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4-6 players, 30-45 minutes, 12 years and older |
Author | Xavier Georges |
Illustrator | Alexandre Roche |
Published by | Quined Games |
Online since | 2019-01-18 |
Developed by | Bart De Cock (be_com4) |
Boardgamegeek | 248117 |
Complexity | 2,21/5 |
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here! |
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If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.
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Carson City – The Card Game
In Carson City – the Card Game, each player is in charge of developing a city.
You will compete for parcels of land and valuable buildings, and you will have
to place them wisely in order to make your city as prosperous as possible. You can also
win support and gain help from influential people, but watch out, as your opponents
will be trying to do the same!
Game Components
66
auction cards (11 cards per player,
in 6 different suits: hat, star, cactus, boot, horseshoe, and cow. Auction cards represent
the risks you take – in terms of silver, influence, time, people, equipment, etc. –
in order to acquire terrain and character cards)
8 player aids (2 in each language)
96
terrain cards representing the
territory of Carson City (48 cards each for Era I & Era II, differentiated by Roman
numerals on the backs of the cards. Each terrain card represents 4 parcels of land)
21 character cards
1 Game rules and scorepad
Goal
Your goal is to develop the wealthiest city in the region. Your city’s wealth is represented by victory
points (VP), which are earned through the placement of certain buildings and the elements
surrounding them, as well as the presence of certain characters.
Setup
Choose a dealer; this person will reveal the character and terrain cards.
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Shuffle the Era I terrain cards to form a face-down draw pile. Shuffle the Era II terrain cards
into a separate draw pile and set them aside; you will not need them at the beginning of the game.
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Shuffle the 21 character cards into a face-down draw pile and place them next to the terrain
card draw pile.
The player to the dealer’s right then cuts the character card deck in order to reveal
new tiebreaker symbols.
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Each player receives 9 auction cards (numbered 1-9) in his or her chosen suit (hat, star, cactus,
boot, horseshoe, or cow). The game must always be played with a minimum of 4 players. If you have fewer than 4
“real” players, you must round out your player count with “virtual” players. Provide each virtual player with 9 auction
cards (numbered 1-9) placed in a shuffled, face-down draw pile; virtual players’ positions at the table do not
matter. For a greater challenge, you may choose to add additional virtual players to your game, up to a maximum
total player count of 6. The game is ready to begin.
Strength of virtual players: When playing with virtual players for the first time, we recommend playing
against novice-level virtual players. Novice-level virtual players use auction cards matching those used by real
players (numbered 1 to 9). In later games, you may wish to adjust the strength of your virtual players.
For an intermediate-level virtual player, replace its 1 auction card with its 10 card.
For an expert-level virtual player, replace its 1 and 2 auction cards with its 10 and 11 cards).
Advice for setting up the game: Competition is always stiff in the Far West; make sure to include
virtual players that correspond to your skill level. Otherwise, the game may seem too easy!
Game Play
The game is played over two Eras, each of which takes place over 9 rounds.
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The dealer draws
1 character and 4 terrain
cards
and places them below the draw piles, in
a face-up column.
(5 terrain cards with 5-6 players)
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Each player secretly chooses an auction card
from his or her hand and places it face-down.
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Starting with the player who played the highest-numbered card and proceeding in descending
order, each player chooses either a terrain card to add to his or her city, or the character card that
was revealed this round.
-
Tiebreaker: order of symbols on the back of the next character card.
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Virtual players take the card with the highest appeal value.
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To use character cards: announce intention to do so. A character ability may be played before or after stage 2, depending on the character.
- Era I ends after 9 rounds. The game then proceeds to the second Era.
The game is played over two Eras, each of which takes place over 9 rounds. On a player’s turn, he
or she will choose and play 1 of his 9 auction cards in an attempt to acquire a terrain or character
card. Each round consists of 3 stages, described below:
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The dealer draws 1 character and 4 terrain
cards and places them below the draw piles, in
a face-up column.
At this point, certain character cards may be used; the order in which they
may be played, and their actions resolved, can be found on your player aid cards.
EXCEPTION: In games with 5 or 6 players, the dealer
reveals 5 terrain cards instead of 4.
