Contents
- 1 Sierra West Game Rules
- 1.1 Setting Up the Modes
- 1.2 Setup
- 1.3 Now, let’s take a look at the cards themselves.
- 1.4 Welcome to the Game!
- 1.5 Actions on Others’ Turns
- 1.6 End of the Game
Sierra West Game Rules
Hey there! Welcome to the Sierra West Game Rules. I’m here to guide you through this awesome game and make sure you have a blast! So let’s get started, shall we?
First things first, let’s talk about the game setup. The game board is split into three sections: the Trail, the Mine, and the Forest. Each section has its own deck of cards and set of actions you can take. The goal here is to collect victory points, and the player with the most points at the end of the game wins!
Now, let’s jump into the gameplay. On your turn, you get to perform two actions. Actions can include things like placing a card from your hand onto the Trail, activating a card to perform its special ability, or using a card in the Forest or Mine to gather resources.
Speaking of resources, they are essential for your success in this game. You’ll need them to complete objectives, earn points, and outsmart your opponents. So keep an eye on your resource count and make sure to manage them wisely.
As you progress through the game, you’ll come across different events and encounters. These can bring both opportunities and challenges, so be prepared for anything. Pay attention to the cards you draw and plan your moves accordingly.
Now, let’s talk about scoring. At the end of each round, you’ll earn points based on the objectives you’ve completed. These objectives can vary from collecting specific resources to achieving certain card combinations. Be strategic in pursuing these objectives to maximize your points.
Remember, Sierra West is a game of choices. Every decision you make can have a big impact on your final score. So think carefully, weigh your options, and trust your instincts. You never know what surprises await you in this wild wilderness!
Well, that’s it for the Sierra West Game Rules! I hope you found this guide helpful and that you’re pumped to dive into this exciting adventure. Have a great time playing, and may the best wilderness explorer win!
I’m excited to tell you about a wonderful game called Sierra West! It’s a game that takes us on an adventure to a mountain base. There are so many things to explore and discover in this game, and I can’t wait to share them with you.
First, let’s talk about what comes in the box. When you open up Sierra West, you’ll find a whole bunch of components that make the game come to life. Here’s what you can expect to see:
– A mountain base, which sets the stage for our adventure.
– Four player boards, where each player can keep track of their progress.
– Two scoring boards, so we can keep score and see who’s in the lead.
– A cabin market board, where we can buy and sell different items.
– 154 cards, which add a lot of depth and strategy to the game.
– 104 resource pieces, which we’ll need to gather and use during our adventure.
– 13 figures, representing different characters that we’ll encounter on our journey.
– 12 homestead markers, which help us stake our claim on the mountain.
– Four wagon pieces and four canoe pieces, which we can use to travel around.
– 83 tiles, each with its own unique features and challenges.
– 54 tokens, which help us keep track of various things throughout the game.
– An apple supply board, along with two apple supply markers and eight apple homestead markers.
– A starting player marker, so we know who goes first.
– And finally, a die and a set of instructions, to help us learn how to play.
Now that we know what comes in the box, let’s talk about how to play Sierra West. The game is all about exploring the mountain and building a successful settlement. We’ll take turns doing different actions, like gathering resources, trading with others, and completing objectives. The goal is to score the most points by the end of the game.
To do this, we’ll need to think strategically and make smart decisions. We’ll have to balance our resources, take risks, and make the most of our opportunities. Every choice we make will have consequences, so we’ll need to think carefully about the best way to move forward.
Sierra West is a game that’s both challenging and fun. It’s a game that will test our decision-making skills and keep us engaged from start to finish. So, are you ready to embark on this adventure with me? I can’t wait to see what we can discover together in Sierra West!
I want to tell you about Sierra West and its four modes of play: Apple Hill , Boats & Banjos
, Gold Rush
, and Outlaws & Outposts
. Each mode comes with its own set of rules, which will be indicated by different background colors.
If this is your first time playing, I recommend starting with Apple Hill mode. You can skip over the rules sections that have different background colors.
When autumn arrives in the foothills, it’s a time of abundance. The orchards are filled to the brim with fruit, and the air is perfumed with the scent of freshly baked apple pie. During this season, I can venture into the rolling orchards and pick the green Granny Smith and Red Delicious apples. However, with the apples being so plentiful, I might not be able to consume them all on my own! So, any extra apples I leave behind will be there for other homesteaders like you to enjoy.
Wow, guess what? I just found out something incredible! You won’t believe it! Gold has been discovered! Can you imagine? People are going crazy over this “gold bug” and rushing to the hills to claim their share. How exciting!
Now, here’s how it works. You can actually go out there yourself and become a gold miner. Yep, you heard me right! Grab your tools and get ready for an adventure. Your job is to mine for gold and collect it in your carts. It’s like a real-life treasure hunt!
But hey, I know it might not always be easy to spot those precious golden nuggets, especially when they’re hiding in the shadows or scattered among rocks. Don’t worry, though. You’ve got a trusty lantern to light up the way. And if that’s not enough, you can always grab a stick or two of dynamite to blast those stubborn rocks away!
