Contents
- 1 Coloma Game Rules
- 1.1 The Basics
- 1.2 Building Up Your Town
- 1.3 Striking Gold
- 1.4 Strategy and Tactics
- 1.5 The Final Showdown
- 1.6 What you need
- 1.7 Getting Started
- 1.8 Getting Started with the Game
- 1.9 Playing the Game
- 1.10 Sites
- 1.11 Events
- 1.12 Bring on the Showdown!
- 1.13 Tidying Up
- 1.14 Extra Rules for 2 Players
- 1.15 Gold Nuggets
- 1.16 Hey there! Let’s Talk About Dudes, Horses, and Camps!
- 1.17 The Final Showdown!
Coloma Game Rules
Howdy, partner! I’m here to tell you all about the wild and exciting game of Coloma. Now, gather ’round and listen up, because I’ve got a tale to spin!
The Basics
First things first, let’s talk about the basic rules of Coloma. In this game, you and your fellow players find yourselves panning for gold in the bustling town of Coloma. Your goal is to strike it rich and become the top gold-digger in town. Sounds mighty exciting, don’t it?
To begin, each player gets their own board and some starting resources. These resources come in handy when it’s time to build up your town and strike gold. Throughout the game, you’ll be collecting cards that represent different actions you can take. These cards are powerful tools that can give you a real edge over your competition.
Building Up Your Town
Now, let’s dig into the details of how you build up your town in Coloma. Each turn, you’ll have the chance to acquire new buildings, hire workers, and send out prospectors to search for gold. The more buildings and workers you have, the more actions you can take, which means more opportunities to strike it rich.
But be careful, partner! Building up your town takes resources, and resources ain’t always easy to come by. You’ll need to carefully manage your resources and make sure you’ve got enough to keep your town thriving.
Striking Gold
Now, let’s talk about the real reason we’re all here: striking gold! In Coloma, gold can be found in the riverbeds scattered throughout the town. Your prospectors will search these riverbeds for gold nuggets, and if they’re lucky, they’ll strike it rich!
When you send out a prospector, you’ll draw a gold token from the bag. Some tokens have gold nuggets, while others are empty. If you’re lucky enough to find a nugget, you’ll score points and be one step closer to victory. But watch out for those empty tokens – they don’t do you no good!
Strategy and Tactics
Now, here’s where things start to get real interesting. In Coloma, strategy and tactics can make all the difference. You’ll need to carefully plan your actions, manage your resources, and keep an eye on your opponents’ moves.
One clever tactic is to play action cards at the right time. These cards can give you extra actions, steal resources from your opponents, or even block their moves. It’s all fair game in the wild west!
The Final Showdown
Well, partner, we’re almost done here. After a set number of rounds, it’s time for the final showdown. This is where all your hard work and strategic thinking pays off.
At the end of the game, you’ll count up your gold nuggets and score points for the buildings and workers in your town. The player with the most points is declared the winner and hailed as the top gold-digger in Coloma. Yeehaw!
So, are you ready to strap on your boots, grab your pickaxe, and strike it rich in the thrilling game of Coloma? Well, what are you waiting for, partner? The gold is waiting – get out there and start diggin’!
Welcome, partner! The name’s Buster. Just stick with me and I’ll turn you into an experienced miner in no time!
What you need
- 1 Main Board
- Barker Tile
- Bust tile
- 20 Horses
- 1st Player Marker
- 24 Barrels
- 18 Bridge Tiles
- 5 Selector Dials
- 5 Pioneers
- 40 Tents
- 5 Wagons
- 40 Coins
- 1 Round Marker
- 5 Score Markers
- 5 Player Boards
- 10 Hotels
- 5 Buster Cards
- Buster Pioneer
- Instructions
Getting Started
Well, partner, now that we’ve lifted the lid, it’s time to get this here game all set up and ready for some real wild wild west action.
Prepare the Game Board
- Place that fancy game board right smack dab in the middle of the table.
Note: To attach the two movable tiles to the board’s wheel, follow these instructions:
- First, place the smaller tile on top of the wheel.
