Full manual text

1858. The parcels of land of the new city called Carson
City are being sold. You possess a small amount of
money and have a team of loyal cowboys at your disposal. You seek
to purchase the best parcels and build the most lucrative buildings
in town. Will you have the guts to provoke your opponents into
a duel? Who will try to snatch the best deals from under your
very nose? W ill you be able to wisely use the support of the most
influential townsfolk? The winner will become the most important
citizen of Carson City. This importance is measured by the victory
points you will accumulate during the game. Moreover, at game’s
end, your possessions (such as money, buildings, mountains and
Houses) will be converted into even more victory points.

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GAME MATERIALS
HOW TO READ THESE RULES?
WELCOME TO CARSON CITY
Howdy, stranger. If you are looking to make a fortune, maybe you will find gold in our mountains or customers for your business. But don’t come here looking for trouble, or you’ll be filling a spot in our cemetery!
Carson City is a complex game. The ride to the Far West is long and bumpy, but nothing is impossible with a little patience and courage. All will become clear when you start playing and your cowboys start walking around Carson City.
To help you learn how to play, the rules are organized like this:
L “Welcome to Carson City” presents a list of game materials and a short overview of the game, and includes the game’s set up.
L “Playing the Game” gives a full overview of the rules, detailing the rounds of play and final scoring.
L Locations and people you will encounter during the game are detailed in the “Buildings” and “Characters” sections.
L Finally, “What Else” presents several variants and optional rules which can be combined to your liking, allowing you to discover other ways to play Carson City.
While reading the rules, consider this:
If you are a beginner, follow the advice marked with this symbol: . This will prevent you from having to read all the rules (you will be spared about 30% of the rules this way). The rules are written in normal characters.
The most important points are written in bold like this.
Examples or captions are written in italics to distinguish them from regular rules.
Finally, there are the Tips from the Sheriff, written in italics on a gray-beige background. These tips provide thematic information or game advice.
The board represents the territory of the future town of Carson City, divided into 64 parcels of land each represented by a space on the game board.
The different actions in the game are depicted above the map of the city. The board is double sided and the reverse side includes the Carson river. We advise you to play your first game(s) on the side of the board without the river.
9 mountain tiles
1 Start tile
38 building tiles:
6 Ranches, 6 Mines,
4 Drugstores, 4 Banks, 3 Saloons, 3 Hotels, 2 Churches, 2 Prisons, 2 General stores, 2 Schools, 2 Blacksmiths, 1 City Hall, 1 Station
13 “higher income” building tiles which replace the existing building tiles in the general supply. These tiles must be kept separate from the general supply. You can distinguish them by the golden lining around the income numbers.
1 bag for drawing the buildings
1 notepad “A NEW BEGINNING”
19 House tiles depicting normal Houses (front) and Townhouses (back)
30 black sticks representing roads
27 revolver tokens representing your cowboys’ strength and training level
1 special “3 revolvers” token
+ $0 + $5 + $11 + $18 + $26 $.............
— $0 + $6 + $13 + $21 + $30 $.............
— $0 + $4 + $6 + $8 + $10 $.............
— $0 + $7 + $14 + $21 + $28 $.............
— $0
- +$20
- +$10
+ $10
+ $20 $.............
$10 Influential connections
You may choose the yellow or red side of the personality card taken at the beginning of every round. At the end of the round, the personality card keeps the chosen side face up.
$.............
$10 Great service done
After all players have chosen their personality cards, you may choose a second personality card from those remaining (in turn order if several players do this). Your personalities have cumulative effects and cash limits. To determine the new turn order, take your lowest personality number into account. You can do this only once during the game.
$.............
$10 Marksman
Throughout the game, when resolving duels, you roll two dice and choose one. With the “Might is Right” variant, you receive 5 new duel tiles (instead of 3) when you have no duel tiles left. In addition you may discard the last 2 duel tiles left in your personal reserve.
$.............
$ ? First player
Bid to begin the game (choose your personality card first in the first round). Resolve ties by a die roll.
$.............
TOTAL $.............
Money available at the beginning of the game ($50 - total)
$.............
© Xavier Georges, Quined, 2015
Each player begins the game with $50 and one cowboy. Then each player may secretly buy additional cowboys, revolvers, roads, parcels, victory points, special powers ... or save money to begin the game. You can even choose to “pay” 5 or 10 victory points to receive more money to spend. Choices are revealed simultaneously. Please refer to the rules considering the “Might is Right” variant. Each player will receive one of the sheets from this notepad for each game played.

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3
Game material limit
Money, revolvers, Houses and roads are not limited. In the
rare case you run out of any of these, use any other item as a
replacement. If you run out of roads, you can remove redun-
dant roads.
The cowboys, property tiles and horses are limited to the
material available in the box.
2 basic dice
2 auction tiles
(used with character n° 12: the
Auctioneer)
Game materials used only with certain characters
15 River Tiles used with the “CARSON
RIVER” variant
Game materials used only with certain game variants
1 white cowboy (used with character n° 1: the
Sheriff)
1 round marker
20 character cards
numbered 0 to 19
60 cowboys (10 meeples per color), used to select
actions
12 player markers (2 per color) to count victory
points (VPs) and indicate turn order
6 combat dice (1 per color) for the duels
72 property tiles (12 in each of the six player col-
ors) that allow the player to mark the parcels of land you purchased
Money: $1, $5, and $10 coins and $20 bills
7 dynamite tokens (used with character n° 9: the
Prospector or character n° 10: the Gunsmith)
2 “no duel” tiles (used with character n° 11: the
Singer)
30 duel tiles used with the “MIGHT IS
RIGHT” variant
4 rodeo tokens used with the “HORSES” variant
6 player boards
that also include the enclosures needed to play the “horses” variant
6 player aids
3 outlaw tiles and 9 outlaw meeples
used with the “OUTLAW” variant
25 horse tokens used with the “HORSES” variant
H
$3
$3
$1
$6/
/
/
/
/
/
/
/
/
$3
$3
3
$5
$5
$6
20
6
4
2
6
3
2
4
3
2
2
2
1
1
? /

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4
GAME SETUP
The image on this spread shows an example of set up for three
players.
1 2
5
10
10
4
4
9
11
Each player gets $15, 1 road, 1 player board, 1 player aid, 1
revolver token, 12 property tiles,
1 combat die and 3 cowboys of their color.
These
roads and cowboys given to a player at set up
 constitute that
player’s personal supply.
One Ranch is placed on the “$3” construc- tion space and another on the “$10” space.
1
A Mine is placed on the “$4” construction space and another on the “$12” space. The 34 remaining building tiles all go in the bag.
For your first game, we advise you to only use the follow-
ing 26 buildings: 4 Ranches, 4 Mines, 4 Drugstores, 4 Banks,
3 Saloons, 3 Hotels, 2 Prisons, 2 Churches. The other buildings are placed back in the box and will not be used in this game.
2
The center of Carson City is determined by rolling the two basic dice,
at the inter-
section of the column designated by the white die and the row designated by the black die.
4
The Start tile is placed on that parcel and four roads are placed alongside the House, one on each side.
New city roads will
be built starting from these four starting roads.
5
Three other buildings are drawn randomly from the bag and set on the remaining “$5”, “$6” and “$8” construction spaces.
?
3
The remaining money is piled near the board, and constitutes the
Central
Bank
. The Houses, roads and remaining
cowboys are placed near the board
in the
general supply.
Nine mountains are placed randomly on the board using the same placement method as used in Step 4 above.
If the selected parcel is
already occupied, roll the basic dice again.
6
The special “3 revolvers” token is placed on its designated space.
7
9
H
$3
$3
$1
$6/
/
/
/
/
/
/
/
/
$3
$3
3
$5
$5
$6
20
6
4
2
6
3
2
4
3
2
2
2
1
1
? /

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The round marker is placed on the starting position.
For the first round, randomly choose the turn order.
The corresponding player markers are set on the pass order track (the grayed out order track) as a reminder of the turn order. Each player then places their other player marker on the “0” space of the victory point track.
Every player receives two property tiles. In reverse turn order, each player chooses a parcel and places one of their property tiles on it.
Next, in turn order this time, each player chooses a second parcel and places a property tile on it. Any parcel may be chosen, including a parcel with a mountain or the Carson City center.
Note: when placing property tiles, always make sure you place them underneath a House, mountain or building, not above them.
Lastly, 7 character cards are placed next to the game board. If one of these characters is The Paperboy, add an 8th character card.
For your first game, we recommend you use the characters numbered 1 to 7 with their yellow side.
There are additional recommended character choices on page 17 for use in future games.
HOW TO PLAY
Carson City takes place over four game rounds.
Every game round is split into 4 phases, in which all players participate:
Phase 1 will allow each player to choose a character. This choice has three consequences:
Each character gives you a particular ability;
Characters determine the turn order of phase 2;
Every character limits the amount of money that the player can keep for the next round (or for the final scoring).
In Phase 2, each player will plan the actions they wish to perform.
Following the new turn order, each player places a cowboy on a action space, a parcel, a building, or chooses to pass. This process is repeated until all players have passed.
Players’ actions are resolved during phase 3.
When several players are competing for an action that can only be taken by a single player, such as the purchase of land, a duel takes place between these players to see who gets to perform the action.
Phase 4 marks the end of the round and allows to prepare the game for the next round, with the arrival of new cowboys ready to fight for you.

