Carson City: Big Box

Emperor Penguin Games, Maldito Games, Mosaico Jogos · Board game · 2015
2–6 · best 4 90–180 min Weight 3.2/5
8.5 rating Ludopedia
8.0 rating BGG
STEP BY STEP

How to Play Carson City: Big Box

1. Objective of the Game

In Carson City: Big Box, players compete to become the most influential citizen of the newly founded town of Carson City. You start with a small amount of money and a team of loyal cowboys, aiming to purchase the best parcels of land, construct profitable buildings, and outmaneuver opponents through duels and strategic alliances. The game ends after four rounds, and the player with the most victory points (VPs) wins. Points are earned through income, buildings, land ownership, and other strategic actions.

2. Preparation (Setup)

  1. Each player receives:
    • $15, 1 road, 1 player board, 1 player aid, 1 revolver token, 12 property tiles, 1 combat die, and 3 cowboys of their color.
  2. Place 1 Ranch on the "$3" construction space and another on the "$10" space. Place 1 Mine on the "$4" and "$12" spaces.
  3. Shuffle the remaining building tiles into the bag. For first games, use only 26 buildings (4 Ranches, 4 Mines, 4 Drugstores, 4 Banks, 3 Saloons, 3 Hotels, 2 Prisons, 2 Churches).
  4. Roll the two basic dice to determine the center of Carson City. Place the Start tile there and add 4 roads (one per side).
  5. Draw 3 random buildings from the bag and place them on the "$5", "$6", and "$8" construction spaces.
  6. Place 9 mountain tiles randomly on the board (reroll if a parcel is already occupied).
  7. Place the special "3 revolvers" token on its designated space.
  8. Set the round marker at the start position. Randomly determine the first turn order.
  9. Each player places 2 property tiles on unowned parcels (one in reverse turn order, one in turn order).
  10. Place 7 character cards (use numbers 1–7 for first games) next to the board.

3. Game Flow

The game lasts 4 rounds, each divided into 4 phases:

  1. Choice of Character: Players select a character card, which determines turn order, special abilities, and cash limits.
  2. Cowboy Placement: Players take turns placing cowboys on action spaces, parcels (to buy land), or buildings (to attack/defend) until all pass.
  3. Performing Actions and Duels: Resolve actions in board order. Duels occur if multiple players compete for the same action/parcel.
  4. Round End: Adjust turn order, replenish cowboys, enforce cash limits, and prepare for the next round.

4. Actions and How to Play

Available Actions:

  • Roads (1): Win 3 roads for your personal supply.
  • Roads (2): Gain 1 road per cowboy placed (no duels).
  • Wages: Gain $4 per cowboy placed (no duels). With the "Horses" variant, pay $4 to buy a horse (limit 1/round).
  • Ammunition: Win the "3 revolvers" token (+3 firepower for the round).
  • Parcel Purchase: Place a cowboy on an unowned parcel to buy it. Price = $1 + $1 per adjacent building/mountain/House (max $10).
  • Building Purchase: Pay the listed price to build on a connected, owned parcel. Must also place a House (except for Ranches/Mines).
  • Attacks on Buildings: Place a cowboy on an opponent’s building to steal half its income (rounded down). Defend by placing a cowboy on your own building.
  • Building Income: Automatic income based on adjacent buildings/Houses (see building descriptions).
  • Victory Points Purchase: Buy VPs at $2–$5 per point (spaces block over rounds).

Duels:

If multiple players compete for an action/parcel, roll a combat die and add firepower (revolvers + cowboys in personal supply). Highest total wins. Ties are broken by pass order.

5. End of Game and Scoring

The game ends after 4 rounds. Final scoring includes:

  • Money: Convert remaining cash to VPs at $6 per VP.
  • Buildings/Houses/Mountains: 2 VPs each (3 VPs if adjacent to a bridge in the "River" variant).
  • Horses: 1 VP per horse (+1 per rodeo won, if using the "Horses" variant).
  • Train Station: 1 VP per 2 House symbols in the city (rounded down).
  • Teacher (red side): 2 VPs per School/Prison/Church owned, plus 2 VPs if no Saloons.

The player with the most VPs wins. Ties are broken by pass order in the final round.

6. Tips for Winning

  • Early Passing: Passing first in a round gives you priority in character selection and tiebreakers.
  • Firepower Matters: Keep cowboys in your personal supply to win duels.
  • Cash Limits: Choose characters with high cash limits in the final round to avoid losing money.

Consulte o manual para detalhes sobre esta seção.

Rules videos

In English

OFFICIAL RULEBOOK
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