- Next, rotate the tiles so that the larger Barker tile is covering Site 1, and the smaller Bust tile is covering the Signpost arm of the Barker tile.
A “Site” refers to a wedge section of the board’s wheel area. The Sites are numbered from 1 to 5. The rotating Sites have different functional names like the Barker, the Bust, and the Signpost.
When you play this game, you get to make important decisions that can have a big impact. These decisions affect what happens in the game and how you progress. Let me show you some key steps on how to set up the game:
First, you need to replace or disable the actions of the Sites beneath them. This means that the actions that were available on these Sites will no longer be possible. It’s like closing off certain options and focusing on others instead.
Next, you need to place the round counter on the round 1 space of the round track. This keeps track of the rounds you’ve played and lets you know which round you’re currently on.
Then, you place two Outlaws on the Shootout space. You’ll see that this space is marked with the Outlaw icon. The number of Outlaws you place here depends on the round you’re in, and this information is shown on the round track.
After that, you randomly place four Barrels face-up on their marked spaces. In a game with five players, you’ll use five Barrels instead. These Barrels are important resources that you’ll need to collect during the game.
Now, it’s time to place the Gold Nuggets on the gold icons on the upper right portion of the board. The number of Gold Nuggets you place depends on the player count, and this information is indicated above the Gold Supply. This is the available gold supply that you and the other players will be competing for.
Lastly, you need to place a supply of River tiles on the indicated spaces on the board. You can keep any excess River tiles near the board for easy access. These River tiles play a role in the gameplay and add an extra element of strategy.
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Getting Started with the Game
So, here’s what you need to do to get started with the game. I’ll guide you through the setup process step by step, so don’t worry if this is your first time playing.
- First things first, let’s sort and place the Bridge tiles on the spaces indicated on the board. We have six stacks, one for each type of tile, if you’re playing with 2 players. If you have 3-4 players, you’ll need two copies of each tile. And if there are 5 players, use all three copies. Oh, and make sure to return any extra River tiles to the box. You won’t need them for the game.
- Next up, we need to place the Hotels on the mainboard. Just put them face-up on the space that’s indicated. You’ll need two Hotels per player, so adjust accordingly based on the number of players.
That’s it! You’re ready to start playing. It’s as easy as that. Now go ahead and have fun!
Extra Preparation for Two Players
So, you’re getting ready for a game with your friend, and you want to make sure you have everything set up just right. Well, I’m here to help you out!
First things first, let’s take a look at the equipment you’ll need. You’ll need a game board, of course, along with all the playing pieces. Make sure you have enough pieces for both you and your friend. Oh, and don’t forget the dice! Those are pretty important too.
Next, let’s talk about the rules. You’re probably familiar with the basic rules of the game, but when you’re playing with just two people, there are a few extra things to keep in mind. For example, you might want to consider using a smaller game board, or changing the rules slightly to make the game more challenging.
Now, let’s move on to strategy. When you’re playing with two people, it’s important to think carefully about your moves. You can’t rely on other players to make mistakes, so you need to be a bit more cautious. Look for opportunities to block your opponent’s moves, and try to plan ahead as much as possible.
And finally, don’t forget to have fun! Playing a game with a friend can be a great way to pass the time and enjoy each other’s company. So relax, take your time, and make the most of your game.
See, getting ready for a two-player game isn’t so hard after all! Just remember to gather all your equipment, brush up on the rules, strategize smartly, and most importantly, have a blast with your friend. Happy gaming!
When setting up the game, make sure to place the Buster deck and Buster Pioneer near the board. Also, take three gunmen from a player color that you won’t be using and put them at the Shootout. These gunmen will stay there for the entire game and count towards the resolution of the Shootout.
Get Everything Ready
Get all the Bucks, Horses, Outlaws, River tiles, and the remaining face-down Barrels and place them near the board. This collection will be the general supply for the game.
