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Chaparral

Chaparral Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • How to Play
    • Phase 1: Allocate Cowboys
    • Phase 2: Bonuses, Influence and Characters
      • Phase 2, Stage 1: Collect Bonus Tokens
      • Phase 2, Stage 2: Place Influence
      • Phase 2, Stage 3: Character Actions
    • Character Actions
      • No. 1 - Sheriff
      • No. 2 - Mayor
      • No. 3 - Banker
      • No. 4 - Farmer
      • No. 5 - Merchant
      • No. 6 - Railway Chief (CF)
      • No. 7 - Miner
      • No. 8 - Notary
      • No. 9 - Stranger
      • No. 10 - Settler
      • No. 11 - Saloon Owner
      • No. 12 - General Custer
    • Using the Alley (Beco)
  • End of Round and Start of the Next
    • Changing the Starting Player
  • End of Game and Winner
  • Objective Cards
    • Business Status
  • Event Cards
  • Two-Player Rules
    • Two-Player Setup
    • Phase 1 in a Two-Player Game
    • Sheriff in a Two-Player Game
    • Changing the Starting Player in a Two-Player Game

Components

  • 1 central board
  • 32 objective cards numbered 1 to 16 (two of each)
  • 12 event cards
  • 9 stagecoach cards
  • 16 farm cards (3 sheep, 3 pigs, 3 horses, 3 oxen and 4 wheat)
  • 4 player mini-boards (one per player)
  • 16 cowboy pieces in four colours
  • 52 markers in four colours (13 of each colour)
  • 8 markers for iron and gold (4 orange and 4 brown)
  • 4 large round markers
  • 5 white markers for market prices
  • 12 settler tokens
  • 16 Apache tokens
  • 6 politician tokens
  • 6 bonus tokens
  • 4 small coloured round Apache tokens
  • 20 track tokens
  • 1 small round Starting Player token
  • 1 large square Starting Player token
  • 47 coins ($5 x15, $10 x12, $20 x10 and $30 x10)
  • 1 booklet with information on objective and event cards
  • 1 rulebook

Setup

  1. Open the board in the centre of the table, within reach of all players.
  2. Each player receives: 1 mini-board, 13 markers, plus 1 large marker and 4 cowboy pieces (in 2 and 3 player games) or 3 pieces (in 4 player games), all in the same colour; 1 marker for iron (brown); 1 marker for gold (orange); and $15 (one $5 coin and one $10 coin). The brown marker is placed on the iron icon and the orange marker on the gold icon, both on the mini-board.
  3. Arrange three rows of objective cards beside the board: in the top row place objectives numbered 1 to 5, in the middle row objectives 6 to 11, and in the bottom row objectives 12 to 16. (Each objective has two identical cards.) Note: in a 2-player game, use only one card of each objective and return the remaining cards to the box.
  4. Shuffle the twelve event cards and form a deck beside the board, next to character no. 1 (Sheriff). Reveal the top card and place it beside the deck. Note: if the revealed event card is "Losses and Damages" or "No Influence", reshuffle the whole deck and reveal another card.
  5. Shuffle the nine stagecoach cards and form a deck in the stagecoach area on the board. Reveal the top card. Note: in a 3-player game, remove from the game, during setup, one stagecoach card showing a politician; in a 2-player game, remove two stagecoach cards showing politicians.
  6. Separate the 16 farm cards by type. Form a row with the three sheep farms and place these cards aligned with the railway section that shows a sheep icon. Do the same with the three pig, horse and ox farms. Thus each of the four railway sections will have three farms connected to it. Note: in a 2-player game, use only two farms of each type. Now place the wheat farms in another area of the table. Use a number of wheat farms equal to the number of players and return the surplus to the box.
  7. Place exactly one Apache token touching each of the animal farms on the four railway sections. Do the same with the wheat farms in the game, i.e., touch an Apache token to each of them. Note: in a 2-player game, six Apache tokens will be left over and are returned to the box.
  8. Shuffle the six bonus tokens face down. Now check the four numbers shown on the top stagecoach card. They correspond to four characters on the board: no. 1 Sheriff, no. 2 Mayor, and so on. Draw four bonus tokens and place one on each character according to the numbers on the stagecoach card. Reveal them afterwards. Two bonus tokens remain off the board.

Ready! CHAPARRAL can begin.

How to Play

Each round of Chaparral is divided into two phases. Players take turns clockwise around the table, starting with the player who has the large square Starting Player token in front of them.

