk 165814
Gold West video thumbnail
Click to watch at 4:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging resource management
  • Competitive majority tracks
  • Scoring endgame points through unique abilities
Cons
  • Missing opportunities to build leads to negative points
  • Not building can negatively impact majorities
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • area majority — Players compete on a 'majority track' when claiming tiles.
  • Resource management — A 'lovely Resource Management Euro' where players manage resources on a track.
  • set collection — Players collect 'Boom Town abilities' that score endgame points based on collecting different types of items.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's flawless I can't really find a single thing I don't like about this kind of bidding a little tile placement game
  • the economy is so fantastic as you are swapping meeples between all the players
  • one of the best auction games of all time by the great Dr Reiner Knizia
  • for me this is like Perfection
  • this one um it's a simple little uh root building Style game trying to connect things together
  • the game is so perfectly designed in terms of how clean it is
  • it's so lightning fast and you only looking at about 15 minutes to play this one at two which is a really good return on investment
  • it's actually a really cool racing game it's more on the familyfriendly end of the spectrum
  • I do like this game I definitely appreciate it maybe more than I like it
  • my only issue is that I think is a bit long and the pacing is a little bit off
  • the game seems to just delve into pure chaos where you can't really predict what anyone's going to do
References (from this video)
No references stored for this video.
Video s1IHwI-s9Ag Watch It Played Playthrough
video_pk 68662 · mention_pk 164942
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video y9IBVe3GbXs Watch It Played Review at 0:19 sentiment: positive
video_pk 65225 · mention_pk 158856
Watch It Played - Gold West video thumbnail
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Investments provide victory points based on adjacency and collected tokens.
  • Gaining influence on terrain tracks can lead to bonus points.
  • The two-player game has specific rule adjustments.
  • Building camps and settlements yields resources and points.
Cons
  • Looting can result in negative points if overused.
  • Forgetting to flip tokens adjacent to placed camps can occur.
  • Placing a camp in the 'wanted' section immediately loses a point.
Thematic elements
  • Exploration and settlement in a frontier or historical setting, with resource management and building.
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose from a limited set of actions each turn, such as collecting resources, building, or investing.
  • area influence — Players gain influence on specific terrain tracks, which can result in bonus points, especially in multi-player games.
  • Resource management — Collecting and spending various resources like wood, stone, copper, silver, and gold is central to gameplay.
  • set collection — Collecting sets of resources, particularly metals, allows players to make investments or build specific structures.
  • Victory Points — Points are accumulated through various means, including building, investments, and influence on terrain tracks.
  • worker placement — Players place tokens (carriages, camps, settlements) on the board to gain resources or activate abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, Pep's going first.
  • I do have a weakness for looting. I tend to loot perhaps a little too much.
  • So, I figure just to make things a little bit easier on you guys, I'll put anything in my usage area on this side of the board. And anything in Rodney's usage area can go way over here on this side of the board.
  • Also, it's very important to never forget to flip the tokens adjacent to the camp you've just placed.
  • So, I have to loot. It's a ghost camp.
  • I'm sick and tired of seeing all this good stuff over here by you. I think I'm actually going to invade your area.
  • Man, you've really got a one track mind.
  • Well, now that you've revealed this wonderful arrangement of metals, I better start heading on over that way.
  • You're definitely not keeping your camps together this game, are you?
  • I almost forgot. When I built this settlement, I should have flipped this token over.
  • If you want to give a suggestion for Pep, put Pep and then put the suggestion. If you want to give one for Rodney, just put Rodney in the suggestion there.
References (from this video)
No references stored for this video.
Video oOi-nbAdtl4 watch it played Rules Teach at 0:20 sentiment: positive
video_pk 65228 · mention_pk 158858
watch it played - Gold West video thumbnail
Click to watch at 0:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Objective is to claim the most victory points by managing resources better than rivals.
  • Investment cards provide public goals and score victory points.
  • Boomtown offices provide benefits at the end of the game.
  • Shipping allows players to move stage coaches forward on a track and score points.
  • Building camps allows players to claim mining tokens and place them on the board, gaining resources and influence.
  • Settlements provide greater influence and may grant bonuses from Boomtown tiles.
  • Scoring includes points for the largest group of buildings, Boomtown offices, influence tracks, and penalties for 'Most Wanted' players.