Prepare the Players
Hey there! Let me walk you through the steps to get started with the game. Here’s what you need to do:
1. Grab a player board.
2. Choose your player color.
3. Take all the Town Building cards and the wooden components that match your color.
4. Place your scoring marker on the “0/100” Victory Point (VP) space on the scoring track.
5. Put your Town Building card deck on the indicated space on your player board.
6. Keep your Pioneer and selection dial next to your player board.
7. Place 1 Camp and 4 Dudes in the Lodge on your player board.
8. Put your Wagon on the Frontier Map section of the main board in the city of Coloma.
9. Keep the rest of your wooden components within easy reach. This is your personal reserve.
10. Take 2 Bucks and 1 Horse from the general supply, and 1 Gold Nugget from the gold supply, and place them in your player board’s Lodge.
There you go! You’re ready to start your adventure in the game. Enjoy!
Playing the Game
When I play a game of Coloma, it’s divided into three Rounds. Each Round is made up of five Chapters. In each Chapter, I can take different actions on my turn.
During each Chapter, I secretly choose a Site on the board. I choose a Site because it has a list of actions that I can perform.
However, if too many of us choose the same Site, we “Bust” and can’t perform as many actions. So, it’s important to consider what others might choose. After all the actions are done, we rotate the Barker tile to change the available actions for the next Chapter. Then we repeat the process of choosing a Site and resolving the actions.
1. Resetting and Rotating
When starting a new chapter, I need to return the tiles on the wheel to their original positions. To do this, I first put the Bust tile on top of the Signpost tile. Then, I rotate both tiles clockwise to the next site. However, I don’t need to do this in the first chapter of the first round.
2. Resolve the Site – Specific Event
Whenever the Barker is moved to a new site, it activates a special event for that site. This event rewards all players immediately. You can find more information about these events in the Events section.
3. Selecting Sites at the Same Time
Now it’s time for us to choose our Sites. We all have a secret Site number in mind that we’ll select with our dials.
4. Putting Pioneers on the Chosen Sites
Once we’ve made our selections, it’s time to reveal our choices. We’ll all show our dials at the same time and place our Pioneers on the corresponding Sites.
For example: If you picked Site 3 with your dial, put your Pioneer on Site 3. But if the Barker is already there, place your Pioneer on the Barker instead.
In each Site, there are two sections with action icons. The first is the Common section, and the second is the Boom section. When I place my Pioneers on a Site, I can resolve one or two actions, depending on whether there’s a Boom or a Bust.
5. Time to Act
Once everyone has placed their Pioneers, we start resolving the Sites, beginning with the first one and moving clockwise in numerical order. It’s important to note that if a Site has no Pioneers, we skip it.
When it’s time to resolve the Site where I placed my Pioneer, it’s my turn to act. If there are other players’ Pioneers on the same Site, we follow the player order, starting with the one who has the Sheriff Badge. The order of play continues clockwise around the table.
When it’s my turn, I have the option to take the Site’s Common and Boom actions, and I can do them in any order I want. But remember, I can also choose not to take an action if I don’t want to.
6. Get rid of Pioneers
Once everyone has finished their turns, we remove our Pioneers from the board and put them back in our play areas.
A quick note about how the game flows: Sometimes, we can all take our actions at the same time, as long as they don’t affect each other.
Sites
Site 1: Workday
I can use my shovel on Sutter’s Mill and all shovel abilities in my Town Building tableau. And I can use my wheelbarrow on Sutter’s Mill and all wheelbarrow abilities in my Town Building tableau. It’s like having the whole tool shed at my disposal!
Now, let’s move on to site number two. Here, I can survey the river or build a bridge using a common hammer action. It’s amazing how much I can do with just a simple tool.
To survey a river or build a bridge, you need to pay the common cost shown on the main board. To do this, you return the required amount of bucks and gold to the general supply, while dudes are returned to your personal reserve.
Keep in mind that the gold you spend is not returned to the gold supply on the board. Instead, it is kept near the general supply of bucks.
When you survey a river, you take a river tile from the supply on the mainboard and place it face-up above your player board on an empty river column of your choice.
After placing the river tile, you immediately score victory points and gain the benefit specified below the newly built river tile on your player board. If the main board’s supply of river tiles runs low, simply refill it from the general supply. There is no limit to the number of river tiles available.
Alright, so here’s the deal when it comes to building a Bridge. You gotta grab a Bridge tile from the supply on the mainboard and then plop it down on top of an empty River tile of your choice. Just make sure there’s no other Bridge tile already on that River.