Phase 1: Allocate Cowboys

The Starting Player goes first. He chooses one of the twelve characters on the board and places one cowboy piece of his colour on that character. Then the player to his left does the same, and this continues, several times, until all players have placed all their cowboy pieces on the board (four pieces per player in 2 or 3 player games, and three pieces per player in 4 player games).

Each character can hold only one cowboy piece. Pieces may be placed on characters whether or not they have bonus tokens. In addition, during this phase, cowboys may also be placed in the alley area (see Using the Alley below).

On his turn to allocate a cowboy, a player may not "pass" or give up allocating. Thus, when all players' pieces are allocated on the board, Phase 1 ends and Phase 2 begins.

Phase 2: Bonuses, Influence and Characters

Phase 2 is subdivided into three stages.

Phase 2, Stage 1: Collect Bonus Tokens

Each player who allocated a cowboy to a character that has a bonus token collects the token. Depending on how a player allocated his cowboys, he may obtain more than one token in this stage. There are six different bonus tokens in the game. Four of them are for immediate use, and the other two may be kept to be used during Stage 3 (Character Actions).

The bonus tokens are:

  • $5 coin: The player receives a $5 coin from the general coin supply. The bonus token must be discarded immediately by the player.
  • $10 coin: The player receives a $10 coin from the general coin supply. The bonus token must be discarded immediately by the player.
  • $10 discount: The player may buy one farm with a $10 discount. Use it during Stage 3, in the action of the Farmer. Used or not, at the end of the round this token must be discarded by the player.
  • Cowboy: The player advances his marker one space on the cowboy track of the board. The bonus token must be discarded immediately by the player.
  • $5 discount: The player may buy one business with a $5 discount. Use it during Stage 3, in the action of the Notary. Used or not, at the end of the round this token must be discarded by the player.
  • Iron: The player advances his marker two spaces on the iron track of his mini-board. The bonus token must be discarded immediately by the player.

Phase 2, Stage 2: Place Influence

Characters: For each character where the player allocated a cowboy, he may place one influence marker on one of the two businesses shown on that character. Maximum of 3 markers per player during this stage. Caution: each business may hold only one marker per player.

Note: to speed things up, players may collect the four tokens on the characters simultaneously, and immediately apply the effect of the immediate bonus tokens (money, cowboy and iron).

Each character shows the number of two businesses. (Example: the Mayor shows the numbers 1 and 5. Therefore, whoever allocates a cowboy to this character may place an influence marker of his colour on either the Cigar Shop or the Carpentry shop.)

City: The city of Chaparral has twelve businesses represented on the board. In this stage, each player places a maximum of three influence markers in the city. To know where to place his markers, the player looks at the characters where he allocated his cowboys. Each character corresponds to two businesses. Thus, for each character allocated, the player is entitled to place exactly one influence marker of his colour in one of the two businesses of that character, and only if he has no marker there already.

Starting with the Starting Player and proceeding clockwise, each player looks at the characters on which he has a cowboy and places from 0 to 3 markers on the businesses in the city. Note that each player may place at most one influence marker of his colour in each business. Thus, during the game, players may not be able to place markers in certain businesses where they already have influence. See the following example:

Example: In round 2 of the game, the Yellow player (during Phase 1) allocated a cowboy to the Mayor, one to the Miner and one to the Notary. Through the Mayor, he may place an influence marker in the Cigar Shop or the Carpentry shop. Since he already placed a marker in the Carpentry shop in round 1, he now occupies the Cigar Shop with his marker. Note that, from now until the end of the game, whenever the Yellow player allocates a cowboy to the Mayor, he may NOT place a new marker through this character, because he already has influence in both businesses (Cigar Shop and Carpentry). Through the Miner, he chooses to place a marker in the Blacksmith's shop, and through the Notary, he chooses the Pawnshop.

Caution: each player has 13 markers of his colour. Twelve are for the businesses of the city (one per business), and the remaining marker is used to signal the construction of the railway (see the Railway Chief character below). Moreover, even in games with 2 and 3 players, when four cowboys may be allocated to characters, the maximum number of markers a player may place in the businesses during this stage is three.

Phase 2, Stage 3: Character Actions

Each of the twelve characters of Chaparral allows a different action to be performed. The Starting Player goes first. He may perform the action of each character on which he allocated a cowboy, and also use the alley (if he allocated at least one cowboy to that area), in the order he wishes. After performing all actions to which he is entitled in this stage, the player removes his cowboy pieces from the board and returns them to his personal reserve. Then it is the turn of the player seated to the left of the Starting Player to do the same, that is, to perform his actions. The stage proceeds in this way until all players have performed their actions through the characters and the alley.

