2023 Puesto n.º 10678 en BGG

Western Legends: Showdown

2 jugadores 20–30 min A partir de 10 años 1.2/5 de complejidad 5.6/10 de valoración

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In the strategic card game Western Legends: Showdown, which takes part in the same universe as the Western Legends board game, two players compete to seize control over a typical far west town. At the beginning of the game, select three locations from seven available; and on your turn, you'll be able to pass or put one of your cards on a location. Each location defines how players can gain the cards that are found here. Played cards have special powers, so analyze the your opponent's cards and lay traps to gain the upper hand by unleashing devastating combos. At the end of a game, the player that has the highest total value on the card they have won is declared the winner of the duel. This town ain't big enough for the two of us, cowboy...

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Card Play Conflict Resolution Hand Management American West Card Game

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Preparación

1. Choose a starting player and give them the REPUTATION card. 2. Shuffle the location deck, then draw and place 3 location cards between the players (from a total of 7 available locations). 3. Give each player one of the two decks: one player receives the red-backed deck, the other the black-backed deck. Each deck contains 9 cards. 4. Both players shuffle their decks and draw 3 cards to form their starting hand. 5. Each player may discard up to 3 cards from their hand and draw replacements. This optional mulligan may only be done once per player. 6. You are ready to begin.

Flujo del turno

On your turn, place 1 card face-up below one of the 3 active locations, adding it to that location's stack. If the card's number is greater than the previous card in the stack, you may activate its special ability. Cards placed at an empty location also activate their ability. You may place a card even if its ability won't activate. After placing the card, check if the location's win condition is now met. If it is, you take all cards in that stack and place them face-down beside you to count at the end of the game; the location remains in play with an empty stack. Finally, draw back up to 3 cards in hand. Play then passes to the other player.

Puntuación y victoria

Count all location cards each player has won (from mid-game triggers and end-game resolution). The player with the most cards wins. In a tie, the player holding the REPUTATION card wins. Fuentes de puntuación: Winning a location's card stack by triggering its win condition during play, Winning a remaining location's card stack at game end by having the highest-valued top card

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

General

Win by collecting the most cards from locations.

The goal of Western Legends: Showdown is to win cards from locations. Players accumulate cards by triggering location win conditions mid-game, or by having the highest-valued top card at a location when the game ends. The player with the most total cards won from locations wins the game.

Setup

Draw and place 3 location cards between the players at the start.

Shuffle the deck of 7 location cards and draw 3 to place face-up between the two players. These are the active locations for the game. The remaining location cards are not used in a standard game.

Setup

Each player receives one of two identical 9-card decks distinguished by red or black card backs.

There are two player decks, each containing 9 cards with identical card types and values but with different colored backs (red vs. black). One player takes the red deck, the other takes the black deck. Each player shuffles their own deck.

Setup

Each player draws 3 cards to form their starting hand.

After shuffling their deck, each player draws 3 cards. Players may then optionally discard up to 3 cards from their hand and draw replacements. This mulligan can only be done once per player. After drawing, reshuffle the draw pile.

Setup

The starting player receives the REPUTATION card.

Choose a starting player (at random in the first game of a multi-round variant). Give the starting player the REPUTATION card. This card serves as a tiebreaker at the end of the game.

Turn structure

On your turn, place 1 card from your hand onto one of the 3 active location stacks.

On your turn, you must place exactly 1 card from your hand face-up below one of the 3 active locations. This card is added to the top of that location's stack. You may always place a card regardless of whether its ability will activate.

Turn structure

A card's ability activates if its number is greater than the previous card in the stack, or if the location was empty.

When you place a card at a location, you may activate its special ability if: (a) the card's number is greater than the number of the card previously on top of the stack at that location, OR (b) the location stack was empty before your placement. If neither condition is met, the card is placed but its ability does not activate.

Turn structure

After placing a card, check if the location's win condition is now met.

Immediately after placing a card (and resolving any ability), check whether that location's win condition has been met. If it has, the player who triggered the condition takes all cards in that stack and places them face-down to their side to count at the end of the game. The location card remains in play and a new empty stack begins.

Informe estratégico

BULLETPROOF as a defensive anchor

Playing BULLETPROOF strategically can lock an opponent out of a location if they only have opposite-colored cards. However, be aware that SADDLE UP, STICK 'EM UP, and CHEAT all bypass or remove this protection, so BULLETPROOF is most powerful when the opponent lacks these cards.

