Wednesday, August 6, 2025

A kinder, gentler wild west: Old West Empresario

There are a few games in my collection that I would classify as “comfort games” – games I’ve played enough times, and with relatively simple rules, that I don’t need to worry about re-learning the game when I sit down to play. These games tend to be relatively non-confrontational, but not often cooperative, as co-op games tend to ramp up the difficulty to compensate for the lack of a thinking opponent. No, I’m talking about games that are relaxing to play, maybe after a stressful day or on a lazy weekend, competitive but not overly confrontational.

One of my favorites in this category is Old West Empresario, a sadly out-of-print game about building a town in the old west. The western theme appeals to me, but what appeals to me even more is the simple but engaging game play.

Like a surprising number of wild west games, this one is about building a town. The game starts with 12 tiles, representing buildings, in the center of the table. These are in groups of two, with each group numbered one through six (identified by a number tile). The rest of the tiles go in the box lid or a bag, to be drawn randomly throughout the game. Each player starts with a Town Hall and a random tile, which begins the game on its unconstructed side, and also a character with a unique game ability, and three coins. Additionally, the game begins with three sets of two Wanted cards, each of which will reward the first and second player to accomplish particular objectives.

At the start of each game round, the starting player rolls a number of six-sided dice: two for each player plus one extra. These dice are placed next to their corresponding set of tiles in the center of the table. On each player’s turn they choose one of the remaining dice and either take a tile from that die’s set, or use the die to activate their town (more on that in a moment). The die is then discarded, and after each player has taken two turns the last remaining die is used by all players to activate their towns.

When a tile is taken, the player can either discard it to gain three coins, or place it in their town on its unconstructed side – the building it represents will still need to be built. Tiles must be placed adjacent to other tiles. A lot of the game’s strategy is in where you place particular types of buildings, as many of them will give income, end-of-game victory points, or other bonuses based on what buildings they are adjacent to.

But buildings still have to be built, and this is where activating your town comes in. Instead of taking a new tile, a player can use their turn to choose a die and then activate all the constructed buildings in their town that are marked with the number shown on the die. Early on this will be your town hall, which allows you to construct the other buildings that you’ve placed, but eventually you’ll have a range of different options such as gaining townsfolk or coins, collecting extra tiles, or even forcing your opponent to lose a coin with the dreaded Undertakers (which also causes you to lose points at the end of the game if it’s too close to the center of town).

Since you only get to activate the buildings that match the die you’ve chosen, you have to think carefully about which tiles to place in your town. If you end up with a lot of the same number you’ll get to do a lot when that number comes up on a die roll, but if it doesn’t, you won’t be able to do much on your turn. You also have to think about when to choose and place certain tiles, since their neighboring buildings will affect how many points they’re worth a the end of the game. But if you wait too long to grab that tile, one of your opponents might get it first.

The game ends when one player has 15 or more buildings in their town, or when a pre-determined number of townsfolk counters have run out. The townsfolk are a secondary currency used to pay for some game effects, and are also worth victory points. Additionally, the artwork on them is adorable, and eagle-eyed players might just recognize a few of the characters...

Maeve and Dolores from HBO's Westworld.

Townsfolk from Old West Empresario.

The only direct competition is the available dice and tiles each turn, and the Wanted cards which offer extra points to the first and second player who hit specific achievements such as having a certain number or type of buildings in their town. So it’s fairly non-confrontational and puzzle-like, but in a good way Honestly I like it better than similar but more complex games like Carson City, especially when considering its effort-to-entertainment ratio. The amount of decision-making hits that sweet spot where you always feel like you have good options, without descending into the dreaded analysis paralysis.

Sadly the game’s publisher went out of business a few years ago, and I don’t think it made enough of a splash to entice anyone else to pick it up for a reprint. But there seem to be plenty of copies out there, on eBay and in the used games market.

Rating: 4 (out of 5) One of those great “simple but engaging” games that we might not play all that often, but is always a joy when we get it to the table.