Saloon Tycoon Lets the Whole Family Build Their Own Old West Bar

Saloon Tycoon hits the sweet spot in what I think is the real growth area in boardgaming—family strategy games that are just as challenging and enjoyable for the adults as they are for the kids. It’s a lightweight game with a relatively low luck component, with entertaining artwork and a very appealing building mechanic where players build up as well as across their boards.
Saloon Tycoon players are indeed building their saloons, starting with just one room, the main saloon, and income per turn of $1. Players earn points by building large and small rooms, by completing three full stories and adding roof tiles, by meeting conditions that bring special characters called Citizens to their saloons, and by meeting conditions on Claim cards. Each player also begins the game with a hand of three Tycoon cards, which grant players money, building cubes, extra actions, or special moves like stealing cards or money from another player.
On each turn, a player earns income equal to the number of rooms currently in his/her saloon. A player may then take one of five possible actions: buy and place a tile, draw two Tycoon cards, play one Tycoon card, bribe a character (more on that in a moment), or take $2 from the supply. A player can also buy cubes, which are used to allow players to build upward, adding second and third floors to their saloons, as a free action on a turn, for $2 per cube. Cubs must be placed on tiles immediately and you can only buy a cube if you have space to place it. Room tiles can be small or large (double the size of a small); some are unique, while others have four identical tiles of that type.
The Claim cards are straightforward—players must meet certain conditions such as having specific combinations of rooms, or having only male characters (Citizens and/or Outlaws), or having a certain room and a certain character. Each player starts the game with four Secret Claim cards and must choose two to keep, discarding the others. There are also four to six Open Claim cards on the table, two more than the number of players, that go to the first player to complete their requirements. Each card is worth a variable number of points at the end of the game, with the reward tied to the difficulty of the task. Some of the cards are particularly hard because they require players to not have something, such as having one specific character card and no others, or having only characters of one gender.
But the best part of the game, by far, is the building—deciding which rooms to add and where to add them, gaining points not when you purchase and place a tile, but when you “finish” it with cubes, three on a small tile and four on a large. Once you’ve finished a tile, you get 5 points for a small tile and 7 for a large, plus a specific bonus for finishing the tile, which could be as simple as drawing or playing another Tycoon card or as good as gaining cubes or adding a Citizen card.