Carson City: Gold & Guns
Carson City: Gold & Guns Rulebook
Table of Contents
Table of Contents
Components
- 8 new buildings (2 General Stores, 2 Schools, 2 Blacksmiths, 1 City Hall, 1 Station)
- 7 additional character cards (The Indian, Governor, Singer, Prospector, Gunsmith, Auctioneer and Doctor/Undertaker)
- 3 outlaw tiles
- 20 townhouses, each counting for 2 normal houses (front side) and 20 buildings with higher revenues (back side)
- 7 dynamite chips
- 2 "no duel" chips
- 2 auction chips
- 9 outlaw meeples
- 1 rule book
Townhouses and Buildings with Increased Income
Townhouses
This expansion contains 20 new townhouse tiles. These tiles act exactly like a normal house tile, except for the following:
- A player can, instead of placing a new house on the board, place a townhouse by replacing an existing house on the board;
- To be allowed to replace an existing house with a townhouse, the parcels surrounding the existing house must all be occupied by other buildings, houses, mountains, or must be owned by you or by another player; i.e. a townhouse must be completely surrounded by owned parcels or properties;
- A townhouse is considered as two normal houses when calculating the income for a drugstore, bank, saloon, general store.
Buildings With Increased Income
With the basic game, building income is limited by the numbers printed on the tiles. The rear side of the townhouse tiles depict buildings with increased income that help you become richer than ever! For example, the maximum income for a saloon is increased to $55. These tiles must be kept separate from the general reserve. Do not put these tiles in the draw bag with other buildings. When a building has a higher income than the basic tile shows, use these new tiles as needed, replacing the appropriate original building(s) on the map.
New Characters
Seven new characters are introduced in this expansion. At the start of a game, select 7 character cards of the 14 total character cards available. The players can select the character cards at random or choose them in any way they see fit, including whether to use the basic (yellow) or advanced (red) side as in the basic game.
Transcriber's note: The Indian (8) is printed first among the character cards. Its rules are moved to their own section, "The Indian", below so the two parts can be separated. The text is unchanged. The six characters below are the Gold & Guns characters, in booklet order after The Indian.
The Prospector (9)
The prospector immediately pays $10, selects a mine from the available buildings (or from the bag if none are available on the building purchase spaces), and on an unowned parcel places a property tile and builds the mine on this parcel. If there are no mines left, flip the prospector onto the red variant side for the remainder of the game. Cash limit : $20
Variant: The prospector receives two dynamite chips (if available). With one dynamite chip you can either:
- triple a mine's income (once). You may spend the dynamite chip at any time when performing the estate income action. If a cowboy from another player is present, give him half of your mine's income (150% of the normal income, rounded down). You may not perform this action in combination with the grocer character card;
- place the dynamite chip with a cowboy during the cowboy placement phase. In the case of a duel, you roll two dice (instead of one die) and add the result of the two dice to your firepower. (Note: with the "might is right" variant, you would also spend two duel tiles). If no duel occurs, the dynamite chip is lost.
note: If a dynamite chip is placed with a cowboy on a players own mine, the player gains both benefits of the dynamite (triple income from the mine PLUS rolling two dice in a duel for that space if one occurs. Cash limit : $20
The Gunsmith (10)
The reputation of your weapons speaks for itself. Immediately gain 2 victory points for each duel you win this turn (including those against an Outlaw). Cash limit : $30
Variant: The gunsmith takes pride in his arsenal, and only the best is good enough for him. In all duels, the gunsmith is allowed to roll the die again (once) if desired (again, including those against an Outlaw). In addition, the gunsmith receives one dynamite chip (see prospector's rules). With the "might is right" variant, you select and play your duel tile after your opponents. Cash limit : $20
The Singer (11)
No gentleman would fight in the presence of a lady. So the singer allows you to avoid some duels. You receive two "no duel" chips for the current round. You can place these chips with a cowboy when you choose any one of these actions: get 3 roads, get money (Nevada state bank) or get victory points (town council of Carson City). A cowboy with a "no duel" chip never takes part in a duel, and the action can be performed regardless of the presence of any other cowboy (even the Sheriff). If only one cowboy from another player is placed on the same square, no duel will occur and both players can do the action. If a duel occurs between two or more other players, the result of the duel doesn't affect the cowboy with the "no duel" chip. Cash limit : $15
Variant: The singer gives you luck. During the cowboy placement phase, the Singer may place a cowboy from the general reserve in the gambling income square. During the third phase (performing actions), the player ignores any duels if other cowboys are present in this square and he rolls the dice for payout but multiplies the dice together for a payout of $1 to $36. Cash limit : $40
The Auctioneer (12)
The auctioneer immediately chooses 2 parcels which belong to no player, and places the auction chips there to indicate an auction for these two parcels.
