Manual in English

Dice Town: Wild West — Rules Manual

Matagot, Board Game Box, Game Harbor · Board game · 2011
2–6 · best 6 60 min Weight 2.0/5 Official PDF 8 pages
7.5 rating Ludopedia
7.4 rating BGG

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Full rulebook

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8 pages
Full manual text available to read Open text

Once-small Dice Town is attracting more and more adventurers, lured by gold and easy bucks. To satisfy them, all the stores and attractions in main street are offering new opportunities.

How to win
You still have to become the most influential hero in Dice Town by accumulating gold, money, goods, and property cards including Ranches!

Game Setup
Mix the new General Store cards with those from the original game, shuffle, and make a face-down draw pile.
The card “Smoke Signals” must be added only if you are using the Indian Die (see page 8).

Game Contents
• 1 Cup
• 5 Poker dice
• 11 General Store cards
• 10 Ranch Property cards
• 12 River cards
• 12 Outlaw cards
• 10 $1 bills
• 10 gold nuggets
• 1 Indian die + 6 stickers
• 6 Doc Badluck cards
• 1 Rulebook

Shuffle the Ranch property cards with the original game’s Property Claim cards. Make a face-down draw pile and turn over the first three cards.

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Place the 40 gold nuggets on the Gold Mine (30 from the original
game and 10 from this expansion).
Shuffle the 12 River cards. Make a face-down draw pile above the
Gold Mine.
Place 3 x $1 bills on the bank and 2x $1 on the Stagecoach.
setup for
2 Players
Remove 10 cards from
the “Property / Ranch”
draw without looking
at them and put them
back in the box.
Do not use the 10
Gold nuggets from the
expansion and leave
only 30 on the Gold
Mine.
How The Game Is Played
Putting together a hand of 5 dice is done in the
same way as the original game. Players will throw
their dice in the same manner to create the best
combination of 5 dice. The difference lies in the
Making Actions phase, because each location
now offers TWO possible actions.
For each location, the Player who obtained the best
combination for that particular location will be able
to choose his preferred action (among the two
available choices) and execute it. The second-
place player will have to settle for the remaining
action. As is customary
in Dice Town, the Sheriff
will decide the winner
in the case of a tie (see
details on page 5).
If only one player ob-
tains the required die at
a given location, there
is no second-place.
2 Player game
There are still two
potential actions, but
only the best player
for each will win.
The other will get
nothing.
Just as in the original game, each player receives
1 cup, 5 Poker dice and 8x $1 bills.
If you are using the Indian
die (see page 8), place
it on the Indian village,
between Town Hall and
Doc Badluck.
Shuffle the Outlaw cards and place the
Outlaw draw pile face-up on the table
above the Saloon.
Turn over the first two Outlaw
cards from the draw pile and
face them face-up above the
Sheriff’s office.
Each player receives a Doc Badluck
card and places it in front of him.
The youngest player receives the
Sheriff’s badge card.

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4
1) Gold Mine
The player who obtained the
highest number of 9’s can choose one of the following actions.
The second highest will perform the remaining action.
Original game action:
Exploit the Gold Mine and earn 1 Nugget for each 9 in his Poker Hand.
Expansion action:
Prospect in the river and draw a River card. Use the card immediately and remove it from the game.
For the description of the River cards, see page 7.

2) Bank
The player who obtained the
highest number of 10’s can choose one of the following actions. The second
highest will perform the remaining action.
Original game action:
Rob the bank and make off with all the bills in there.
Expansion action:
Attack the Stagecoach and take from there a $1 bill for each 10 in his Poker Hand.
Before moving on to the General Store do not forget to move the bills from the Stagecoach to the Bank.

3) General Store
The player who obtained the
highest number of J’s can choose one of the following actions. The second
highest will perform the remaining action.
Original game action:
Go to the General Store and draw as many cards as Js in his Poker Hand, keeping one and discarding the other ones.
On the first round the original game action of the General Store is performed twice.
This expansion adds 12 new cards to the General Store deck (13 with the card Smoke Signals).
See the description of these cards on page 8.
Expansion action:
Immediately pay a visit to Doc Badluck, choosing a remedy according to your Poker Hand dice and apply its effects immediately.

