Overview
Drunter und Druber (published in English as Wacky Wacky West) is a tile-laying game by Klaus Teuber that won the 1991 Spiel des Jahres. Players are rebuilding a town, laying road, railroad, and river tiles across the board. Each player has a secret goal: protect one type of building from being demolished by the construction. Buildings caught under tiles are eliminated, except outhouses — when an outhouse would be covered, players vote on whether to allow that tile placement. The player whose protected building type retains the most value at game’s end wins.
Components
- Game board with pre-printed buildings of different types and colors (each type appears 5 times with values 1-5)
- Construction tiles in three sizes: single, double, and triple (showing roads, railroads, or rivers)
- Work gang figures (4, one per board corner)
- Secret goal cards (one per player, showing a building color to protect)
- Voting cards for each player (green/yes cards, red/no cards, yellow joker card worth double, “?” abstain card)
- Outhouse buildings on the board
Setup
- Each player randomly draws a secret goal card showing which building color they must protect. Keep it hidden.
- Place a work gang figure in each of the four corners of the board.
- Distribute tiles based on player count:
- 2 players: 6 triple, 12 double, 12 single tiles each
- 3 players: 4 triple, 8 double, 8 single tiles each
- 4 players: 3 triple, 6 double, 6 single tiles each
Turn Structure
On each turn, the active player plays one tile from their hand onto the board. Play passes clockwise.
Placing a Tile
- Choose a tile from your hand.
- Place it on the board so that the path type on the tile (road, railroad, or river) connects to a matching path type already on the board. The tile’s starting edge must be adjacent to a work gang figure (marking the end of a path under construction).
- Move the work gang figure to the new end of the path.
- Any buildings covered by the tile are permanently demolished — unless an outhouse would be covered, which triggers a vote.
Voting (Outhouse Rule)
When a tile placement would cover an outhouse:
- All players simultaneously play one voting card face-down, then reveal.
- Green cards (+): Count as 1 yes vote.
- Red cards (-): Count as 1 no vote.
- Yellow joker (++/–): Player announces yes or no; counts as 2 votes.
- ”?” card: Abstain (card returns to hand and can be reused).
- If yes votes exceed no votes or the vote is tied, the tile is placed. If no votes exceed yes votes, the tile is not placed and the player must play a different tile.
- Used voting cards (except “?”) are permanently discarded.
Actions
Tile Placement
- Tiles must connect path-to-matching-path (road to road, railroad to railroad, river to river).
- Tiles cannot overlap existing tiles.
- The three-tile (triple) pieces include a bridge in the center space that allows the path to continue on the opposite side.
Strategic Voting
- Vote to protect buildings of your secret color.
- Vote to demolish buildings of other colors.
- Manage your limited voting cards carefully since used cards (except “?”) are gone for good.
Scoring / Victory Conditions
The game ends when no player can legally place any remaining tiles.
- All players reveal their secret goal cards.
- Each player scores the total value of all surviving buildings of their secret color on the board (buildings have values from 1 to 5, with higher-value buildings toward the board’s center).
- The player with the highest score wins.
- Ties are broken by remaining voting card symbols.
Special Rules & Edge Cases
- Bridges: The center square of triple-sized tiles acts as a bridge, allowing the path to cross over without connecting to whatever is beneath.
- Outhouse Protection: Outhouses are the only buildings that trigger a vote. All other buildings are demolished automatically when covered.
- Voting Card Management: Players have a limited supply of voting cards. The “?” (abstain) card is the only one that can be reused, making it valuable for the late game.
- Secret Goal Deduction: Since votes are public, attentive players can deduce opponents’ secret building colors based on voting patterns. Bluffing with your votes is a key strategic element.
- Forced Placement: If a player cannot legally place any tile, their turn is skipped. If no player can place tiles, the game ends immediately.
Player Reference
Turn: Play 1 tile (connect matching path types) -> If outhouse covered, vote -> Resolve
| Voting Cards: Green (+1 yes) |
Red (-1 no) |
Yellow Joker (+/-2) |
”?” (abstain, reusable) |
| Vote Result: Tie or more yes = tile placed |
More no = tile rejected, play different tile |
Scoring: Reveal secret color -> Sum values of surviving buildings of that color -> Highest wins
| Tile Sizes: Single (1 square) |
Double (2 squares) |
Triple (3 squares with bridge) |