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6
PLAYING THE GAME
“They did not know it was impossible, so they did it.”  Mark Twain
Carson City takes place over four game rounds. Every game round is split into 4 phases, in which all play-
ers participate.
All character cards are placed near the board. Then, each player,
according to turn order, chooses one of them.
Certain choices may be
directly followed by an action, depending on the character (see pages 14, 15, and 16
for the description of the characters).
When all players have chosen a character, the turn order is modified.
The markers are placed on the turn order track (which is the upper order track) in
ascending order, according to the number indicated on the character cards that have
been chosen (numbers shown on top of the cards).
According to the new turn order, every player must place a cowboy
or pass. This is repeated until all players have passed. When it’s your
turn, choose from one of the following four options:

LChoose an action.
Place a cowboy from your personal supply onto one of the
action spaces above the city’s map (a little patience now, we will explain the avail-
able actions in the next chapter).
LChoose a parcel of land. Place a cowboy from your personal supply onto one
of the parcels, meaning you want to purchase it. You can buy multiple parcels in the same round (using one cowboy per desired parcel).
LAttack or defend a building. Place a cowboy from your personal supply onto
a rival’s building in order to attack it, or on one of your buildings to defend.
LPass. Move your marker onto the first free position of the pass order track. Your
turn is over. You are not allowed to place additional cowboys during this round.
The order in which players pass is important. If you are the first one to
pass, you occupy the first position of the pass order track. This track determines the order in which player will choose characters in the next round of the game. If you are the first to pass, you’ll be the first to choose your character in the next round. The pass order also breaks all ties in the game (e.g. for duels, solving certain actions, or endgame scoring).
No action is required. You can safely pass before placing all of your available
cowboys. You can even immediately pass without placing any cowboy at all.
The cowboys of the other players do not prevent you from choosing an action.
You can place it on any action space or any parcel on the game board already
selected by another player. In most cases this will result in a duel.
PHASE 3: PERFORMING ACTIONS AND DUELS
PHASE 2: COWBOY PLACEMENT
PHASE 1: CHOICE OF CHARACTER
Order of solving actions
After all players have passed, the actions are performed one by one
according to the sequence on the board,
i.e. following the winding path
formed by the action boxes. The description of the actions that follows on the next
few pages (pages 7 to 9 - “description of the actions”) respects the order in which the
actions are resolved.
As soon as an action is completed, the cowboy goes back to the general
supply.
You can always decide not to perform an action
(e.g. if you realize that you
do not have enough money to do everything you want). You may even choose not to
perform an action after winning a duel. If you give up the action, your cowboy returns
to the general supply as if he had performed the action.
After selecting the characters, the turn order is modified. For example, here
JohnJohn chose
the Sheriff (1), RandyRandy the Grocer (3) and
SarahSarah the Mercenary (7).
Once a player passes, their pawn moves down the pass order track to the first avail-
able space on the pass order track (in this example,

RandyRandy is the first to pass).

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7
Roads (1)
The player who wins this action receives 3 new roads that
they place in their personal supply.
The roads in a player’s per-
sonal supply are always available for construction and may be placed on
the board at any given time during the game.
Roads (2)
Each cowboy you place on this space gives you a road, that
you place in your personal supply.
No duel occurs on this space:
you can place one or more cowboys on this space, even if other players’
cowboys are present.
Important: a newly constructed road must always extend previously placed roads.
Wages
Each cowboy you place on this space gives you $4. No duel
occurs on this space: you can place one or more cowboys on this space,
even if other players’ cowboys are present. If you play with the “HORSES”
variant, you can, instead of receiving $4, pay $4 to buy a new horse. Each player can
only buy one horse per round.
Ammunition
The player who wins this action receives the special “3
revolvers” token for the remainder of this round.
In other
words, that player adds 3 to their firepower throughout the current
round.
Actions
Duels
If several players have placed a cowboy on the same space or parcel,
a duel occurs (with two exceptions: the action spaces “Wages” and
“Roads”, see further). The outcome of the duel will determine who gets to per -
form the action, and who doesn’t. To settle the duel, every player involved rolls
a
combat die, and adds that number to their firepower (firepower: the number
of revolver tokens and cowboys in a player’s personal supply). The winner is the
player with the highest attack total.
In case of a tie, the player furthest to the left on the pass order track
is the winner.
The winner then gets to perform the action. The winner can also
choose to not perform the action. Regardless of their choice, their cowboy then goes
back into the general supply. The loser(s) will not perform the chosen action, but the
losing cowboy(s) go back into the personal supply of the respective player(s).
Example: RandyRandy, JohnJohn and SarahSarah are all
involved in a duel to buy land.
All three of them throw a combat die and
add the revolver(s) and cowboy(s) present
in their personal supplies.
RandyRandy and JohnJohn are tied, but since Randy Randy
is before JohnJohn on the pass order track (he
passed before JohnJohn when placing his cow-
boys), it is RandyRandy who wins the duel and
can purchase the land. JohnJohn and SarahSarah both
recover their cowboy and place it back in their personal supply.
Tips from the Sheriff 1: You now understand better why it may be worthwhile to pass
early on and not place all of your available cowboys. The more cowboys you have in your personal supply, the stronger you are in duels.
Tips from the Sheriff 4: Time to go back to the game rules …
Tips from the Sheriff 3: These statistics highlight an interesting fact: When the duel
(or confrontation) pits a man and a woman against each other, in most cases (up to 90% of cases when it comes to the final showdown of a movie), the two opponents find a creative and original solution to reach the goal they both covet.
Tips from the Sheriff 2: When you lose a duel, why does your cowboy return to your
personal supply? Isn’t he dead? To answer this question, we watched 1,234 westerns and TV series devoted to the Far West for some statistics. If we understand the word “duel” at large, as a confrontation between several people who wish to do the same thing, our statistics show that in 56.78% of all the cases, the loser survives. Sometimes he is merely wounded, he flees, he surrenders or he gives up for lack of ammunition. So statistically, it is more realistic to consider that the loser survives the duel, and that your cowboy goes back into your personal supply.
RandyRandy rolls a 5 + 1 revolver + 0 cowboy = 6
JohnJohn rolls a 3 + 2 revolvers + 1 cowboy = 6
SarahSarah rolls a 2 + 1 revolver + 0 cowboy = 3
: + +0=6
: + +0=3
: + + =6

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8
Building Purchase
There are seven “building purchase” action spaces, each
allowing you to purchase and build a building, by paying
the price indicated below the box.
In order to be able to build,
you must meet three conditions:
1.
You must be the owner of the land on which you build. Warning:
You can only build a building or a House on an unoccupied parcel,
meaning: a parcel without any mountain, House or other building.
2.
Your -
son City,
meaning that at least one road on the board must touch a cor-
ner of your property tile, or be placed alongside at least one of the four sides of your parcel (see example in the right column). Do not forget you can build roads from your personal supply at anytime during the game.
Exceptions: Ranches and Mines do not require a connecting road.
3.
Additionally, a House must be added to the city, to accommo-
date new residents attracted by the new activity.
Building this House
is free (you just take a House from the general supply) and must be placed on a unoccupied parcel that is connected to the road system.
This House does not have to be adjacent to your new
building. A House can be placed on one of your property tiles, on a par- cel belonging to another player if he/she agrees to it, or unowned parcel. Exceptions: You do NOT add a House to the city when building a Ranch or a
Mine.
TOWNHOUSES: When you must place a House on the board,
you can, instead of placing an additional House, replace an existing House by a Townhouse, flipping the House tile to its Townhouse side.
To replace an existing House by a Townhouse, all
parcels surrounding the existing House must be occupied by other build-
ings, Houses, mountains, river or property tiles.
This means that a Townhouse can not be placed on the edge of the board!
Deferred Placement: Instead of directly placing their building on the game board, a player can keep it in front of him and wait to place it on the board
(for example because they have not yet purchased the
right parcel, the parcel they want to build it on is not yet connected to the road system (and they don’t have any available roads), or because they do not have
the opportunity to build the required House). At the end of the “building purchase” ” action, each player has the opportunity to place the building(s) they kept in their per- sonal supply from the previous rounds. If several players are concerned, they place their buildings in the current “pass order”. Each player can have multiple buildings waiting to be placed.
At the beginning of the game, only nine par-
cels are connected to the road system: the central
parcel and the eight adjacent parcels.
Example of “building purchase” and construction:
John,John, SarahSarah and RandyRandy just
purchased new parcels and are ready to buy and place some buildings.
JohnJohn buys a
Saloon for $10 and places it on one of his-
vacant property tiles connected to a road. He also places a House on th
e last free
(unowned) parcel that’s connected to a road. [continued on page 9]
Parcel purchase
To buy an unowned parcel, a player must put a cowboy on that parcel (and not on the “parcel purchase” space) during the cowboy placement phase.
This parcel should not belong to anyone (it is not possible to buy a parcel
belonging to another player). Any parcel with bare land as well as a parcel on which there is a House, Townhouse or a mountain can be purchased.
The price of a parcel is $1, plus $1 for each building, mountain or House that is on the parcel or adjacent to it (adjacent meaning both orthogonally and diagonally).
The minimum price is $1 and the maximum
price may reach $10. For each coveted parcel, the player who wins this action puts their cowboy in the general supply, pays the required amount to the Central Bank, and places a property title of their color on this parcel. If several duels must be resolved before the purchase of a parcel, it is the first player who passed (among the players involved in at least one duel) that decides the order in which all the duels will be resolved.
Example: RandyRandy buys land that costs $6 (1
$+ $2 for Houses, + $2 for Saloons, + $1 for the mountain).

