AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Deadwood is a Wild West worker-placement game where players send cowboys into town to annex businesses and collect money. The railroad is coming to Deadwood, and when it arrives, the richest player wins. Players fight over buildings through shootouts, manage their gang’s wanted level, and navigate the Sheriff’s protection. The game ends when the Train Station is built, the Crime Pool runs out of wanted posters, or any player loses all cowboys.
On your turn, perform exactly 1 of 2 actions:
A player cannot pass. After completing an action, play passes left.
Remove one or more of your cowboys from any building(s) and/or the Abandoned Mine. Cannot remove “zero” cowboys.
Place exactly 1 cowboy from your Ranch at any building. Cannot place at: Abandoned Mine, open plots, railroad tiles, or a building already occupied by your own cowboy.
Outcomes:
Protects 3 plots at his intersection. No shootouts can occur at Sheriff-protected buildings. Placing a cowboy at a protected building costs $1 to the Sheriff’s Office controller. Sheriff moves when someone annexes the Sheriff’s Office.
When alone at a building, a cowboy may annex it and use its ability:
Starting Buildings: | Building | Annex Effect | |———-|————-| | Church | Return 1 wanted poster to box. Special: no shootouts; multiple players’ cowboys can be here | | Saloon | Hire 1 cowboy: Greenhorn=free, Gunslinger=$1, Trail Boss=$3. Goes to Abandoned Mine | | Sheriff’s Office | Move Sheriff token to any 3-plot intersection (must touch a building). Control: collect $1 when others enter protected buildings | | Town Hall | Return 1 wanted poster; place 1 railroad tile; draw tiles from all 3 stacks and place on adjacent open plots |
Stack 1 Buildings: | Building | Annex Effect | |———-|————-| | Bank | $5 + 1 wanted poster | | Gunsmith | $1 + 2 cartridges | | Blacksmith | $1 + 1 pony | | Casino | Steal $1 from any player | | General Store | $1 + move 1 other cowboy to a different building (may trigger shootout) | | Hotel | $2. Control: $2 per railroad tile placed; $4 when Train Station placed | | Laundry | $1. Control: Church returns 2 wanted posters (3 with both Laundries) | | Stage Depot | $2 + draw 1 building tile and place it. Control: $10 if game ends before Train Station | | Undertaker | $1. Control: $1 each time a cowboy is killed |
Stack 2: Duplicate Gunsmith, Blacksmith, General Store, Laundry, Saloon, plus Gold Mine ($0-$5 based on die roll).
Stack 3: Fortune Teller ($1 + examine/rearrange a building stack), Courthouse ($1 fine per wanted poster for all players), Grifter ($1 + move 2 opponent cowboys to Abandoned Mine), Newspaper ($1 + give 1 wanted poster to any player), Dance Hall ($1 + return 1-2 of your cowboys to Ranch), Telegraph Office ($1 + add or remove 2 wanted posters from Crime Pool).
When annexing Town Hall, place 1 railroad tile extending the route into town. If the tile goes on a plot with a building, that building is destroyed (returned to bottom of its stack) and cowboys there go to Abandoned Mine. After all 4 railroad tiles are placed, the Train Station can be built.
Each player pays a fine of $1 per wanted poster they hold. The player with the most money wins. Ties: fewer wanted posters wins. Still tied: player with fewer cowboys on Boot Hill.
Cowboy Strengths:
| Type | Strength (dice) | Hire Cost |
|---|---|---|
| Greenhorn | 1 | Free |
| Gunslinger | 2 | $1 |
| Trail Boss | 3 | $3 |
Shootout Die Results:
Turn: Head Back to Ranch OR Hit the Town (place 1 cowboy)
End Game Triggers: Train Station built / Crime Pool empty / Player eliminated Final: Pay $1 per wanted poster → most money wins