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Win the race to the West and make history!
Each turn, choose which side of your cards will be played. Each step of your journey, manage your Expedition's resources sparingly. Each game, create a new party of Characters.
|By||Oridyne||From||Staffs in United Kingdom|
Based on the historical exploration across America the game expands on this by making players part of competing exploration teams racing to reach the goal first. Along the way they will recruit other adventurers and Indians to aid them on their quest, all of the cards represent real people from that time and the rulebook provides a brief description of their history as well as their ability in game terms. This makes it quite interesting but does not distract from the game itself as you can read all this additional text at your leisure.
I like the mechanics of this game and it causes you to make harsh choices fitting the theme of the game. Whilst this can be described as a race game, it is so much more than that with a good feeling of tension as players try to make efficient use of their actions to keep up with the other players.
Essentially you need to build an efficient card engine that allows you to move and camp progressing you up the river route to your destination. Overloading your boats or keeping too many cards in your hand when you camp causes you Scout to be moved backwards down the route undoing all your hard work. Though your camp can never go backwards, you Scout certainly can hindering your progress. There are actions to be taken that can help strip unwanted cards from your hand helping you to streamline your options. It is also worth noting that partway through the river the terrain turns to mountain meaning you need to switch what resources and methods of movement you need. This provides a great catchup mechanism in the game as players have to adapt their strategy to cope with the new requirements. The game also comes with tokens to change the layout of the mountains and river to enable you to make the game easier/harder for future games making for a lot of playability.
Fantastic game, which always results in a close end game, the fact there are always different cards out each game keeps it fresh and interesting.
These volume discounts are in addition to sale and special offer prices.
14 to adult
Spirit Games (Est. 1984, Lefglow Ltd) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 34 years
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