All players may join the auction (if they have enough money to pay for the bidding). Starting with the auctioneer and then proceeding clockwise, each player may make a bid which must be higher than the previous bid. Once a player passes, he may not join the bidding again.
Once there is only 1 remaining player in the auction, he pays half of his bid (rounded down) to the bank and the other half to the auctioneer (rounded up) and he places two parcel tiles on the auctioned locations. If nobody makes a bid, the parcels remain unoccupied. Cash Limit: $30
Variant: The auctioneer immediately takes the 3-gun ammo chip and proceeds to auction off the ammo. As before, players can continue to raise their bids during the auction until only one high bidder remains. The winner does not need to place a cowboy on the ammo square, but instead pays the auction amount directly to the auctioneer and takes the 3-gun chip. If the auctioneer is the winner, he pays nothing. Cash limit : $20
The Governor (13)
The Governor immediately receives 1 road. In addition, the Governor receives 1 victory point each time he places a new road in the city, provided that this new road reaches at least one new parcel of land (without a road already). With the Carson river variant, a player gets two victory points if he builds a bridge (with two roads) provided that this new bridge also reaches at least one new parcel of land. Cash limit: $50
Variant: the player immediately chooses to tax either weapons or money. If he chooses to tax weapons, he gets $1 from the other players for each revolver chip they have (only chips, not revolvers from the mercenary). If he chooses to tax money, he gets $1 from the other players for each $10 they have, rounded up. The players cannot refuse to pay the tax. Cash limit: $50
The Doctor / The Undertaker (14)
When you choose the Doctor / Undertaker, you may choose either the yellow (Doctor) or red (Undertaker) side of the tile.
The Doctor charges $3 to any player who wishes to reposition a defeated cowboy (outduelled by another player or an outlaw) onto an uncontested and unperformed location/action space, rather than into the players personal reserve. If several players may reposition a defeated cowboy, they can consult the doctor (a Doctor's cowboy is always first, then in the order following the turn order track). The Doctor pays nothing for healing his own cowboys. Cash limit: $60
Variant (Undertaker): For each defeated cowboy, a player must choose either to pay $2 to the Undertaker or to lose 1 Victory point. In addition, the undertaker immediately gains $2 dollars from the bank for each Outlaw defeated during the current turn. The undertaker does not have to be involved the duel to gain money. The Undertaker pays nothing for his own defeated cowboys. Cash limit: $90
The Indian
The Indian was previously released as a standalone expansion. Its rules are printed in this booklet as the character card "The Indian (8)" and are reproduced here as a separate section. The character card is one of the seven new characters listed under "New Characters" above.
The Indian (8)
You immediately receive 2 randomly selected parcels of land (roll the dice to determine location, rolling again if that location is not empty). Cash limit: $20
Variant: The maximum price of any parcel of land is $3 regardless of any modifiers in play for that parcel. Cash limit: $30
New Buildings
Station (1 Total Building)
Placement Rules: The station may only be built along a road which crosses the whole map in a straight line.
Income/scoring: At the end of the game, the station gives 1VP to its owner for every two house symbols in the city, rounded down.
Special rules: the station counts as 2 houses when calculating the income of drugstores, banks and saloons.
Notes: the station gives no income but gives vp's at the end of the game when the city is developed. example: When the game has ended there are 12 houses, 2 hotels, 4 ranches, 1 church and 1 station in the city, giving a total of 23 house symbols. The owner of the station receives 11 VP (23/2).
City Hall (1 Building Total)
Placement Rules: The city hall must touch a road.
Special Rules: The city hall does not generate income directly but counts as one house when calculating other buildings income.
As soon as the town house is drawn from the bag (during setup or the end of round phase), the first player (in turn order) immediately places it in the city on any owner-free parcel (without paying). If no plots are available which are connected to a road, then the first player places new roads from the general supply (as few as possible) to create a valid plot. Then continue to place new buildings on the action track as normal.
The city hall may not be bought by any player. To receive a benefit from the city hall, you have to place a cowboy on it during the cowboy placement phase. Only one cowboy may occupy the town house. When a city hall is contested, the benefit from the building can be removed from the losing player.
The player occupying the city hall increases their own building's profits. Each building that they own that provided a house when purchased (i.e. drugstore, bank, saloon, General store, Blacksmith) increases its profits by one level. If a player loses ownership of the city hall, their building's profits decreases by one level. At the end of the round, the cowboy occupying the city hall is not removed.