Caution: when allocating a cowboy to a character, the player is not obliged to perform that character's action. The player may choose a particular character only to place influence in a certain business or to collect a bonus token. In addition, with the exception of the objective "Influence", all other objectives are claimed by players during or at the end of Phase 2, Stage 3 (the booklet accompanying the game gives more details on the objectives).

Note: If a character is empty, that is, without any cowboy allocated to it, that character is simply ignored during the round.

The actions of the characters are as follows.

Players perform the actions in the order they choose. Each player's actions are taken during Stage 3 in turn order, starting with the Starting Player, and for each character or alley space where he has a cowboy. The player decides the order in which he will perform his actions. Nobody is obliged to perform a character's action; a character may serve only to collect a bonus token or place influence in a business. After performing his actions, the player removes his cowboy pieces from the board. Objectives are claimed during or at the end of Phase 2, Stage 3.

Character Actions

No. 1 - Sheriff

Influence: Cigar Shop and Gun Shop. Action: Hands over the small Starting Player token for the next round and manipulates the order of the event cards.

The player who allocates a cowboy to the Sheriff does two things. First, he takes for himself, or hands to the player on his left, the small round Starting Player token placed on the Sheriff (see Changing the Starting Player below). Then he takes the top three face-down cards of the event deck, looks at them secretly, chooses one of them and places it at the bottom of the deck. He returns the other two to the top, in the order he wishes.

Example: The player using the Sheriff takes the first three cards (A/B/C) from the top of the event deck. After looking at the cards, he decides to place card B at the bottom of the deck, and on top, first card A and on top of it card C.

Summary: (1) hands over the small Starting Player token; (2) manipulates the top three cards of the event deck. One goes to the bottom of the deck and two are rearranged on top. The player chooses how to distribute the cards.

No. 2 - Mayor

Influence: Cigar Shop and Carpentry. Action: Receives the stagecoaches that arrive in the city.

The player who allocates a cowboy to the Mayor takes the top stagecoach card from the deck, places it in front of him on the table, and immediately receives the item shown on the card. This item may be: $10 from the general supply or a politician token (A); $20 from the general supply (B); or a gold bar (C) (in this case the player advances his gold marker one space on the track of his mini-board).

Note: When the player chooses the politician token (representatives of the government visit Chaparral), he has until the end of the round to host the politician on any farm he owns. If he has no available farm by the end of the round, the politician token is discarded from the game (in practice, hosting means placing the politician token on a farm card).

No. 3 - Banker

Influence: Jewelry Store and Hotel. Action: Offers money for influence and ownership of businesses.

The player who allocates a cowboy to the Banker must count the total number of markers he has in the city. He then consults the income table printed on the Banker and receives the corresponding value in coins from the general supply. In addition, the player also receives money for the businesses of which he has ownership (see Notary below).

The income table on the Banker card: 1 to 4 markers = $15; 5 to 8 markers = $20; 9 to 12 markers = $25.

The property table printed on the board: 1 business = $5; 2 businesses = $10; 3 businesses = $15; 4 businesses = $20; 5 businesses = $25.

Example: The Blue player has a total of 5 markers in the city. However, he also owns the Gun Shop and the Hotel. Thus, the Banker pays the player $30 ($20 for 5 to 8 markers + $10 for 2 properties).

Summary: the player counts his total markers in the city plus the businesses he owns. The two income tables printed on the Banker indicate the value to be received.

No. 4 - Farmer

Influence: Pharmacy and Saloon. Action: Buys one or two farms around the town.

The player who allocates a cowboy to the Farmer may buy one or two farms. There are five types of farm in the game (four animal types and one wheat). At no time may a player have repeated farms (e.g., two horse farms). The price is shown on the cards and varies between $15 and $55. The player chooses the farm(s), pays the value to the general coin supply, takes the card(s) and places them in front of him on the table. He immediately receives a bonus for the newly acquired farm. In addition, whenever he buys any farm, the player also receives the Apache token connected to that farm card (bothered by the presence of the white man, the Apaches roam their lands). See the example:

Farm bonuses:

  • Sheep: the player places one influence marker on a business where he does not yet have any marker.
  • Pigs: receives one settler token from the general supply.
  • Horses: advances one space on the cowboy track of the board.
  • Oxen: advances three spaces on the iron track of the player mini-board.
  • Wheat: advances one space on the gold track of the player mini-board.