So what are you waiting for? Get out there and join the gold rush! It’s an opportunity of a lifetime, and who knows what kind of riches await you. Happy mining!
When you make your way to the river, you’ll be greeted by its crystal-clear waters. And let me tell you, those waters are teeming with all sorts of fish – trout, bass, and even salmon! But that’s not all, my friend. If you’re lucky, you might just stumble upon some gold nuggets while you’re at it. Talk about striking it rich!
Now, before you get too excited, I have to warn you about something. As you venture into the hills surrounding the river, you might hear a mysterious sound in the distance. It’s like banjo music echoing through the trees. But don’t let that scare you off!
In fact, I encourage you to hop in your canoe and paddle your way to the best fishing spots. Cast your line, reel in your catch, and savor the thrill of the chase. And while you’re at it, why not try your luck at panning for gold along the riverbanks? You never know what treasures you might uncover.
But here’s the thing. Those banjo tunes can be quite distracting. They might make you feel a bit on edge. But don’t let them get to you! Just focus on the task at hand and let your passion for fishing and gold prospecting guide you. After all, a little bit of twangy music shouldn’t stand in the way of your adventure.
“Badges? We don’t need no stinking badges-or badgers, for that matter!” Some really mean outlaws have set up camp in the mountains nearby. We settlers have to do something about it before they start causing trouble for our cabins and wagons. To tackle this problem, we’re going to need guns and ammo to catch the Most Wanted criminals and bring them in for rewards.
Let me explain how we set things up. We use the same setup process for all the different modes in Sierra West. First, we’ll go through the general steps, and then we’ll get into the specific steps for each mode.
I highly recommend starting with the Apple Hill mode for your first game. I’ll give you some special rules for Apple Hill that you need to pay attention to during setup. Don’t worry about these rules if you’re playing a different mode.
Here’s what you need to do:
1. Choose a mode and gather all the components that go with it. Keep the components from other modes in the game box for now.
If you’re playing the Apple Hill mode in Sierra West, you’ll need to focus on components that have an apple symbol. Take a look at these:
- The apple homestead scoring board;
- The apple supply track;
- The deer animal tile:
;
- Cards with an apple symbol
in the top-right corner. If the apple has a hat, it goes into a player deck. Otherwise, it becomes part of the mountain;
- Cards with a red apple symbol
at the bottom of the card back. These are special (“orchard”) cards that also become part of the mountain.
Hey there! I’ve got some instructions for you on how to set up the game. Just follow these simple steps:
- Start by putting away any cards, animals, or board pieces that have a different mode symbol. Those won’t be used in this mode. Oh, but be careful! The animal tiles without a mode symbol are used in every mode, including this one!
- Next, grab the Apple Hill homestead scoring board extension and place it next to the homestead scoring board. Each player should then place two extra homestead markers at the bottom of each homestead track.
- Now, take the apple supply board and put it near the general supply. You’ll want to place the green marker on the leftmost space of the green Granny Smith track, and the red marker on the leftmost space of the Red Delicious track. See, this means that there won’t be any apples available at the beginning of the game.
Easy peasy! You’re all set up and ready to play.
When we start playing Sierra West, we each get a player board and a set of 8 starting cards. These cards have a hat symbol on them, which represents our chosen color. Just like that! We also get a special card that’s specific to the game mode we’re playing. Don’t forget to look for the symbols on the cards so you know which ones to shuffle together. Okay, now let’s move on to the next step. We shuffle our 8 starting cards and put them face-down to create the draw deck. Then we place the special card at the bottom of the deck, also face-down. Remember, don’t mix the special card with the other cards when shuffling. Keep it separate! Now, each of us receives a frontiersman, a wagon, and two different pioneers. The frontiersman goes on the mountain base, the wagon goes on the wagon trail, and the pioneers go on our player boards in the camp area. Now we’re ready to embark on our Sierra West adventure!
To begin the game, each player will need to select and place 5 animal tiles face-down below their player board. These tiles should consist of the 4 common animals: beaver, rabbit, fox, and bear; and the unique animal tile specific to the mode you have chosen.
Hey there! Let’s talk about an exciting game called “Apple Hill.” You might be wondering, what’s so special about this game? Well, let me tell you!
Apple Hill is a game where you get to add a deer to the face-down animals. It’s a fun and engaging activity that will keep you entertained for hours!
But why should you try this game? Let me explain.
Firstly, Apple Hill is known for its exciting gameplay. It’s a game that challenges your memory and observation skills. By adding the deer to the face-down animals, you’ll have to remember where each animal is located. It’s like a puzzle that keeps you guessing!
Secondly, this game is perfect for anyone looking for a thrilling experience. Whether you’re a kid or an adult, Apple Hill offers a unique and enjoyable adventure. It’s a game that brings people together and creates lasting memories.
And if you like games that make you think, then you’ll love Apple Hill. It’s a game that tests your ability to strategize and make quick decisions. Can you find the deer amongst the other animals? Only one way to find out!
