Sierra West comes with four sets of special cards and parts, each of which can be combined with the game's basic components to create a unique mode of play. During setup, the players choose a mode, then build a mountain of overlapping cards with the corresponding deck. Each mode adds new thematic content, alternate paths to victory, and interesting twists on the core mechanics.
The four included modules are:
Apple Hill - Autumn in the foothills is a time of plenty - the orchards are overflowing with fruit and the air is sweet with the smell of fresh apple pie. In this mode you can harvest green Granny Smith and Red Delicious apples from the rolling orchards. But since the season's apples are so bountiful, you may not be able to use all of them yourself! Thus, any apples you leave behind will be available for your fellow homesteaders to take.
Gold Rush - Eureka! Gold has been discovered! People from near and far have caught the "gold bug" and headed to the hills to stake their claims. In this mode you can mine for gold and load it in your carts. If you ever have trouble finding nuggets among the shadows and rocks, you can use your trusty lantern, or a stick or two of dynamite to blast them out altogether!
Boats & Banjos - The clear waters of the nearby river are loaded with trout, bass, and salmon - not to mention gold nuggets! But beware, there seems to be the ominous sound of banjo music coming from somewhere in the hills...In this mode you will want to paddle your canoe to the best fishing holes, pan for gold on the riverbanks, and not let those dang twangy notes stop you!
Outlaws & Outposts - Dangerous outlaws have taken a foothold in the nearby mountains. You and the other pioneers must stop them from threatening your cabins and wagons. In this mode you will need guns and ammo to capture the Most Wanted and turn them in for rewards.