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Wild Tiled West
45m - 90m
1 - 5 Players
Ages 13+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
American West
Animals
59.00
€
30 day low:
In stock
Wild Tiled West quantity
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Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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G0nzo
TL, tiles with many different abilities, many paths to victory, variable powers, personal boards with different difficulties.
gaploser
A look-so-common game but comes out to be the top of 2024 tile laying imo. Nice drafting system, tight resource management, several ways to win the game. We enjoy every game. Finally the design of the game board as a tile tray for quick setup makes it neat and tidy(usually irregular tiles without a tray is a mess, it takes time to set up even if it has a tray to hold them in place.) , contribute to the rating.
FuzzyLlamaReviews
Initial Thoughts --------------------------- Very fiddly. I like the idea, but the presentation is lacking. The components aren't great, not terribly bad, but not great. Everything in this package that is cardboard is very thin and bows easily. The little wooden bits are nice, and I especially like the wooden bullet tokens that also double as tombstones. Oh, one shoutout to components are the thick tile holders as those things are really nice and are so thick they don't bow at all. The setup and takedown is a nightmare, even after you find and arrange all the different shaped tiles into their respective spots. This is because if you want to play at different player counts you have to end up removing tiles, alot of tiles. Then once any game is over, you have to go through and find the correct spots again. Beyond all the component stuff the gameplay is super fiddly, And I think part of that comes from how fast the turns can be. Now, I haven't played at higher player counts so can only speak to the 2-player count. You roll dice, spend time placing the dice in the matching number spot, you grab a tile from one of those 3 spots (in 2 -player; there are more spots in higher player counts) and place said tile on your board, potentially covering icons which give you stuff, and then the next player does the same. THEN, you move the round token over a notch, pass the 1st player token and do it all over. This repeats the entire game save for a few round break were you score for whoever has the least amount of bandits showing and then gain gold. Now, here's all the fiddly/negative stuff: 1. Constantly rolling dice and placing them - I really didn't like this. You end up spending so much time placing those dice and it slows the game down quite a bit. And although kinda cool how you place them in their little reserved spots on those neat thick boards, that novelty wears off very quickly. 2. The placing of the tiles on your mat - This is the meat of the game and yet it's super fiddly. Beyond all the placement rules, which are fine btw, the fiddle boils down to covering areas on your mat. Some tiles give you stuff for placing them, which is nicely printed on the tile. However, there are icons galore on your mat that if you cover them, they also give you stuff. There are also entire areas that if covered, score you points. Now, all that is problematic because once you start covering areas, it's really hard to KNOW what you covered. The areas start blending together, did I just cover a bullet? You will end up trying to move placed tiles to remember what you covered alot as you ALSO try to score for areas/cows/building bonuses etc. As the game progresses you end up having alot to think about and I bet you'll end up missing some icons that you cover. 3. Setup/Tear down - If only ever playing with the required number of players that uses all the tiles, then setup is a breeze. Otherwise be prepared to spend time removing tiles at setup. The tear down is worse though especially at higher player counts since you will have a ton of tiles to find their correct spaces again. It's a chore to say the least. 4. Round Tracker - I really don't like keeping track of rounds, in any game. I very much appreciate games that do this for you due to some cool in game thing. An example is Castles of Burgundy, how you can see the round easily by how many goods tokens are left on the board. This game you have to remember to scootch that wagon token along the trail to know how close you are to the end of the round. We always forget this and it's just another fiddly thing. 5. The scoreboard is horrible - You start at 5 points and trying to count up the spaces when you gain points is yet another chore since when you usually gain points, it's alot! The score tracker is mostly just empty spaces with a number every, maybe 10 spots I think? Plus the cardboard is cheap and the print is rough so it's already bowing and if you try to slide your wooden token the board will spin annoyingly. So you have to pick up your token and count out the 27 spaces or whatever. This is also the board where you try to keep track of the round. With all my negatives out of the way, let's talk about what I liked about the game: 1. I love the variety of player mats - Huge variability here with repeated plays. Each mat, and there are a bunch, has a basic side which is all the same on all of them. However, each mat also has an "advanced" side which brings in some really interesting ideas and new icons to explore. They are also pretty easy to understand as well since there is a small explanation of the new icon for each mat, right on the mat. Personally, I would always play on the advanced side as they are just more interesting. 2. The artwork and colors - I really like the artwork in play here. It's cartoony and fun and feels right at home with what you are doing in game. The box art is great and all the artwork on the player mats and character cards is excellent. The colors also stand out and look good. Now, let's discuss the things I am undecided on or my musings on improvements: 1. The biggest one is the length of play - I can't decide on this as the game plays pretty quickly at 2-players.....almost TOO quickly tbh. And, I think that's why the dice feel super fiddly. It's super fast to roll those 3 dice, set them up, grab you two tiles, move the round tracker, rinse repeat. I would almost dedicate ONE person to be the dice roller for sure. But even then, it's such a fast thing that you will probably forget to move that round tracker at least once. Anyway, I guess I wish the rounds were a big longer, more fulfilling somehow. 2. It would be amazing if the tiles were actually clear acrylic with screen printed icons! This would fix so many issues I have with the game.....although also increase the price substantially (perhaps as a separate add-on). With clear acrylic you are enhancing the component quality, making it to where you can see the board as/after you place AND you get that really satisfying "clank" noise with you smack the tiles together. Of course you'd still have to be able to differentiate the tiles based on their colors so you could just have like a border around each tile based on its particular color. Overall, I THINK this will probably be better at higher player counts as the rounds should be a bit longer and more thought provoking since there will be more dice placement/tile options. For now, it's rated a 6 (just ok) at the 2-player count but could go up with a higher player count as well.