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9
[continued from page 8] Then, Sarah buys a Drugstore for $8 and places it on one of her free property tiles. Instead of placing a new House on one of her vacant parcels, she transforms the central House to a Townhouse.
Finally, Randy buys a Bank for $5. He would like to place his Bank on his property tile but there is no place to put the House that accompanies the Bank. Let’s assume for a second that Randy doesn’t have any roads in his personal supply. He asks John and Sarah if he can put a House on one of their free parcels, but they both refuse. Randy can therefore not place his Bank and keeps it in his personal supply, hoping to be able to place in the next round.
Buildings income example: Randy’s Saloon brings in $15 (3 adjacent Houses) while Sarah’s Saloon only brings in $10 (one House belongs to Randy).
Building income
Each building brings money to its owner, depending on the buildings and Houses in its vicinity (see pages 12 and 13, “building description”). This action is automatic; there is no need to put a cowboy on this action space to get this income.
Important: When a House does not belong to a specific player (when it is built on an unowned parcel), it can increase the values of all neighboring buildings, whoever the owner is. However, when built on a parcel belonging to a player, this House will only benefit the buildings of that player (see example on the right). The same applies to mountains and Mines.
Attacks on buildings: it is possible to put a cowboy on a building of another player to attack it. This means the attacker will steal half of the income of that particular building (rounded down) from its owner during the “building income” phase.
A player may also place a cowboy on their own building in order to help defend against an attacker in a duel and protect their income. If several cowboys are on a building, a duel takes place. If the owner of the building successfully defends their property, they get their normal income during the “building income” phase. If several duels must be resolved, it’s the first player who passed (among the players involved in at least one duel) that decides the order in which all the duels will be resolved.
Cowboy income
The player who wins this action gets $2 for each firepower point.
The firepower of a player is the number of cowboys and revolvers in their personal supply, potentially boosted by temporary bonuses (“ammunition” action, mercenary, …).
Parcels income
The player who wins this action gets $2 per parcel they own.
All their parcels count, whether they’re occupied or not.
Building victory points
The player who wins this action gets an number of victory points corresponding to the number of buildings that are placed on their parcels (mountains and Houses excluded).
Cowboy victory points
The player who wins this action gets a number of victory points corresponding to half their firepower (rounded down).
The firepower of a player is the number of cowboys and revolvers in their personal supply, potentially by temporary bonuses (“ammunition” action, Mercenary, …).
Victory points purchase
The player who wins this action may buy victory points at the price of $2, $3, $4 or $5 per victory point.
Gambling income
The player who wins this action must roll the two basic dice and receives the rolled amount in cash.
For instance, a 3 and a 5 would result in $8.
Parcels victory points
The player who wins this action gets a number of victory points corresponding to half the number of parcels they own (rounded down). All their parcels count, whether they’re occupied or not.

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Once all actions have been resolved, the game round ends.
The round marker is moved one space forward (to the left), blocking
one of the “victory points purchase” spaces from being used for the
rest of the game.
Whilst keeping the cowboys from their personal supply (unused
cowboys or ones that lost a duel),
each player receives the indicated number
of cowboys for the new round from the general supply
(+4 cowboys at the
end of round 1, +5 cowboys at the end of round 2, and +5 cowboys at the end of round
3, with a maximum of 10 cowboys available).
All the money that you own beyond your cash limit must be
spent.
Each player must spend the money that exceeds their cash limit
(indicated in red on the chosen character). You can spend more than the
amount over your cash limit. If applicable, you receive 1 victory point per
$10 spent.
Tips from the Sheriff: The cash limit of a character you have chosen represents his or
her ability to counsel you regarding money and protect it from different threats it might face (theft, gambling, corruption, scams, taxes, risky investments, …).
Character cards are then grouped next to the game board. If necessary, the
pieces or tokens related to this character are returned (white cowboy Sheriff, etc.). The special “3 revolvers” token is returned to its action space.
The buildings that have not been bought are shifted sequentially towards the spaces with lower prices. For each remaining available position, one building is drawn randomly from the bag and placed on the Action track before the beginning of the next round.
The game ends at the conclusion of the fourth round, after the players have spent the money that was beyond the cash limit of their character card for that round.
On top of the victory points acquired during the game, players receive additional victory points for the following items:
1. The remaining money is exchanged at $6 per victory point.
2. Each building, House and mountain gives 2 victory points to their
respective owner.
A building that was purchased but not built (which was
not played) does not earn you victory points, the same goes for empty property tiles.
If you play with the “RIVER” variant, Each building, House
and mountain adjacent to a bridge gives 3 victory points to their respective owner (instead of 2).
3. If you play with the “HORSES” variant, each horse earns you 1 vic-
tory point at the end of the game. In addition, for each rodeo won during the game, each horse earns you 1 additional victory point.
4. The player that owns the Train Station scores 1 VP for every two
House symbols in the entire city, rounded down.
5. The player that owns the Teacher (red side) scores 2 victory points
for each School, Prison, or Church you own, and you also get 2 vic-
tory points if you don’t own any Saloon(s).
6. If you play with the “KIT CARSON” variant, each player earns 1 vic-
tory point per player behind him on the pass order track.
The winner is the player with the most victory points.
In case of a tie, the
tied player who passed first in the final round wins.
END OF THE GAME
PHASE 4: ROUND END
Example: Randy has
$54. Thanks to the Banker, he can keep all of his money for the next round.
John ends
his round with $28 and has the Sheriff. He must spend a minimum of $8 (to get back down to $20) and decides to spend $10 to gain 1 vic-
tory point.
Sarah, who had chosen the Chi-
nese Worker, ends her round with $34. She spends $4 to get back down to $30 and does not gain any victory points.
Example: In this situation, Sarah would
receive 2 victory points, Randy would
receive 1, and John none.
Tips from the Sheriff: it may be important to finish the game with a character
that has a high cash limit (like the Banker). Indeed, during the last round, there is only one available action space where you can buy victory points at a good price ($5 per victory point) and the fight is often intense in order to perform this action.
$6
3
: +1
:

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BUILDINGS
“I could never plan a thing and get it to come out the way I planned it.
It came out some other way - some way I had not counted upon.”
Mark Twain
Replacement tile when the indicated revenue on a base tile is exceeded
If you play with the buildings recommended for a first play-through, only read the explanation of these buildings (Ranch, Drugstore, Mine, Bank, Saloon, Hotel, Church, Prison) and explanations of the Houses and Townhouses.
Each building displays 8 income indications, going from the minimum to its maximum.
This icon indicates the source of the income
Total income of this building (8 positions)
This building is also considered as a House for adjacent buildings
Building this building allows you to add 1 revolver to your personal supply
Indication of building income
Each property title has a black arrow. It is advisable to always place the arrows in the same direction, pointing North. By placing your building in the right position, the arrow will indicate the total income of the building. During the game, when the income of a building changes, you rotate and/or flip the building to indicate its new income.
For buildings that generate income, each building has 8 income indications.
If the maximum income of a building is exceeded, the tile is replaced by a “higher income” building tiles of the same type.
These replacement tiles are distinguished by the gold lining around the income indications.
Place each building on top of the property tile, so that the black arrow points to the total income for this building
Tips from the Sheriff: You should always play, at the very least, with the buildings from the base game. (Ranch, Drugstore, Mine, Bank, Saloon, Hotel, Church, Prison). For other buildings, which are derived from the Gold & Guns expansion, feel free to add them -or not- according to your preferences.
It is not possible to exceed the income indicated on these replacement tiles.
The maximum income is $33 for a Drugstore or a General store, $40 for a Blacksmith, $45 for a Bank and $55 for a Saloon.
Replacement tiles should be kept separate from other base buildings. They may NOT be placed in the black bag.

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12
Drugstore (x4)
Placement conditions: The parcel on which
the Drugstore is built must be connected to the
road system, and the player must also build a
House.
Income: $3 per adjacent House and per Ranch
owned by the player.
The Ranch does not have to be adja-
cent to the Drugstore to boost its income.
Example: If a player owns a Drugstore with one of their neighbor-
ing Ranches and three neighboring Houses, they get $15 (actually,
th
e Ranch is counted twice, the first time as a neighboring House, and
the second time as a Ranch).
Mine (x6)
Placement conditions: None
Income: $3 per adjacent mountain. Sev-
eral Mines may benefit from the same mountain. Once you own a mountain, it no longer benefits
other players’ Mines.
Special rule: A Mine adds 1 point to your firepower (you
receive an extra revolver token).
House (x19)
Placement conditions: The parcel on which
the House is built must be connected to the road system.
Income: -
Special rule:
Houses are never bought. They come into play
when other buildings are built.
Townhouse (x19)
Placement conditions: When you must
place a House on the board, you can, instead of placing an additional House, replace an existing House with a Townhouse, flipping the House
tile to its Townhouse side. To replace an existing House with a Townhouse, all parcels surrounding the existing House must be occupied by other buildings, Houses, mountains, river or property tiles. This means that a Townhouse can not be placed on the edge of the board.
Income: - Special rule:
A Townhouse is considered two Houses for cal-
culating Drugstore, Bank, Saloon, and General store incomes.
Ranch (x6)
Placement conditions: None
Income: $1 for every neighboring free
parcel, meaning a parcel of land that doesn’t
contain any House, building or mountain but
one that can contain property tiles. Several Ranches may benefit from the same free parcel.
Special rules: A Ranch adds 1 point to your firepower (you
receive an extra revolver token). A Ranch is considered a House when calculating Drugstore, Bank, Saloon, and General store incomes.
Bank (x4)
Placement conditions: The parcel on which
the Bank is built must be connected to the road system, and the player must also build a House.
Income: $3 per adjacent House and per
Mine owned by the player.
The Mine does not have to be
adjacent to the Bank to boost its income.
Example: A player who owns a Bank and a Mine, with one House
and one Hotel as a direct neighbor of their Bank, receives an income of $12.
Hotel (x3)
Placement conditions: The parcel on which
the Hotel is built must be connected to the road system, and the player must also build a House. I
ncome: $6.
Special rule:
A Hotel is considered two Houses when cal-
culating Drugstore, Bank, Saloon, and General store incomes.
Church (x2)
Placement conditions: The parcel on which
the Church is built must be connected to the road system, and the player must also build a House.
Income: -
Special rules:
A Church is considered a House when cal-
culating Drugstore, Bank, Saloon, and General store incomes. A Church allows the player to prevent other players’ attacks. All your buildings directly adjacent to your Church cannot be attacked. If you build a Church near one of your buildings that’s being attacked, the attack is canceled. The attacker returns their cowboy to their personal supply. The Church itself can never be attacked.
Saloon (x3)
Placement conditions: The parcel on which
the Saloon is built must be connected to the road system, and the player must also build a House.
Income: $5 per adjacent House.
Blacksmith (x2)
Placement conditions: The parcel on which
the Blacksmith is built must be connected to the road system, and the player must also build a House.
Income: The income is $5 on the first round, $10 on the sec-
ond round, $15 on third round and $20 on the last round, plus $5 per Ranch owned by the player. The Ranch does not have to be adjacent to the Blacksmith to boost its income.
Tips from the Sheriff : While the city of Carson City grows, the
needs for horses and especially shod horses is growing, increas-
ing the income of the Blacksmith. His profits are also linked to Ranch
es, as Ranches, since they bring in his most loyal customers
and provide horses. This is naturally a place strongly contested by your opponents.

