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Wacky Wacky West

Posted by admin On April - 13 - 2012

Details
Players: 2-4 (best with 2 or 3, a little more of a luck game with 4)
Actual Length: 30-45 mins mins
Age: box says 10+, I say 8+

Wacky Wacky West isn’t necessarily a new game but I think it’s little hidden gem that needs to be shared and talked about. It was published over 20 years ago by the creator of Settlers of Catan but I discovered it only two years ago at Gencon… and I’ve been enjoying it ever since.

It’s not very complicated with the premis being your laying claim to any and all land left in the dry, just south of nowhere junction of Mayfair & Rossdorf RR and the Turvy Trunk Line. Players attempt to place track, road, and river tiles hoping to destroy rivals buildings leaving yours standing. The only problem being the Town Charter Amendment #5 which states “no landholder may move, remove, or detonate any outhouse without a majority vote of the Town Citizens…” Which means you can’t place tiles over the precious outhouses without a majority vote of the town! You do have town supporter cards towards votes, but they are limited so you must use them strategically, sparingly, and wisely.

At the begining of the game, players are dealt secret building cards, random but evenly dealt track tiles, and a handful of supporter cards all with 3 positive votes, 3 negative votes, and 2 indifferent votes.

The game has some neat mechanics and strategies that are simple yet very pleasing to play. Players must deduce who has what buildings based the directions their opponents lay their track/river/road tiles and how they vote when it comes time to demolish an outhouse!

If a player wants to place this RR track in the above spot, it most be voted on, majority vote wins... for now...!

Voting is very interesting since players all start with the same number of supporters. When someone wants to lay track/road/river over an outhouse there is a town vote. Each player can throw in as many voting cards as they wish, however, once played you do not get them back, so players strategize which votes are important to them. Each player has a “?” supporter which they never loose and get back at the end of each vote which keeps things especially interesting. Especially if your trying to outvote other players, or make them think you want to outvote them! It’s messy business I tell ya!

Another aspect I find really neat about this game is how the track/road/river tiles get laid out. There are four starting points on the board, and four red pawns to keep track of the track so to speak. You place a pawn at the end of your tile after each move so you can tell what direction the track is currently going. The tiles are neat because they come in multiple sizes consisting of 1 to 3 square lengths which cause crazy snake like layouts on the board. Even moreover, there are tunnels your track can “travel” through which allow even more craziness in strategy in the layouts.

All players have an equal starting numbers of buildings on the board with victory points attached to each building ranging from 1 to 5 points. The game is scored when no more tiles can be layed down, and remaining visible building points are then added up. The game turns into somewhat of a cutthroat, slightly stressful, but always fun game. I highly suggest it for a filler in between heavier games or if you don’t have a lot of time to dedicate to a longer game. Over the two years I’ve owned this game, I’ve played it multiple times with a multiple range of people, and not one of them didn’t enjoy themselves.

Final-Final Thoughts

Overall: Between a 6 & 7

medium-simple not too hard to learn, simple to play

Quality
Fun
Replayability