Also, the player may host a politician, if necessary (see the Mayor's politician token; hosting a politician is required to be done by the end of the round).

Example: Player Green used the Farmer to buy two farms at once (sheep for $15 and oxen for $45). He pays $60 and receives two immediate bonuses (described in the box above). The newly acquired farms each come with an Apache token. Then he uses one of the farms (either type) to host a politician received in that same round. The Apache does not prevent a politician from staying at the farm. In addition, each farm hosts only one politician.

No. 5 - Merchant

Influence: Pharmacy and Warehouse. Action: Sells the production of the farms on the market.

The player whose turn it is makes one or up to two consecutive sales to the market (using different farms).

The player who allocates a cowboy to the Merchant may make two consecutive sales to the market (of different farms), and all other players, starting from him and proceeding clockwise, may make a single sale. With each sale, the price of the goods sold (animal or wheat) decreases. In addition, if the player uses in a sale a farm that still has an Apache token attached to it, the profit from the sale decreases, possibly even down to $0.

Notes: 1 - When the price markers reach the last circle of each column, they block sales of that item, and they return to their starting positions only at the end of the round. 2 - Whoever has one or more farms must sell; it is not allowed to forgo a sale right, even if the profit is minimal or nil.

Example: In a 4-player game, Blue performs the Merchant action. He has two farms, one pig and one horse. He sells the production of both and receives a total of $25 ($15 for the pigs and $10 for the horses). Clockwise from Blue come Yellow, Red and Green. Yellow has no farms and so sells nothing. Red has only one pig farm and sells for $10. Green has two farms with Apaches (sheep and wheat). He chooses to sell wheat and receives only $15 ($30 - $15 due to the Apache). If he had sold sheep he would have received nothing ($5 - $5 = $0). Note: at the end of this round, only the marker in the pig column returns to its starting position (pig at the top of the column).

Apaches reduce the profit of sales. Penalty indications for Apaches are shown on the individual player boards.

No. 6 - Railway Chief (CF)

Influence: Blacksmith and Carpentry. Action: Builds the railway that crosses the city.

The player who allocates a cowboy to the CF chooses one of the four railway sections to build. Each section is formed by five segments, and the same player may not begin construction of a second section before finishing the first. The cost of building the segments is paid in units of iron and settler tokens. The 1st segment costs one settler and one iron, the 2nd two iron, the 3rd one settler and two iron, the 4th two iron, and the 5th and last one settler and three iron. The settler tokens are returned to the camp on the board, and the iron is removed from the player's personal reserve by moving back the marker on his mini-board. When the first railway section is finished, whichever it is, the player who completed the work chooses his prize: two gold bars or $45. The 2nd section pays one gold bar or $30, and the 3rd section pays $25. Note that a player is not obliged to build a section all at once; he may do it gradually, according to the availability of his resources. Moreover, several sections may be under construction at the same time during the game, but each under the responsibility of one player.

Example: The Red player uses the CF action and decides to start building the railway section identified by the pig drawing. He pays 2 settlers and 5 iron, places three track tokens on the first three segments of the section, and marks the furthest track with his 13th marker, to show that he is responsible for that section and only he may complete it.

Summary: the player pays settlers and iron to build the segments of each section. After completing a section and receiving the prize, the player removes his marker from the track and may use it to build a new section.

Note: the printed rules give prizes for the first three completed sections only; no prize is printed for a fourth.

No. 7 - Miner

Influence: Blacksmith and Barbershop. Action: Obtains iron and gold from the mines of the city.

The player who allocates a cowboy to the Miner obtains resources (iron and gold) according to his capacity to transport them. To do so, the player checks the position of his marker on the cowboy track of the board and decides what he wishes to mine. For each cowboy he has, the player may advance one space on the iron track of his individual mini-board, and for every three cowboys he may advance one space on the gold track (gold needs an escort!). In the example below, Blue has 6 cowboys and decides to collect 3 iron and 1 gold. If he wished, he could collect 6 iron or else 2 gold. Note: the cowboys used in this action are not spent.

Action summary: obtain iron and gold. Check your cowboys on the track. 1 cowboy transports one iron. 3 cowboys transport one gold. The cowboys are not spent.

Note: no player may have more than 10 iron and 4 gold at any time during the game.

