Overview
In Pioneers, players settle the American frontier by deploying pioneers into cities using coaches to transport them across the map. Each pioneer has a specific profession and can only settle in a city where that profession is needed. Players build roads between cities to generate income and expand their networks. The player with the most victory points at game end wins.
Components
- 1 double-sided game board (one side for 4 players, one side for 2-3 players)
- 24 coaches (various sizes showing pioneer spaces and victory point values)
- 4 starting coaches (longer than normal coaches)
- 1 first player marker
- 49 pioneer tiles (7 each of 7 types: Barkeeper, Hotel, Banker, Gold Digger, Sergeant, Farmer, Merchant)
- 8 covering tiles (for 2-player game)
- 10 gold nuggets (6x 3VP, 3x 4VP, 1x 5VP)
- 45 dollar coins (27x $1, 18x $2)
- Per player: 1 player board, 20 pioneers, 15 roads, 1 scoring marker, 1 shop tile, 1 stagecoach token
- 1 rulebook
Setup
- Place the game board (correct side for player count). For 2 players, cover 8 edge cities with covering tiles.
- Remove pioneer tiles based on player count: 2 players remove 2 of each type; 3 players remove 1 of each type; 4 players remove none.
- Shuffle remaining tiles face-down and place one on each city space, then flip face-up. If both cities adjacent to the starting space have identical tiles, swap one with an unused tile.
- Determine first player randomly; give them the first player marker.
- Place dollar coins and face-down gold nuggets near the board.
- Place the stagecoach token on the starting space.
- Remove coaches from the stack based on player count (without looking), then fill the 4-space coach display left to right.
- Each player takes their color’s player board, shop tile, scoring marker, pioneers, and roads, plus $2 from the supply. Place shop tile on leftmost purchase space. Place 1 pioneer on the starting space and 1 pioneer on each space of their starting coach (dealt randomly). Place scoring marker on “0”.
Turn Structure
Each turn consists of three phases in order:
Phase 1: Income
- Receive basic income of $3 from the supply.
- +$1 per Banker tile on your player board (maximum 2 Banker tiles).
Phase 2: Purchase
- Move your shop tile onto one of three purchase spaces to perform that action.
- Each Merchant tile on your board grants one additional purchase action (move the Merchant tile to an unoccupied purchase space).
- Maximum 2 Merchant tiles.
- A purchase action covered by a tile cannot be reused this turn.
- You may skip purchasing and go to Phase 3 (unless you have only empty coaches, in which case you must buy a coach).
Phase 3: Movement and Colonizing
- Move the stagecoach token along connecting lines to reach a city with a matching pioneer tile.
- Settle your pioneer by replacing the tile with a matching pioneer from one of your coaches.
- Perform the tile’s special action.
- Invite one other player (clockwise from your left) to also settle a pioneer in that city for $2 paid to you. They do not get the special action.
Actions
Purchase Actions
| Action |
Cost |
Effect |
| Buy 1 road |
$2 |
Place 1 road from your supply on any unoccupied connecting line |
| Buy 2 roads |
$5 |
Place 2 roads from your supply on unoccupied connecting lines |
| Buy 1 coach |
$1-$4 |
Take a coach from the display (price shown above its position), place pioneers from your supply on all its spaces |
After buying a coach, slide remaining coaches left and refill the rightmost space from the stack. You cannot buy a coach if you lack enough pioneers to fill all its spaces.
Movement Rules
- Each move from city to city costs $1.
- No road on the line: pay $1 to the supply.
- Another player’s road: pay $1 to that player.
- Your own road: free.
- You must stop at the first city containing a pioneer tile.
- You must move if you can afford to reach a matching city; otherwise pass.
- You may never end movement on a city without a pioneer tile.
Special Actions
Immediate actions (tile returned to box after use):
- Sergeant: Place 1 free road from your supply. May be placed on an unoccupied line OR on a line already having exactly 1 other player’s road (max 2 roads per line). Moving along a double-road line costs $2 ($1 per road owner), but free if one road is yours.
- Gold Digger: Take 1 gold nugget from the supply, look at it secretly, keep it face-down.
- Farmer: Settle up to 2 additional Farmer pioneers from your coaches into that city (max 3 Farmers per player per city).
- Hotel: Gain $3 from the supply. You may place any pioneer from your coaches (not limited by type). The invited player must match whatever type you placed.
- Barkeeper: Return any 1 pioneer from any of your coaches to your personal supply.
Permanent actions (placed on your player board):
- Banker: +$1 income per turn (max 2). Extra Bankers returned to box.
- Merchant: +1 purchase action per turn (max 2). Extra Merchants returned to box.
Empty Coaches
When a coach is completely emptied of pioneers, immediately score the VP shown on that coach and gain $1. Flip the coach face-down.
Scoring / Victory Conditions
The game ends at the end of the round in which either: (a) at least one player has built all 15 roads, or (b) the last coach from the stack has been added to the display. Finish the current round.
Final Scoring:
- Empty coach spaces: 1 VP per empty space on each face-up (not yet completed) coach.
- Gold nuggets: Reveal and sum all gold nugget values (3, 4, or 5 VP each).
- Largest road network: 2 VP per your own pioneer in your most populous contiguous road network. A network is a group of cities connected by your roads; only your pioneers in that network count.
The player with the most victory points wins. Tiebreaker: most dollars. If still tied, share the victory.
Special Rules & Edge Cases
- Maximum 2 roads between any two cities.
- Hotel tile lets you place any pioneer type, but you do NOT get that pioneer type’s special action.
- When invited to join another player’s settlement, you pay $2 to them and do not get the special action.
- If you have only empty coaches at the start of your turn, your first purchase action must be to buy a coach.
- If you cannot fill any available coach with pioneers from your supply, you may only buy roads and cannot perform Phase 3.
- Your “largest network” is determined by the network containing the most of your own pioneers, not the most roads.
Player Reference
| Phase |
Action |
| 1. Income |
$3 base + $1 per Banker (max 2) |
| 2. Purchase |
Shop tile + Merchant tiles (max 2) select purchase actions |
| 3. Movement |
Move stagecoach, settle pioneer, use special action, invite 1 player |
| Pioneer Type |
Action Type |
Effect |
| Banker |
Permanent |
+$1 income/turn |
| Merchant |
Permanent |
+1 purchase action/turn |
| Sergeant |
Immediate |
Free road (can double-up) |
| Gold Digger |
Immediate |
Secret gold nugget (3-5 VP) |
| Farmer |
Immediate |
Settle up to 2 more Farmers |
| Hotel |
Immediate |
$3 + place any pioneer type |
| Barkeeper |
Immediate |
Return 1 coach pioneer to supply |