Overview
Boom, Bang, Gold is a fast-paced real-time action game where players are gold prospectors throwing dynamite sticks into a mine to flip tiles, then scrambling to grab gold nuggets before their opponents. Each player has a unique character who is immune to one type of mine hazard (bats, snakes, rats, or ghosts). Players collect gold nuggets over 12 rounds, with the player who accumulates the most gold winning.
Components
- 1 Gold mine (box base with insert for explosion effect)
- 4 Characters with gold chests
- 4 Sticks of dynamite
- 4 Shelves
- 1 Pocket watch (lap timer)
- 160 Tiles:
- 35 Legal gold nuggets
- 35 Illegal gold nuggets
- 4 Special tiles (1 bat, 1 snake, 1 rat, 1 ghost)
- 4 Action tiles (1 pick, 1 dynamite, 1 revolver, 1 sheriff’s star)
- 82 Boulders (tile backs)
Setup
- Place the gold mine in the middle of the table within reach of all players.
- Place all tiles facedown (boulder side up) in the mine and shuffle well.
- Move the pocket watch pointer to 1 o’clock.
- Each player takes a stick of dynamite, one shelf, and one character with gold chest.
- Characters and their protections:
- Hank (The Hat) Harris: Protected against bats
- Rattlesnake Ruby: Protected against snakes
- Alma Anderson: Protected against rats
- Tombstone Tony: Protected against ghosts
Turn Structure
Each round consists of 4 phases, played simultaneously:
1. Blast
On the command “Boom, Bang, Gold!” all players throw their dynamite sticks into the mine at the same time. Tiles bounce and some land face-up.
2. Gold Search
All players simultaneously use one hand to collect face-up gold nuggets and action tiles from the mine, placing them on their shelf. Tiles outside the mine may also be collected.
3. Play Action Tiles
Action tiles are resolved in fixed order:
- Pick: Turn over 5 facedown tiles in the mine. Take any gold nuggets uncovered; leave other tiles.
- Dynamite: Throw a dynamite stick into the mine again. Collect any gold nuggets now face-up.
- Sheriff’s Star: Force all other players to return their illegal gold to the mine facedown. Only you keep your illegal gold.
- Revolver: Challenge a player of your choice to a duel. They hide 2 gold nuggets in one or both fists. Choose one fist; take any gold found. If the opponent has only 1 nugget, it goes in one fist. Cannot duel if no one has gold.
4. Securing Gold and Preparing Next Round
- Move gold from shelf to gold chest (this gold is now safe).
- Retrieve dynamite sticks from the mine.
- Return played action tiles and tiles outside the mine (not on shelves) to the mine facedown.
- Flip any face-up tiles in the mine back to facedown.
- Advance pocket watch 1 hour and pass it left. Next round begins.
Actions
Gold Prospector’s Pledge (Rules)
Before the first blast, players recite the pledge:
- Only play with one hand.
- Only collect face-up tiles.
- Take tiles one at a time, never several.
- First person to touch a face-up tile gets it.
- May move tiles while searching but never turn them over.
- Take warnings about special tiles seriously.
- Breaking the pledge: return all gold collected this round to the mine and miss the round.
Special Tiles
When a special tile is flipped face-up, it stays in the mine and cannot be collected. The player whose character is protected from that hazard warns others by calling out (e.g., “Watch out, ghost!”). All other players must immediately place both hands on their head and call “Help!” before they can resume collecting. The protected player may continue collecting during this time.
Action Variation (Advanced Rules)
Instead of hands on head, each special tile triggers a unique action:
- Bat: Other players flail hands around head and say “Go away!”
- Snake: Other players clap hands twice and say “Hiss!”
- Rat: Other players put hands behind back and say “Squeak squeak!”
- Ghost: Other players cover eyes and say “Ooooh!”
Scoring / Victory Conditions
Game End: After 12 rounds (pocket watch reaches 12 o’clock), play the final round to completion.
Scoring: Each gold nugget tile (legal or illegal) in the gold chest = 1 point.
Winner: Most points. Tiebreaker: most legal gold wins.
Special Rules & Edge Cases
- Legal vs. Illegal Gold: Both types are worth the same (1 point each), but illegal gold can be targeted by the Sheriff’s Star action tile.
- One hand only: Players must use only one hand during the gold search phase.
- One tile at a time: Cannot grab multiple tiles simultaneously.
- First touch: The first player to physically touch a face-up tile claims it.
- No flipping: Players may push/move tiles while searching but must never intentionally turn facedown tiles over.
- Sheriff enforcement: If caught breaking the pledge, the player returns all gold collected that round to the mine and sits out for the round.
- Action tile order: Always resolved in the fixed sequence: Pick, Dynamite, Sheriff’s Star, Revolver (shown on back of gold chests).
Player Reference
Round Structure:
- Blast: Throw dynamite on “Boom, Bang, Gold!”
- Gold Search: Grab face-up gold and action tiles (one hand, one at a time)
- Play Action Tiles: Pick -> Dynamite -> Sheriff’s Star -> Revolver
- Secure gold in chest, reset mine, advance clock
Characters:
| Character |
Protection |
| Hank (The Hat) Harris |
Bats |
| Rattlesnake Ruby |
Snakes |
| Alma Anderson |
Rats |
| Tombstone Tony |
Ghosts |
Scoring: Each gold tile = 1 point. Most points wins. Tie: most legal gold.
Game Length: 12 rounds