So, why not give Apple Hill a try? With its exciting gameplay and challenging puzzles, it’s the perfect game for anyone looking for a fun and engaging activity. Add the deer to the face-down animals and see if you can solve the puzzle. Get ready for hours of entertainment and enjoyment!
So here’s what you gotta do: grab those six special mountain cards. Look out for the one with a campfire icon and put it face-up on the leftmost spot below the wagon trail. If none of the special cards have a campfire icon, no worries. Just pick a card at random and place it there. Don’t forget to shuffle the remaining five cards, unless the mode says otherwise.
Now, in the Apple Hill mode, things are a bit different. The special cards have a red apple
on their back. But here’s the thing: there’s no card with a campfire symbol. So just pick any card randomly and place it on the table. Easy-peasy, right?
Hey there! Let’s talk about building a mountain in the game. It’s super important because it sets the stage for all the fun adventures you’ll have!
So, here’s what you need to do. Take the 15 basic mountain cards and the 5 special cards and shuffle them up. But wait! Before you start, make sure you have the right number of players. If you have 3 or 4 players, follow the steps below:
- First, shuffle the cards.
- Then, build the mountain using one of the patterns.
When playing a 2-player game, there are a few exceptions that you should keep in mind. The special cards in Gold Rush and Outlaws & Outposts have different setups, so make sure to check their mode-specific rules for instructions.
It’s important to note that the components in the game are not limited. Feel free to use surplus tokens to mark when you have a large quantity of a piece, like more than 5 or 10. For example, if you have more than 5 wood pieces, you can use a surplus tile in your supply of wood and show “+5” on it to indicate the extra pieces.
Note: The starting player marker stays with the same player throughout the game.
Setting Up the Modes
Hey there! Let’s get started on an exciting adventure with Sierra West. Here’s what we need to do:
- We’ll begin by shuffling the six river cards. Once that’s done, let’s randomly place one face-up card on the leftmost space under the wagon trail. Keep an eye out for the campfire icon; there won’t be a river card with that symbol. Remember, we need to set up the mountain just like we usually do. Here’s a little image to give you an idea:
In this task, I’m going to explain to you how to play the game of River Gold. It’s a fun strategy game that involves placing gold and stone pieces on river cards and collecting fish pieces. Here’s how the game works:
To start, you’ll need a set of river cards, gold and stone pieces, and fish pieces. Each player should have their own supply of fish pieces.
The river cards are placed face-up on the table, creating a river. Each card has two halves – the top half and the bottom half. We’ll focus on the top half for now.
You will place gold and stone pieces on the face-up river card, following the left-to-right order indicated on the card. Be careful to place them correctly!
Next, you’ll place the fish pieces near the general supply. The number of fish pieces you place will depend on how many players are participating. Make sure to adjust the fish pieces accordingly.
Once everything is set up, the game can begin! Each player will take turns, starting with the youngest player.
On your turn, you have two actions you can choose from:
- Take a fish piece from the general supply and add it to your own supply.
- Place a gold or stone piece on a face-up river card, following the left-to-right order indicated on the card.
The goal of the game is to collect the most fish pieces. At the end of the game, the player with the most fish pieces wins!
And that’s how you play River Gold. I hope you have a great time playing this exciting strategy game with your friends and family!
Remember, the key to victory is carefully placing your gold and stone pieces on the river cards and strategically collecting fish pieces!
Let me show you how to play Sierra West.
First, let’s talk about how many players can join in on the fun. Depending on how many people are playing, you’ll need a different number of colored cards. For a game with 2 players, you’ll need 6 cards of each color. If you have 3 players, you’ll need 8 cards of each color. And if you decide to play with 4 players, you’ll need 10 cards of each color. Keep this in mind when preparing for your game.
Now, let’s set up the mountain. It’s an important part of the game, so we want to make sure we do it right. Start by shuffling the three mine cards marked “II” and placing them in the three lowest spaces. These are usually used for special mountain cards, but we’ll adjust them for the number of players. After that, shuffle the two cards marked “I” and place them in the upper spaces, again normally used for special mountain cards. Lastly, take the special card with the campfire symbol and place it face up below the mountain base. The rest of the mountain setup can be done as usual.
To help you visualize the setup, take a look at the example image below. It shows you what a Gold Rush setup could look like.
And that’s it! You’re ready to start your Sierra West adventure. Have fun exploring and discovering all the wonders this game has to offer!
![]() Image:Gold Rush setup example. |
I’ve got some instructions for you when setting up the game. First, we need to place the dynamite and lantern cards near the general supply. Make sure they’re easily accessible for everyone to use. Next, we have the mine cart tiles. These should also be placed near the general supply, but the number of tiles will depend on how many players are participating. Adjust accordingly!
When it comes to playing this game, it’s important to understand the rules and setup. Are you ready to learn how to set up the mountain for a thrilling adventure? Let me guide you through it.