No. 8 - Notary

Influence: Pawnshop and Jewelry Store. Action: Buys businesses in the city.

The player who allocates a cowboy to the Notary may buy one or two businesses in the city. However, to buy a business, the player must have an influence marker in it. The player pays the due value and transfers his marker to the space showing the price of the business. Each business can have only one owner, and ownership is kept until the end of the game.

Example: The Yellow player, after making good profits from sales on the market and building the first railway section, decides to invest in the city and uses the Notary to buy the Saloon and the Jewelry Store. He pays $80 and transfers his markers.

Note: players who do not yet have influence in a business may place markers in it, even if that business already has an owner.

Summary: the player must have a marker in the business, and transfers that marker to the price space.

No. 9 - Stranger

Influence: Gun Shop and Stable. Action: Increases the player's cowboy reserve.

The player who allocates a cowboy to the Stranger advances his marker two spaces on the cowboy track of the board. Note that the limit of cowboys a player may have is ten.

Action summary: the player advances two spaces on the cowboy track. When he reaches 7 cowboys on the track, the player immediately receives his coloured Apache token, which he may use during Phase 2 to remove an Apache from one of his farms or from the table. After use, the token is discarded (see General Custer below).

No. 10 - Settler

Influence: Barbershop and Stable. Action: Increases the player's settler reserve.

The player who allocates a cowboy to the Settler receives a settler token taken from the camp on the board, and places it in front of him on the table. A player may accumulate several settlers (there is no limit), and if the board's reserve runs out, use any other element of the game to represent the settlers.

The number of settlers a player may have is unlimited.

Action summary: the player receives a settler token from the camp.

No. 11 - Saloon Owner

Influence: Pawnshop and Hotel. Action: Offers money and a cowboy.

The player who allocates a cowboy to the Saloon Owner receives $10 and advances his marker one space on the cowboy track of the board (in the Saloon there are always idle cowboys looking for work, and besides, poker can yield extra gains!).

No. 12 - General Custer

Influence: Saloon and Warehouse. Action: Removes Apaches from farms.

The player who allocates a cowboy to General Custer may remove one Apache connected to any of his own farms or to any farm on the table that has not yet been bought by any player. The player keeps the Apache token but places it on his individual board, so as not to mix it with other Apaches still on his farms.

Action summary: removes Apaches from farms, placing them on the player's own board.

Using the Alley (Beco)

During Phase 1 of the round, players may allocate cowboys to the alley area in order to perform the action of a blocked character, that is, one already chosen by an opponent. However, using the alley has a cost (there, shady deals are made and bullets are easily lost!). The first player to allocate a cowboy to this area pays $5 and loses a cowboy, moving his marker one space back on the cowboy track of the board.

At the moment of allocation, the player's piece is placed inside the alley, on the left side (1st player). Other cowboys entering the alley occupy the right side, and have a higher monetary cost (-$10) instead of (-$5). On the right side there is no limit to occupancy. The same player is also allowed to allocate more than one cowboy to the alley in the same round (one on the left side and another on the right, for example), but he must pay the cost of use individually for each cowboy allocated.

The alley may be used to perform the action of any character, with the exception of the Sheriff and the Mayor. In addition, if a character is used through the alley, the player does not place any influence marker relative to that character.

Note that a player may collect resources (money and cowboys) during Phase 2, Stage 3, and use the alley during this stage, spending the resources just acquired. However, if during the stage the player realises he will not be able to pay for the use of the alley, he will have wasted a cowboy, who returns humiliated to his personal reserve.

Example: In the example, three players use the alley. Green will spend $5 and lose a cowboy on the track of the board. Red and Yellow will each spend $10 and also lose a cowboy. Green decides to use the Merchant. He does not place any influence marker in the businesses that the Merchant influences, but he makes two sales normally.

Caution: if a player uses the Merchant through the alley, ONLY he sells, and nobody else!

Alley summary: during Phase 1, cowboys may be allocated to the alley to perform the action of a blocked character. The first player pays $5 and loses a cowboy. Other players pay $10 and lose a cowboy each. The alley cannot be used for the action of the Sheriff or the Mayor. A character used through the alley gives no influence. A player may not use the alley to perform the action of a character he has already used in the same round.

End of Round and Start of the Next

After all players have completed Phase 2, Stage 3, the round ends. Three things must then be done:

  1. Change the Starting Player.
  2. Reveal the top event card and place it beside the deck, on top of the current event card.
  3. Reveal the next stagecoach card, reshuffle the six bonus tokens, and distribute four of them, each on one of the four characters indicated by the stagecoach card.