Oh, and here’s the thing – you can’t build a Bridge if there’s no River tile below it. Simple as that! But keep in mind, if we run out of Bridge tiles, it’s first come, first served. So act fast!
Now, pay attention: there are some limits. You can’t survey more than four Rivers or build more than four Bridges, got it? And hey, no copying your Bridges! Each one has to be unique. No twins allowed!
Just so you know, Bridges don’t score any Victory Points or give you any special perks during the game. But, if you meet the requirements, they can help you snag some Victory Points at the end.
**Build Town Buildings and Hotels: Embark on Construction Projects!**
Let’s talk about building town buildings and hotels! This is an exciting aspect of the game that allows me to construct new structures and earn victory points. To get started, I’ll need to pay attention to the common hammer action.
The common hammer action is how I can build a town building or a hotel building. To build a town building, I’ll need to use Bucks and Gold. The card will tell me how much Bucks and Gold I need to spend. But here’s the catch – I’ll have to return the required amount of Bucks and Gold to the general supply. At the same time, I’ll have to return my Dudes to my personal reserve. Once this is done, I can immediately score the victory points that are printed on the card.
It’s important to note that any Gold I spend during this process will not go back to the gold supply on the board. Instead, it will be kept near the general supply of Bucks.
Building town buildings and hotels is an exciting endeavor in the game. By following the common hammer action, I can invest my resources and construct new structures that will contribute to my overall victory. So, let’s get building and see how this adds to our strategy!
When I build a Town Building, I choose a card from my hand and place it face-up in front of me next to Sutter’s Mill on my player board. This card becomes part of my Town Building tableau. Building a Hotel Building follows the same rules as building a Town Building, but with two key differences: I must take the Hotel card from the Hotel supply deck on the mainboard, and I place it on top of a Town Building. The Hotel card covers the Town Building completely, rendering its effects inactive for the remainder of the game.
Note: When I spend Horses, they are returned to the general supply.
Note: When I build a Town Building or Hotel Building, I immediately score the Victory Points shown in the upper-right corner of the card.
A. Town Buildings
When you have a Town Building in your tableau, it comes with its own special abilities that you can use. These abilities can only be activated once the building is completed and added to your town.
When it’s my turn, I can activate the Town Building abilities by placing my Pioneer on a specific Site.
Each Town Building corresponds to a specific Site, and I can activate its abilities by having my Pioneer there. The abilities are indicated by icons that show what actions must be available on the Site.
Some abilities require me to Bust on a certain Site before I can activate them.
During my turn, I can choose to take actions on the Site and use abilities on my Town Buildings in any order.
Remember: I can also choose to skip the action on the Site and only use the abilities of my Town Buildings.
There are some Town Buildings, like The Foundry, that have abilities allowing me to activate abilities of other Town Buildings in my tableau.
The first thing to keep in mind is that you can’t activate a Town Building in the same turn you built it. So, make sure to plan your moves accordingly.
Deck
If you need to draw cards from your deck but can’t, don’t worry! You’ll still gain 1 Victory Point for each card you were supposed to draw.
When you discard cards, there’s no specific discard pile. You have the freedom to choose whether to place the discarded cards face-down on top or bottom of your deck.
B. Hotels
Hotels in your Town Building tableau can bring you extra Victory Points at the end of the game. Each Hotel will give you 1 Victory Point for every Dude that is still in your Lodge.
Each Hotel can give you a maximum of 6 extra Victory Points. Keep in mind that each Dude in your Lodge is counted separately for each Hotel. For example, if you have two Hotels and four Dudes in your Lodge, you’ll score 4 extra Victory Points per Hotel, for a total of 8 extra Victory Points.
Site 4: Explore The Frontier
- Wagon Adventure: I can move my Wagon on the Frontier Map.
When I use a Wagon action, I can move my Wagon on the Frontier Map. I can move my Wagon one empty space for each Horse I have.
Note: I don’t have to “spend” my Horses to move. I just need to count how many Horses I have, and then I can move my Wagon up to that number of spaces whenever I take a Wagon action.