Cons
  • Looting results in losing one victory point and potentially more at the end of the game.
  • The player with the most Camp pieces in The Wanted area loses victory points.
  • The player who is second most Wanted loses victory points.
  • Ties for Most Wanted mean all tied players receive the Most Wanted penalty, and the second most Wanted penalty is ignored.
  • Ties for second most Wanted split the second place bonus.
Thematic elements
  • Running the greatest mining empire
  • Boomtown, near a riverbed
Comparison games
none
Mechanics (from transcript analysis)
  • area majority — Players gain bonuses for having the highest influence in terrain tracks. In a two-player game, the player with the most influence gets the second-place bonus.
  • Resource management — Players manage resources like stone, wood, copper, silver, and gold. Resources are collected from a supply track and placed in a usage area for the turn. The placement into supply track bins affects points, with further back bins being worth more.
  • set collection — Players collect resources from mining tokens. Influence tokens are placed in Boomtown offices, and building camps on mining tokens contribute to scoring based on adjacency and terrain influence.
  • take that — The 'Wanted' area mechanic penalizes players for having camp pieces there, with penalties for the most wanted and second most wanted players. Ties in this area have specific penalty resolutions.
  • worker placement — Players place Camp pieces onto mining tokens on the board. Settlements are a special type of camp that provide greater influence. If players lack wood or stone, they must loot instead, placing their camp in a 'wanted' area.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hello and welcome to watch it played
  • but until next time thanks for watching
References (from this video)
No references stored for this video.
Video N00NHR5N12k Watch It Played Playthrough at 0:21 sentiment: positive
video_pk 65206 · mention_pk 158834
Watch It Played - Gold West video thumbnail
Click to watch at 0:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Gaining a significant number of victory points through actions like shipping and investing.
  • Making strategic decisions that lead to bonuses, such as for camps near water or for collecting bonus tokens.
  • Successfully connecting areas on the board and gaining influence.
  • The game is engaging and leads to a close and exciting finish.
Cons
  • Losing victory points for being 'wanted' or having camps split up.
  • The player who is 'most wanted' loses points per camp in that area.
  • The game can feel competitive with players directly impacting each other's progress.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • area influence — Players compete for influence in different areas like Boom Town and on resource tracks.
  • building — Players build camps on the board to gain influence and points.
  • Influence tracks — Players gain influence on various tracks (gold, silver, copper, Boom Town, forestry) which score at the end of the game.
  • looting — Players can become 'wanted' and lose victory points, while also taking resources from opponents.
  • Point to Point Movement — Stage coaches and carriages move on tracks, crossing bonus point lines.
  • Resource management — Players manage and spend resources like gold, silver, copper, and wood.
  • set collection — Players collect resources (gold, silver, copper, wood) to use for actions.
  • shipping — Players ship resources to advance on tracks and gain points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • red white and blue yes I think we're trying to C to our American viewers
  • you're splitting up my camps so I'm going to lose six points because of that
  • finally I've become a wanted man like you
  • well as we were saying pep did end up the most wanted and the Most Wanted player loses one point per camp in The Most Wanted area
  • wow okay you're going to get a little bit here too though
  • you got 107 points and there you have it our playthrough of gold West congratulations pep
  • we'd love to hear what you think about the new shirts and the colors and all the rest of it
References (from this video)
No references stored for this video.
Video bS7yv1CSU9k Getting Games Review at 0:02 sentiment: mixed
video_pk 63624 · mention_pk 157096
Getting Games - Gold West video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Ingenious Mancala-style track design with meaningful decisions
  • Boom Town area adds replayability and variability
  • Stunning production quality with thick components
  • Overall well-designed for medium-to-heavy Euros; good fit for players who enjoy depth
Cons
  • Tile management can be fiddly; flipping new encampments is easy to forget
  • Possible analysis paralysis and heavy late-game decision making
  • Two-player games feel less engaging; four-player can be crowded and require more planning
  • Atmosphere is quiet and introspective; less social during play
  • Not a light game; may feel like work rather than casual play
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Boom Town area — Tiles on Boom Town grant ending bonuses; players can place tokens to gain points based on location and proximity to settlements; randomness across games increases replayability.