Note: if no player used the Mayor's action and the stagecoach card of the round that ended was not claimed, remove it from the game and reveal the next one.

Discount bonus tokens (the $10 Farmer discount and the $5 Notary discount) that were not used during the round are discarded at the end of the round.

Changing the Starting Player

In Chaparral the Starting Player does not rotate. The change depends on who allocated a cowboy to the Sheriff during Phase 1. There are three possibilities:

  1. The Starting Player of the current round allocated a cowboy to the Sheriff. When performing the character's action, he hands the small round Starting Player token on the board to his left-hand neighbour.
  2. Nobody allocated a cowboy to the Sheriff. The small round Starting Player token passes automatically to the left-hand neighbour of the current Starting Player at the end of Phase 2, Stage 3.
  3. Another player allocated a cowboy to the Sheriff. When performing the character's action, this player takes the small round Starting Player token from the board for himself.

In this way, no player will be Starting Player two rounds in a row. When it is time to change the Starting Player, whoever holds the small round token returns it to the board, placing it on the Sheriff, and takes the large square token, placing it in front of him on the table.

Summary of the end of round:

  1. Change the Starting Player.
  2. Reveal a new event.
  3. Reveal a new stagecoach, and place four bonus tokens on the characters.

End of Game and Winner

The game can end in two ways:

  • A) At the end of a round, when the deck of stagecoach cards runs out.
  • B) At the end of a round in which at least one player has claimed the minimum number of objective cards for the number of players: 6 objectives in a 4-player game and 7 objectives in a 2- or 3-player game.

In both cases, the winner is the player who has claimed the most objectives. However, if this player does not have at least one special objective, he cannot win the game. If there is a tie, there are two tie-breakers: (1st) among the tied players, the one with more special objectives wins; (2nd) among the tied players, the one with the greatest fortune wins. To calculate his fortune, a player adds three items: his money, the purchase value of the businesses in the city of which he is the owner, and the purchase value of his farms (if there is an Apache attached to a farm, its purchase value is reduced by $10).

Example: In a 3-player game, Rui triggered the end of the game by reaching 7 objectives. In the final round, Leo and Ana each reached 6 objectives. Rui would win, but he claimed no special objectives. Leo and Ana are tied with 6 objectives each, but Ana has 2 special objectives and Leo only 1. Ana wins the game!

Objective Cards

There are 16 different objectives in the game. In 3- and 4-player games, use both cards of each objective. In 2-player games, use only one card of each objective and return the remaining cards to the box. To claim them, players must meet prerequisites.

Objectives are always claimed during Phase 2 of the round. If there is no legend at the foot of the card, the player claims the card and places it in front of him on the table at the exact moment he fulfils the objective. If there is a legend "End of Phase II" (Final da Fase II), the player must finish Phase 2, Stage 3 and then may claim the card. The same player may not fulfil the same objective twice during the game. In addition, to have the right to win the game, the player must have claimed at least one special objective.

Special objectives have the letter (E) in the top left corner and require the purchase of at least one farm.

Authority: The player must end Phase 2 with his marker on space 10 of the cowboy track of the board. Note: even if, in a later round, the player uses the alley and loses one or more cowboys, he does not lose this objective.

Wealth: The player must end Phase 2 with a certain amount of accumulated money: $100 in 2- and 3-player games and $90 in 4-player games. Note: even if, in a later round, the player spends part of his capital, he does not lose this objective.

Courage: The player must remove a certain number of Apaches from farms: four in 2- and 3-player games and three in 4-player games. Note: this objective is claimed at the exact moment the player completes the number of Apaches removed from his farms and/or from the farms on the table, through the action of General Custer.

Herds: The player must buy 3 farms of any of the four animal types in the game. Note: this objective is claimed at the exact moment the player completes three animal farms and there is no Apache attached to any of those farms.

Influence: The player must place his twelve markers in the city (one in each business). Note: this objective is claimed after the player finishes Phase 2, Stage 2, and it does not matter whether the player's markers indicate influence or ownership of the businesses.

Host: The player must welcome a certain number of stagecoaches: four in 2- and 3-player games and three in 4-player games. Note: this objective is claimed at the exact moment the player completes the number of stagecoach cards in front of him on the table, through the action of the Mayor.

