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Western Town

The game set in the Far West which allies innovative mechanism with strong immersion!

About the project

Western Town is a board game in which each player becomes a Marshal in a WildWest town.

 They have to develop their cities : dig into the gold mine, encourage their people to expand, building new places like the barber's saloon, the bank, or even the gallows).

 Fun atmosphere around this game in which thinking and bluffing leads to victory!

The Ulule fundraising aims at publishing the game with a professional finish.

The goalhas beenreached!
Western Town is a reality, it will be edited whatever happens this Fall!
Congratulations to all
,especially to Anthony for hisverygood work, andto all the volunteers whomade this project happen,  they willrecognize themselves
!

The adventure continues
and uniquely shaped meeples instead of basic meeples are gained !
As a reminder,
this is what they look like:

They will be delivered,for everycontributionthat includesmeeples (minimum "Bronze") intwo bags of 10 gray cowboys +2 orangeIndians+ 3redIndians.This will allow you to play a four-player game or two one-on-one duels simultaneously ;)


 Thank you again, andbe part ofthe adventure!

Western Town has been finalist of the prestigious board game competition of Boulogne Billancourt for the second time in 2011 form over 150 projects. 

It's very original theme and interaction is always praised and commented upon. The unique and mechanics are also often cited by the jury.

 

The version of Western Town that we are now presenting is the result of a very long period of refining and optimization; balancing the game between depth and simplicity.

The development of Western Town has spanned more than 400 hours of work and about 65 rounds of testing. Over one hundred people have playtested Western Town since the creation of the game.

In the last few months a large amount of playtesting has allowed me fine tune the balance and judge the interest of the players in the game and its possibilities. It is now ready to be published and played!

Western Town is a Western themed management game you play with cards. It can be played with 2 to 4 players and is designed for ages 12 years and up (for administrative reasons, 14 years old and up will be indicated on the box).
Each game of Western Town typically lasts 1h30 for 4 players, 45 minutes for 2 players.

A building/adding mechanism helps the players to stay in the game and not get lost in a vast amount of choices at the beginning of the game. In fact, Western Town offers 22 different buildings, 6 of them are put aside every round.
These “bonus” buildings are forced to adapt to strategies depending upon the functions of the possible constructions and various new combos.

Western fans will be satisfied: the game immerses the players using logic, bluff, and backstabbing as found in westerns. Western Town also allows for the intervention of Indians– to cool the even the most reckless players plans.

 

Translation :

https://docs.google.com/document/d/1UkvpBooVb2VeEPgsOQQjYrc13pS2qbysv3Gv6BmHDvw/edit

In Western Town players take the role of a Marshal in the expanding American West of 1869. The conquest of the American West starts and each Marshal attempts to develop the most prosperous town, a town which President Lincoln himself would be proud to visit.

The three main criteria for winning are the population of your town, the charm and attractiveness of you town and finaly the gold you will accumulate to give to the nation. The turns are regulated by the visits of President Lincoln who declares bit-by-bit the value of the three criteria. The value of these criteria can change every round so you need to adapt in order to win!
Making the most out of every play is important and will allow you to overcome your opponents.

Each player has his own player board on which he will be building his western town. Everything built gives him the right to do something more in the game. The bigger your town gets, the richer you get in the game. However, you won't be able to manage everything; you'll have to choose, at the beginning of each round of the game, the few buildings you will play with!

This is a crucial choice to be able to counter your fellow players and regain the advantage on the reveal phase.

After these heart-breaking choices, each player plays two buildings, the cards are placed right side up on the table.

The “playing phase” leads to the “reveal phase”.

The players are going to reveal a card and hand over to next player. This part of the game lasts until every player has passed.

When a player has to reveal, he can :

  • Pass - and it's the end of his turn -
  • Play in third action -each round, no matter how many buildings the player owns, he won't play anything but 3 actions-.
  • Reveal a card : To do so, the player reveals the same card that the one visible on the table - only against neigbours -. He gets the upper hand and gathers a bonus effect which causes his sparring partner to turn facedown this card (hidden side of the card).
    The revelation, which all the meaning takes its sens here, can also work with a card we still have in hand, that we reveal, and this card stay in hand !

 

La "Gold mine" permet de gagner de l&squot;Or évidemment. Et pour peut que vous sacrifiiez dans un abouli un pauvre habitant, triple votre gain. La révélation vous permet d&squot;engranger un Or. Enfin, si vous parvenez à garder cette carte en fin de tour, vous gagnerez un Or et un Attrait.

Combos, stress, double-guessing... This revelation phase, which is the heart of the game, will mark down the  most clear-eyed players and give each round a western atmosphere.

Once this phase is over, the most clever or original players who managed to keep some cards visible amoung the three actions played win an advantage for each card face-up. 
This is a simple way to win attraction since the most original town will be the most appealing !