  • Builder Loop / looting — After purchasing, players can loot the board to gain tiles; looting costs a penalty and may prevent placing a token; tiles flipped adjacent to cleared spaces yield new rewards.
  • End-game scoring — Points are awarded for Boom Town, largest territories, terrain majorities, and contiguous groups of buildings; the largest group yields two points per building.
  • Investment — Purchase tiles that grant victory points and upgrade options; some tiles upgrade camps to settlements and grant bonuses.
  • Investment tiles — Purchase tiles that grant victory points and upgrade options; some tiles upgrade camps to settlements and grant bonuses.
  • Mancala — A linear Mancala-style resource track where players pull resources and decide how far back to invest for future payoff; at the end of the track, resources spill out for use.
  • Mancala-style track — A linear Mancala-style resource track where players pull resources and decide how far back to invest for future payoff; at the end of the track, resources spill out for use.
  • Shipping track — Move a ship to gain victory points; movement is determined by spending resources and has a scoring reward based on distance.
  • supply track activation — On a turn, a player activates a slot on their supply track to collect resources, placing them in slots forward along the track as you proceed.
  • Track advancement — Move a ship to gain victory points; movement is determined by spending resources and has a scoring reward based on distance.
  • Use metals phase — Metals can be used to purchase investment tiles, upgrade encampments to settlements, or fund Boom Town options (with various point outcomes).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In conclusion I think the gold West is a very well-designed board game but I don't think it's necessarily for me
References (from this video)
No references stored for this video.
Video G1vAVQh5bGw Getting Games Discussion at 13:19 sentiment: positive
video_pk 63490 · mention_pk 156914
Getting Games - Gold West video thumbnail
Click to watch at 13:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fresh roll-and-write design with thematic flavor
  • compact components and reusable boards
  • fast, accessible play with quick teach
Cons
  • theme may not appeal to everyone
  • some players may find interactions fewer in a lighter title
Thematic elements
Comparison games
  • Gold West
  • guns shrim clever
  • Cyclades
Mechanics (from transcript analysis)
  • boomtown activation — activate boomtowns on a 3x3 grid via copper/silver combos for points; others must cross out claimed spots
  • contracts and victory points — complete contracts by spending resources; track progress on contracts to earn VP
  • Resource management and building — spend wood, metals and other resources to stake claims, build camps/settlements, and expand on the map
  • roll-and-write — roll four custom d12 dice; choose one terrain to work on each round; manage three resources plus one chosen terrain
  • round-tracking and saveable resources — resources can be saved on a round track to enable longer-term actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is the neat game like I think mechanically it's very streamlined
  • I'm not a train game type of person
  • downtime wasn't particularly bad
  • it's a filler dice game
  • the biggest plus to me is just the fresh feeling of that action selection board like I've not played something like that before
References (from this video)
No references stored for this video.
Video UK17V4A6TYk Board Game Animal Discussion at 0:24 sentiment: neutral
video_pk 33957 · mention_pk 151428
Board Game Animal - Gold West video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • Frontier expansion, law and order versus chaos and opportunity; exploration of community-building in a frontier context.
  • Old West frontier town and surrounding environments; a stylized Western setting used for storytelling and gameplay.
  • Thematic and descriptive emphasis on setting and atmosphere, with narrative cues guiding player actions and decisions.
Comparison games
none
Mechanics (from transcript analysis)
  • unknown — Further mechanics not described in the transcript; placeholder describing generic turn order, action selection, or scoring that might be present in a Western game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's called the victory print it's like a victory point but a paw print you get it
  • we hope to see you and continue to play board games like an animal
References (from this video)
No references stored for this video.
Video BNSIhcMiZsg Before You Play Top List at 7:41 sentiment: positive
video_pk 8730 · mention_pk 25769
Before You Play - Gold West video thumbnail
Click to watch at 7:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rewards careful resource routing and planning
  • shorter playtime with satisfying depth when full tables participate
Cons
  • out of print risk impacts availability
  • not ideal for solo play or casual game nights
Thematic elements
  • resource management and frontier expansion
  • Gold rush West, frontier mining towns
  • thematic, with strong mechanistic flows and competition
Comparison games
  • Rolled West
Mechanics (from transcript analysis)
  • mancala-like resource dropping — take from a bin and drop along a forward path to allocate resources.
