American West

Finger Guns at High Noon

Finger Guns at High Noon is a fast-paced game of strategy, negotiation, and pure hilarity—battle royale style.
Craft your plan, convince the crowd to join in, then count down and draw your finger guns. Hand gestures show everyone’s actions and targets. Eliminate players with pistols, dynamite, and power shots, or stand to the side and lasso up an ally. Last player standing is the winner—unless the ghosts eliminate everyone.
Do you have the fastest draw in the west? Time to put your moxie to the test in Finger Guns at High Noon!

—description from the publisher

Coloma: Deluxe Edition

The deluxe edition of Coloma includes content not found in the retail edition.

Besides the base game components and retail edition stretch goals, the Deluxe Edition of Coloma includes 40 Chips, 30 custom Gold Nuggets, 5 custom Score Markers, 1 custom Round Marker, 1 Metal First Player Marker and all of the "Deluxe Only/Kickstarter Exclusive" Stretch Goals that were unlocked which included 6 new characters each with a unique ability not found on characters from the base game!

They are:
Robber - You may spend 1 Wagon action (forgoing its usual movement Ability) to gain 3 Gold Nuggets from the Gold Cart (not the Gold Supply on the board!).

Homesteader - You may spend 1 Tent to build a Town Building card from your hand, paying the Saw cost on the card.

Renegade - Each time you add a Dude to your Graveyard, draw 3 cards.

Range Rider - Each time your Wagon moves over (or stops on) a vacant Horseshoe space on the Frontier Map, draw 1 card.

Maverick - Discard 1 card to gain either 1 Buck or 1 Dude.

Vigilante - Discard 1 used Barrel to place Dudes according to the usual rules.

The custom components in the Deluxe Edition replace the standard components from the Retail Edition.

The Deluxe Edition is for Kickstarter backers only and will not be available in retail (except the retail stores that backed the Kickstarter). However, it will be available in limited supply at conventions, through contests, online at the BGG promo store, and directly from the publisher's website.

About the game:
Coloma is the town where an unexpected event happened that shaped history of the Western Frontier. In the winter of 1848 a man building a sawmill on the South Fork of the American River spotted some bright nuggets in the tailrace waters below. Sure enough, it was gold! Though he tried to keep his discovery a secret, word spread quickly and it triggered the California Gold Rush of ‘49.

Thousands of people arrived from far and wide, making Coloma one of the fastest growing boomtowns in the country. Claims were staked, camps and makeshift homes were built, and hotels and saloons sprung up almost overnight. Everyone wanted their cut of the land’s wealth. For many it was Coloma or Bust!

In the game of Coloma, you are a pioneer who has recently traveled out West to strike it rich and make a name for yourself. You will prospect for gold and use your windfalls to recruit workers, rustle up horses, and establish businesses. You will also get opportunities to explore the surrounding riverways and frontier lands. But alas! You are not alone—every other pioneer seems to have gotten the same idea! Therefore, it will take extra cunning tactics on your part to not go Bust with the rest of them…

Overview of Play
At the beginning of each chapter, you and the other players will simultaneously select an action to perform on the board. Once your selections are revealed, you must check if a majority of players chose the same action. If so, it is a Bust—which disables the Boom bonus that would be included otherwise. Then the players take turns performing actions, such as gaining resources, moving wagons on the map, building bridges and businesses, and placing camps and gunmen. After that, a section of the board is rotated—slightly changing the layout of the actions for the upcoming chapter.

When the rotating section hits high noon, the round ends with a bang: a shootout against an ever-growing number of outlaws! If you and the other players can outnumber the outlaws with your combined gunmen, you will get your fair share of the rewards. But if not, the rewards drop, and some of the gunmen will go to the graveyard... The game ends after the third shootout, and the player with the most points wins!

Coloma is a fast moving game with many paths to victory. It offers unique twists on simultaneous action selection, resource management, and engine-building. The town cards in your tableau allow you to play more efficiently, gain extra actions, and bend the rules to your advantage. With these cards and the bridge tiles (which add points based on what you achieve), you can create the perfect combination for your strategy and play style.

—description from the publisher

Dice Town

Each player gets a cup with five poker dice and eight dollars. Each turn, a player will put together a poker hand and depending on the roll, take control of various key places in Dice Town that will allow him to perform the corresponding action of the location.

In a turn, all players shake their cup and take out all but one die, which is kept apart from the others. They repeat the process with the remaining dice until all five dice are on the table. Players may want to keep more than one die; they pay one dollar for each additional die.

Now the locations are checked...

Nines: In the gold mine, the player with the most 9's may take one nugget from the mine for each nine he has thrown.

Tens: In the bank, the player with the most 10's may rob the bank and take all bills there - each two bills represent one victory point at game end.

Jacks: The player who has the most J's goes to the general store and draws as many cards as he had thrown J's, keeping one. These cards may give from one to eight points, or entitle a player to perform the saloon or general store action twice in a row, place a die with a result of a player's choice under the cup without rolling, or steal 4 dollars from another player. There are many more cards of this kind that spice up the game.

Queens: The player with the most Q's in his roll wins the favor of the girls, and takes advantage of their charm to steal from an opponent. He may take as many cards from his opponent as he has thrown Q's, keeping one and giving back the others.

Kings: The player with the most K's becomes the new sheriff; he decides who wins in any ties, but the sheriff can be influenced with nuggets, cards, or money.

Aces/Poker hand: In the town hall, the player with the best poker hand gets a property claim worth from one to five victory points. Having aces in the best poker hand permits taking additional cards.

Finally, if a player did not win anything during a turn, he might visit Doc Badluck where he can choose any one of the following:
- equip oneself with barbed wire - the player has two property claims that cannot be stolen;
- draw the first card from the general store pile;
- all other players must give the player two dollars;
- an ace will bring a nugget from every other player.

The game ends when there are no more gold nuggets in the mine or when all property claims have been issued. Players count their points: 1 for each nugget, 1 for every two dollars, 5 for whomever is currently sheriff, and each general store and property card for its value.

Montana

Halfway through the 19th century, the first permanent settlements appeared in Montana. After this, many fortune seekers traveled to this region with their caravans in search of work in order to build a better future for themselves — and there is an abundance of work as in the mountains precious metals are to be found and on the fields a lot of manpower is required. Meanwhile, the number of settlements is growing and the demand for goods is rising. Recruit the right workers, deliver goods on time, and choose your settlements tactically. Only then you will have the biggest chance of winning Montana.

In more detail, on each turn players choose one of these three actions:

Recruit: Use the spinner to get new workers.
Work: Send your workers to one of the different locations to get resources or money.
Build: Spend your resources to build new settlements.

The first player to build all of their settlements wins!

Flick 'em Up!

The cities in the West are not the safest place to be. In the disc-flicking game Flick 'em Up!, you can become an outlaw and rob banks, free prisoners, attack innocent bystanders... or you could become the Sheriff and try to protect the people of your city from these bandits!

Relive the great adventures of the West, face your enemies in street duels, use different guns and tactics to get what you want. You can follow the scenarios or create your own—the choice is yours, cowboy!