RulesPal
Chat
Rulebook
Bullfrog Goldfield thumbnail

Bullfrog Goldfield

Bullfrog Goldfield Rulebook

Table of Contents

Table of Contents

  • Overview
    • Contents
  • Game Set-up
  • Cycles
  • Character Cards/Turn Order
  • Playing Board
  • Income Track
  • Player Actions
    • 1. Buy Stock
    • 2. Sell Stock
    • 3. Purchase Building
    • 4. Lay Track
    • 5. Haul Ore
  • Income Phase
    • 1. Develop Mines
    • 2. Collect Income
    • 3. Pay Interest
    • 4. Pay off Bond(s)
    • 5. Pay Dividends
    • 6. Remove Exhausted Mines
  • End Game
  • Tableside Manners
  • New Player Hints
  • Variants

Overview

Bullfrog Goldfield focuses on the interactions between railroad and mining companies. When railroads are connected to mines, both profit. Multiple railroad connections to a mine increase the mine's income while decreasing the earlier railroads' income. Towns are required to support the miners, which is represented through stock value limits that can only be overcome through placement of sufficient buildings. Connecting railroads to towns also increases the railroads' income value. When mines become depleted and worthless, the connected railroads' stock values decrease. The goal of the game is to have the highest value of cash and stock holdings at the end of the game.

Contents

  • 1 game board
  • 15 buildings
  • 65 trains (13 each in 5 colors)
  • 7 mine valuation markers
  • 12 company charters
  • 24 company shares
  • 1 round marker
  • 6 character cards
  • 70 dig tiles (35 shallow, 35 deep)
  • game money (6 denominations)
  • 21 bonds (3 denominations)
  • 4 summary cards

Game Set-up

Choose a banker who distributes cash to all players accordingly:

  • 2 players - $50,000
  • 3 players - $40,000
  • 4 players - $30,000
  • 5 players - $25,000

(Illustration labels: Standard Stock Certificate, Company Charter, Mine Development Tiles.)

On each Company Charter, place its corresponding company shares, valuation marker (for mines) and all trains (for railroads). Group the mines and railroads separately next to the game board. Shuffle the Shallow Dig and Deep Dig development tiles into separate piles. Place a stack of six development tiles on each Mining Charter, the top three Shallow Dig and the bottom three Deep Dig.

Cycles

A Cycle begins with selecting Character Cards, continues with three rounds of player actions, and ends with the Income Phase. In each round, each player chooses and executes one action in player turn order. These rounds are marked on the Turn Cycle Track on the board by placing the marker on the current round box. During the Income Phase, mines are developed and companies collect income, pay interest on issued bonds, and potentially issue dividends. After completing each cycle check for End Game event triggers; if none have occurred, a new Cycle begins.

Character Cards/Turn Order

On the first turn of the game, select a player who will be the first to choose a Character Card using any agreed upon method. The other players follow in clockwise order.

For all Cycles after the first, all players return their Character Cards to the supply and then select again, beginning with the player who had the lowest-valued Character Card in the previous Cycle and continuing in clockwise order. The turn order for each Cycle is determined by the values of the Character Cards, from lowest to highest. Players should note what their Character Cards do and apply their effects as play progresses.

Playing Board

The playing board is divided into areas which include mines, towns, and the starting points for the five railroads. With the exception of two areas that comprise Death Valley, each area is either clear or mountainous terrain.

(Board labels: Stock Value Limit; Bullfrog Goldfield Railroad; Tonopah Goldfield Railroad; Silver Peak Railroad; Las Vegas & Tonopah Railroad; Tonopah Tidewater Railroad; Mountain Area; Mine; Clear Area; Income Track; Town; Death Valley; Cycle Track.)

Income Track

The numbered boxes surrounding the board are the Income Track. This represents both the current value of each Stock Certificate and the income received by each company. Values on the Income Track are multiplied by 1,000. The 100 value may be exceeded by "wrapping," but triggers an End Game event (see End Game). Use color-coded wooden trains and valuation markers to track railroad and mining company values.

Player Actions

During each of the three rounds of a Cycle, each player (in turn order) chooses any one of the following actions. Players may choose the same action multiple times in the same Cycle.

  1. Buy Stock
  2. Sell Stock
  3. Buy Building
  4. Lay Track
  5. Haul Ore

1. Buy Stock

A player may only buy one Mining or Railroad Company Stock Certificate per action. Money is paid from the player's holdings and placed on the corresponding Company Charter. Each Charter has the same monetary value as one Stock Certificate. Purchasing stock works differently depending on whether the stock being purchased is the first share of a new company or a share of an operating company.

The player who owns the Charter for a given company is the charter-holder for the company. When the Charter for a given mine is first purchased, the mine becomes operating.