When I’m on a journey, every spot along the way offers something special: a chance for a reward or a little detour. Some spots, like the Horseshoes, don’t give rewards, but they count towards my movement limit. Only one wagon can fit on a Horseshoe or a Frontier Town at a time. If there’s already a wagon there, I just skip it. No rewards or penalties there. But the Frontier City is different. It can hold as many wagons as it wants, and I never skip it. If my wagon ends its movement on a Frontier City, I get to choose between the Dudes or some other reward. But if I pass over a Frontier City instead of stopping on it, I don’t get a choice, I just get the Dudes. Oh, and I can’t go back on my route in the same turn. But I can choose to move fewer spaces than I’m allowed to, so I can make sure I end my movement on a Frontier City if I want to. Boom, Wagon: I can move my wagon just like before, following all the same rules. Each wagon action counts as a full movement. So, for example, I can end my movement on a Frontier City with one action, get my alternate reward, and then use my second action to move somewhere else and get more rewards.
Site 5: Let’s Tame the Wild West and Protect Coloma!
Howdy, partner! I reckon you’re plumb excited to experience the wild and untamed West of yesteryear. Well, I’m here to tell ya all about settlin’ the frontier and defendin’ the quaint little town of Coloma. So saddle up and listen close!
Back in them olden days, explorers and pioneers galore ventured out west in search of a better life. They were a brave bunch, facin’ all sorts of dangers like wild critters, harsh climates, and even rowdy outlaws. It was a tough life, but they ain’t called the wild West for nothin’!
Now, settlin’ the frontier was no easy task. It took grit, determination, and a whole lot of elbow grease. These early settlers had to build everything from scratch – houses, farms, and even schools. They had to clear the land, plant crops, and raise livestock, all while battlin’ the elements and fightin’ off varmints.
But it wasn’t all hard work and no play. These pioneers created tight-knit communities where folks looked out for each other. They held barn raisins’, where whole communities would come together to build a barn for a neighbor. They had dances, potlucks, and story-tellin’ evenings to lift their spirits after a hard day’s work.
Now, defendin’ Coloma was a whole ‘nother adventure. You see, Coloma was a little slice of heaven, a peaceful haven for these hardy settlers. But it had its fair share of dangers, too. Outlaws and bandits would come ridin’ into town, causin’ trouble and disruptin’ the peace. So the folks of Coloma had to band together and keep their town safe.
They formed posses, a group of brave souls who patrolled the streets and kept a watchful eye out for trouble. They built a sheriff’s office and jail to keep them outlaws locked up. And when the goin’ got tough, they weren’t afraid to defend their town with their trusty six-shooters.
So, friend, if you’ve got a hankerin’ for adventure and a heart full of courage, settlin’ the frontier and defendin’ Coloma might just be the life for you. It won’t be easy, mind you – them wild days are long gone – but the spirit of the West still lives on. So grab your cowboy hat, strap on your boots, and step back in time to the days of yore.
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Tips for Placing Dudes and Camps: When you place Dudes as Gunmen in the Shootout or place Camps in Events or Frontier Lands, make sure to follow these guidelines:
1. Fill the entire row with Dudes during the Shootout. You cannot place more or fewer Dudes in a row. Remember, only one row can be filled per turn, but you can fill more rows in future turns. Stick to these rules.
2. Your Camps should be placed in Events or Frontier Lands. Spread them strategically to gain an advantage.
By keeping these tips in mind, you’ll have a solid understanding of how to properly place Dudes and Camps during the game.
Hey there! Let’s talk about Camps and how you can place them at different Events. It’s pretty cool, so stay with me!
So, first things first. You can place Camps at any Event where you don’t already have one. Simple enough, right? But wait, there’s more! If you already have a Camp on an Event, and the Barker resolves that Event during Chapter step 2: Resolve Site-Specific Event, you get double the reward that’s indicated. Sweet deal, huh?
Now, to place a Camp in the Frontier Lands, you gotta make sure your Wagon is in an adjacent Frontier City. It’s like a little home base for your Camp. And remember, each color area in the Frontier Lands represents a different place. By the way, the Frontier City of Coloma isn’t considered adjacent to any Frontier Lands. So, keep that in mind when choosing the perfect spot for your Camp.
