Gold Rush

Designer: Klaus-Jurgen Wrede

Artwork: Claus Stephan

  • Theme:  The Wild West - An unknown frontier stetches out before us.  Construction of the first railroad lines has begun and the tireless work of the settlers is finally paying off as they leave their tents behind to prosper in the thriving cities that you helped to build.  Trading with the natives is a lucrative affair and wild horses are especially valuable.  But watch out, there's gold in them hills!  Everyone's looking to get rich quick, so get to the mountains before the others mine them dry.

Game Information

  • Play Time:  2-5 players
  • Player Count:  35 minutes
  • Ages:  8+
  • Complexity of Rules:  Low
  • Setup Time:  Low
  • Replay Value: Medium/High
  • Direct Conflict: Medium/Low

How It Plays

  • Game Mechanics:  This is a tile placement, area control game. Players take turns drawing and placing tiles with the option of placing a meeple or tent on the tile to vie for control of areas.
  • Turn Summary:
    1.  Draw and place a tile - The tile must be placed in a way that it continues the landscape of the surrounding tiles in play.  If the tile has a mine,  place 1 mining token on the mine for each gold nugget shown.
    2.  Take one of the following actions:
      • Place a Meeple on a Railroad as a Railwayman - No other meeples may be on the railway.  If the path is completed on both ends by junctions or cities, the player with the most meeples on the railway scores 1 point per tile (2 points per tile if there is at least one locomotive) and all meeples are returned to the players.
      • Place a Meeple on a Mine as a Gold Miner - No other miners may be in the mine.  If the mine is completed, the player with the most meeples in the mine takes all mining tokens on the mine and scores 1 point for each gold nugget shown in the mine.  All meeples in the completed mine are returned to the players.
      • Place a Meeple in a City as a Merchant - If all railways leading out of the city become complete, a merchant in the city will score 3 points for each railway and the meeple is returned to the player.
      • Place a Meeple in a Prairie as a Farmer - No other meeples may be in any connected prairie.  At the end of the game the player with the most meeples in a connected prairie scores 2 points for each tipi camp and 4 points for each herd of wild horses in the connected prairie.
      • Place or Move Tent - Tent can be placed on any tile with a mine segment that doesn't have another tent.
      • Mine for Gold - Take one mining token from the mine where a player's tent is located.
  • End Game:  After all the tiles have been placed,  tents and mining tokens are removed from the board and the game ends.
  • Victory:  Gold Miners score 1 point for each gold nugget symbol on uncompleted mines.  Railroads score 1 point for each railroad tile on uncompleted railroads.  Merchants score 3 points for each completed railway leaving the city. Farmers score 2 points for tipi camps and 4 points for horses.  Players score 1 point for every gold nugget symbol on their acquired mining tokens.  The player with the most points wins.



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Publisher: Z-Man Games

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