Initial Purchase of Company Stock: If the Company Charter is still held by the bank, then the player must buy it as opposed to taking a regular share. The player takes the Charter and pays any amount desired, not in excess of a stock value limit (see page 5), with a minimum of $10,000. This value is marked on the Income Track of the playing board with the company marker, using the valuation marker for mines and one of the company's trains for railroads. The money for the purchase is placed on the Company Charter. The purchasing player owns the Company Charter share unless someone else buys both of the two remaining stock certificates (see below).

Subsequent Purchases of Company Stock: If another player owns the Charter share of a company, the active player buys a standard share of stock. They pay the cost indicated on the Income Track to the company, placing the money on the Company Charter. With each purchase of standard stock, increase the company's value by five on the Income Track. When a player buys a second share of stock in a company and does not already hold the Charter Share, he takes control of the company (swap a standard share for the Charter Share). With each subsequent purchase of stock after the initial sale of the Charter share, increase the company's value by five on the Income Track.

2. Sell Stock

A player may only sell one Mining or Railroad Company Stock Certificate per action.

The Charter share may never be sold.

The player who is selling the Stock Certificate becomes the auctioneer. The auction begins with the player to his left and continues in clockwise order; the minimum bid is half the income value of the stock (rounded down).

Players either pass or increase the bid by any amount (in increments of at least $1,000). Players who pass may not re-enter the bidding. Bidding continues until one player remains, with the winner paying the amount bid to the auctioneer and collecting the Stock Certificate. If this results in an exchange of the Company Charter, do so now. After the auction, decrease the company's value by 10 on the Income Track.

3. Purchase Building

This action allows a player to place one building on a townsite or mine. There is no limit to the number of buildings that can be placed on a mine or townsite over the course of the game. Buildings allow companies' stock values to exceed stock value limits.

A building placed with a train present costs $20,000; otherwise the cost is $30,000. The purchase of a building must be paid by a single source from the following options.

Building Purchased on a Mine: The payment for a building placed on a mine can be made from player holdings, the mine holdings, or the holdings of a connected railroad.

Building Purchased on a Townsite: The payment for a building placed at a townsite can be made from player holdings, the holdings of a connected railroad, or the holdings of a railroad with that town as its start position.

Stock Value Limits: Mines and railroads must have a sufficient number of buildings associated with them in order to exceed certain values (25, 50, 75, 100, 125) on the Income Track. One building is required to exceed 25, and one additional building is required to exceed each successive multiple of 25. If a company does not have sufficient buildings to exceed a stock value limit, its valuation marker or train stops at the stock value limit and any excess increase is permanently lost.

Buildings Associated with a Mine:

  • Those on the mine
  • Those on any townsite within 2 areas of the mine

Buildings Associated with a Railroad:

  • Those in areas occupied by its own trains

Boom Town Bonus: When a building is placed on a townsite, the Income Track value increases according to the chart below for mines within two areas and connected railroads. There is no bonus for buildings placed on a mine.

Railroads: All railroads that have a train in the town have their values increased according to how many railroads are present in the town.

Mines: All operating mines within two areas of the town have their values increased according to whether one or two are in range.

Boom Town Income Track Bonus:

Connected RailroadsRR Income Increase
Single connected RR12
2 connected RRs6 each
3 connected RRs4 each
4 connected RRs3 each
Mine Income increase
1 Mine12
2 Mines6 each

4. Lay Track

Only the player holding a Railroad Company Charter is allowed to lay track, with payment being made from the Company Charter to the bank according to the terrain. The first time a company lays track during the game, it places a train (representing the laid track) in its starting area. All future tracks for a company are placed in areas adjacent to its previously placed track. A player is allowed to place a maximum of three trains (in three areas) per action. No more than four railroad lines from different companies may occupy any area.

Track Laying Costs:

Terrain TypeCost per Area
Clear$10,000
Death Valley$30,000
Mountain$50,000

Bonds: To obtain the necessary capital to build railroads, a company may issue bonds. The charter-holder of a railroad is the only player who may issue a bond. Bonds may only be issued when using the Lay Track or Purchase Building action and do not constitute a separate, additional action. Only one bond (of any denomination) may be issued for each such action. Place the bond and corresponding amount of cash on the Company Charter.

The charter-holder may issue additional bonds during future actions and can pay off existing bonds during the Income Phase. Railroads must pay interest on bonds during the Income Phase.

Until all of a Railroad's bonds are paid, no dividends can be issued.

Railroad Mine Arrival Stock Value Adjustment: When railroads build track in an area with an operating mine, the values of the mine, that railroad, and any other railroads connected are adjusted on the Income Track.

(Tip: To facilitate multiple adjustments, place each train on a mine or town on its side and right it as each Income Track adjustment is made.)