Skull: If the top card of the character card
draw pile shows a skull, place the just-drawn
character on the bottom of the draw
pile and reveal the character card with the
skull on its back. One skull may follow
another; if this happens, repeat these steps until the
top card of the draw pile does not show a skull.
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Each player secretly chooses an auction card
from his or her hand and places it face-down
on the table. When the players are ready, all auction cards
are revealed simultaneously, along with the topmost auction card of each virtual player’s draw pile.
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Starting with the player who played the highest-numbered card and proceeding in descending
order, each player chooses either a terrain card to add to his or her city, or the character card that
was revealed this round.
The chosen card remains with the player for the rest of the game. Each player then
discards the auction card he or she played; this card is unavailable for the rest of this Era. All discarded auction
cards remain face-up in front of the player who discarded them. Once all players have chosen their card for the
round, the last remaining card (terrain or character) is removed from the game.
EXCEPTION: In a game with 6 players, no cards are removed from the game.
Tiebreaker: If several auction cards share the same value, the player whose symbol appears first on the back
of the next character card breaks the tie. The topmost symbol on the back of the card will be slightly larger than
the other symbols shown on the card, and is considered to be the strongest. From top to bottom, these symbols
decrease in strength such that the symbol on the bottom of the column is the weakest.
Virtual players: On a virtual player’s turn, the virtual player takes the card with the highest appeal value. Appeal
values are found in the center of terrain cards and at the bottom of character cards. If two or more cards are tied
for the highest appeal value, the virtual player will take the tied card that is closest to the draw piles (i.e., farthest
from the bottom of the column). Virtual players keep their terrain and character cards, but they do not build cities.
To use character cards: A player who wants to use a character card must announce his or her intention to do
so. A character card’s ability may be played before or after stage 2, depending on which character is being used. If
at least one player announces that he or she wishes to do so, follow the order shown on the player aid card, starting
with the Governor. Notes: Players are never obligated to use the abilities of their character cards. Character cards
can only be used once per Era, and the Governor’s ability only once per game.
Game tip: A city owes its prosperity to its inhabitants. In Carson City, inhabitants are represented by
Houses. Don’t neglect Houses when taking cards, as most buildings need adjacent Houses in order to score
victory points.
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Era I ends after 9 rounds. The game then proceeds to the second Era:
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Any Era I cards remaining in the terrain card draw pile are removed from the game. The draw pile for Era
II now becomes available.
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Each player returns his or her 9 auction cards to his or her hand. Shuffle each virtual player’s cards and
replace them as a face-down stack at that player’s position at the table.
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Any acquired character cards that have been turned sideways are once again turned upright (see below,
under ‘Character Cards’). Please note that the Governor, once turned sideways, is not turned upright again.
Building Rules
- The maximum size of your city is a square of 8 x 8 parcels.
- Each new card must be joined to your city by at least one side of a parcel.
- You may not rotate terrain cards.
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You may place new cards in such a manner that they fully or partially cover one or more
cards already present on the table, provided that the new card only covers empty parcels.
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The maximum size of your city is a square of 8 x 8 parcels. (Note that a terrain card is divided into
2 x 2 parcels. This means that your city cannot be larger than 4 x 4 terrain cards placed adjacent to each other.)
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Each new card must be joined to your city by at least one side of a parcel (it cannot be joined just
at a corner). Remember, each terrain card is subdivided into 4 parcels.
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You may not rotate terrain cards; they must all have the same orientation. Terrain cards must always
be placed adjacent to, or on top, of one or several of your cards already present on the table (see point 4, below).
You may not slide a card under one or more other cards.
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You may place new cards in such a manner that they fully or partially cover one or more
cards already present on the table, provided that the new card only covers empty parcels.
There are three exceptions to this rule:
- A building can be covered by an identical building, and a Mountain may be covered by another Mountain;
- A House can be covered by another House, OR by a Townhouse;
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If a player has the Sheriff (character card) or has built a Prison in his city, parcels showing outlaws count as
empty parcels. Outlaws may not be covered by other outlaws.
