Game Review: Dry Gulch Junction
By Greg Schloesser
September 19, 2008
Publisher: Hangman Games
Designer: Alan Ernstein
Players: 2-4
Ages: 8+
Playing Time: 45 minutes
Rules Language: English
Nearly a decade ago, designer Alan Ernstein released Dry Gulch, a game that had a feel that was reminiscent of Settlers of Catan. Now, Ernstein sends us back to this same western town with Dry Gulch Junction, a card game of building the town by properly positioning one’s buildings and increasing their height.
Each player begins with a partially unique set of building cards and a handful of coins. The cards depict typical old west buildings: the saloon, post office, boarding house, undertaker, general store – even a bordello! Each building belongs to one of four suits, and has a value ranging from 2 to 11. Further, each building lists bonus points that can be earned if it is properly positioned next to the listed building or side-street. All of this information is clearly displayed and easy to understand. The game begins with each player placing his start building on the table on either side of an imaginary “Main Street.”
The sequence of play is, at first glance, a bit confusing. There are two “Improvement” phases, followed by two “Build” phases and a “Pay Off” phase. During the two improvement phases, improvement cards are revealed, and players alternate taking a card or setting one of them aside as a “claim” card. Improvement cards display a suit, value, and income options, and are used to increase the height and value of a building or surrendered for cash. Only one of the face-up cards can be made a claim, and the player taking this option will be able to take the final improvement card remaining at the end of the round.
Improvement cards are kept face-up in front of each player. The idea is to take a card that can either be used to improve a building, or to surrender for cash. Cash can be tight, so grabbing a high-valued improvement card is usually a wise tactic. These cards are also quite valuable when constructed, but one cannot use a card for both construction and cash.
After both improvement phases, the two claims previously set aside are paid. Each player may choose which option on each card he wishes to take. These options generally give the player a specified amount of money, or allow him to place another specified amount onto the building listed. This latter amount is usually greater than the cash in hand, but the money must be placed directly onto the specified building. It does NOT go into a player’s personal treasury. When adding an improvement to a building, any money resting upon it may be used to help pay for the cost of a future improvement.
After these claims are settled, two build phases are conducted. Players must either construct or improve one building, or sell one building or improvement card. Selling is easy – surrender the card and take one-half of its value in money. When constructing a building, it is placed adjacent to a previously placed building or side street. The idea is to place a building at a position that it will earn bonuses based on the buildings or side street to which it is adjacent. Further, a player’s improvement cards may also provide incentives to construct specific buildings.
Improvements are added to existing buildings. The suit must be the same as the base building, and additions must be in the proper order with the second floor before the third floor. The cost to improve a building is the value of the improvement, which is paid to the bank. Improvements drastically increase the value of a building, so it is a vital key to a player’s strategy.
The game continues in this fashion until the draw and discard piles are depleted. Players earn victory points – which are converted directly into money – for the value of buildings and improvements, bonuses for meeting the conditions listed on the building cards, and half of their personal funds. The player with the most money wins.
The game has lots of interesting decisions to be made. Choosing which buildings to construct and where to place them is important, as is selecting which improvements to acquire and whether to sell or construct them. When the opportunity arises, being able to set aside an improvement cards as a claim can be beneficial, but one must carefully assess the board and the card’s payout potential to make sure it will be more lucrative for you than your opponents. Timing is also an important aspect, as there is never enough of it to construct everything you hope to build. Of course, there is always the pressure to manage your cash flow properly.
Are there drawbacks? A few. The rules, at first, are a bit difficult to understand, and there aren’t many examples to help make the flow of the game clearer. The illustration and explanation of the cards helps, but more examples would have made learning the game easier. It is a bit tricky to tally victory points, but a systematic approach of tallying the value of buildings first, followed by the bonuses ultimately works. Since this is a limited run production, the components, while functional, are very basic: poker chips and thin cardstock cards. Fortunately, these factors are overcome by interesting game play.
It has been a long time since I played Dry Gulch, this game’s predecessor. I remember it having some interesting ideas, but feeling rather dry. I am very happy that this latest visit to the western town is much more enjoyable and engaging. While it takes a bit to understand the rules and get accustomed to the flow of the game, it ultimately plays very well and is quite challenging. So, head west, partner, for a fun time in the Gulch!
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