Settlers: The player must end Phase 2 with a wheat farm, without an Apache attached to it, and a certain number of settlers: four in 2- and 3-player games and three in 4-player games. Note: even if, in a later round, the player spends his settlers to build a railway section, he does not lose this objective.

Prestige: The player must host 2 politicians in two farms of his choice that he owns. Note: this objective is claimed at the exact moment the player completes the hosting of the two politicians and there is no Apache attached to any of those farms.

Territorial Value: The player must end Phase 2 having a farm of one of the three types (pig, horse or ox) on a railway section fully built (five segments) by that same player, plus one settler token.

Prosperity: The player must end Phase 2 having a horse or ox farm, at least one gold bar, $60 in money and five cowboys, and owning at least one business of status group 3, 4, 5 or 6 (see Business Status below). Notes: even if, in a later round, the player spends the settler to build another railway section, he does not lose this objective. Likewise, even if, in a later round, the player spends money, gold or cowboys, he does not lose this objective.

Benefactor: The player must end Phase 2 having a wheat farm and at least one settler. In addition, he must donate $50 and one gold bar to the Church (the money goes to the general coin supply and the player moves his gold marker back one space on his mini-board).

Progress: The player must complete the construction of any one of the four railway sections. Notes: this objective is claimed at the exact moment the player finishes building the section and receives the prize. Even if, in a later round, the player spends the settler, he does not lose this objective.

Status: The player must buy businesses in the city whose total status value reaches 9 or more (see Business Status below). Note: this objective is claimed at the exact moment the player uses the Notary, buys one or two businesses, and reaches 9 or more status by adding the businesses he owns.

Privileges: The player must have a politician hosted in a farm, and must spend two gold bars to bribe him. Note: this objective is claimed at the exact moment the player spends the gold during Phase 2, Stage 3, moving his marker back two spaces on his mini-board.

Power: The player must end Phase 2 having at least two stagecoach cards in front of him on the table, seven cowboys on the track, and owning the Jewelry Store or the Hotel.

Dominance: The player must buy at least four businesses in the city, each belonging to a different status group (groups 2, 3, 4 and 5; see Business Status below). Notes: this objective is claimed at the exact moment the player uses the Notary, buys one or two businesses, and completes the prerequisite of the objective. Even if, in a later round, the player spends cowboys, he does not lose this objective.

Business Status

The twelve businesses of the city are divided according to the status level they offer their owners. The status is represented by the star next to the name of the business, and the numbers vary between 2 and 6. (Example: the group at status level 2 has two businesses, the Cigar Shop and the Barbershop.)

Moreover, throughout the game, a player may not monopolise a particular group, that is, buy all the businesses with the same status level.

Translator's note: the manual's text does not list which status level each of the other ten businesses belongs to. The numbers are printed on the board's status stars, but they were not legible enough in the rendered source to transcribe reliably, so they are not given here. Refer to the printed board for these values.

Important: if a given objective involves one or more farms and the player still has an Apache attached to one of those farms, he may not claim the objective until he removes the Apache from the farm using the action of General Custer.

Event Cards

There are 12 event cards in the game. They basically reduce the efficiency of the character actions or modify certain aspects of the round. An event takes effect as soon as its card is revealed. This effect lasts until the end of the round, and is replaced by the effect of the next event, which lasts the next round, and so on. During the game, through the action of the Sheriff, the sequence of events may be modified.

Lack of Resources: This event prevents bonus tokens from being placed on the characters in this round. Thus, ignore the four numbers on the stagecoach card and keep the bonus tokens off the board.

No Influence: This event cancels Phase 2, Stage 2, i.e., in this round no player may place influence markers in the businesses of the city. Note: this event may not be revealed in the 1st round of the game.

Stagecoach Robbery: This event cancels the bonus of the stagecoach card, whatever it is. Thus, whoever welcomes the stagecoach through the action of the Mayor receives only $5, and nothing more. Note: if there is a politician on the stagecoach, discard the politician token from the game.

Bankrupt Banker: The player who performs the Banker's action in this round receives only $10, regardless of how many markers he has in the businesses and whether they indicate influence or ownership.

Appreciating Properties: Whoever buys farms and/or businesses in the city in this round must pay $5 more for each purchase.

Rough Railway: Whoever uses the action of the Railway Chief in this round must pay one additional unit of iron for each segment built of the section. Example: Rui is building a section and has only built the 1st segment. Now he decides to build the 2nd and the 3rd. He will spend 6 iron and one settler.

