Great Western Trail 6/24/22
I had a convincing win in a four player game. I ended at 120, everyone else was 30+ points behind. It wasn't really a fair game. One player was new to board games, and it was the first play of this game for another experienced board gamer. I didn't learn anything deep from this play through since it wasn't very competitive.
With only one cowboy in the market, I started by monopolizing the cowboys, leaving none for everyone else. This put me off to a slow start as I had no money left to buy cattle. The first two rounds didn't feel good, watching cattle stock dwindle while my deck was not improving. My first two deliveries were not good because of this, but eventually I was able buy cows. Despite winning in the end, it was a mistake to not buy at least one cow before the deck reshuffled. This allows for placement on station 8 (2+2+3+1/2), which is otherwise impossible with the starting deck.
This play through seemed to reinforce my general strategy for the game: ignore most buildings beyond level 1, and mostly focus on buying cattle and thinning the deck by removing most low power cattle from the game, using engineers to counteract the train moving backwards.
Something I should pay more attention to in the future, is other players engineer level and train location relative to mine. This information can be used to prevent players from getting additional leapfrog movement. It's a minor advantage, but it doesn't take much effort to determine. It is more relevant late game.
Another notable memory is how I used the draw2+discard2 tokens. I saved all of them for use immediately before deliveries, and they played a critical role in enabling high scoring deliveries. I don't think these are typically ever worth using for any other reason.
-Buy one cow before the deck reshuffles, to enable potential for scoring 8+ on a delivery
-Pay attention to opponent train leapfrog potential when deciding where to leave the train
-Always save draw2+discard2 tokens for emergency situations before deliveries