Carson City

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

Overview

Carson City is a worker-placement and area-control game set in 1858 Nevada. Players place cowboys on action spaces and land parcels to build a prosperous frontier town. When multiple players compete for the same action or parcel, they resolve it through dice-based duels. Over four rounds, players buy parcels, construct buildings, collect income, and earn victory points. At game end, all remaining assets convert to victory points, and the player with the most wins.

Components

Setup

  1. Randomly determine initial turn order; place markers on the turn order track.
  2. Each player gets $15, 1 road, 12 property tiles, and 3 cowboys.
  3. Roll dice to determine center of town; place a house and 4 roads there.
  4. Randomly place 9 mountains using dice rolls.
  5. Place initial buildings on construction squares at their listed prices.
  6. Players draft starting parcels: first player picks 1 parcel, then in reverse order each picks a second.

Turn Structure

Each of 4 rounds has 4 phases:

Phase 1 — Choose Personality: In turn order, each player selects a personality card with special powers. Turn order is then rearranged by personality card numbers (ascending).

Phase 2 — Place Cowboys: In the new turn order, each player places one cowboy per action:

Phase 3 — Resolve Actions and Duels: Actions resolve in board sequence order. If multiple players placed cowboys on the same space, a duel occurs: each rolls a die and adds their firepower (cowboys + revolvers in personal reserve). Highest total wins; loser’s cowboy returns to personal reserve. Ties broken by lower turn order number.

Phase 4 — End of Round:

Actions

Action squares (resolved in board sequence):

Scoring / Victory Conditions

After round 4, final scoring:

Special Rules & Edge Cases

Player Reference

Phase Action
1. Personality Choose personality card; reorder turn sequence
2. Cowboys Place cowboys on actions, parcels, or buildings
3. Resolve Actions and duels resolved in board order
4. End of Round New cowboys, cash limit check, building refresh

Duel: Die roll + cowboys in reserve + revolvers. Highest wins. Game end: After round 4. Buildings/houses/mountains = 2 VP each. Money at $6/VP.