Example:
Game End
After the end of Era II the player having the Paperboy character card gets the extra action (see the card's description). After that victory points are scored.
Using the scorepad, calculate each player’s score - don’t
forget to score the virtual players, too. To determine your final score, add any victory points earned for your
buildings to those earned for your character cards. The player (real or virtual) with the highest score wins! In
the event of a tie, the winner is determined in a rematch.
Scoring for virtual players
A virtual player scores points equal to the total appeal value of the
different terrain and character cards it has collected during the game.
Appendix
Character cards
Character cards can have two types of effects:
Some cards provide additional VP at the end of the game. These cards can be identified by the “$” symbol.
Other cards change the way the game is played. These cards are turned sideways after use, but are turned
upright again at the start of Era II. They can be identified by a curved arrow.
Note: Cards with curved arrows are played in a certain order, as noted on the player aid cards and
described above, in “Playing the Game.”
Note: Several character cards allow players to change the values of their auction cards.
The Gunsmith:
You may decide to use the
Gunsmith before players select their auction
cards. You must announce out loud that
you intend to use this effect. The Gunsmith
increases the value of your selected auction
card by 6.
The Singer:
At the end of the game, the
Singer is worth the same amount of VP as
your highest-scoring Saloon.
The Indian:
At the end of the game, the
Indian is worth ½ VP for each available
parcel of land not covered by a terrain card.
Round fractional points upwards.
Example: A standard city contains 64 parcels
of land (8 x 8). If your terrain cards covered 40
of those parcels, you would have 24 remaining parcels
that are “available” to cover (64 – 40 = 24). With the
Indian, this would be worth 12 VP (24 x ½ = 12).
Note: If you have the Captain, your city will contain
72 parcels of land (8 x 9).
The Auctioneer:
You can use the Auctioneer
to sell up to 3 terrain cards from your
city. These terrain cards can be sold at different
points in time, or all at once. Remove
any sold terrain cards from your city and
place them under the Auctioneer.
Note: A terrain card that covers (or is covered by)
any part of another terrain card cannot be sold. When
removing a terrain card from your city, you may not
divide your city into two or more separate, unconnected
parts. Each card sold is worth 7 VP at the end of
the game (to a maximum of 21 VP).
The Settler:
At the end of the game, the
Settler is worth 1 VP for each empty parcel
that is adjacent to 1 or more Ranches. Each
empty parcel is only counted once when
scoring the Settler.
The Banker:
At the end of the game, the
Banker is worth 4 VP for each Bank in your
city.
The Cowboy:
At the end of the game, the
Cowboy is worth 3 VP for each Ranch in
your city.
The Lawyer:
You may declare that you
are using the Lawyer after terrain cards
have been revealed but before players
select their auction cards. Immediately take
1 of the available cards (terrain or character).
When you have to select an auction card for this
round, you do not play that auction card; discard it
open instead.
The Captain:
At the end of the game,
the Captain is worth 6 VP. In addition, he
increases the maximum size of your city to a
grid of 8 x 9 parcels (9 rows OR 9 columns)
instead of 8 x 8. You need to take this new
maximum size (8 x 9 = 72 parcels) into account when
calculating the number of VP earned by the Indian.
The Grocer:
At the end of the game, the
Grocer is worth 4 VP for each Drugstore in
your city.
The Undertaker:
At the end of the game,
the Undertaker is worth 2 VP for each character
card you have acquired, including
itself.
The Doctor:
At the end of the game, the
Doctor is worth 5 VP. You may choose to
use him after all players have revealed their
auction cards, but before they take cards.
The Doctor increases the value of your
selected auction card by 2.
The Editor:
At the end of the game, the
Editor is worth 1 VP for each character card
you have acquired with the symbol
(including itself), and 4 VP for each character
card you have acquired that has a
symbol.
The Heroes:
At the end of the game, the
Heroes are worth 6 VP. You may use the
Heroes before players select their auction
cards. The Heroes increase the value of
your selected auction card by 3. You must
announce out loud that you intend to use this effect.