Quick reminder: You can only place Camps from Hangtown, Georgetown, Folsom, and Auburn. So make sure you’re at one of these cities before setting up your Camp and enjoying all the benefits it brings!
Hey there! Did you know you can set up Camps in different areas on the Frontier Land? Pretty cool, huh? These Camps won’t give you any benefits during the game, but hang on, they will score you some Victory Points at the end! The more Camps you have spread out in different Frontier Lands on the map, the more Victory Points you’ll earn. Check out the scoring chart on the Frontier Map to see how many points you’ll get. Oh, and here’s a nifty bonus – your Camps can share Events and even Frontier Lands with other players. Exciting, right? Boom: You get a Camp!
Meet The Barker
- Simple: You can purchase Camps and Horses by paying the listed prices. You have the option to buy as many Camps and/or Horses as you can afford during this action.
Remember: Face-down Barrels are utilized in certain situations, such as activating Town Building abilities or calculating Bridge scores.
If you need to get rid of a Barrel, just take one from your play area and put it back in the game box.
The Bust
When we all show our dials and put down our Pioneers, the Site with the most Pioneers on it will Bust! When this happens, we move the Bust tile to cover the Boom section of that Site, and then no one can use it on their turns.
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Note: It’s important to remember that the Common section of the Site is always available and is not affected by the Bust.
For example: Let’s say Site 1 has two Pioneers on it, while the rest of the Sites have one or no Pioneers. In this case, Site 1 has the most Pioneers and therefore Busts.
Note: If the Signpost is adjacent to the Bust tile (pointing at it), the Boom sections of both Sites Bust.
Resolving Ties
When two or more Sites have an equal number of Pioneers on them, the Bust tile will remain covering the Signpost.
The Signpost
The Signpost allows you to use the Boom action of the Site that is adjacent (counterclockwise) to the one your Pioneer is on. It’s as if your Pioneer is on two different Sites at the same time, splitting the power equally between them.
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Events
When I rotate the Barker to the next Site, something exciting happens! It activates the Event specific to that Site. And guess what? We all get a reward! These Events are resolved right away, as soon as I spin the Barker during Chapter step 2: Resolve Site-Specific Event. Oh, and here’s a neat trick: if you have a Camp at an Event, you get double the rewards listed!
Let me tell you about the rewards you can get at each Event:
Hey there! Let me give you some tips on how to maximize your chances of winning in this game. Here are the benefits you can get from each site:
Site 1: Gain 2 Dudes (4 Dudes if you have placed a Camp on the Event)
Site 2: Gain 1 Gold Nugget (2 Gold if you have placed a Camp on the Event)
Site 3: Draw 2 Cards (4 Cards if you have placed a Camp on the Event)
Site 4: Gain 2 Bucks (4 Bucks if you have placed a Camp on the Event)
Site 5: Trade 1 Gold Nugget for 3 Victory Points (You may trade 2 Gold Nuggets for 6 Victory Points if you have placed a Camp on the Event)
Now, let’s talk about what happens when all five Chapters are completed. It’s time for a Shootout!
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Bring on the Showdown!
Once we finish a round, it’s time for the ultimate showdown – the Shootout! This part is all about comparing the total number of Gunmen to the total number of Outlaws at the Shootout.
If we have more Gunmen than Outlaws, we come out victorious in the Shootout. That’s when we turn to the left-hand chart for our hard-earned rewards and the penalties we’ve got coming our way.
Hey there! Let me share something interesting with you. So, picture this: if there are as many Outlaws as there are Gunmen, uh-oh, we’re in trouble! That means we lost the Shootout. Now, what happens next, you ask? Well, we consult the chart on the right to see what rewards and penalties are in store for us.
Rewards in this game are given based on tiers. This means that the player who has the most Gunmen at the Shootout gets the best reward, while the player with the second most Gunmen gets the second-best reward.
If there is a tie between players, the player who has Gunmen placed closest to the Outlaws wins. They are given the advantage.