LIVING LEGEND as an instant win at valuable locations

Save LIVING LEGEND for large stacks at contested locations. Since it instantly wins a non-empty location regardless of whose cards dominate the stack, it is most valuable when the stack contains many cards — especially when your opponent triggered several low-card combos.

REPUTATION card as a tempo tool

The REPUTATION card's pass mechanic lets you skip a turn if you hold it but don't want to play. Use this strategically when all locations have unfavorable states — forcing your opponent to 'go first' and potentially trigger win conditions for you.

SADDLE UP for location switching and BULLETPROOF bypass

SADDLE UP moves an entire stack to another location, which can simultaneously disrupt an opponent's carefully built location while seeding another with favorable cards. It also ignores BULLETPROOF, making it a reliable counter.

DETERMINATION for chaining abilities

DETERMINATION lets you play an extra card immediately. If the follow-up card's value is higher than DETERMINATION's, it can also activate its ability — potentially chaining SADDLE UP, STICK 'EM UP, or even another DETERMINATION for a powerful multi-action turn.

Doctor's Office and Bandit Hideout reward low-value cards

The Doctor's Office needs 4 cards with unique values, and the Bandit Hideout needs 4+ cards summing to under 11 — both reward playing low-numbered cards. WALLOP (1) and DETERMINATION (2) are ideal here, while also being less threatening to opponents in other locations.

Saloon and Cabaret as WALLOP synergy targets

Both the Saloon (needs 3+ WALLOPs) and the Cabaret (needs 1 WALLOP + 1 STICK 'EM UP + 1 CHEAT) share WALLOP as a requirement. Concentrating WALLOPs at the Saloon can be quickly disrupted by an opponent using CHEAT or STICK 'EM UP, so monitor which location offers the safer path.

Preguntas frecuentes y casos límite

Can SADDLE UP be placed on top of a BULLETPROOF card of the opposite color?

Yes. SADDLE UP's ability explicitly ignores BULLETPROOF's color restriction. SADDLE UP may be placed on top of any BULLETPROOF card regardless of color.

Can STICK 'EM UP move a card on top of a BULLETPROOF card of the opposite color?

Yes. STICK 'EM UP's ability explicitly ignores BULLETPROOF's color restriction. A card of any color can be moved on top of BULLETPROOF using STICK 'EM UP.

Can CHEAT be used to move a BULLETPROOF card?

Yes. The CHEAT ability can swap the position of BULLETPROOF with any other card, even though BULLETPROOF normally restricts what can be placed on top of it.

Does LIVING LEGEND win the location if placed at an empty stack?

No. LIVING LEGEND's ability only triggers (winning the location) if it is placed at a non-empty location. If placed at an empty location, it still activates its ability check — but since the location is empty, the win condition is not triggered.

If I play 2 WALLOPs simultaneously using WALLOP's ability, do both cards need to be greater than the previous top card to activate?

WALLOP's ability allows you to play 2 WALLOP cards simultaneously. The first WALLOP activates its ability (triggering the double play) because it is greater than the previous card. Both are placed together; they count as a single placement.

If DETERMINATION's ability activates and I play another card, can that card's ability also activate?

Yes. The additional card played via DETERMINATION follows all normal rules, including ability activation (if its number is greater than DETERMINATION's number or if the location was empty). This can chain further abilities.

If SADDLE UP moves a stack to another location and that move triggers that location's win condition, who wins?

The player who played SADDLE UP triggered the win condition, so they win all cards at that location (the newly combined stack).

Can a player pass the REPUTATION card back immediately on the very next turn after receiving it?

No. When the REPUTATION card is passed to a player, that player may use it on a future turn, except their very next turn. They must play at least one card before they can pass it again.

At game end, two remaining stacks at a location both have the same top card value — how is the winner determined?

The winner of a tied location at game end is determined by who has the highest card placed on top. If values are equal, the tiebreaker is the highest card on top — meaning the most recently placed card. The rulebook states ties are won by the highest card placed on top.

For Bandit Hideout, what happens if there are 4 cards but their sum is exactly 11?

The win condition requires the sum to be strictly less than 11 (Σ < 11). A sum of exactly 11 does not satisfy the condition. The stack remains in play.

For the Ranch, does a sum of exactly 11 trigger the win condition?

No. The Ranch win condition requires the sum to be strictly greater than 11 (Σ > 11). A sum of exactly 11 does not trigger it.

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