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13
Prison (x2)
Placement conditions: The parcel on which the Prison is built must be connected to the road system, and the player must also build a House.
Income: -
Special rule: A Prison adds 2 points to your firepower (you receive two extra revolver tokens). A Prison cannot be attacked.

School (x2)
Placement conditions: The parcel on which the School is built must be connected to the road system, and you must build three Houses. If playing with the river side of the board, only one School can be built on each side of the river.
Income: - Special rules: The School doesn’t provide any income. A School is considered a House when calculating Drugstore, Bank, Saloon, and General Store incomes.
Tips from the Sheriff: Schools contributed to a town’s success by encouraging family growth; when workers were traveling from other cities for jobs, Schools encourage them to bring their families with them. Therefore, the effect of Schools is to more rapidly increase the population in Carson City and thus the number of Houses.

City Hall (x1)
Placement conditions: The parcel on which the City Hall is built must be connected to the road system.
Income: -
Special rules: The City Hall doesn’t provide any income. A City Hall is considered a House when calculating Drugstore, Bank, Saloon, and General store incomes.
As soon as the City Hall is drawn from the bag (during setup or the end of round phase), the first player (in turn order) immediately places it in the city on any unowned parcel (without paying). If no parcels are available which are connected the road system, then the first player places new roads from the general supply (as few as possible) to create a valid parcel. Then continue to place new buildings on the action track as normal.
The City Hall may not be purchased by any player.
To receive the benefit from the City Hall, you have to place a cowboy on it during the cowboy placement phase. Only one cowboy may occupy the town House. When a City Hall is contested, a duel occurs. This duel is resolved at the beginning of the “building income” phase.
The player occupying the City Hall increases all of their own buildings’ income. Each building that they own increases its profits by one level (i.e. Drugstore, Bank, Saloon, General store, Blacksmith), with the exception of Ranches, Mines and Hotels (since the latter only has 1 income indicator). If a player loses ownership of the City Hall, their buildings’ profits decrease by one level. In other words, the increase in income by one level is temporary and will end as soon as that player is no longer occupying City Hall. At the end of the round, the cowboy occupying the City Hall stays on the board.
Tips from the Sheriff: By occupying the City Hall, you have considerable political influence that can affect the success of your buildings. Once the City Hall is built, it is hotly contested and there are usually many duels to control it.

General store (x2)
Placement conditions: The parcel on which the General store is built must be connected to the road system, and the player must also build a House.
Income: $3 per adjacent House and $6 per adjacent House owned by the player himself. The General store is the only building that receives income from Houses belonging to other players.
Example: a General Store with two adjacent Houses (but only one belonging to the player), and one adjacent Church belonging to another player will generate a $12 income.
Tips from the Sheriff: The appeal of the General store is so strong that all the neighbors want to enjoy it, even locals who would rather see a different store owner.

Station (x1)
Placement conditions: The Station may only be built along a road which crosses the whole map in a straight line.
Income: -
Special rules: The Station does not provide income but allows to score victory points at the end of the game according to the development of the city. At the end of the game, the Station gives 1 VP to its owner for every two House symbols in the city, rounded down. The Station is considered two Houses when calculating Drugstore, Bank, Saloon, and General store incomes. The Station can not be attacked to steal victory points.
Example: When the game has ended, there are 12 Houses, 2 Hotels, 4 Ranches, 1 Church and 1 Station in the city, giving a total of 23 House symbols. The owner of the Station receives 11 VPs (23/2).
Example: It’s the third round of the game, and Sarah currently occupies City Hall. Randy decides to challenge Sarah for the occupancy of City Hall. Randy manages to win the duel, and increases the value of his Saloon, Blacksmith and Bank, but not his Ranch. Sarah has to now decrease the value of her Drugstore and Bank.

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14
CHARACTERS
“I don’t like to commit myself about Heaven and Hell, you see, I have friends in both places.” Mark Twain
Every character tile has two different powers. Basic powers are found on the yellow side. Variant powers, found on the red side, should only be used once everyone is familiar with the game.
During your first playthrough, it is advised to use the characters 1 through 7, and use their yellow side. Only read the basic rules of these characters (and not the red variants). During your subsequent plays, you can choose the character power that will be used throughout the game for each character individually. You can make this choice randomly or by agreement between the players. After the description of the characters, we will present you some possible combinations of characters, depending on the mood you want for your game.
The Settler
The Settler immediately gives you a parcel. It must be an unowned parcel at the moment you take it.
Cash limit: $30.
Variant: You either receive $8 immediately, or you receive 1 VP per mountain you own at the end of the round. Cash limit: $20.
The Chinese Worker
When you choose the Chinese Worker, you immediately receive two roads. On top of that, the price of any building you purchase is halved (rounded up).
Cash limit: $30.
Variant: You pay $5 and take one of the available buildings. You may build it immediately, or keep it to build it later. The remaining buildings are immediately shifted towards lower prices, and a new building is drawn from the bag. Cash limit: $30.
The Sheriff
The player helped by the Sheriff gets the special “Sheriff” cowboy from the general supply (white cowboy). This allows him to select one action without fear of being attacked (no one challenges the Sheriff to a duel).
The Sheriff cannot be played to attack an opposing building, nor to provoke a duel, so it must be placed on an action space without any other cowboy. Cash limit: $20.
Variant: You are not allowed to attack any building or engage in a duel (except to defend yourself). For every lost duel, you receive 3 victory points. Cash limit: $20.
The Banker
When you choose the Banker, you immediately receive $9. The cash limit of this character is particularly high: $120.
Variant: Before the end of the round, you may purchase 3, 5, or 7 victory points for $3, $12 or $25, respectively. Cash limit: $60.
The Grocer
The Grocer allows you to:
• Either double the income for one particular building type (for example, all your Banks) during the “building income” phase.
If a building with double income is attacked, then you and the attacker receive normal income.
Example: Arno has two Banks that earn him $18 and $12. Alex decided to attack Arno’s most profitable Bank. Despite having one of his Banks being attacked, Arno chooses to double their income through the Grocer. Alex receives $18 and Arno $18 + $24. If Arno had not doubled the income of its Banks with the Grocer, Alex would have received $9, and Arno $9 + $12.
• Or receive $8 (immediately or during the “building income” phase).
Cash limit: $60.
Variant: You either immediately receive $8 or you receive 1 victory point per House you own at the end of the round (not including Ranches, Hotels, Churches, Schools or train Station). A Townhouse earns you 1 victory point like a normal House. Cash limit: $60.
The Paperboy
Pay $3 and immediately choose another character card from the cards in play, except the Sheriff. You apply the abilities of that new character as per usual, including its money limit, but you count the “0” value of this card to determine the turn order. Cash limit: $0.
Variant: Immediately choose another character card (from the cards in play), except the Sheriff. You apply the abilities of that new character as per usual, but you deduct $5 off of that character’s money limit. You count the “0” value of this card to determine turn order. Cash limit: -$5.
IMPORTANT: If you play with the Paperboy, you must use 8 character cards in your game instead of 7.
Tips from the Sheriff: the paperboy is always ready to help out for a little fee, like going to look for a particular person you need. But since he’s often up to no good, he will never dare to disturb me.

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15
The Singer
You receive two “no duel”
tokens for the current
round.
You can place these
tokens with a cowboy when you
choose any one of these actions:
get 3 roads, get money (Nevada
state Bank) or get victory points
(town council of Carson City). A cowboy with a “no duel” token
never takes part in a duel, and the action can be performed
regardless of the presence of any other cowboy (even the Sher-
iff). If only one cowboy from another player is placed on the
same space, no duel will occur and both players can do the
action. If a duel occurs between two or more other players, the
result of the duel doesn’t affect the cowboy with the “no duel”
token. Cash limit: $15.
Tips from the Sheriff : No gentleman should fight in the pres-
ence of a lady. Thus, the singer can protect you from some duels.

money Nevada state Bank or get victory points town council of Carson City A cowboy with a no duel token never takes part in a duel and the action can be performed regardless of the presence of any other cowboy even the Sher iff If only one cowboy from another player is placed on the same space no duel will occur and both players can do the action If a duel occurs between two or more other players the result of the duel doesn t affect the cowboy with the no duel token Cash limit 15 Tips from the Sheriff No gentleman should fight in the pres ence of a lady Thus the singer can protect you from some duels

