Boomtown

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Boomtown is a fast-paced auction and dice game set during the Gold Rush. Players are prospectors bidding on mining concessions, collecting gold when dice match their mines’ production numbers, and using event cards for special advantages. The game features five color-coded towns, a mayor mechanic for controlling towns, and various event cards including holdups, saloons, and dynamite. The player with the highest score (gold + mine values + mayor bonuses) wins.

Components

Setup

  1. Each player starts with 10 gold in poker chips. The bank makes change as needed.
  2. Shuffle all cards and place them facedown as the drawing deck.
  3. Place dice, poker chips (bank), town tokens, and mayor pawns near the deck.
  4. In a 3-player game, optionally remove 15 cards randomly (without looking) for a shorter game.
  5. Randomly determine the first player.

Turn Structure

Each turn follows these steps:

1. Drawing Cards

Draw as many cards as there are players from the deck and place them face-up in a row. On the first turn only, all revealed cards must be mining concessions; reshuffle and redraw if events appear.

2. Bidding

Starting with the first player and proceeding clockwise:

3. Paying Bids

4-5 players: The highest bidder pays the full amount to the player on their right. That player keeps half (rounded up) and passes the rest to the next player on the right, who also keeps half (rounded up), continuing until nothing remains. The highest bidder never receives any of their own payment back.

3 players: The highest bidder pays the player on their right, who keeps half (rounded up) and passes the rest right. That player keeps half (rounded up) and gives the remainder to the bank.

4. Choosing Cards

The highest bidder chooses one card first. Then the player to their left chooses, continuing leftward until each player has one card.

5. Production

The first player rolls both dice. Every mining concession whose production die number equals the sum of the dice produces gold. The mine’s owner receives gold from the bank equal to the mine’s production value.

The turn ends and the next turn begins with the auction winner as the new first player.

Actions

Mayors

Dangerous Mines

Some mines are marked as dangerous. On a production roll of 2 or 12, dangerous mines collapse and are removed from the game.

Event Cards

If you must take a card you cannot currently use (e.g., Governor with no mayor, Girls with no saloon), keep it in front of you; it takes effect once you meet the condition.

Scoring / Victory Conditions

Game End: The game ends when the drawing deck is exhausted. Complete the final turn with production.

Final Scoring:

Winner: Highest total score.

Special Rules & Edge Cases

Player Reference

Turn Sequence:

  1. Draw cards (1 per player)
  2. Auction (bid or pass; no re-entry)
  3. Pay bid (distributed rightward, halving each step)
  4. Choose cards (winner first, then leftward)
  5. Production (roll 2 dice, matching mines produce)

Scoring:

Category Points
Gold (poker chips) Face value
Mines Production value each
Mayor pawns 5 each

Towns: Cactus Junction (green), Cold Mountain (purple), Coyote City (red), Dry Gulch (yellow), San Narciso (blue)

Mayor Fee: Pay the mayor gold equal to the number of mines the mayor owns in that town when taking a new mine there.