Pappy Winchester
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Description
Pappy Winchester just popped his clogs! Poor thing, he was the king of swindlers and everyone knows he was filthy rich!
His final wish was that his descendants would share his fortune and the plots of his ranch with the richest becoming the new head of the family. After all, for him the most important thing was that his money stayed in the family!
Pappy thought of everything and left an outline of his belongings. You and the other heirs are now assembled around this map to share out Pappys possessions.
Contents:
Game board
110 $1000 bank notes
50 Hat tokens in different player colors (10 of each color)
5 Duel tokens
19 Plot tokens (numbered)
19 Bonus tokens
10 Secret Objective cards
10 Shared Objective cards
5 Mine cards
3 Ranch cards
2 Pistol Duel cards
First Player token
Locomotive (to be assembled)
Boat (to be assembled)
Auction In Progress token (to be assembled)
Poor ol’ Pappy Winchester. Not even cold in his grave and his family eagerly gather to squabble over his Worldly possessions like Real Estate Vultures. But don’t feel too bad, it’s what Pappy would’ve wanted. He loved a good scrap and even better, he was as rich as he was crooked- and Ol’ Pappy couldn’t lie straight in bed.
In Pappy Winchester, from Blue Orange games, it is up to you and the other players as members of his (ahem) grief-stricken family to divvy up his estate and bid for each plot of land on the board. There are gold mines and a family ranch up for grabs as part of the spoils and these could hold secret stashes… or just rocks and some very tired-looking furniture. Each game will be different. The player who finishes with the most money becomes the new head of the family and the overall winner.
Pappy’s Gotta Brand New (Body) Bag
Pappy Winchester, is an auction game for 3-5 players. The rules of the game are very straightforward and teaching the game is a breeze even to players not familiar with the genre. Each player starts with $8000 and must take turns, randomly picking one of the 19 plots of land shown on the board to bid on. The start player must begin the bidding if they are able and each other player then chooses either to bid a higher amount or pass until one player remains. The one who bids the highest pays the money shared equally to the other players with any remainder going to a shared kitty called the saloon.
If ever only two players remain in the auction, one player may choose to use their duel token which then stops the bidding and leads to a standoff. They choose one of two duel cards randomly with one being a hit and one being a misfire. Whoever gets the hit wins the auction and pays the price at the set amount as normal. Players only have one of these tokens to play all game, however, so need to use it wisely. The game then resumes with no ill effects; nobody is shooting to kill- it is family after all. Whoever owns the most plots of land will get a bonus but, crucially, the player with the most money will win.
Bonus!
So that is pretty much the whole game, but there are a few extra bits to keep things interesting. For example, there are shared goals that all players can work towards to earn a reward. These include having one of each land type (prairie, desert and forest) or having one of each of the three bonus tokens available. The first player to achieve this can claim between four and eight thousand dollars- not to be sniffed at.
Every player is also given 2 secret objectives which will earn them some money at the end of the game depending on how well they complete them. Finally, each plot on the board has one of three bonus tokens that players receive and use immediately after winning the auction. These will give players one of three bonus powers: the right to take any money currently in the Saloon, move either of the (very cute) cardboard steamboat or train pieces to get a small reward, or look at one of the hidden cards- such as one of the mine value cards or even an opponent’s hidden objective if you wish.
These added elements, along with the rule that each player keeps the money in their hand secret, add just enough spice to ensure that nobody is sure how well they are doing right until the end. This can make for some fun and ridiculously over-the-top bidding on otherwise worthless plots of land as opponents squabble to ensure they have all of one type of terrain or have the most plots at the end.
Components And Art Work: Real Fancy Like
Pappy Winchester leans hard into the fun, cartoonish theme in terms of the artwork in the game. This is not a game taking itself too seriously and everything about the design sits firmly in the family-friendly category, from the bright colour palette to the adorable cardboard standee steamboat and train which have to be assembled prior to playing the first time.
These are easy to build and while they don’t add a lot of gameplay they are fun additions and add a literal third dimension to the game. The pieces are moved by players as a bonus along the railroad or river with their final spot giving $1000 to any player who owns land adjacent to the space. A neat design touch is that the insert for the game has spaces for the completed pieces so they don’t have to be reassembled every time.
It is possible that the aesthetic could alienate more mature and serious gamers, the box art particularly suggests the game is aimed at a younger audience than the theme would ordinarily attract, but this isn’t necessarily a negative. It seems reasonable to aim a straightforward game of bluffing and negotiation at families and younger players. However, one concern I had is the paper money used in the game may get tatty very quickly.
While it is good quality paper and much more durable than the Monopoly money of days gone by, nevertheless it is perhaps an impractical choice in a game where children may be among the players. Everything else in the box is made of fairly sturdy cardboard, the cards appear to be of good stock and most of the iconography is logical, simple and language-independent. Overall the presentation of the game is excellent, especially given the price, and does a fine job of selling its main strengths- easy to learn and fun to play.
Gameplay – Putting The Fun Into Funeral?
Pappy Winchester is all about the players and how much you enjoy the game depends on how those players are willing to buy into the game’s main conceit. The bidding is deliberately simple in its implementation- players bid in turn order and you either raise or you are out to ensure things don’t get too bogged down. As a result, the game’s strength is not in the mechanics but in embracing the competitive and over-the-top nature of the theme and not worrying too much about min-maxing your turns to maximise profit. The real game is in how you play the players, not the game.
Through bluffing about how much money you have (or don’t have), feigning interest in a particular plot to drive up the price, or simply goading other players into a bidding war knowing you stand to make more whoever wins. All of this is great fun if you have the right group of players willing to embrace the silliness. That isn’t to say that there aren’t any tactical considerations at all. Going into Pappy Winchester without a plan is a sure way to lose all your money and the game, it is just that, when the game is played right, who wins will be incidental compared to who proved themselves to be the biggest, sneakiest two-faced, no good snake in the grass.
Final Thoughts: Wicked Wild West
So would I recommend Pappy Winchester? Yes absolutely I would, but maybe not to everyone. While I found it a good giggle, it’s not going to be everyone’s cup of tea (or shot of good sippin’ whiskey) and players who are craving a thoughtful, tactical experience every time just aren’t going to get that here. Also, the gameplay will depend on the mood of the players more than in other games because the “above board” interaction is so key to the enjoyment. If players aren’t feeling it, I can imagine the game falls a little flat. I also have reservations about the game’s longevity.
The variable setup adds some replayability, but overall, the arc of each game is going to be very similar and I can’t imagine ever playing more than a couple of games at a time without wanting to move on to something a little meatier. But then, an all-night game session isn’t really what Pappy Winchester is designed for. In fact, at around 45 minutes for a three-player game, it is very much a “one and done” affair that doesn’t outstay its welcome.
Pappy Winchester is an excellent example of a lightweight, fun-forward board game. Great to get non-gamers or younger players involved but it can also serve as a pallet cleanser, one which is the perfect antidote to a brain-burning or intense game session. Is it likely to get played every time I get together with friends? No. It’s just too dependent on the players’ mood and energy levels to be a winner every time. But will I have a good time when it does come out? You bet yer rawhide boots I will!
Zatu Score
You might like
- Simple rules that anyone can learn very quickly
- Very cute cardboard components
- Pretty quick to set up and the play time is well under an hour
- Emphasis on fun rather than tactics means that any bad luck is usually funny rather than annoying
- Very reasonably priced
Might not like
- A Featherweight game
- Bidding may not be everyones cup of tea
- Fun to play once, but not for multiple replays in one game sitting
- Not sure how long the paper money will last