Setup
Here are the number of cards you’ll need based on the number of players:
- For 2 players: 8 cards
- For 3 players: 10 cards
- For 4 players: 12 cards
Now, let’s set up the mountain:
- Place an outpost card on the leftmost side of each row in the mountain. The card marked “V” should be next to the mountain base, and it should go up to “I” at the top.
- Now, take the special card marked with a campfire and place it face up below the mountain base.
Note: We have 15 basic mountain cards left. Shuffle them and place them in all of the remaining spaces. Only one of these cards will be face-up. Take a look at the setup example below.
Hey, let’s talk about placing outlaw tokens on each outpost. It’s pretty important, so listen up!
- For 2 players, here’s what you do: put down 1-2-2-2-3 outlaws. But wait, for the last 2, change it up and add 3 outlaws instead!
- For 3-4 players, it’s a little different: place 1-2-3-3-3 outlaws from top to bottom. Easy peasy!
Now, let’s take a look at the cards themselves.
When you play a card on your turn, it actually does more than one thing. Pretty cool, huh? The bottom half of the card helps you create paths for your pioneers, so they can take actions in order. And the top half? Well, that’s like a special spot where you can place a pioneer to take a specific action. Just remember to leave the pioneer there until you’re ready to pass.
Oh, and every card you take from the mountain to build your deck will earn you points. Keep an eye out for the star icon in the upper right corner – that’s a reminder that the card came from the mountain and not your starting hand.
Have you noticed that some cards have little animal symbols on them? Those symbols actually allow other players to do special actions with their Trapper cards, even when it’s not their turn. Let me explain how this works.
Welcome to the Game!
Hey there! I’m stoked to show you how to play this awesome game. Are you ready? Let’s dive in!
First things first, let me break down the game play for you. It’s a breeze, I promise!
So, we take turns playing this game. We start with the player to my left, and go clockwise. Everyone gets a chance to play the same number of turns, including one final turn at the end.
When the game comes to an end, we’ll all calculate our points to see who comes out on top. Exciting, right?
Alright, let’s talk about the three steps each player goes through during their turn. It’s a piece of cake!
1. Planning Step
This is where the real fun begins! You’ll have three cards in front of you, and your job is to tuck and overlap them on your player board. The goal? To create a stunning panorama and two complete paths. It’s like creating a beautiful masterpiece!
Oh, and just a heads up: you must play exactly 3 cards. No more, no less. Are you up for the challenge?
![]() Check out this example of how to place your cards on the player board. Pretty cool, huh? |
Note: When you play the game, keep in mind that the first and last column of the middle card is covered by the other cards, while the middle columns of the other two cards are covered by the player board’s “teeth”.
Take notice of how the top row of icons has a green background color, while the bottom row has a tan background. These rows with matching icons are known as paths.
Note about play styles: In relaxed games, you can plan your moves before it’s your turn as the active player. It’s suggested that others don’t pay attention to the information on your cards while you arrange them.
However, if this becomes an issue, we recommend using privacy screens or holding your cards in your hand until the start of your turn. For more competitive games, it’s best not to reveal your hand until the player before you has finished their turn.
Hey, everyone! Let’s talk about the animals on your cards. Take a look at your cards and let me know what animals you see. It’s important because these animals will affect your Trapper abilities. But remember, the animal in the middle card doesn’t count, and the mule isn’t considered an animal when it comes to Trappers.
Now, let’s move on to the Pioneering Step. In this step, you have three types of moves for your pioneers:
- Assigning them to cabins
- Taking path actions
- Taking summit actions
You can do these moves in any order you like. Just make sure you follow the specific rules for each type of move. And don’t worry, some options may become unavailable as your pioneers take certain actions.
So, here’s the deal: there’s no hard and fast rule for what you need to do when playing this game. But let me tell you, following the steps I’m about to lay out just might make things a whole lot easier for you, especially in the beginning.
Step 1: Put Your Pioneers in Cabins
If you’ve got a pioneer who’s just hanging out in your camp area doing nothing (not already in a cabin or working as a Trapper/Tracker), you can assign them to a cabin. Simple as that.
But watch out! Once a pioneer starts a path or a summit action, they can’t be assigned to a cabin. So get ’em in there while you can!
When you assign a pioneer to a cabin, you immediately unlock the cabin’s abilities. Some cabins have a one-time use ability (marked with a 1x), while others have an ongoing effect (marked with an infinity symbol). These effects will stick around as long as your pioneer stays in the cabin.
Usually, you’ll want to put one pioneer in a cabin to help out the other one as they make their way along their path.
You can only choose the tan-path pioneer to go to the three leftmost cabins. The green-path pioneer is specifically for the fourth (tan) cabin. And as for the rightmost (grey) cabin, it’s reserved exclusively for the mule.
But remember, before you decide which pioneer goes where, take a look at your player board. It will help you ensure that each cabin is assigned the correct pioneer.
Oh, and one more thing: if a cabin hasn’t been built yet, you can’t assign a pioneer to it. So keep that in mind when planning your moves.
