Klondike

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

Overview

Klondike is a board game of gold prospecting during the Klondike Gold Rush. Players move around the board by dice rolls, prospecting for gold in four creeks, buying and managing buildings (saloons, hotels, casinos, theatres, sawmills, trading companies), and trying to amass the most cash. Fortunes are made, squandered, and remade as prospecting cards reveal gold strikes or hazards. The game ends when the last prospecting card is turned over, and the richest player wins.

Components

Setup

  1. Choose one player to act as banker. The banker manages the bank’s money separately from their own assets.
  2. Each player chooses a token, places it on the Chilkoot Pass space, and receives $50,000 grubstake from the bank.
  3. The banker shuffles the prospecting cards, allows one player to cut the deck, and then deals 9 cards face-down in each of the four creeks in the center of the board.

Turn Structure

Each player in turn throws the dice. On your turn:

  1. Roll two dice and move your token clockwise around the board the total number of spaces indicated.
  2. Resolve the space you land on:
    • Prospect space: Turn over the top card in any of the four creeks.
    • Building space: Buy the building if unowned, or pay the owner.
    • Special spaces: Follow printed instructions.

Actions

Prospecting

Discovery Claims

Mother Lode

Buildings

Building Revenue
Hotels Fixed amount on ownership card
Saloons Owner gives a party for all players in town. Every player with a token on the Pioneers’ Cemetery, Fire, or any building (except Woodpile and Church) must move to the saloon. Owner collects the amount on the ownership card per player in the saloon.
Casinos Owner collects the amount on the ownership card times the dice total. If doubles are thrown, the Casino owner pays you the same way.
Trading Company Pay the owner $20,000 for supplies
Sawmill Pay $5,000 for every building you own to the sawmill owner
Theatres Pay the amount on the ownership card. Must throw doubles on next turn to leave; otherwise stay and pay again.

Monopolies

Claim Jumping

Selling Claims

Scoring / Victory Conditions

The game ends when the last prospecting card is turned over and any resulting effects are resolved. All ownership cards are then returned to the banker — buildings have no value at game end since they now belong to a ghost town. The player with the most cash at this time wins the game.

Special Rules & Edge Cases

Player Reference

Turn: Roll 2 dice → Move clockwise → Prospect / Buy building / Pay owner / Follow instructions

Prospecting: Land on Prospect → Turn over a creek card → Gold = bank pays you; Event = follow instructions

Key bonuses: Discovery Claim (first in creek) = double value; Mother Lode = all subsequent gold in that creek doubled

Win: Most cash when last prospecting card is turned over. Buildings have no end-game value.