This is a very original phase of the game, when well employed, it allows to make the gainful rounds of the game, the pressure being able to play only 3 actions is very fustrading. You will have to optimise constantly your game if you want to win.

The sinews of war is to anticipate the game of your sparring partners and give you the possibilities to do better. What can feels better than making your town grow and his town will allow you to keep a card or more at the beginning of the game !
Is there any better than using your barber's skills of spreading rumors and discovering the hidden plans of your sparring partners...

All that competition, this unrest can not remain unpunished.

They were there way before the Marshals and don't intend to let these colonies move in so easily...
Each building action causes an interaction with outer of his town and forces the player to make the indian camp grow with the indian dice. The indians can get the hand on the town when the line is crossed.
The town which is attacked is eather the one that irritated the indians, eather the one in less peace with them. Unfortunately, an attractive town is the most irritating for the indians.

The Indians punish the Marshals by making the unprotected citizens leave, or by burning the buildings.

Fortunately, the armed cow-boys can defend you. But, as for the rest, a touch of risk and self-confidence can make you hesitate whereas the most skilled ones will be able to make the indians leave.

 


The rules are available here in PDF.

These are the prototype rules and do not take hold of all the descriptions of the buildings.


The edition will come with a rule booklet A4 of 8 pages -sort by language-, as well as a smaller booklet A5 describing a typical round. Finally, help for the card effects.


Everything will be translated in three languages. 

 

The format will be similar to that of Agricola's box, just slightly thinner.
Each playerwill have itsindividual 2mm board in A4 size. 

Representationbytwo-sidedcardSaloon "life-size"of the Purple player and the tilematching-card inMagic size (63x88mm) -.Tilealsohas life-size..

  • Each player will have his own set of cards and color.
  • The game contains approx 125 cards and 80 tiles. Each will have a subtitle in English; other languages are also presented but more discretely.
  • An Indian dice (made of wood)
  • The ressources will be counted with wooden cubes 10 and 8mm.
  • The rules in A4 and the booklet in A5. 8 pages per languageforhandlingimmediate- partcommentary- +sheetswithgame thatincorporates theeffects ofbuildingsalso inthreelanguages.

 

 

 

What are the funds for?

The project is to collect the funds required to put the game on the market with the German company LudoFact for summer 2012.
The quality of production is essential for me, so the material will be of high quality.

Completing the funding, you will all participate to the project, and particularly in the costs of illustration and the creation of the "cut" for tiles and dice. The total budget will come close to 4.000 euros.
The 60% remaining will fund the printing, and the rest will be funded by my personal savings. If the target is surpassed, it may be possible to programme even better printing and improbe the goodies – free building, etc…

The delivery will be done at the end of summer 2012.
It will hopefully be on sale at the end of October 2012 for around €40-45.

There will be no delivery costs for France. 
For the rest of Europe, add €10. 
For the US, the "export 2", "4", "6" and "export 10" batches are made for you – to reduce the impact of delivery costs – add only €15 for delivery (~20$).

For US, a group order is possible with this link :
http://boardgamegeek.com/thread/757123/wt-on-www-ulule-com-project-postal-charges-us-

Please GM (sens a mail via BoardGameGeek) to Hank Panethiere (metalchorus)

About the project owner

The author

"I’m 38 years old and for almost as many years I have created and hoped to improve every game which passes under my gaze… 

Western Town is my first successfully completed project, which I have been working on for over 6 years and keeping the same strong ideas from the beginning ; it is a very interactional game and the theme hasn't change. 

I have been creating video games for about 8 years, after a long video game period. Tikal got me back in the swing of thing : playing board games. It did'nt take a long time for me to want to do it all again. All my creations are based on interaction, wich is for me the most important thing in a game. I also like to find an innovative mechanic each time.

I hope this game will be as fun for the players as it has been for me and my numerous testers! We just got over 100 players in 6 years, thumbs up !”

 

The illustrator

Anthony Wolff is a freelance illustrator who started drawing very early, and has developped his own style.

"My artistical approach is similar to impressionnism. Which is why I've been influenced by artists from this period but also artists found on the internet who share this same pictural vision.

I entered the video games industry in 2008. Working for numerous French and foreign clients such as Activision, Mindscape, Tokkun Studio, Walt Disney, Warner Bros, as well as for publishers like Gallimard.

Besides, my abilities of working with «SpeedPainting » helped me enlarged my experience by working on roughs and story-boards in the advertising industry.

Since I've never worked for board games or role-playing, I thought it would be a good idea to enlarge my skills even more. Besides, this is a very stimulating project, the subject and atmosphere really strikes a chord in me. This is why I've involved myself with Olivier in this adventure.”

 Anthony has been able to provide the project with a singular soul, and his magnificent illustrations have added a unique touch to the game.

Anthony’s website: waart.net

 

FAQ

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