Variant: The Singer can bring you luck. During the cowboy place -
ment phase, the Singer may place a cowboy from the general reserve with
a “no duel” tile on the “gambling income” space. During the third
phase (performing actions), the player ignores any duels if other cowboys are present in this space and she rolls the basic dice for pay-
out but multiplies the rsults of the dice together for a payout of $1 to $36. Cash
limit: $40.
The Gunsmith
Immediately gain 2 victory points for each duel you win this round, including those against an Outlaw.
Cash limit:
$30.
Variant: The gunsmith takes pride in his arsenal, and only the best is
good enough for him. In all duels, the gunsmith is allowed to roll the combat die again (once) if desired (again, including those against an Outlaw). In addition, the gunsmith receives one dynamite token (see Prospector’s rules). With the “MIGHT IS RIGHT” variant, you select and play your duel tile after your opponents showed theirs. Cash limit: $20.
The Indian
You immediately receive 2 randomly selected parcels of land. Roll the basic dice to determine the location, rolling again if that location is not empty.
Cash limit : $20.
Variant: The maximum price of any
parcel of land is $3 regardless of any modifiers in play for that par-
cel. Cash limit : $30.
The Captain
By choosing the captain you can immediately pay $1 and receive a cowboy from the general supply, pay $4 and receive two cowboys from the general supply, or pay $9 and receive three cow-
boys from the general supply.
Cash limit: $25.
Variant: You immediately pay $3 to receive a revolver token, or $9 to receive two revolver tokens. You keep these revolver tokens until the end of the game. Be careful: with this variant, you can run out of revolver tokens. In this case, use another object to symbolize the missing revolvers. Cash limit: $20.
The Mercenary
The Mercenary gives 3 extra firepower points during this round.
Cash limit: $20.
Variant: The Mercenary gives 2 extra firepower points during this round. Cash limit: $30.
The Prospector
When you choose the Pros- pector, you immediately pay $10.
You then select a Mine
from the available buildings, or from the bag if none are avail- able on the “building purchase” spaces. Then choose an unowned
parcel that you cover with one of your property tile and build the Mine on this parcel. If there are no Mines left, flip the Pros- pector onto the red variant side for the remainder of the game. Cash limit: $20.
Variant: The Prospector receives two dynamite tokens (if avail -
able). With one dynamite token you can either:

Triple a Mine’s income (once per mine per game round). You may
spend the dynamite token at any time when performing the estate
income action. If a cowboy from another player is present, they
get half this tripled value (rounded down). You may not per -
form this action in combination with the Grocer charac -
ter card;

Place the dynamite token with a cowboy during the cowboy place-
ment phase. In the case of a duel, you roll two combat dice (instead of one combat die, use anoth
er player’s combat die for this) and add
the result of the two dice to your firepower. (Important: with the “MIGHT IS RIGHT” variant, you would also spend two duel tiles). If no duel occurs, the dynamite token is lost.
Important: If a dynamite token is placed with a cowboy on a play -
ers own Mine, the player gains both benefits of the dynamite (triple income from
the Mine PLUS rolling two combat dice in a duel for that
space if one occurs. Cash limit: $20.
The Auctioneer
The Auctioneer immediately chooses 2 parcels which belong to no player, and places the auction tokens there to indicate an auction for these two parcels. All play-
ers may join the auction (if they
have enough money to pay for the bidding).
Starting with the
Auctioneer and then proceeding clockwise, each player may make a bid which must be higher than the previous bid. Once a player passes, they may not join the bidding again. Once there is only 1 remaining player in the auction, they pays half of their bid (rounded down) to the Central Bank and the other half to the Auctioneer (rounded up) and places two parcel tiles on the auctioned locations. If the Auctioneer wins the auction, they pay half the costs to the Central Bank (rounded down). If no player makes an offer, the lands remain unoccupied. Even if the Auctioneer pays only half the price he offered, he must have the full amount available. Cash Limit: $30.

with the Auctioneer and then proceeding clockwise each player may make a bid which must be higher than the previous bid Once a player passes they may not join the bidding again Once there is only 1 remaining player in the auction they pays half of their bid rounded down to the Central Bank and the other half to the Auctioneer rounded up and places two parcel tiles on the auctioned locations If the Auctioneer wins the auction they pay half the costs to the Central Bank rounded down If no player makes an offer the lands remain unoccupied Even if the Auctioneer pays only half the price he offered he must have the full amount available Cash Limit 30

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The Heroes
During the entire round, all your buildings are protected from enemy attack, whether it’s from other players or the Outlaws. You cannot attack the buildings of other players. When moving the Outlaws, consider the income of all your buildings to be $0. If an outlaw is on one of your buildings during the income step, you still receive your normal income from that building. Cash limit: $240.
Variant: Choose one of these three available options:
• Receive 3 victory points;
• Put 1 of your available cowboys back in the general supply and receive 6 victory points;
• Put 2 of your available cowboys back in the general supply and receive 9 victory points.
Cash limit: $40.

The Teacher
When using the Teacher, you must use its yellow side during round 1-3, and the red one during round 4. When playing with the Teacher, you will be the first player to choose a character next turn, no matter when you pass this round. Cash limit: $60.
Variant (only available in the last round): During the final scoring, you get 2 victory points for each School, Prison, or Church you own, and you also get 2 victory points if you don’t own any Saloon(s). Cash limit: $60.

The Lawyer/ The Editor
The Lawyer may immediately buy a parcel not owned by any player. He pays the normal price. In addition, nobody can contest the lawyer from buying a parcel. In case of a duel with the Lawyer for buying a parcel, the challenging cowboy goes back to the personal reserve of this player, before the duel is resolved. For all other actions, duels against the lawyer are resolved as usual. Cash limit: $60.
Variant: The Editor publishes a story inspired by your success. At the end of the income phase (round 1/2/3/4), you win a victory point for every $5 / $10 / $15 / $20 of income from all your buildings, rounded up. You do not earn points on income from the attacks of other players buildings or on the money other players would have robbed from you. Example: in round 2, you get a total income of 33$ from your buildings, so you earn 4 victory points. Cash limit: $40.

Father Christmas
Merry Christmas! Immediately receive 5 victory points as a gift. Since you’ve been sweet this year. Cash limit: $10
Variant: Immediately receive 2 victory points and write a letter to Father Christmas. Throw the white die to check if you have been naughty or nice:
• 1-2: you’ve been very naughty: you don’t receive anything.
• 3-4: you’ve been ok: receive $5,
• 5-6: you’ve been very nice: receive $5 and 1 cowboy in your player colour (as long as there are available).
Cash limit: $10

The Cowboy
Immediately receive a new horse token that you place in your personal supply. Cash limit: $20.
Variant: When you choose the Cowboy, you immediately pay $8 and receive one Ranch amongst those available on the building track. Place one of your property markers on any unoccupied parcel of land and place the Ranch you just received on that property marker. The available buildings are all shifted down the line and a new building is taken out of the bag and placed on the $12 spot. If there are no Ranches available, take one out of the bag. If all six Ranches have already been bought, flip the Cowboy card to its yellow side. Cash limit: $20.

The Governor
The Governor immediately receives 1 road. In addition, the Governor receives 1 victory point each time he places a new road in the city, provided that this new road reaches at least one new parcel of land (without a road already). With the “CARSON RIVER” variant, a player gets two victory points if he builds a bridge (with two roads) provided that this new bridge also reaches at least one new parcel of land. Cash limit: $50.
Variant: The Governor immediately chooses to tax either weapons or money. If he chooses to tax weapons, he gets $1 from the other players for each revolver token they have (only tokens, not revolvers from the mercenary). If he chooses to tax money, he gets $1 from the other players for each $10 they have, rounded up. The players cannot refuse to pay the tax. Cash limit: $50.

that this new road reaches at least one new parcel of land without a road already With the CARSON RIVER variant a player gets two victory points if he builds a bridge with two roads provided that this new bridge also reaches at least one new parcel of land Cash limit 50 Variant The Governor immediately chooses to tax either weapons or money If he chooses to tax weapons he gets 1 from the other players for each revolver token they have only tokens not revolvers from the mercenary If he chooses to tax money he gets 1 from the other players for each 10 they have rounded up The players cannot refuse to pay the tax Cash limit 50

The Doctor / The Undertaker
When you choose the Doctor/Undertaker, you may choose either the yellow (Doctor) or red (Undertaker) side of the tile. The Doctor charges $3 to any player who wishes to reposition a defeated cowboy (outduelled by another player or an outlaw) onto an uncontested and unperformed location/action space, rather than into the players personal supply. If several players may reposition a defeated cowboy, they can consult the doctor (a Doctor’s cowboy is always first, then in the order following the pass order track). The Doctor pays nothing for healing his own cowboys. Moreover, the Doctor receives $3 from the central bank for each defeated Outlaw. Cash limit: $60.
Variant: For each defeated cowboy, a player must choose either to pay $2 to the Undertaker or to lose 1 Victory point. In addition, the Undertaker immediately gains $2 dollars from the Central Bank for each Outlaw defeated during the current round. The Undertaker does not have to be involved the duel to gain money. The Undertaker pays nothing for his own defeated cowboys. Cash limit: $90.

Variant: The Auctioneer immediately takes the “3 revolvers” token and proceeds to auction off the ammo. All players can participate in the sale, including the Auctioneer (who can not bid more than the money he has). As before, players can continue to raise their bids during the auction until only one high bidder remains. The winner does not need to place a cowboy on the “ammunition”action space, but instead pays the winning amount directly to the Auctioneer and takes the “3 revolvers” token. If the Auctioneer is the winner, he pays nothing. Cash limit: $30.

