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Gem Getter Pro

Gem Getter Pro Rulebook

Table of Contents

Table of Contents

  • Setup
  • Gameplay
    • Step 1 — Roll
    • Step 2 — Dig
    • Step 3 — Collect
  • Scoring
    • Gems, Rocks, Metal and Fuel

Setup

Place a Roll Sheet and two dice in the center of the table. Players choose which Roll Sheet to use. Give each player a writing device and a Dig Sheet (you can play with matching or unique sheets). Any number of players can join if you have enough Dig Sheets.

Each player may use the Round Tracker on their Dig Sheet to track the game's progress.

Gameplay

A game of Gem Getter Pro is played in 9 rounds. Each round has 3 steps: Roll, Dig, and Collect.

Step 1 — Roll

Choose any player to roll the dice. Place the white die on the corresponding white space and the green die on the corresponding green space. These dice show which dig patterns will be available in the next step. If you're using different dice colours, decide ahead of time which die will go on which side of the sheet.

Step 2 — Dig

All players simultaneously choose only one of the available dig patterns and "dig" it into their mines. If neither option fits, a player may dig a single 1x1 square.

Note: some die rolls reveal two options separated by the word "or." A player choosing these patterns must select only one of the options. When the word "both" or "all" appears, all indicated pieces can be placed.

Fill in the spaces of your dig pattern however you like. Some people add spots; some people like stripes. You may find it easiest to simply draw an "X" or "/" on each square. Don't fill the spaces in so heavily that you can no longer see which gems have been covered.

All digs must follow these placement rules:

  • Your first dig must touch the top row of the mine.
  • In later turns, all digs must connect to a previous dig pattern (not diagonally).
  • Dig patterns may be rotated or flipped in any way, as long as they maintain the same shape.
  • Dig patterns cannot overlap any previously dug spaces, the edges of your mine, or any of the 5 unbreakable boulders.

Step 3 — Collect

All players check to see which gems have been covered by their dig patterns and record them in the scoring section on the right hand side of their Dig Sheets. Players outline one circle for each gem unearthed during that turn's dig. Circles are filled in from left to right.

Bonuses can be earned by completely surrounding unbreakable boulders (8 surrounding squares) or by filling in rows and columns (boulders in a row or column do not need to be surrounded in order to gain the row/column bonus). Cross off bonuses and record them like any other gem in the scoring section.

The player earns a diamond for surrounding a boulder. The player earns an opal for filling in an entire row. The boulder bonus is not required to complete the row.

Oil is collected in the same way as other gems and rocks, but doesn't score points. Instead, as players collect oil, they earn 1x1 dig patterns. These bonus digs are performed immediately upon gaining an oil, with a dig pattern shown above it. Collecting the final oil rewards players with two 1x1 dig patterns that may be placed separately or together connected to any previous dig.

Natural Gas allows flexibility on a future dig. When collected, outline a circle as usual. On any future round, immediately following the dice roll, players may cross off a collected natural gas. This allows them to choose any dig pattern on the roll sheet, regardless of the dice roll.

Note: When collecting peridot (green gem), reference the actual green die to determine its value, regardless of any natural gas used that turn.

Scoring

At the end of 9 rounds, players record the points they earned for each gem type. Generally, the number written above the highest filled-in circle is the total number of points earned for that gem type. Red points highlight a dip in value (not negative points). Yellow points are multiplied by features in your mine. Players add up the scores for each gem to determine their final score. In the case of a tie, the tied players share the victory!

Gems, Rocks, Metal and Fuel

Marble, Sandstone, and Coal — These three rocks score for each complete set collected. For example, 5 marble, 7 sandstone, and 3 coal would score 9 points for 3 complete sets (the extra marble and sandstone is wasted). In addition, collecting all of one rock type grants bonus points (6, 9, 13). Circle the appropriate bonus to the right of each row.

Silver — The value of silver fluctuates between 1 and 3 points depending on how many you have. Try not to finish with only 4 silver!

Diamond — Diamonds are always worth 4 points each.

Lapis Lazuli — A pair of lapis lazuli is worth 6 points. You can earn another 9 points with a second pair, and 10 points for your third pair. Watch out for dips in value on odd numbers!

Peridot — When you collect a peridot, look at the round's green die roll to determine the gem's value. Write this value in the appropriate field. Natural gas doesn't change the value.

Topaz — Each topaz is worth 1 point for every silver or for every diamond you have collected (whichever you have more of; not both).

Opal — Opals are worth 1 point for each complete row or column in your mine. You must choose either rows or columns as the multiplier (not both).

Amber — Each amber is worth 2 points for every boulder bonus achieved (2 amber with 3 boulder bonuses would score 12 points).

Oil — Oil doesn't score points. Instead, it keeps the digging machines running longer by providing 1x1 bonus dig patterns (2 for your final oil).

Natural Gas — Cross off a collected natural gas after a dice roll to choose any dig pattern on the Roll Sheet, regardless of the roll. Note: You are not required to select an alternate dig pattern when using natural gas.