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2-5 players, 20-40 minutes, 8 years and older |
Author | Kris Gould |
Illustrator | Mike Raabe |
Published by | Wattsalpoag |
Online since | 2019-02-16 |
Developed by | (BloodyMary) |
Boardgamegeek | 26162 |
Complexity | 1,45/5 |
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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→ original rules (pdf)
The time: 1855. The place: The American West.
You are a miner staking your claim and defending your territory from would-be claim
jumpers and squatters. Claim all you can, but don’t push your luck too far or you may end up
busted! Can you build the largest mine and make your fortune in the wild frontier?
Game Components
1 game board
120 player markers in five colors
30 Claim markers (black)
6 Squatter markers (white with black numbers)
3 dice
1 Rule book
Setting up
Place the board in the center of the table.
Place the white markers labeled 1 through
6 next to the board, and the black markers
nearby. Each player chooses a color and
takes all the player markers of that color.
Roll the dice to determine the first player.
Playing the Game
Players may keep rolling dice and claiming spaces.
When they stop, "Squatter" markers are replaced with markers of their own color.
If they keep rolling and roll a combination they can not use, they "bust".
The player with the largest connected group of spaces wins.
Players will claim spaces on the board by
rolling three dice. You may keep rolling and
claiming more spaces, or you may stop at any
time. When you stop, you replace all the white
“Squatter” markers with markers of your own
color. If you keep rolling, you risk losing what
you gained this turn. If you roll a combination
of numbers that you can not use, you “bust”
and all the spaces that you claimed this turn are
lost. When the game ends, the player with the
largest connected group of spaces wins.
Rolling and Placing a Marker
You must
assign one die to a column, one to a row, and
the third to either a Squatter marker (white) or
Claim marker (black).
If the space where you wish to place is empty,
you must place a squatter marker (white) on
it. The number on the squatter marker must
match the number on the third die.
If the squatter marker with that
number is not available, then you may not
place a marker on that space.
If the space has a
marker of an opponent’s color but no black
claim marker on it, place the white Squatter
marker on top of the opponent’s marker.
If the space has a
marker of your color or a squatter marker
(white) on it, but no claim marker
(black), then you place a claim marker on
top of it. In this case the number of the third die
does not
matter
.
If the space has a
claim marker (black) on it, then you may not place
a marker on this space.
On your turn, roll the three dice. You must
assign one die to a column, one to a row, and
the third to either a Squatter marker (white) or
Claim marker (black). The row and column
numbers are repeated on the board spaces to
make the space easy to find. For each roll of the three dice you will
place one and only one marker (white or black)
on the board.
If the space where you wish to place is empty,
you must place a squatter marker (white) on
it. The number on the squatter marker must
match the number on the third die. (The die
that was not used for the row or column.) If the squatter marker with that
number is not available because you have already placed it on the board, then you may not
place a marker on that space.
If the space where you wish to place has a
marker of an opponent’s color on it, but no
claim marker (black), then you should treat
it as a blank space. Place the white Squatter
marker on top of the opponent’s marker.
If the space where you wish to place has a
marker of your color on it, but no claim marker
(black), then you place a claim marker on
top of it. If the space
where you wish to place has a squatter marker
(white), then you place a claim marker on top
of the squatter. When
placing claim markers (black),
it does not
matter
what the number on the third die is.
If the space where you wish to place has a
claim marker (black) on it, either on top of or
beneath another piece, then you may not place
a marker on this space.
Note that until you decide to end your turn, no
player markers in your color are placed, and no
markers are removed. White and black markers may sit on top of the player markers.
“Busting”
If you roll the dice and cannot place a marker
on any of the possible row/column combinations given by your dice, then you have “busted” and your turn is over. You must remove
all black (claim) markers that are
stacked on
top
of other markers. Then remove all white
(squatter) markers from the board. Pass the
dice to the next player.
Decide: Take Spaces or Roll Again
If you did not “bust” on your roll, you may
choose to roll again, or else end your turn.
As long
as you don’t “bust”, you may keep rolling as
many times as you want.
If you decide to stop, any stack that is topped
by a black claim marker should be replaced
by a marker of your color on top of a black
claim marker. These spaces permanently belong
to you. Any space which contains a white
squatter marker is now cleared. Place a marker
of your color in this space. If the space had
another player’s marker on it, give it back to
them. Your turn is over.
If you did not “bust” on your roll, you may
choose to roll again, or else end your turn and
take the spaces you marked this turn. If you
roll again, you risk “busting” and losing all
the spaces you have earned this turn. As long
as you don’t “bust”, you may keep rolling as
many times as you want. Your turn only ends
when you “bust”, or when you decide to stop
and take your spaces.
If you decide to stop, any stack that is topped
by a black claim marker should be replaced
by a marker of your color on top of a black
claim marker. (You have staked your claim to
this space.) These spaces permanently belong
to you. Any space which contains a white
squatter marker is now cleared. Place a marker
of your color in this space. If the space had
another player’s marker on it, give it back to
them. Your turn is over. Pass the dice to the
next player.
End of the Game
Last Round:
As soon as one player has the minimum
number of claimed spaces (marked with a
black marker) on the board, there will be one
more round of turns before the game ends.
The number of claimed spaces required is
listed on the board.
NOTE: The claimed spaces do not have to be
connected. Each player has one
more turn, including the player who called last
round.
The player with the single largest connected
group of territories wins. Both
settled spaces (without black markers) and
claimed spaces (with black markers) count as
yours.
If players are tied, the player with the most
black (claim) markers on the board wins.
If that is tied also, the player with the most
total spaces on the board wins.
As soon as one player has a specific minimum
number of claimed spaces (marked with a
black marker) on the board, there will be one
more round of turns before the game ends.
The number of claimed spaces required is
listed on the board.
- 5 players = 6 claimed spaces
- 4 players = 7 claimed spaces
- 3 players = 9 claimed spaces
- 2 players = 13 claimed spaces
NOTE: The claimed spaces do not have to be
connected. When a player meets the last round
condition at the end of his turn, this player
calls, “Last round!” Each player then has one
more turn, including the player who called last
round.
The player with the single largest connected
group of territories (horizontally or vertically, but not diagonally) wins. Note that both
settled spaces (without black markers) and
claimed spaces (with black markers) count as
yours.
If players are tied, the player with the most
black (claim) markers on the board wins. (Total number: They do not need to be connected.)
If that is tied also, the player with the most
total spaces on the board wins.
Rule Variation
The following rule change may be used if you
want to have longer turns with more spaces
claimed. It is not recommended for a five
player game.
When you place a black Claim marker on
top of a white Squatter marker, remove the
Squatter marker from the board. It may now be
used again.
If you prefer the player markers without symbols on them, just uncheck the appropriate checkbox in the settings (will be stored per browser).
To select a space to place a marker just click on the numbers shown on the left and lower side of the game board.
If a die with that value is available, the respective row and column will be selected.
To undo a selection just click on the small red cross in the lower left corner of the game board.
If you choose to play with option 'Light', you don't have to bother assigning the dice. You will automatically see all possible combinations.
Clicking on someone's player info will show a black border for all spaces currently controlled by that player. Clicking once again deletes those borders.
The numbers given in the player info reflect the state at the very beginning of one's turn. The achievements of the current turn are not
included, they might be gone anyway...
If the game is in its last round, the player who will make the last turn is marked with a red exclamation mark.
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