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17
CHOOSING THE CHARACTER CARDS FROM CARSON CITY
We present below some combinations of interesting character cards, depending on the mood you want for your game.
Carson City, a quiet city?
These characters will allow you to avoid conflict as much as
possible. It is also a good combination if you play with 5 or 6
players and prefer the game to be not too aggressive.
1R, 2R, 5Y, 11Y, 13Y, 14YR, 16R
Carson City, a city where you can prosper
These characters will be sure to make you very rich. 0Y, 2Y, 3Y, 4R, 6Y, 8R, 12Y, 16Y
Carson City, the perfect city to become a home owner
These characters allow you to play heavily on the development of the city and land purchases. 0Y, 3R, 4Y, 5R, 8Y, 9Y, 12Y, 15R
Gold rush
These characters can make you fully benefit from your income from Mines … perfect to play with the “CARSON RIVER” vari- ant but by placing 9 mountains (instead of 6). 0R, 1Y, 3Y, 5R, 8R, 9Y, 10R, 11R
Settling scores in Carson City
This assortment of characters is the most aggressive possible … sensitive souls should stay away from this one. 0R, 6R, 7Y, 9R, 10Y, 12R, 13R, 14YR
During the game setup, each player receives a “A NEW BEGINNING” sheet they fill in secretly. Once all players have made their choice, the sheets are revealed and each player receives the game mate- rial they chose to begin the game with.
Tips from the Sheriff : This variant is not recommended for
beginners. It lets you choose the elements in secret with which you start the game: money, cowboys, parcels, roads, etc. With this variant, each player can start the game with the elements that best fit the strategy they wish to develop.
This last part of the rulebook presents 6 rules variations you can combine freely to suit your desires. To help you know if these variants correspond to your playing style, each module is assigned three numbers:
LThe level of complexity (simple, medium complexity,
greater complexity),
LThe strategy level (more luck, luck/strategy balance
equivalent to the basic game, more strategy and con-
trol on the game)
LThe impact on the game length (--shorter, ==same length,
++longer).
Variant Complexity Strategy Length
A new Beginning ==
Carson River ==
The might is Right ++
Kit Carson --
Outlaws ++
Horses ++
WHAT ELSE ?
“Play consists of whatever a body is not obliged to do.” Mark Twain
“A NEW BEGINNING” VARIANT

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18
To play this variant, please use the
reverse side of the board showing a
river, OR use the river tiles to create
your own river.
Setup changes: All river parcels
must be kept free (no mountain and
no city center).
If you play with the
river side of
the board,
6 mountains are placed
instead of 9.
If you play with the
river tiles,
players should use the side of the
board without the river. Before
setting up the game as usual, play-
ers have to agree on the shape
and size of the river. And for
every 3 river tiles they place on
the board, players will place one less mountain on the board
Example: 8 river tiles = 7 mountains instead of 9).
Regarding Building and Parcel purchase: It is neither
allowed to buy a river parcel nor to build a building or a House
on a river parcel.
Regarding road building: Two roads
are necessary to cross the river. A double
road crossing the river is called a bridge.
If you build a bridge, you have to do it by
yourself (the two roads must come from
your personal supply).
For calculating building income:
LRanches: A river parcel is considered a free parcel when
calculating Ranch incomes (thus, +$1 per river parcel).
LMines: If a Mine is in contact with the river, the Mine
income is increased by $3, regardless of the number of adja- cent river parcels.
At the end of the game, any private parcel with a mountain, building, or House that is adjacent to a bridge earns you 3 vic-
tory points instead of 2.
Tips from the Sheriff : This variant is recommended for two
players, as it somewhat limits the space available for developing the city.
This variant makes duels less random, replacing com- bat dice for duel tiles. To play this variant, you have to use the following modifications.
During game setup:
LFor a two-player game, each receives 6 duel tiles, num-
bered 0 to 5, and $15.
LFor a three- to five-player game, take 6 duel tiles
(from 0 to 5) per player, and mix them. Each player receives 6 duel tiles at random and keeps them hidden. Each player announces the total of points on their duel tiles. The sum of the totals must be 45 (if 3 players), 60 (if 4 players) or 75 (if 5 players). As starting cash, each player receives $30 minus the total of their duel tile points.
LFor a six-player game, the rules are the same as with 5
players, expect that each player receives 5 random duel tiles instead of 6.
How to perform duels: Instead of rolling combat dice, each
player challenged to a duel chooses and plays a duel tile which adds that number of points to the firepower of the player. Duel tiles are discarded on one common discard prile after use to make a new draw pile. When a player has no duel tiles left, they take three new ones at random from the draw pile. An innocent hand can, in advance, mix up the tiles from the draw pile.
Tips from the Sheriff : Among the “gamers”, many are aller-
gic to luck, particularly dice. These players naturally appreciate th
is variant and I can only recommend it to them! Some have
asked me why the “MIGHT IS RIGHT” was not the basic rule of the game, as they find it the best. The reason is this: for me, the fact of risking a duel involves an element of luck. In my eyes, to become famous in the Far West, it is not enough to be the smart-
est, we must also have the courage to push your luck and get
into
a fight without knowing the outcome in advance. You have
to dare to draw your “six-shooter-dice”. For this reason, I prefer
playing with dice in Carson City.
This variant, not recommended for inexperienced
players and tenderfeet, shortens the game duration
by allowing simultaneous placing of the cowboys.
The placement of cowboys is modified as follows:
As soon as the first player of the round has set their first cowboy
on the board, all players simultaneously may set their cowboys
on the actions they wish. Any player may also decide to shift
any of their cowboys and place them on another action, repeat-
edly. When a player decides to stop placing or shifting their
cowboys, they place their marker on the first free position of
the lower pass order track. From this moment on, they are not
allowed to place or shift cowboys any more during this round.
Fair play rules during the cowboy placement phase
 :
LOnly one hand may be used to set the cowboys down on the board;
LMake calm and precise movements, do not knock pawns and tiles over, or push the gameboard;
LYou can not think while holding your hand above the board waiting to place a cowboy.
At the end of the game, players may receive extra victory points as follows:
Each player gets 1 victory point
per player behind him on the pass order track.
“HORSES” variant: If you play the “HORSES” variant with
the “KIT CARSON” variant, the second enclosure is not used.
THE “CARSON RIVER” VARIANT
THE “MIGHT IS RIGHT” VARIANT
THE “KIT CARSON” VARIANT

any more during this round Fair play rules during the cowboy placement phase LOnly one hand may be used to set the cowboys down on the board LMake calm and precise movements do not knock pawns and tiles over or push the gameboard LYou can not think while holding your hand above the board waiting to place a cowboy At the end of the game players may receive extra victory points as follows Each player gets 1 victory point per player behind him on the pass order track HORSES variant If you play the HORSES variant with the KIT CARSON variant the second enclosure is not used THE CARSON RIVER VARIANT THE MIGHT IS RIGHT VARIANT THE KIT CARSON VARIANT

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19
THE “OUTLAW” VARIANT
Outlaws
At the beginning of the second, third and fourth round of the
game, dangerous Outlaws will attack the city in an attempt to
steal its wealth.
How to determine where the outlaws appear:
Lbefore the first phase of a round (the choice of
the character cards), the current first player throws a black and a white die;
Lthe black die (plus 7) deter- mines the strength of the Outlaws (which varies between 8 and 13).
The corre-
sponding outlaw tile is put on the game board, on top of the orange box for ‘building income’;
Lthe white die shows the number
of Outlaws who attack the city.
A result of 1 or 2 means that only 1 out- law arrives, a result of 3 or 4 indicates 2 Outlaws and a result of 5 or 6 means that 3 Outlaws arrive in town;
Lfinally, for each outlaw meeple that arrives in
the city, the first player throws both basic dice in order to determine where that specific meeple is put on the game board using the standard grid references indicated on the board. Throw the basic dice again if:
Hthe indicated location is already occupied by another outlaw;
Hthere is an adjacent Prison building.
How to fight an outlaw?
It is possible to put a cowboy on a parcel of land or a building which has an outlaw on it in order to fight the outlaw.
The fight between the cowboy and the outlaw is
performed like a duel in the basic game with the fight being resolved before the “building income” phase. The total strength of an outlaw is indicated on the outlaw tile placed on the game board at the start of the round, near the revolver icon (you never throw a combat die for an outlaw).
For defeating an outlaw, the strength of the best player who is engaged in the duel has to be equal to or higher than the strength of the outlaw.
As in
the basic game, there is only one winner of a duel, either one player or the outlaw. Any defeated cowboys are returned to the personal reserves of the players involved. A defeated outlaw is returned to the general reserve. A victorious outlaw stays on the board for the next game round.
Once a player has defeated an outlaw, they receive the number of victory points shown on the outlaw tile.
However, if the winning player is on an opponent’s build-
ing, it can choose to attack the building they have just released to steal half their income instead of receiving victory points. Regardless of their choice, their cowboy is then returned to the general reserve.
Movements of the Outlaws
As soon as the new Outlaws have been put on the game board, all Outlaws on the game board move 1 square. The player who is currently first in turn order decides in which order the Out- laws move.
Outlaws move according to the following
rules:
Lto choose if it moves and in which direction, an outlaw takes into account the 8 spaces that surround it and the space where is located;
Lan outlaw moves to an adjacent building which gives the highest income. If this outlaw is already situated on the building with the highest income, he does not move;
Lan outlaw does not take into account a building which is adjacent to a Prison, or buildings where another outlaw is already present;
Lwhen several available buildings have equally high incomes, randomly decide where the outlaw moves;
Lwhen no income can be obtained in the vicinity of the out- law, he does not move.
Churches and Prisons
Churches have no influence on the Outlaws. If an outlaw is stupid enough to start a game round on a Prison, he is incarcerated and immediately returned to the general reserve. The owner of the Prison receives the number of victory points indi- cated on the outlaw tile.
A Prison can prevent the arrival or relocation of an Outlaw (see above), but does not prevent an outlaw to do its dirty work if the Prison is built next to an outlaw which is already in play.
Effects of the Outlaws
LA parcel of land where an outlaw is present cannot be bought nor can there be Houses/Townhouses or buildings built.
LA building with an outlaw on it loses half of its income (the remaining income is rounded down).
LAn outlaw does not affect adjacent buildings.
Setup
The Outlaws do not require any particular setup. You just need to keep the 9 outlaw mee-
ples and three outlaw tiles next to the game board
Outlaw movement example: It’s the second round of the game. The upper Outlaw will now move from
Randy’sRandy’s Saloon to Abigail’s Abigail’s
General Store, cause even though it is adjacent to the church, Out-
laws ignore the effects of the Church. The lower Outlaw does NOT move since the adjacent buildings eith
er don’t provide income
(House, Church) or their income is lower than the current Blacksmith (Bank, Ranch).

half of its income the remaining income is rounded down LAn outlaw does not affect adjacent buildings Setup The Outlaws do not require any particular setup You just need to keep the 9 outlaw mee ples and three outlaw tiles next to the game board Outlaw movement example It s the second round of the game The upper Outlaw will now move from Randy sRandy s Saloon to Abigail s Abigail s General Store cause even though it is adjacent to the church Out laws ignore the effects of the Church The lower Outlaw does NOT move since the adjacent buildings eith er don t provide income House Church or their income is lower than the current Blacksmith Bank Ranch

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20
THE “HORSES” VARIANT
The horse is the cowboy’s essential companion. Without horses,
the Far West wouldn’t really be the Far West. Horses will offer you
new possibilities: you will be better at fighting, place your cow-
boys sooner, avoid risky duels, … but also allow you to participate
in rod
eos to show off the quality of your horses.
Setup
Every player receives
one horse, and uses
the bottom part of their player board that
represents the enclosures where they can
place their horses. This section of your player
board illustrates the different uses of your horses. The
other horses are placed in the general reserve. Four
rodeo
tokens
are stacked in a pile on top of the turn marker.
Buying horses
At the beginning of the game you only have one horse.
There are two ways to obtain more horses: by choosing
the yellow side of the Cowboy (if it is available from the char- acters) during the “choose a character” phase, or by placing a cowboy on the first
action of the game board. Indeed, the
first action space, “salary”, allows you to buy a horse for $4 instead of receiving $4.