Market Slump: All players who sell through the Merchant in this round must sell at the lowest value and move the marker immediately afterwards, blocking the column. Example: Ana sells oxen and wheat. She receives ($10 + $15) and moves both markers to the end of their columns, blocking the next sales of these items in this round.

Lazy Cowboys: Whoever performs the action of the Miner in this round needs 2 cowboys to transport one unit of iron and 4 cowboys to escort one unit of gold. Note: the player's cowboys are not spent.

Travelling Cowboys: Whoever performs the action of the Stranger in this round receives only 1 cowboy. And whoever performs the action of the Saloon Owner receives only $10.

Cruel Battle: Whoever performs the action of General Custer in this round loses 2 cowboys and moves his marker back two spaces on the cowboy track of the board.

Fatal Ambush: Whoever uses the alley in this round loses 2 cowboys instead of 1, and moves his marker back on the track, regardless of whether he was the first player to enter the alley or not. Note: if the player allocates two pieces to the alley he will lose 4 cowboys.

Losses and Damages: Each player, on his turn, at the end of Phase 2, must remove 2 influence markers from the board, or move back 2 spaces on the cowboy track, or pay $20. Note: this event may not be revealed in the 1st round of the game. In addition, each player must choose his penalty before claiming any objective card.

Two-Player Rules

In 2-player games, all rules are the same, with some exceptions in the setup and in how cowboys are allocated to characters during Phase 1 of the round. Details:

Two-Player Setup

  1. Each player chooses a colour and takes the four cowboy pieces of that colour plus two cowboy pieces of a third colour. As these additional cowboys have a "blocking" function in the game, the suggested colour is red.
  2. Place in the objective rows only one card of each number (one objective no. 1, one objective no. 2, etc.).
  3. Remove from the game, at random, two stagecoach cards that show a politician. Only seven stagecoaches are used.
  4. Place only two animal farm cards on each of the four railway sections. Return the remaining farms to the box. Use two wheat farms, and do not forget to place an Apache token against each farm in the game.
  5. Remove the small round Starting Player token from the game. It will not be used. In its place, on the Sheriff character, place a $10 coin.

Phase 1 in a Two-Player Game

This is the most significant change to the mechanics, and it requires strategy and caution.

The Starting Player goes first. He chooses one of the twelve characters and allocates a cowboy to it. Then he chooses a second character and blocks it, allocating to it one of his two red cowboys. Then it is the other player's turn, and he does the same, that is, allocates a piece of his colour and then blocks a character with a red piece.

Next, a new round of allocations and blocks occurs, in which each player uses his second red cowboy. Then the phase proceeds normally, and both players allocate, alternately, their last two cowboys. Any character may be blocked, including one that has a bonus token.

In Phase 2, the only way to use the action of a blocked character is through the alley, following the normal rules of the game. Bonus tokens on blocked characters are discarded from the board.

Note: the alley is a hostile, lawless place, and therefore it cannot be blocked!

Example: In this example, Green and Yellow, during Phase 1, blocked the Mayor, the Merchant, the Miner and the Settler. In Phase 2, Stage 1, the bonus tokens on the Miner and the Settler are removed from the board. In Stage 3, the only way to perform the action of these four characters is through the alley, but as neither Green nor Yellow entered the alley, these characters are ignored in this round.

Sheriff in a Two-Player Game

As the small round Starting Player token is not used in 2-player games, whenever someone performs the Sheriff's action, in addition to manipulating the order of the event cards, the player receives the $10 coin. At the end of each round, if the coin has been collected, replace it with a new coin of the same value on the Sheriff area of the board.

Changing the Starting Player in a Two-Player Game

At the end of the round, after the end of Phase 2, the current Starting Player hands the large square Starting Player token to his opponent.

  • Place the five white markers in the market area of the board, one on each icon (sheep, pig, horse, ox and wheat).
  • Each player places his large coloured marker on the cowboy track of the board, on space two. On the same track, place the small coloured Apache tokens beside space seven. Unused tokens are returned to the box.
  • Place the twelve settler tokens on the board, in the camp area.
  • Keep in a common reserve, near the board, the track tokens, the politician tokens (6 in 4 players / 5 in 3 players / 4 in 2 players) and the coins.
  • Place the small round Starting Player token on the space for it in the character no. 1 (Sheriff) area.
  • Randomly determine who starts the first round and give that player the large square Starting Player token. It stays in front of that player on the table.