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5
L _ _ S P P Y O Z Q _ S P R L X P
? S T ^ N L ] O L b L ] O ^
" a T N _ Z ] d [ Z T Y _ ^
4) Saloon.
The player who ob-
tained the highest
number of Qs
can
choose one of the fol-
lowing actions. The
second highest will
perform the remaining
action.
Original game
action:
Win the favour of
the girls and take
advantage of their
charm to steal from
an opponent. Take
as many cards as
Q’s
in his Poker
Hand keeping one
and giving back the
others.
Expansion action:
Recruit an Outlaw by
taking the top card
from the draw pile.
See page 6
5) Sheriff
The player who obtained the
highest number of Ks
can
choose one of the following
actions. The second highest
will perform the remaining
action.
Original game action:
Become the New Sheriff
and take the badge from
the previous Sheriff.
Expansion action:
Chase Outlaws.
See page 6
Important clarification
about the Sheriff
His role is still to settle ties by
deciding on a winner. He will,
by the way, have a lot more
work as both the winner
and second place positions
can now tie. When several
players have the best Poker
Hand, he will have to first de-
cide who is in first and then
second. When several play-
ers have the second-best
Poker Hand, he will decide
who takes the remaining ac-
tion and who gets nothing.
As is customary, a good old-
fashioned bribe can help him
make up his mind.
6) Town Hall
The player with the best Poker
Hand chooses one of the follow-
ing actions. The second highest
will perform the remaining action.
Original game action:
Backing up the Mayor allows
him to take the first Property
card lying face up on the line
(the bottom most one), plus a
supplementary claim for each
Ace
in his Poker Hand
limited to the two visible cards
left.
Expansion action:
Seduce the Mayor’s wife and
take the top Property claim
card on the draw pile.
Amongst the Property cards
are now ten Ranch Cards.
When a player gets a Ranch
card, he places it face-up in
front of him. The Saloon girls
cannot steal this card (except
with the Whiskey card, see
page 8).
At the end of the game, each
Ranch awards victory points,
as described on page 7.

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6
OUTLAWS
Recruit an Outlaw at the saloon
When a player recruits an Outlaw at the Saloon, he places the card in front of him (this card therefore cannot be stolen by the Saloon girls).
Each Outlaw is associated with a pair of Dice, as illustrated on their card.
Later on, BEFORE any die roll, a Player who recruited an outlaw can immediately put on the illustration ONE or TWO of his dice which are about to be rolled and change them to match the Outlaw’s dice. Remaining dice are rolled as usual.
Example: a player still has 3 dice to roll to complete his 5 Poker Hand. He has one Outlaw with J  and he uses it to put two of his 3 dice on the J  face. Then he rolls his last die as usual.
Once used, the Outlaw card is turned to its “Wanted” side and is placed above the Sheriff’s office.
Notes:
• It is possible for a single player to have several Outlaws recruited.
• If a player uses an Outlaw to finish his Poker Hand, it does not instantly end the Putting Together the Poker Hand phase. The others players still treat their next roll as a normal roll, and can keep some or all of the dice as usual. The roll following that one, however, is treated as a final roll in which players must keep all rolled dice.
Chase Outlaws
Each Outlaw sitting above the Sheriff’s office with their “Wanted” side showing can be captured.
They all have an image of a die on their “Wanted” side.
To capture them, the Player rolls all the dice in his Poker Hand which show K . Using this roll, the Player can capture one Outlaw for each matching symbol.
He then puts his Poker Hand back as it was.
8) Doc Badluck.
Just as in the original game, if a player did not win anything during the round, he can visit Doc Badluck. It is played in exactly the same way.
Doc Badluck Cards:
It is not always easy to remember if a Player has won something during a round, especially with 6 players.
At the beginning of each round, Players should turn their Doc Badluck card face-up to the side showing the pictograms.
As soon as a Player wins something (including Second Place), he should turn the card face-down (with the closed wagon).
This way at the end of the round only players with an active card will visit the Doc.