  • resource management and bin-based scoring — place resources into bins to fuel camps, tents, and structures.
  • tension and competition for scoring spots — spot competition makes two-player games particularly tight.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a brain burn—it can cause analysis, but in a good way.
  • i love the Mancala-like mechanism in games
  • there is potentially you can play with a hidden traitor mechanic in this game
  • the heart of the game is in that auction, it feels like auction in a palace
  • it's extremely tense
References (from this video)
No references stored for this video.
Video 6d8yGEzfVRU Chairman of the Board Discussion at 6:40 sentiment: positive
video_pk 5827 · mention_pk 17220
Chairman of the Board - Gold West video thumbnail
Click to watch at 6:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Iconic Vincent Dutrait artwork
  • Reprint preserves a classic feel
  • Deep yet approachable for many players
Cons
  • Older design may feel dated for some
Thematic elements
  • trade, mining, risk and opportunity
  • Gold rush era in the American West
  • classic euro with thematic flair
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — score relative to shared regions
  • set collection — collect goods/artifacts for scoring
  • tile placement — develop towns and routes by placing tiles
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is the newest board and dice game at least one of the newest
  • a very straightforward Euro definitely on the lighter end of the medium
  • I'm glad I did
  • these are the kind of Euros I tend to really get along with
  • the old ones are normally the best ones
  • this is a stripped back Euro
  • no bloat to the rules or anything like that
  • it's so easy to table
  • two to four players 40 minutes just sounds like it's taking all those boxes for me
References (from this video)
No references stored for this video.
Video LkLlnqhP3ks The Dice Tower Top List at 8:58 sentiment: positive
video_pk 5796 · mention_pk 17119
The Dice Tower - Gold West video thumbnail
Click to watch at 8:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Compact but deep resource-tracking puzzle
  • Elegant mechanism where resource timing drives strategy
Cons
  • Theme could be more explicit in flavor
  • May require multiple plays to master timing
Thematic elements
  • Mining, settlement, and regional competition
  • California Gold Rush era, mid-1800s
  • Strategic euro with area control and resource tracking
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Resource placement and development yield long-term payoff
  • area_control_and_value_improvement — Resource placement and development yield long-term payoff
  • resource_tracks — Players manage a track of resources that unlocks actions and scoring potential
  • Simultaneous Actions — Rounds feature overlapping decisions and modular placement
  • simultaneous_action_selection — Rounds feature overlapping decisions and modular placement
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The joy of Power Grid comes from the economic planning and watching what the other players are doing.
  • The better you're doing, the later in turn order you go.
  • One of the key gameplay mechanisms for me is I always have to be anticipating the future actions and making my board ready to take full advantage of it.
  • The game does an excellent job of blending dice drafting, tile placement, and engine building into a satisfying strategic puzzle.
  • This game is a feast for Odin.
  • The engine building and kind of a deck builder. The theme is pretty shaky for this one.
  • What sets this game apart is the time aspect.
  • The joy of this one is seeing what cards you have to work with and coming up with a long-term strategy, but being agile enough that if you get cards that may be a better engine or scoring, you can pivot midame, maybe even pivot several times during the game to figure out what's best for you.
  • The dice drafting is not just about luck. It is a layer decision-making puzzle.
References (from this video)
No references stored for this video.
Video TDZmbj-uF84 The Discriminating Gamer Top List at 0:36 sentiment: positive
video_pk 5275 · mention_pk 15665
The Discriminating Gamer - Gold West video thumbnail
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Overall sentiment (raw)
positive
Pros
  • Fun
Cons
  • Gave it away
  • Did not need it
Thematic elements
  • Western settlement
  • Gold Rush era
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'd have to change my name.
  • Wings for the Baron was an outstanding game.
  • I was kicking myself.
  • It's tremendous fun. This is really a good game.
  • Forbidden Stars is a game that's out of print. For many, it's a grail game.
  • I loved the artwork. I loved the the gameplay, the mechanics, those tokens.
  • Churchill from GMT Games had one of the most interesting balancing systems I ever had.
  • Cthulhu Wars is a fantastic fantastic kind of light war game area control game.
  • The board game is super fun.
  • I love love love Star Wars Armada. Love the theme. Love the game play.