Notes: By occupying the city hall, you have considerable political influence that can affect the success of your buildings. Once the city hall is built, it is hotly contested and there are usually many duels to control it.
School (2 Buildings Total)
Placement Rules: A school must touch a road. When built, you must build three houses. If playing with the river side of the board, only one school can be built on each side of the river.
Special Rules: The school counts as a house when calculating income for other buildings, but does not generate a profit directly by itself.
Notes: Schools contributed to a town's success by encouraging family growth; When workers were travelling from other cities for jobs, schools encourage them to bring their families with them. Therefore, the effect of schools is to more rapidly increase the population in Carson City and thus the number of houses.
General Store (2 Buildings Total)
Placement Rules: A general store must touch a road. A house must also be built when the general store is placed.
Income: The owner earns $6 for every adjacent owned house, and a further $3 for every adjacent house not owned by the player. For example: a general store with two adjacent houses (but only one belonging to the player), and one adjacent church belonging to another player will generate $12 income.
Notes: The general store draws from the surrounding residences and also from its loyal customers (owned houses).
Blacksmith (2 Buildings Total)
Placement Rules: The blacksmith must be touching a road. A house must also be built when the blacksmith is placed
Income: The income is $5 on the first turn, $10 on the second turn, $15 on third turn and $20 on the last turn, plus $5 for each owned ranch.
Notes: As Carson City grows, the need for horses and therefore horseshoes increases. This is represented by increasing the blacksmith's profits each turn. Ranchers are also in heavy need of blacksmiths for farming equipment and horseshoes.
Outlaws
1 Outlaws
At the beginning of the second, third and fourth round of the game, dangerous outlaws will attack the city in an attempt to steal its wealth.
Determining where the outlaws appear:
- before the first phase of a round (the choice of the character cards), the current first player throws a black and a white die;
- the black die (plus 7) determines the strength of the outlaws (8 - 13). The corresponding outlaw tile is put on the game board, just above the orange box for 'building income';
- the white die shows the number of outlaws who attack the city. A result of 1 or 2 means that only 1 outlaw arrives, a result of 3 or 4 indicates 2 outlaws and a result of 5 or 6 means that 3 outlaws arrive in town;
Finally, for each (black) outlaw meeple that arrives in the city, the first player throws both dice in order to determine where that specific meeple is put on the game board using the standard grid references indicated on the board. Throw the dice again if:
- the indicated location is already occupied by another outlaw;
- there is an adjacent prison building (horizontal, vertical or diagonal).
2 Movements of the Outlaws
As soon as the new outlaws have been put on the game board, all outlaws on the game board move 1 square (horizontally, vertically or diagonally). The player who is currently first in turn order decides in which order the outlaws move. Outlaws move according to the following rules:
- an outlaw moves to an adjacent building which gives the highest income. If this outlaw is already situated on the building with the highest income, he does not move;
- an outlaw does not take into account a building which is adjacent to a prison, or buildings where another outlaw is already present.
- when several available buildings have equally high incomes, randomly decide where the outlaw moves
- when no income can be obtained in the vicinity of the outlaw, he does not move
3 Effects of the Outlaws
A parcel of land where an outlaw is present cannot be bought nor can there be houses or buildings built. A building with an outlaw on it loses half of its income (the remaining income is rounded down). An outlaw does not affect adjacent buildings.
4 How to Fight an Outlaw?
It is possible to put a cowboy on a parcel of land or a building which has an outlaw on it in order to fight the outlaw. The fight between the cowboy and the outlaw is performed like a duel in the basic game with the fight being resolved before the income phase of the buildings.
The total strength of an outlaw is indicated on the outlaw tile placed on the game board at the start of the round, near the revolver icon (you never throw a die for an outlaw). For defeating an outlaw, the strength of the best player who is engaged in the duel has to be equal to or higher than the strength of the outlaw. As in the basic game, there is only one winner of a duel, either one player or the outlaw. Any defeated cowboys are returned to the personal reserves of the players involved.
A defeated outlaw is returned to the general reserve.
Once a player has defeated an outlaw, he has to choose one of the following two options:
- he can claim the number of victory points as indicated on the outlaw tile, or
- the cowboy can remain in the building he has liberated.. and take half of its income for him!
The cowboy is then returned to the general reserve.
5 Churches and Prisons
Churches have no influence on the outlaws.
If an outlaw is stupid enough to start a game round on a prison, he is incarcerated and immediately returned to the general reserve. The owner of the prison receives the number of victory points indicated on the outlaw tile.