Note: The gray cabin is already built and available for the mule to use throughout the game. You cannot build another cabin on top of it.
You have the option to assign pioneers to cabins. Once you finish this process, you can move on to path actions.
2. Path Actions
You can move a pioneer from the camp area (or a cabin/Tracker/Trapper space) to the start of their path. Green-path pioneers can only walk along the green path, while tan-path pioneers can only walk along the tan path.
Starting from the beginning of their path, pioneers can move from left to right and perform a series of path actions. Each icon along the way represents a type of path action that your pioneer can activate when they stop on it.
Note: If you don’t want to use a path action, you can skip it, unless it’s a mandatory path action (marked with a red border). In that case, you have to do the action, take damage, or not move the pioneer any further this turn.
Two of the actions on the tan path require resources to use. These actions are called paid path actions. When your pioneer stops on one of these actions, you can either pay the cost marked below it and do the action once, or you can skip it.
![]() Paid path actions on a player board. |
If you decide (or are forced) to do the action in the paid action spaces, you have to pay one or two basic resources before finishing the action.
When exploring new territories, you have the freedom to choose the order in which you perform path actions. Just remember to keep moving your pioneers from left to right. For example, you can make multiple moves with the tan-path pioneer, then switch to the green-path pioneer, and then go back to the tan-path pioneer for more moves.
In other words, you can freely alternate between different pioneers and their moves. You can even send one pioneer to a summit action while the other pioneer is still on its path.
Remember: Pioneers are not allowed to go back (move to the right) or switch paths unless a special cabin ability explicitly permits it.
3. Summit Actions
When a pioneer reaches the end of its path (past all the cards on the right side of your player board), you can assign it to any available summit action. Summit actions are displayed on the top half of each card on your player board.
To use a summit action, all you have to do is place one of your pioneers on the card and then do what the card says. Once a pioneer is on a summit action, you can’t move it anymore until you decide to pass.
Just so you know: The mule can also be assigned to and perform summit actions, but it has to follow the same rules as the pioneers.
Each summit action can only have one pioneer or mule assigned to it. Once you put a pioneer or mule on a summit action, it has to stay there until you pass your turn.
You don’t have to move a pioneer all the way to the end of its path if you don’t want to. You can leave a pioneer at any point and say that it’s the end of your Pioneering step. Maybe you want to avoid a certain action or something. But here’s the catch: You can’t move a pioneer to a summit action unless it has reached the end of its path.
Important: Only the mule can be assigned directly from your camp area (or grey cabin) to a summit action.
You Can Pass
When it’s your turn, you have the option to pass at any time. If you choose to do so, you’ll bring back your pioneers and mule to your camp. Don’t forget to discard the three cards from your player board onto your discard pile, and then draw three new cards to replenish your hand.
It’s important to note that if your deck runs out of cards, you simply shuffle your discard pile and continue drawing. And if you purchased cabins during your turn, make sure to refill the cabin market before passing.
Keep in mind that other players may take actions during your turn, so it’s essential to give them an opportunity to do so before you pass.
When you’re close to finishing your turn, ask if everyone else has completed their Tracking and Trapping actions. Once you have the all-clear, you can discard your cards and end your turn.
Actions on Others’ Turns
Hey there! Did you know that the Tracker and Trapper spaces on your player board let you benefit from what other players are up to during their turns?
Tracker
Whenever one of your fellow players moves their marker up on a homestead track, you have the option to instantly assign one of your idle pioneers from your camp area to your Tracker space.
When you do this, you get to take a resource from the general supply that corresponds to the homestead track they just moved up on. For instance, if you decide to use the Tracker action after a player moves their marker up on the stone homestead track, you’ll get 1 stone for your trouble.
Just keep in mind: In the Apple Hill mode, you aren’t allowed to use the Tracker action when someone else moves up on an apple homestead track.
![]() The Tracker space on your player board. |
You can assign either a pioneer or a trapper to it (just not the mule!).
Trapper
When someone starts their Pioneering Step, you can check the cards on their player board. If you see any animal pictures, you can assign one of your idle pioneers from your camp area to your Trapper space.
To do this, you need to use one of your basic resources (food, wood, or stone) and immediately turn over a matching face-down animal tile from your supply so that it’s face-up. For example, if you saw a fox and you used the Trapper action, you would spend one resource and turn your fox tile face-up.
You can only turn over one animal tile every time you use the Trapper action.
Note: You can’t turn over an animal tile again if it’s already face-up.
![]() The Tracker space on a player board. |
Note: There’s no provided input for this task. Please provide the necessary information.
Hey there, let me break it down for you. Sometimes, there are actions that give you a special “wild” icon. What’s cool about this is that you get to choose which one of the three basic resources you want to use for that action.
Now, here’s something to keep in mind. If you have any extra gold left over in your supply at the end of the game, it’s worth 1 point. So, you might want to think about how you’re spending that gold!
Just a heads up: You can’t use gold or any other special resources as wild. They have their own special uses, and you can’t mix them up like that.
