Dice Town

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

Overview

Dice Town is a Wild West-themed dice game where players build poker hands by rolling poker dice, then use those hands to control various town locations. Over multiple rounds, players gain Victory Points through gold nuggets, dollars, property deeds, equipment, and the Sheriff badge. The game ends when the gold mine runs out or all property deeds are taken.

Components

Setup

  1. Shuffle General Store cards, place face-down above the general store.
  2. Shuffle Property Deed cards, place face-down above town hall. Draw top 3 face-up.
  3. Each player takes: 1 cup, 5 dice, 8 $1 bills.
  4. Place 30 Gold Nuggets on the gold mine.
  5. Place 3 $1 bills above the bank.
  6. Shuffle Elixir cards, place face-down; draw top 2 face-up.
  7. Youngest player takes the Sheriff Badge.

Turn Structure

Each round has two phases:

Phase I: Build a Poker Hand

  1. All players simultaneously shake 5 dice in their cup and slam face-down.
  2. Secretly look under cup; keep exactly 1 die under the cup, take the rest in hand.
  3. Simultaneously lift cups to reveal the kept die; set it aside.
  4. Repeat until all 5 dice are set aside.

Spending Dollars for Extra Dice: After rolling, you may keep more than 1 die. Pay $1 per extra die kept (beyond the first) to the stagecoach. You may also keep 0 dice by paying $1.

Early Finish: When any player completes their hand early (by keeping multiple dice), all remaining players roll their remaining dice one final time and must keep them all (no dollar cost).

Phase II: Take Actions

Resolve locations in order (1-8):

# Location Who Controls Effect
1 Gold Mine Most 9s Gain 1 gold nugget per 9 in hand
2 Bank Most 10s Take all $1 bills above the bank
3 Stagecoach Nobody Move all stagecoach money to the bank
4 General Store Most Js Draw cards equal to Js in hand, keep 1, discard rest. First round: do this twice
5 Saloon Most Qs Draw cards from an opponent’s hand equal to Qs, keep 1, return rest
6 Sheriff Most Ks Take the Sheriff Badge (5 VP; breaks ties)
7 Town Hall Best poker hand Take bottom Property Deed + 1 additional per Ace (max 3 total)
8 Doc Badluck Players who controlled nothing Choose 1 of 2 face-up Elixir cards or draw from deck; resolve effect

Actions

General Store Cards (played and discarded):

Doc Badluck’s Elixirs:

Scoring / Victory Conditions

End-game triggers (either one):

Final Scoring: | Source | VP | |——–|—–| | Gold Nuggets | 1 VP each | | Dollar Bills | 1 VP per $2 | | Sheriff Badge | 5 VP | | Equipment Cards | 1-8 VP (as printed) | | Property Deeds | 1-5 VP each |

Player with the most VP wins. Tied: most Property Deeds wins. Still tied: Sheriff decides.

Special Rules & Edge Cases

Player Reference

Dice Faces 9, 10, J, Q, K, A
Location Order Gold Mine (9s) > Bank (10s) > Stagecoach > General Store (Js) > Saloon (Qs) > Sheriff (Ks) > Town Hall (best hand) > Doc Badluck
Keeping extra dice cost $1 per die beyond the first
Keeping zero dice cost $1
Poker hand ranking High card < Pair < Two Pair < Three of a Kind < Full House < Four of a Kind < Five of a Kind