  • Armada was much more strategic and there was more things you could do.
References (from this video)
No references stored for this video.
Video rYHF41MGuyY Our Family Plays Games Discussion at 7:10 sentiment: positive
video_pk 4311 · mention_pk 12596
Our Family Plays Games - Gold West video thumbnail
Click to watch at 7:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • New art
  • Updated edition
  • Optional water expansion
Cons
none
Thematic elements
  • western
  • gold rush
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video c6whWG6Tc20 Chairman of the Board Discussion at 4:30 sentiment: positive
video_pk 2824 · mention_pk 127732
Chairman of the Board - Gold West video thumbnail
Click to watch at 4:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • unique blend of polyomino puzzle with thematic scoring
Cons
  • not heavily detailed in transcript
Thematic elements
  • cow-related objective scoring with sheriffs and bandits
  • polyomino-themed battlefield/area-control overlay
  • family-weight with thematic tie-ins
Comparison games
none
Mechanics (from transcript analysis)
  • Compound Scoring — tiles carry different scoring categories including cow-related themes
  • Polyomino — tile placement with scoring on various objectives
  • polyomino placement — tile placement with scoring on various objectives
  • theme-tied scoring — tiles carry different scoring categories including cow-related themes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think this game is really cool
  • this is a very simple kind of family weight puzzly game
  • it's a very fantastic game
  • the rules are absolutely horrendous
  • I really love this game and I've played it a few times now and I think the balance is fine
  • Luke from the Broken Meeple thinks this game is really imbalanced
  • the row system where the positioning of your characters is important
  • one of the best two-player games I've played in some time
References (from this video)
No references stored for this video.
Video OTgI6zeCFqE Getting Games Discussion at 10:46 sentiment: positive
video_pk 1953 · mention_pk 5546
Getting Games - Gold West video thumbnail
Click to watch at 10:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong original version; still excellent
  • Good fit for social gaming with friends
Cons
  • Takes up shelf space; overlaps with friends who already own copies
Thematic elements
  • Malala-style acquisition and track-building
  • Gold rush/Westward expansion
Comparison games
none
Mechanics (from transcript analysis)
  • worker/resource management / asset bag-building — Classic resource-tracking with bag-building flavor; a beloved older title in a modern wrapper
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the final version right here with the final art and the final components
  • Jessica honestly spent a ludicrous amount of time making this game a reality
  • I designed it and she actually made this a game that you can hold in your hands
  • I am so proud of this game
  • It's surreal to see it here at the end
  • I'm Overjoyed to see people playing it as well
  • Spring cleaning oriented but there are obvious reasons
  • I will cherish forever
References (from this video)
No references stored for this video.
Video mUXs5IANNJg Chairman of the Board Top List at 11:17 sentiment: positive
video_pk 825 · mention_pk 2371
Chairman of the Board - Gold West video thumbnail
Click to watch at 11:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • novel resource management mechanic
  • crunchy, well-tuned decisions
  • high replayability via varied objectives
Cons
  • requires planning and can be demanding
  • theme may feel familiar to Euro fans
Thematic elements
  • resource management and contract fulfillment
  • medieval mining frontier (West)
  • crunchy, strategic
Comparison games
none
Mechanics (from transcript analysis)
  • bucket/resource management — Resources are collected into color-coded buckets; moving the top bucket affects remaining resources.
  • endgame objectives and territory expansion — Trade metals to fulfill contracts and score via expanding influence with objective-driven scoring.
  • Resource management — Resources are collected into color-coded buckets; moving the top bucket affects remaining resources.
  • three-phase action system — Structured phases guide action economy and flow of the turn.
  • Variable Phase Order — Structured phases guide action economy and flow of the turn.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's very simple where the first player we'll be playing a particular card then all the other players are trying to either match that card to trumpet or play a chunk
  • it's almost a little bit too wacky and silly to appeal to Serious trick taking players
  • there really isn't any blo to this game at all
  • the pacing and drafting speed is just quick and satisfying
  • a very enjoyable tile placement game with some cool twists
  • the hidden layers of gameplay here
  • this game pulls you in different directions
  • one of the strongest examples of this design in its genre
  • I love the simple kind of three-phase system in this game
  • the resource management mechanism... is a very novel concept
References (from this video)
No references stored for this video.
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