Also, another thing to note: Those leftover basic resources that you don’t use for actions? Well, they don’t give you any points. So, they’re not really worth anything, unfortunately.
Welcome to Apple Hill mode, where we have a special resource called apples. The interesting thing about apples is that they belong to everyone, so anyone can use them, no matter who used them last.
- When you collect apples, you increase the value of the respective apple supply track, but only up to a maximum of 6 per kind.
- If you decide to spend your apples, the value of the respective track decreases.
Remember: Apples, along with other mode-specific resources, are not considered “basic resources.” You won’t be able to use them as a substitute for food, wood, or stone.
Now, let’s talk about Boots and Movement.
When you acquire boots, you have to use them right away or else they’ll be gone. This doesn’t apply to Pair of Boots tokens though, as you can save those for later.
Remember: You can combine boots and divide them among different costs and movements (more on that below).
You can only use boot path actions if there’s a pioneer standing on the corresponding icon. Some icons require 1 boot, while others require 2. If you have any extra boots left over, they’ll be lost once a pioneer moves away from that space.
You know, using Pair of Boots tokens can really come in handy when you’re on a wagon trail. They can be spent as 1-2 boots during your turn. And hey, if you don’t use them, they’re actually worth 1 point at the end of the game. Pretty cool, huh?
Getting Around on the Wagon Trail
If you have enough boots and resources, you can move your wagon on the wagon trail. Each move has a cost, which you can find on the right side of your wagon’s current position. When you pay up, you get to move your wagon one space to the right. It’s as simple as that!
But hold on: you can’t move your wagon to the left, unless you’re willing to “take damage” – check out the Taking Damage rules below for more info on that.
Why Your Wagon’s Position Matters
Your wagon’s position is a really big deal in this game. It lets you interact with the special cards located below and to the left of your wagon. These cards are called “along your trail”. They can be super helpful, so don’t forget about them!
When it comes to playing Sierra West, each mode has its own set of rules to follow. These rules determine how you can progress in the game and earn points on the homestead scoring board at the end. Let me explain.
![]() Take a look at this example of “Along Your Trail” |
In the Apple Hill mode, you’ll come across orchard cards that display red and green apples. To harvest these apples, you’ll need to take specific actions that are unique to this mode.
As you continue reading past the End of Game and Scoring section, you’ll find the Apple Hill rules. Make sure to read them carefully so you’re well-prepared for your first game!
How to move your frontiersman on the mountain
If you want to move your frontiersman on the mountain, you’ll need to spend boots. With each boot you spend, you’ll be able to move your frontiersman to a card that’s adjacent to their current position.
Important: The mountain base is right next to all the cards that touch it in the bottom row. It costs 1 boot to move on or off the mountain base.
Keep in mind: Frontiersmen are never allowed to move onto the wagon trail or the row of special cards below it.
There can be more than one frontiersman on the same card. It doesn’t matter if the card is face-up or face-down, or if it’s a special card with a different back from the rest.
Claim Your Mountain Card
You can choose a card from the mountain during your Pioneering Step to “build your deck.” This means you get to keep the card and use it in future turns, just like the other cards in your deck. It will also earn you points at the end of the game (see Scoring below).
In order to claim a card, your frontiersman must be on a face-up card. Then, you need to do the following:
When it comes to playing the game, here are the steps you need to follow:
- First, activate the Use Shovel paid path action.
- Then, move your frontiersman directly to the mountain base. If there are other players’ frontiersmen on the same card, they also move back to the mountain base and receive a Pair of Boots token.
- Finally, take the card your frontiersman was on and place it on top of your draw deck or discard pile.
When I uncover a card from the mountain, there might be other cards underneath that are also revealed. I should flip those cards face-up in their proper spots. If any of my fellow explorers were on those cards, their figures stay on the newly revealed cards. They don’t get a Pair of Boots token for this, though.
Exceptionally, if the face-up card happens to be a special card, I add it to the row below the wagon trail, in the first available spot.
If anyone else had their frontierperson on the card that I uncovered, they have to move their figure back to the mountain base. However, they do get a Pair of Boots token as compensation.
Now, let’s talk about the Mule.
If you happen to have or acquire a mule during the game, you have the option to assign it to either the grey cabin or a summit action. You can even assign it to the grey cabin first and then, on the same turn, assign it to a summit action.
It’s worth noting that the mule cannot be used for a Tracker or Trapper action.
Let’s talk about the Cabin Market. During your Pioneering Step, you have the opportunity to select a cabin tile from the cabin market board and add it to your player board. These cabin tiles come with special abilities that bend the rules a bit, and they also protect you from losing points at the end of the game (you can read more about Cabins and Scoring below).
To acquire a cabin tile from the cabin market, you need to follow these steps:
1. Use the Shovel paid path action (find more information about Common Path Actions below).
2. Choose one of the four face-up cabin tiles that are available.
3. Pay any additional costs that are indicated on the cabin tile.
4. Place the cabin tile on an empty cabin space on your player board that matches the color of the cabin (green or tan).
When you add a cabin to your player board, you can’t change or remove it later. And you can’t have two cabins that are exactly the same.