When you purchase a horse, you must immediately place it in one of your enclosures. If multiple cowboys are present on the “salary” action space, resolve this action in passing order.
Using horses and enclosures
During the cowboy placement phase, you have the choice of placing a horse in one of your enclosure immediately after placing one of your cowboys.
You
can use a horse after each cowboy you place on the board. You can also choose to place a cowboy in one of your enclosures instead of using it for a normal action (you can only do this once per enclosure). The presence of a cowboy in an enclosure doubles the value of the rodeo in this enclosure (see next sec-
tion: Rodeos).
Horse actions
Placing a horse in one of your enclosures allows you to perform one of these five actions:
Having a horse in the first enclosure gives your cowboys +1 firepower for the rest of the game round. Having three or more horses adds +2 firepower.
Placing a horse in the second enclosure allows to immediately either:
Lplace an extra cowboy from your personal reserve (allowing you to place an extra horse), OR
Lmove an already placed cowboy to another location (either by placing him on another location on the board or by placing him back in your personal reserve), OR
Lpass (move your turn order marker to the first available spot on the pass order track, effectively ending your cowboy placement phase.
End of the turn
At the end of the turn, remove all your horses from your enclo- sures and back in your personal reserve.
End of the game
At the end of the game, every horse you own gives you 1 VP. On top of that, for each rodeo token you own, you receive one extra VP per horse.
Example: If you end the game with three horses and you won 2 rodeos, your horses will earn you 3x(1+2) = 9 VPs.
Rodeos
At the end of every game round, a rodeo takes place. All the players take part in this major event. Each player calculates their rodeo score by adding together the rodeo points gained for
each enclosure space. Rodeo points are scored by multiply-
ing the number of horses present in an enclosure space by the “hat” v
alue of that space (Double this number if there is a
cowboy present in that space). The highest rodeo score wins the Carson City Rodeo, and gains a rodeo token, that raises the value of each horse you own at the end of the game by one victory point. In case of a tie, the player furthest to the left on the pass order track wins the rodeo.

Placing a horse in the third enclosure allows you to double the income of one of your Ranches. Every horse placed here can double the income of one Ranch only. Each of your Ranches can have its income doubled this way once per game round. This power can not be combined with the ability of the Grocer (dou- bling the income of one type of building).
Placing a horse in the fourth enclosure imme- diately gives you $2.
Placing a horse in the fifth enclosure will give you a +5 rodeo point bonus when determining the winner of the upcoming rodeo.
It is not required to place all of your horses in an enclosure (for instance if you decide to play less cowboys than the number of horses you have).
Example: JohnJohn has a horse in the second enclosure and two horses
+ a cowboy in the fourth one. He scores 2+(3+3)x2 = 14 Rodeo points.
SarahSarah has 1 Horse in her first and fifth enclosure. She scores 1+5=6
Rodeo Points. JohnJohn wins the Carson City Rodeo and gains a precious
Rodeo Token.

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21
THE SOLO VARIANT
The year is 1858. Parcels of land for the new town of Carson City
have been put up for sale. Your opponent, Jeb Standish, is a formi-
dable businessman. He is much richer than you, and he will stop
at noth
ing to establish his dominion over the city. However, you
have the support of most of the city’s notable personalities. You’re
going to need their help, because Standish won’t give up easily.
Compatibility with variants
The solitaire game may only be played with certain
variants, as stated below:
Setup
Choose a player color for Standish, your virtual opponent.
Standish has all his cowboys, does not use revolver tokens, and
always has the money and the roads necessary to carry out his
actions.
Setup is the same as for a normal two-player game,
with the following changes:
The following buildings are not used: Church,
School, City Hall, Station. Remove them from the black
bag before setup step 3.
Place the Standish marker on the first space of
the turn order track and your marker on the
second space.
Standish does not receive any parcels during
setup.
Only you will perform setup step 10.
In place of step 11, find the following 11
character tiles:
2 - The Banker, 3 - The Grocer, 4 - The
Chinese Worker, 5 - The Settler, 6 - The Captain, 7 - The
Mercenary, 8 - The Indian, 9 – The Prospector, 10 – The
Gunsmith, 11 – The Singer, 16 – The Heroes.
Select 7 of those characters at random, then
randomly determine which side of each of
those characters will be visible during the
game.
Return the remaining character tiles to the box.
Select 1 of the 4 strategy cards
according to your desired diffi-
culty,
and place it face-up near the board.
This is Standish’s strategy card. Return the
remaining strategy cards to the box.
Find the solo character card that
matches Standish’s strategy card.

This is Standish’s character card. Place it
next to the Standish’s strategy card:

The Doctor, with a heart symbol,
works with the Rancher strategy,
• The Governor, with a club symbol, works with
the Miner strategy,

The Sheriff, with a spade symbol, works with the
Strength strategy,

The Lawyer, with a diamond symbol, works with
the Urban strategy.
Find the 12 cowboy cards noted on Standish’s
strategy card
(with the matching symbol: heart, club,
spade, or diamond) and shuffle them to form a face-down
deck.
Level of difficulty
During the game your opponent will adopt one of four strate-
gies, each with a different level of difficulty:
LRancher: Almost Easy
LMiner: Average
LStrength: Hard
LUrban: Expert
Your game’s level of difficulty will be tempered or aggravated by the randomness of cards drawn, the map, the buildings, and which characters are available.

Game Materials
As in the normal game, your goal is to earn more vic- tory points than your (virtual) opponent: Jeb Standish.
4 solo character cards4 strategy cards
18 cowboy cards
Variant Compatible?
A new Beginning
Yes. You cannot bid to be first player. Nothing changes for Standish.
Carson River
Yes. Standish is only able to build one bridge during the game; he will do so as soon as it is needed.
The might is Right
Yes. Setup is the same as it is for a two-player game. Nothing changes for Standish.
Kit Carson No.
Outlaws No.
Horses No.
3
9
10
11
12
13
14

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22
HOW DOES STANDISH PLAY?
Standish always has the money to pay for his parcels and build-
ings, as well as any roads necessary to carry out his actions.
Standish does not receive revolver tokens from buildings or the
“Ammunition” action, and only the strength depicted on the
cards Standish plays count towards his strength.
You will have to make certain choices for Standish.
You will be given instructions on how to make the best choices,
but in some cases you will find several options equivalent. In
this case, roll a white die to determine what Standish does.
If you are in a situation not described in these
rules, or if the rules are not precise enough because
Standish has multiple options, ask yourself: “What
don’t I want Standish to do?” Your answer is
Standish’s next move.
The following instructions may seem tricky, but everything
should go smoothly once you understand Standish’s actions.
It’s normal to have trouble beating Standish – he’s very strong!
To win, you will have to be creative and patient, and make the
best use of the city’s characters. You can also find some game
tips at the end of these rules.
If you can beat Standish, you will surely be a formidable oppo-
nent against actual players!
PHASE 1: CHOICE OF PERSONALITY
Standish, considered a dishonest and unscrupulous business-
man, is not very popular. He receives little help from city offi-
cials or politicians.
You may therefore choose 1 of the 7 city personali-
ties on your first turn.
However, you may only call on each
personality once. Any personality you call on will be discarded
at the end of the round, and may not be played again in this
game.
PHASE 2: PLACEMENT OF COWBOYS
Standish is faster than you – he plays first in each
round.
Standish plays as many cowboy cards as you receive cowboy
meeples: 3 cards for the first round, 4 cards for the second, and
5 cards for each of the last two rounds.
You must alternate between:
a) drawing a cowboy card for Standish, and
b) placing one of your cowboys, until you have
drawn all of Standish’s cards and passed.
It is possible
to finish your turn before or after Standish (e.g., placing addi-
tional cowboys after all of Standish’s cards have been drawn).
As in a normal game, you may not place a cowboy after you
have passed.
On Standish’s turn, draw a card and place it face-up next to
any other Standish cards you’ve already drawn. Then, apply the
effects of the drawn card as explained below.
Most often Standish will be indifferent to the placement of your
cowboys, and he will place his own cowboys without trying to
avoid duels. The only exception is for the purchase of a parcel:
in this case, if Standish is weaker than you (sum of strength on
Standish’s cards < sum of your revolvers + cowboys), he will
not try to purchase a parcel where you have already placed a
cowboy.
If the deck is empty and you must still draw cards for Standish,
shuffle his discard pile into a new deck without touching any of
the cards drawn during the current round.
PHASE 3: RESOLUTION OF ACTIONS
Resolve actions in the same order as you would in a normal
game. As normal, remove cowboys from the board as their
actions are resolved.
Standish will only take actions to purchase parcels and build-
ings. If Standish places a cowboy on a different type of action,
he will not perform that action – he is only trying to provoke
you into a duel.
Parcel Purchase: When Standish purchases a
parcel, he places his property tile without paying
anything. You may duel one of Standish’s cowboys
who wants to purchase a parcel in an attempt to
defeat him. When multiple duels for parcels take
place in the same round, you choose the order of resolution.
Purchase Buildings: When Standish pur-
chases a building, he places that building on one
of his parcels without paying anything. You may
attack a Standish cowboy who wants to buy a
building.
If Standish lacks the parcel to place a building, he will keep that
building for later placement.
Deferred Placement: If Standish has any buildings
waiting to be placed, place them for him at the end of any
“building purchase” action.
If necessary, Standish will also place a new House or
transform a House into a Townhouse. To do this, apply the fol-
lowing criteria:
1)
Standish first chooses the solution that gives him max-
imum additional income (if he can create a Townhouse from a House on parcel that belongs to him, he does so as a priority);
2)
then he avoids increasing your income;
3) then he places the new House as close as possible to his
other empty parcels;
4) and finally, he places as few new roads as possible.
PLAYING THE GAME
The rules are the same as those for the normal game, with the following changes:

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23
Income: Calculate Standish’s income during
the income calculation phase. Take into account
any income he stole from you if he attacked any
of your buildings, then immediately convert all of
his income into victory points at the exchange rate
shown below:
LRound 1: 1 point for $2
LRound 2: 1 point for $3
LRound 3: 1 point for $4
LFinal Round: 1 point for $5
Standish converts all of his money (rounded down) into victory points, even if he does not have a cowboy on the action “Pur- chase of Victory Points.”
Duel Resolution
Standish’s strength is equal to the sum of the power values of this round’s drawn cowboy cards.
This
is his total strength – you don’t roll an extra combat die for Standish. To beat Standish, you must score higher than his strength (Standish always wins ties). If you win a duel, place the defeated cowboy on Standish’s character card.
The Doctor: Each Standish cowboy on the
Doctor card increases its strength by 1. This means that whenever you win a duel against Standish, he becomes stronger.
The Governor: The Governor wants to dis-
courage violence, so any Standish cowboys on the Governor card won’t increase its strength. However, at the end of the round, each Standish cowboy on the Governor card gives Standish 1 victory point.
The Sheriff: The Sheriff and Standish are old
friends, but it’s hard to tell if that friendship is coupled with corruption. Each Standish cow- boy on the Sheriff card increases its strength by 2. You might want to think twice before trying to beat them more than once in a round!
Example: The total of Standish’s cowboy cards is 9. In a previous duel, you beat Standish. This beaten cowboy adds 2 to his strength because he received help from the Sheriff (9 + 2 = 11). You must reach 12 to beat it, adding together a combat die + your revolvers + cowboys present in your personal reserve.
The Lawyer: The Lawyer will defend Standish
in proportion to the damage suffered. Each Standish cowboy on the Lawyer card increases its strength by 1. Standish cowboys on the Law- yer earn victory points for Standish at the end of each round:
L1 cowboy is worth 1 VP,
L2 cowboys are worth 2 VP,
L3 cowboys are worth 4 VP,
L4 cowboys are worth 6 VP, and
L5 or more cowboys are worth 10 VP.
PHASE 4: ROUND END
Perform end-of-round operations as in a normal game, with the following exceptions:
LDiscard the personality card you chose at the start of the
round. It can no longer be chosen during this game.
LReturn to the general supply any Standish cow-
boys that were placed on his character card.
If
applicable, award Standish victory points earned from the Governor or the Lawyer.
LIf Card X was drawn this round,
reshuffle all of the cowboy cards and reform a new deck.
End of game
Calculate victory points as you would in a normal game.
Standish receives 2 victory points for each building, House
(or Townhouse) and mountain he owns, plus the victory point
bonus indicated on his strategy card.
Example: Standish ends the game with 33 victory points, and 6
parcels occupied by buildings and Houses. The Urban strategy card
gives him 5 additional points because he has a Saloon, a General
Store, and a Bank. Therefore, his total score is 33 + 12 + 5 = 50 points.
Author:
Xavier Georges
Illustrations & graphic design: Alexandre Roche
www.alexandre-roche.com
Editor: Arno Quispel
www.quined.nl
Project Manager:
Rafaël Theunis
Frank Quispel - Chris Wood - Lee Ambolt - Luk Van Lokeren - Ryan Laukat - Anke Hahn - Carsten Neumann
Julia Hammes - Jeroen Hollander - Albert Gho - Leonie Caljouw - Paul Mulders - Rafaël Theunis - Jules and Nicole Georges - Elliot Jenner
James Hébert - John Connors - Erwin Broens - Amandine Faurillou - Tom Bidon - Benjamin Sauter
The author and the editor would like to thank all the testers of the game and the expansions.
And all those who, around the world, share their enthusiasm for Carson City.
THANKS
Tips from the Sheriff : The best way to beat Standish is to keep
his income low, fight his cowboys, and keep him from buying buildings or parcels. To do so, you must maximize your own strength. You will certainly need to keep cowboys in your reserve and buy mines, ranches, or a prison.
There is also a more-pacifistic (and possibly more difficult)
strategy: the victory point race. Try to maximize your own
income and victory points while avoiding dueling with Standish.
Before choosing a strategy, have a good look at the characters
available at the start of the game – some may be more useful
than others.

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24
© Xavier Georges, Quined Games BV, 2023
Card Effect
A
Place 2 Standish cowboys: 1 on the “Ammunition”
action and 1 on the “Cowboy Victory Points” action.
B
Place 2 Standish cowboys: 1 on the first “Roads”
action and 1 on the “Buildings Victory Points” action.
C
Place 2 Standish cowboys:
1) The
Purchase” action possible:
• If Standish owns an empty parcel and does not
have a building to place on it (or a building whose purchase has been planned by placing a cowboy), he chooses the best available building to place on the empty parcel;

In other cases, the building is chosen according
to Standish’s strategy card. Standish first tries to buy building # 1. If this type of building is not available, he tries to buy #2, and so on;

If several buildings of the required type are
available for purchase, Standish chooses the cheapest one.
2)
The 2nd cowboy is placed on the best “Parcel Pur-
chase” action possible: •
If this purchase is linked to the purchase of a
building (chosen during step 1, above), or you intend to place a building Standish purchased in a previous round, you must choose the parcel according to the following order of priority: a.
the parcel that will earn Standish the most money for this type of building;
b.
as close as possible to other Standish’s
parcels;
c. with free space around (thus offering the best
possible progression when other Houses are added);
d.
Exception: when Standish buys a parcel for
the placement of a Prison or a Blacksmith, he chooses a parcel close to one owned by his opponent, adding as few new roads as possible.
Precision: If Standish has several buildings to place, and he must choose a parcel, he builds on parcels according to the order of priority indi-
cated on his strategy card.

In
build the best building available on the “Build- ing Purchase” action spaces. In this case, “the best” means going by the order of priority indi- cated on his strategy card.
D
If Standish has a number of empty parcels that is equal to or greater than the number of buildings he has to place (taking into account any parcels and buildings he hopes to buy this turn), place 1 Standish cowboy on the Building Purchase space (see card C, step 1). If Standish’s unplaced buildings outnumber his empty parcels (taking into account any parcels and buildings he hopes to buy this turn), place 1 Standish cowboy on the Parcel Purchase space (see card C, step 2).
Card Effect
E
Building Attack: If you have a building with an
income of at least $12, place 1 Standish cowboy on the building that gives you the most income. During the income phase, Standish will take half of the income from this building (rounded down), unless you beat that cowboy in a duel. If Standish has a choice of buildings, he chooses the one with the income most likely to grow (e.g., most free space for placing Houses).
Cowboy Attack: If you don’t have a building with
income at least $ 12, or if all of these buildings are already under attack, place 1 Standish cowboy on an action space where you have already placed a cowboy. If there are several possibilities, place the Standish cowboy on the action space closest to the round marker (end of the sequence on the board).
If neither of these is possible, Standish gets 2 victory
points.
F
Duel: Standish is trying to prevent you from invest-
ing in the city.
1)
Place 1 Standish cowboy on a building purchase
action where you have already placed a cow- boy. If there are several possibilities, place the Standish cowboy on the cheapest building.
2)
If 1) is not possible, place 1 Standish cowboy
on the most expensive parcel you want to buy, where you have already placed a cowboy. Choose at random in case of a tie.
3)
If 2) this is not possible, place 1 Standish cowboy
on the purchase of a parcel (see card C, step 2).
G
If Standish follows the Urban strategy (dia- mond), place 1 Standish cowboy on an ownerless (Town)House. Standish will choose to buy the par- cel with the (Town)House that most penalises the income from your buildings, or, in event of a tie, the (Town)House which best protects his own income. If there aren’t any ownerless (Town)Houses, place the cowboy on the character card.
If Standish follows the Miner strategy (club),
place 1 Standish cowboy on an ownerless moun-
tain. Standish will choose to buy the parcel with the
mountain that most penalizes income from your
Mines, or, in event of a tie, the mountain that best
protects the income from his Mines. If there aren’t
any ownerless mountains, place the cowboy on the
character card.
H
Place 1 Standish cowboy on the purchase of a parcel
(see card C, step 2).
I
Place 2 Standish cowboys on the two rightmost
actions of the "Town Council of Carson City." If an
action is already occupied by a Standish cowboy,
choose the rightmost Town Council action that is not
already occupied by a Standish cowboy.
X
Same as the “I” card. In addition, you must reshuffle
the 12 cowboy cards and reform a new deck at the
end of the round.
CARD OVERVIEW

income from your Mines or in event of a tie the mountain that best protects the income from his Mines If there aren t any ownerless mountains place the cowboy on the character card H Place 1 Standish cowboy on the purchase of a parcel see card C step 2 I Place 2 Standish cowboys on the two rightmost actions of the Town Council of Carson City If an action is already occupied by a Standish cowboy choose the rightmost Town Council action that is not already occupied by a Standish cowboy X Same as the I card In addition you must reshuffle the 12 cowboy cards and reform a new deck at the end of the round CARD OVERVIEW

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