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Wild West Express box art
2010 Ranked #21,471

Wild West Express

A railroad economic game has players move trains, trade goods and passengers, and invest in a growing rail empire. Rival desperadoes can rob or derail trains, while the first baron to the target success total wins.

American West Trains Pick-up and Deliver Roll / Spin and Move

Players

2-5

Play time

Not listed

Age

12+

Complexity

2.17/5

Rating

5.50

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

A board game about train barons and desperadoes in the Wild West. As a rail baron in the 1880's American West, you try to expand your railroad empire by moving goods and passengers between cities.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

A board game about train barons and desperadoes in the Wild West. As a rail baron in the 1880's American West, you try to expand your railroad empire by moving goods and passengers between cities. You may invest in new trains and stations or upgrade your trains to make them go faster and carry more goods. Buy goods where they are cheap and sell them where they fetch the best price. But beware: Gangs of desperadoes hired by rival rail barons will try to hold up and rob your trains, or blow up the tracks to derail you. A roll-and-move game where you each turn will roll three dice; your large trains will move the sum of all the dice, your small trains the sum of the two highest dice and your gang of desperadoes the highest die. Pay to pick up goods in cities (small trains may carry one good while large trains may carry two) or pick up passengers for free. Deliver goods and passengers to the cities accepting them, your profit will depend on how far you moved the goods. Goods available for buying and selling are fixed for the different cities and prices are pre-printed on the board. If an opponent's train pass your gang of desperadoes you will rob the train if you roll higher on a die than your opponent does (trains cannot change direction and are forced to use the entire die roll and hence you can maneuver to force them into your ambush). Other features are "telegrams" (a la community chest cards), marshals and sticks of dynamite... The goal of the game is to be the first to reach a given number of "success points" (victory points), which you get for buying trains and stations and for cash in hand.

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
2–4
Play time
180 min
Age
12+
Complexity
2.2/5
Credits and catalog connections

Credits

Designers

2
Morten Hvid Christensen Anders Poulsen

Publishers

1
Sky High Games

Linked items

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