If there aren’t enough cabin tiles left to fill up the empty spaces, don’t worry! Just shuffle the discarded tiles and make a new draw pile. Then you can continue to fill in the spaces.
Remember, the cabin market instantly gets refilled when you build a cabin. So, if you have another Use Shovel action, you can build a second cabin in the same turn.
Now, let’s talk about taking damage. If you decide to skip a mandatory path action with a pioneer, you’ll get hurt. When that happens, you have two options to choose from:
1. Remove a cabin from your player board and put it back in the box.
2. Lose one point of health.
It’s important to consider your choices and make the best decision for your strategy.
Let me show you how to move your wagon on the wagon trail. Once it’s your turn, you can choose to move your wagon backwards one space to the left, towards the trailhead. Remember, if your wagon is already at the trailhead and you don’t have any cabins on your player board, you won’t take any damage.
So, here’s the deal – I want to talk to you about something important. It’s about gaining resources or gold, which are super important in this game we’re playing. You see, those icons you see? They show you the type and number of resources or gold you can get, so you definitely want to pay attention to them.
Now, Check Out the Boots!
Did you know that you can use a special ability called “Move” to travel on the Oregon Trail?
Well, it’s true! By spending either one or two boots, you can move your frontiersman and/or wagon forward. How exciting is that?
Hold on a second, though. It’s important to note that gaining two boots is not the same as gaining a Pair of Boots token.
Are you ready to learn about another useful ability?
If you find a shovel, you have two choices:
You can take a card from the mountain if your frontiersman is on a face-up card. Here’s what you need to do:
- Move your frontiersman directly to the mountain base. If any other players had their frontiersman on the same card, they also move to the mountain base and get a Pair of Boots token as compensation.
- Take the card your frontiersman was on and place it on top of your draw deck (face-down) or discard pile (face-up).
When I remove a card from the mountain, one or two hidden cards might be revealed. This means that there are no more cards on top of them. I should flip these cards over and place them in their correct spots. If any of the other players have their frontiersmen on these cards, their figures should also be placed on the newly revealed cards in the same spots as before. It’s important to note that the players don’t get a Pair of Boots token for this action.
Except in one case: if the face-up card is a special card, I should add it to the next empty slot in the row below the wagon trail.
If any other players have their frontiersmen on the card that I revealed, they should move their figures back to the base of the mountain and receive a Pair of Boots token as compensation.
Now, if I want to build a cabin from the cabin market, here’s what I need to do:
1. Look at the four cabin tiles that are face-up.
2. Choose one of the tiles that I want.
3. Take the chosen tile and add it to my collection.
- First, pay the extra cost shown below the cabin.
- Next, find a vacant space on your player board that matches the cabin’s color (green or tan) and place the cabin there. Remember, once a cabin is added, you can’t remove it or build over it, and you can’t have two cabins of the same type.
- If the cabin tile you took from the market board wasn’t the rightmost tile of the four, take the rightmost cabin and put it in a discard pile marked in red.
- Shift the remaining cabin tiles to fill the empty spaces on the market board.
- Finally, draw new cabin tiles to fill any empty spaces in the market.
Note: If there aren’t enough cabin tiles in the draw pile to refill the spaces, shuffle the tiles from the discard pile to create a new draw pile.
Get Your Mule On
So you want to find creative ways to express what you mean, huh? Well, you’ve come to the right place! You’re probably tired of using the same old words and want to spice things up a bit. Don’t worry; I’ve got your back. Let’s dive into the fascinating world of rewriting and discover how it can make your writing shine like never before!
When it comes to rewriting, it’s all about taking what you already have and giving it a fresh twist. It’s like taking a plain old mule and turning it into a majestic stallion! Okay, maybe not that extreme, but you get my point. It’s about elevating your words and making them stand out from the crowd.
So, why should you bother with rewriting? Well, let me tell you—it’s a double-edged sword. On one hand, it helps you to communicate your ideas more clearly. It allows you to express yourself in a way that resonates with your readers. On the other hand, it can be a bit tricky to master. But don’t worry, I’ll guide you through it step by step.
When you’re rewriting, you need to understand the meaning behind the words. It’s not just about swapping one word for another; it’s about capturing the essence and conveying it in a fresh, engaging manner. It’s like breathing new life into your writing. And if you like playing with words, then you’ll love the art of rewriting.
Now, let’s talk about how you can get started with rewriting. First and foremost, it’s essential to read what you’ve written with a critical eye. Look for areas where you can improve clarity, add more details, or vary your sentence structure. Are there any words or phrases that you use repeatedly? Try to find alternatives that convey the same meaning but in a more exciting way.
Another thing to keep in mind is your audience. Who are you writing for? Understanding your readers’ needs and expectations is crucial when it comes to rewriting. You want to ensure that your words resonate with them, that they connect on a deeper level. So put yourself in their shoes and imagine how they would like to hear your message.