---

7
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O P ^ N L ] _ P ^ 2 P Y P ] L W > _ Z ] P
[ T Z N S P e N L ] _ P ^ ] T a T v ] P N S Z T ^ T ^ ^ P e P Y (
` Y P P _ [ W L N P e W P ^ O P ` c L ` _ ] P ^ L ` O P ^ ^ ` ^ (
O P W L [ T Z N S P O L Y ^ W ° Z ] O ] P O P a Z _ ] P N S Z T c
A Z ` ^ Y P _ ] Z ` a P e ] T P Y A Z ` ^ Y P _ ] Z ` a P e ] T P Y
; ] P Y P e T X X u O T L _ P X P Y _ W L N L ] _ P > S P ] T Q Q
P _ O P a P Y P e W P Y Z ` a P L ` > S P ] T Q Q
A Z ` ^ _ ] Z ` a P e
o [ ] u W P a P ] O L Y ^ W L M L Y \ ` P
A Z ` ^ _ ] Z ` a P e
o [ ] u W P a P ] O L Y ^ W L M L Y \ ` P
A Z ` ^ _ ] Z ` a P e [ u [ T _ P ^
o [ ] u W P a P ] O L Y ^ W L X T Y P
A Z ` ^ _ ] Z ` a P e [ u [ T _ P ^
o [ ] u W P a P ] O L Y ^ W L X T Y P
A Z ` ^ _ ] Z ` a P e [ u [ T _ P ^
o [ ] u W P a P ] O L Y ^ W L X T Y P
A Z ` ^ _ ] Z ` a P e [ u [ T _ P ^
o [ ] u W P a P ] O L Y ^ W L X T Y P
End of a Round
Once a round is finished, each Player takes his Dice
and Cup to start a new round. The game ends after
the end of the round in which all the Gold Nuggets or
Property Claim cards are distributed. Victory Points
are then counted.
End Game and Victory Points
Victory Points (VP) are counted in exactly the same
manner as in the original game:
• 1 VP for each Gold Nugget
• 1 VP for every $2 (Don’t forget to add the value of
captured Outlaws - Outlaws which were recruited at
the Saloon but not used have no value)
• 5 VP for whoever is Sheriff at the end of the game.
• The General Store cards with numerical values
award the indicated number of VP
• Property claim Cards award VP according to their
numerical value.
• Now the Ranches: The value of Ranch Cards is
determined by the number of Ranches possessed
by that Player. The first Ranch is worth 1 point, the
second 2 points, the third 3 points, and so on. So if
a Player owns 4 ranches at the end of the game, he
will score 10 points for them (1+2+3+4=10)
This may come as a surprise, but the Player with the
highest total number of VP is declared the winner.
Example: There are three
Outlaws on the run. Two have
a 9 and one has a K.
One player with 3 K de-
cides to go chasing them. He
rolls his three dice and ob-
tains 9 / Q / Q.
His 9 allows him to cap-
ture one of the two Outlaws
with 9 but his Q are
of no value, because no cur-
rently Wanted Outlaw has a
Q on their “Wanted” side.
The corresponding cap-
tured Outlaws remain
“Wanted” side up in front of
the Player. They cannot be
stolen, but they also can-
not be used to influence a
Poker Hand. On the other
hand, their bounty value in
dollars will be added to the
capturing player’s score at
the end of the game.
List of the River Cards
Gold!
You found 2
gold nuggets!
(Taken from
the mine)
Gold!
You found 3
gold nuggets!
(Taken from
the mine)
Gold!
You found 4
gold nuggets!
(Taken from
the mine)
Gold!
You found 5
gold nuggets!
(Taken from
the mine)
Discovery
Draw 3 River cards.
Choose one and place the
other two on top of the deck
in the order of your choice.
Nothing
You found
nothing!
Coupon
Choose and take
one General Store
card from the
discard pile.
Wallet
You found $2!
(taken from
the bank)
Star Badge
Take the Sheriff card
immediately.
You are now the
Sheriff.
Wallet
You found $3!
(taken from
the bank)

---

8
Expansion: The Indians
Material: Indian die, “Smoke Signals” card
Set up: Put the die on the Indian village (see page 3).
Shuffle “Smoke Signals” card into the General Store deck.
After Town Hall resolution, the player who obtained the best Poker Hand can decide to give one of his newly-earned Property Claim cards back to the Indian people. If he chooses not to, the player with the second best Poker Hand may choose to do so.
The player places ONE of the Property Claim cards back into the box and takes the Indian die instead.
During the next turn, just before the Gold Mine is resolved, that player must roll the die and apply its effect immediately.
At the end of the turn, if a player who won any Property Claim cards doesn’t give one of them back to the Indians, the die is returned to the village.

Shaman’s blessing
Put one of your dice on a side of your choice.

Ambush
Force one opponent to reroll a die of your choice.

Bodyguard
During this game turn, nothing can be stolen from you.

Warpath
Put the Indian die on a location. The two actions for that location are not taken.

Smoke Signals
Play this card at the end of a turn, just after Doc Badluck. Take the Indian die from the village or from another player.

Whiskey
Play this card when you steal from an adversary at the Saloon. Steal a Ranch card from this player instead of a face down card.

List of the New General Store Cards

Two Guns
Play this card when you are trying to capture Outlaws. After your first roll, you can roll the die of your choice again.

Winchester
Play this card at the end of the game. This card awards 6 Victory Points.

Insurance
Play this card when another player is stealing a card from you at the saloon. Draw a card of the same type as the one that was stolen.

Mule
Play this card at the end of the game. This card awards 1 Victory Points for each General Store card you own (including this one).

Swindler
Play this card immediately. Each player gives you $ 2.

The Dog
Play this card at the end of the game. This card awards 2 Victory Points for each Outlaw you captured.

Desperado
Play this card when you are recruiting an Outlaw at the saloon. Instead of the first Outlaw, you may choose any Outlaw from the pile. Reshuffle the pile.

Gift
Play this card immediately. The player of your choice gives you one of their General Store cards.

Cattle
Play this card at the end of the game. This card awards 7 Victory Points.

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