The Governor:
The Governor can only be
used once in the game. If you use this character
in Era I of the game, do not turn this
card upright again at the start of Era II. The
Governor combines the effects of the Lawyer
and the Chinese Worker; reveal an additional terrain
card and immediately take an available card (terrain
or character), which may be the one you just revealed.
The Governor’s effect does not replace your normal
auction card selection for this round.
The Chinese Worker:
You may use the
effect of the Chinese Worker before players
select their auction cards; you must
announce out loud that you intend to use
this effect. The dealer subsequently reveals
an additional terrain card, which will be available for
all players to select based on the normal order of priority.
When it is your turn in the order, take 2 cards
instead of 1 (2 terrain cards, OR 1 terrain card and the
character card, if still available).
The Paperboy:
At the end of the game, the
Paperboy is worth 3 VP. Furthermore, at the end of the game, you
may choose a character card to play face-up
in front of you. This can be a discarded/
unselected character card, or a card from
the draw pile.
The Prospector:
At the end of the game,
the Prospector is worth 1 VP for each Mountain
and each Mine present in your city.
The Sheriff:
At the end of the game, the
Sheriff is worth 3 VP for each Prison in your
city. Furthermore, the Sheriff allows you to
ignore the penalty for having outlaws in
your city.
The Mercenary:
You may use the Mercenary
after all players have revealed their
auction cards but before they select terrain
or character cards. If you use the Mercenary,
you may add 5 to the value of the auction
card you played during this round.
The Teacher:
At the end of the game,
the Teacher is worth 1 VP for each House
in your city and 2 VP for each Townhouse
and/or Hotel in your city.
Victory points for buildings
The table below indicates the number of victory points (VP) you will earn for each building in your city at the end of the game, as well as the number of buildings, Mountains, and Houses that can appear in each Era.
These symbols indicate that the
building is worth 1 VP for each
House, Mine or Ranch in the city. “In the city” means
that they can be located anywhere in the city; they do
not necessarily have to be adjacent.
These symbols indicate that
the building is worth 1 VP for
each adjacent House, Mountain,
or empty parcel. In this game, “adjacency” is
counted orthogonally and diagonally.
Era |
I |
II |
Victory Points |
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32 |
12 |
- |
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18 |
18 |
- |
|
2 |
10 |
A Townhouse counts as 2
Houses when scoring certain
other buildings.
|
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10 |
4 |
A Mine is worth 2 VP for each
adjacent Mountain.
|
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10 |
4 |
A Ranch is worth 1 VP for
each empty, adjacent parcel.
|
|
2 |
1 |
A Blacksmith is worth 1 VP
for each Mine and/or Ranch
in the city.
|
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3 |
8 |
A Drugstore is worth 1 VP for
each adjacent House, plus 1
VP for each Ranch anywhere
in the city.
|
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3 |
8 |
A Bank is worth 1 VP for each
adjacent House, plus 1 VP
for each Mine anywhere in
the city.
|
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1 |
5 |
A Saloon is worth 2 VP for
each adjacent House.
|
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1 |
4 |
A Hotel is worth 3 VP and counts
as a Townhouse (2 Houses) when
scoring certain other buildings.
|
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1 |
1 |
A General Store is worth 1 VP for
each adjacent House, plus 1 VP for
each House anywhere in the city.
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1 |
2 |
A Church is worth 1 VP for each
House anywhere in the city.
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1 |
3 |
If you have at least 1 Prison, you
will not suffer a scoring penalty for
having outlaws in your city. All of
your parcels that show outlaws are
considered to be empty parcels.
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- |
1 |
The City Hall is worth 1 VP for
each adjacent House, plus 1 VP for
each building anywhere in the city
that is not a House or Townhouse.
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3 |
5 |
Each group of outlaws in your city
carries a game-end penalty of 6
VP. You may not cover a parcel
that shows outlaws unless you have
the Sheriff or a Prison.
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Bid and Character cards are marked with an when active. Their mark becomes after use until they can be activated again.
Points are calculated during the game as if it were the end of the game. By consequence, they can go up or down during the game.
The auctioneer: when it’s your turn, you see on terrain cards that can be removed. You can remove up to 3 terrain cards.
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