Lastly, practice makes perfect. The more you practice rewriting, the better you’ll become at it. So don’t shy away from experimentation. Play around with different words, structures, and styles. See what works and what doesn’t. Over time, you’ll develop your own unique voice and style that will shine through in your writing.
So, are you ready to take your writing to the next level? Are you ready to transform your mule into a magnificent stallion? Then embrace the art of rewriting and let your words dazzle the world!
Get the mule right away, even if you have to snatch it from someone else. You can put the mule on the grey cabin or use it for a summit action as soon as you get it, like it was with you all along.
Note: If you already have the mule, this action doesn’t do anything.
Fur Trade
Well, here is the information you are looking for:
- As a Fox, I gain 1 stone.
- As a Beaver, I gain 1 wood.
- As a Rabbit, I gain 1 food.
- As a Bear, I gain 1 gold.
Now, if I’m a Deer, I get to increase the value of Granny Smith and Red Delicious by one each on the apple supply board. This is something I have to do, no exceptions.
If I’m a Raccoon, I get to gain 1 fish of any color that I choose, as long as there are some available.
Let’s say I’m a Marmot, then I have a choice to make – either take the dynamite card or the lantern card.
And if I happen to be a Badger, I can either take the Sheriff card or gain 2 bullets.
By the way, once an animal tile is face-up, I don’t have to worry about it being “spent” or turned face-down when I use this action. That means I can use it again with future Fur Trade actions.
Now, let’s talk about the Bear Hazard…
Get Yourself a Pair of Boots
Have you ever noticed the incredible power of boots? They are like magic! When I slip on a pair of boots, I feel like a superhero, ready to conquer the world.
Boots have this amazing ability to transform any ordinary outfit into something extraordinary. They add a touch of style and confidence, giving you that extra boost to face whatever comes your way.
Boots also have a practical side. They protect your feet from all kinds of weather conditions. Whether it’s rain, snow, or mud, boots keep your feet dry and cozy.
And let’s not forget about the comfort. Walking in a good pair of boots is like walking on clouds. They provide support and cushioning, making every step a breeze. Plus, they can even help correct your posture.
But not all boots are created equal. It’s important to choose the right pair for you. Consider your needs and preferences. Are you looking for something casual or formal? Do you need them for work or play? And don’t forget about the fit. It’s crucial to find boots that fit your feet perfectly.
So, why not give yourself the gift of boots? Trust me, once you experience the power and comfort they offer, you’ll wonder how you ever lived without them. So go ahead, treat yourself to a pair of boots, and let them elevate your style and confidence to new heights.
Actions at the Summit
Oh boy, have I got some cool summit actions to share with you! Remember, the ones with a special symbol are especially interesting because you can do them over and over again whenever you put a pioneer or mule on that action. It’s like a superpower!
Hey there! Did you know that summit actions without the symbol can only be performed once per activation? It’s true!
Let’s talk about Homestead.
Hey there! I want to tell you about a cool game called Homestead. In this game, you get to move your marker up on the homestead track by spending resources. Sounds exciting, right? Let me explain how it works.
-
- Every time you move up on the homestead track, you’ll get a reward.
- _
- If you move up on the food track, you’ll get to perform the Gain the Mule action.
- Moving up on the wood track will earn you a Pair of Boots token.
- And if you choose the stone track, you’ll gain 1 gold.
In the Boats & Banjos mode, I get to see some cards that have fancy colored fish instead of regular resources. It’s a cool twist, but the gameplay is pretty much the same.
When playing in the Outlaws & Outposts mode, you may notice that some cards have bullets next to the resources. Don’t worry, this doesn’t change how the action works – it’s just a visual representation.
Advance Wagon
To move your wagon to the right, spend the resources shown above the arrow, disregarding the printed cost on the wagon trail.
End of the Game
The game will end when the sixth special card is placed below the wagon trail. Each player will take turns until everyone has played the same number of turns. Afterward, each player will have one final turn. Once all turns are completed, scoring will be done in the following manner:
You earn points by claiming cards from the mountain. Look for the star icons in the upper right corners to spot them easily. These cards can be removed from your deck and discard pile. Refer to the chart on your player board to determine how many points you earn for each card.
For experts who want more control and planning, you can try the Advanced Planning variant. Instead of drawing 3 cards, each player draws 4 at the beginning. During the Planning step, you select 3 cards to play. You can either place the remaining card facedown on top of your draw deck or put it face-up on your discard pile.
Keep in mind that this variant is not recommended for the faint of heart!
Listen up! Pay attention to this important information. When you decide to play with four cards in hand while playing Sierra West, things get a bit more complicated. Brace yourself for longer turns and a less smooth gameplay.
But why are we even talking about this?
Let me explain. Sierra West was designed and intended to be played with just three cards in your hand. It’s the optimal way to experience the game. However, we understand that some of you might be tempted to try playing with a larger hand. That’s why we’re giving you this strong warning.