If you don’t have any Gunmen at the Shootout, you will receive a penalty. When you receive a penalty, you must place the indicated number of Dudes from the chart into your Graveyard.
The Dudes you place in your Graveyard are taken from your personal reserve. If you have no Dudes in your reserve, they are taken from your Lodge instead. The Dudes in your Graveyard are organized in rows, starting from the bottom row and moving up as each row is filled.
Once a Dude is in your Graveyard, it is considered dead and cannot be used in the game anymore. These dead Dudes are scored at the end of the game.
Once the dust settles from the intense shootout, it’s time to clean up. You and your fellow players should return your Gunmen to your personal reserves and place the Outlaws back into the general supply.
Tidying Up
Make sure to remove any remaining Barrels from the Outlaw’s Hideout and replace them with fresh Barrels from the supply.
Don’t forget to refill the board’s gold supply with Gold Nuggets from the general supply. Start by filling up the empty Gold Spaces in the lowest pool.
Move the round marker forward to the next round and put a number of Outlaws at the Shootout as indicated on the round tracker.
Finally, reset the rotating tiles to their original starting positions. Place the Barker covering Site 1 and the Bust covering the Signpost.
Extra Rules for 2 Players
Before you pick the Site, let’s draw 2 cards from the top of the Buster deck. We’ll place them face up near the board, and these cards will show us where Buster won’t go in this Chapter.
Now that we’ve chosen our Sites and placed our Pioneers, it’s time to reveal the next card from the top of the deck. We’ll place Buster on the Site shown on the card. Don’t forget to handle the Bust just like in a regular 3 player game. Once we’re done, we can continue taking our turns.
After both of our turns are finished, it’s time to remove Buster from the board. We’ll then shuffle the face-up cards back into the Buster deck. We’ll repeat this process for every Chapter.
Gold Nuggets
Did you know that you can use Gold instead of Bucks during the game? It’s a neat option that gives you more choices.
There are three gold pools in the gold supply, each valued at 1, 2, or 3 Bucks. The value of Gold Nuggets is always the same as the value of the lowest gold pool that has an empty space.
Let me give you an example: if one or more Gold Nuggets are missing from the second gold pool, all Gold Nuggets in play become worth 2 Bucks each. But if the second gold pool is full and the first one is empty, Gold Nuggets are worth 3 Bucks each.
Here’s something important you need to know: when you pay with Gold Nuggets, you won’t get change if you overpaid. While Gold can be used instead of Bucks, Bucks can never be used instead of Gold.
Here’s an example to illustrate this point: if you build a Bridge that costs 4 Bucks using two Gold Nuggets worth 3 Bucks each, you wouldn’t receive 2 Bucks back from the general supply. So be careful with your payments!
Just a quick reminder: any spent Gold Nuggets are returned to the general supply at the end of the round. They don’t go back into the gold supply.
When you gain a Gold Nugget, you’ll take it from the gold supply on the board, not from the general supply. The Gold Nuggets are always taken from the top gold pool first. Once that pool is empty, you move on to the next pool, and so on.
Keep in mind that Gold Nuggets are always worth at least 1 Buck, even if there aren’t any left in the gold supply. If there are no Gold Nuggets available in the supply, instead of taking a Gold Nugget, you’ll receive 1 Buck for each Gold Nugget that you need.
Hey there! Let’s Talk About Dudes, Horses, and Camps!
Listen up, folks. We’ve got a limited supply of Dudes, Horses, and Camps, so pay close attention. If you’re ever told to get more Dudes, Horses, or Camps from your personal stash, but you don’t have any left, tough luck, you lose out on the rest.
The Final Showdown!
Once you’ve survived the third Shootout, the game’s over, partner.
When it’s all said and done, we’ll tally up them end-game Victory Points. Here’s what you’ll earn ’em for:
Camps set up in Settlement areas
Bridges you done built
Fancy Hotels you own
Now, here’s where it gets real. Brace yourself for some negative news. Them Dead Dudes in your Graveyard will cost you Victory Points. You gotta deduct the points based on the number written on each Dead Dude’s Tombstone.
When all’s said and done, whoever’s got the most Victory Points is the big winner!