Railroad/Mine Arrival Stock Value Adjustment:

Effect in Developed Mine AreaRailroad StockMine Stock
1st connected railroad+24+24
2nd connected railroad2nd RR +12, 1st RR -12+12
3rd connected railroad3rd RR +8, 2 prev. RR's -4+8
4th connected railroad4th RR +6, 3 prev. RR's -2+6

The Railroad Mine Arrival Stock Value Adjustment can also occur in the unusual event that the mine becomes operational in an area where one or more railroads have already laid track. In this case, a total stock value increase of 24 is divided evenly among all connected railroads, and the mine is increased normally for this number of railroads connected to it (24 for one, 36 for two, 44 for three, and 50 for four). Note that this final tally for railroads is identical to the final increases and decreases the railroads would have received were they connected one at a time.

Example: When the mine becomes operational and three railroads have previously been built into its area, the railroads each increase in value by 8; the first RR gains (24-12-4=8), the second gains (12-4=8), the third gains (8). The mine increases for each connected railroad, gaining (24+12+8=44).

Railroad Town Arrival Stock Value Adjustment: When railroads build track at a townsite, the value of the railroad stock increases, while any previously connected railroads' stock values decrease according to the following chart:

Railroad/Town Arrival Stock Value Adjustment:

Connected RailroadAdjustment
1st connected Railroad+12
2nd connected Railroad2nd RR +6, 1st RR -6
3rd connected Railroad3rd RR +4, 2 prev. RR's -2
4th connected Railroad4th RR +3, 3 prev. RR's -1

Example: Doug is the charter-holder of the Silver Peak Narrow Gauge Railroad (red). Its current value on the Income Track is 22 (10 to start with and 12 for its initial train placed at Blair Junction). With a Lay Track action Doug places three trains, issuing a bond to do so. With the first train he connects to the town of Beatty. With the second train he connects to the Gold Center Mine. He then lays the last train into a mountain area to connect to the Rhyolite Mine, for a total cost of $70,000. Both the Gold Center and Rhyolite mines are operating at the time he laid the trains. Silver Peak is the first railroad connected to the Gold Center Mine and the town of Beatty and the second railroad connected to the Rhyolite Mine. The value of the Silver Peak Railroad increases by 12 for the town of Beatty, 24 for the Gold Center Mine and 12 for the Rhyolite Mine, a total of 48 (from 22 to 70) on the Income Track. Gold Center Mine stock value increases by 24, Rhyolite Mine stock value by 12, and the Tonopah & Tidewater Railroad (yellow), previously connected to the Rhyolite Mine, decreases by 12 on the Income Track.

(Diagram: board with Silver Peak trains placed in order 1, 2, 3; buildings marked A at Beatty and B at Rhyolite Mine.)

  • To reach an income level of 70, it is necessary for the Silver Peak R.R. to have a minimum of two buildings associated with it (along its tracks).
  • Assuming that both buildings are present on the diagram (A and B), then all above mentioned Income Track value increases would be in effect.
  • Assuming that there is only one building present on the diagram located at Beatty (A), the Silver Peak R.R.'s income limit is 50, so that is as far as it can go and the excess 20 is lost. Assuming that the Gold Center Mine started at 10 on the Income Track, it would be entitled to reach the total of 34 = (10 + 24) achieved by this connection. The Rhyolite Mine would have already been stopped at 25 for its connection with the Tonopah & Tidewater R.R. since there is no building within two areas of it. So it loses the potential gain of 12 for the Silver Peak R.R. connection.
  • Assuming that only the building at Rhyolite Mine (B) is present on the diagram, the Silver Peak R.R. would be stopped at its Income Track limit of 50, losing the potential increase of 20. The Rhyolite Mine is limited to the 50 position as well. The Income Track increase for the Gold Center Mine is limited to the 25 position because there are no buildings associated with it.

5. Haul Ore

Acting as a teamster, the player collects $2,000 from the bank and may increase the value of any operating mine by two on the Income Track, though mines may not be increased in value past their stock value limits.

Income Phase

After completing three rounds of actions, players perform the following functions in exact order:

  1. Develop Mines
  2. Collect Income
  3. Pay Interest
  4. Pay off Bond(s)
  5. Pay Dividends
  6. Remove Exhausted Mines

1. Develop Mines

Starting with the Banker and continuing clockwise around the table, each operating mine is excavated by the respective charter-holder by revealing the top development tile, following its instruction(s) and discarding it to a discard pile. The printed values on the development tiles indicate how much the company's stock value is increased/decreased on the Income Track. When the development tile also instructs a player to add/subtract a number of tiles, these tiles are added/taken, to/from the bottom of the pile. Added tiles are taken from the "Deep Dig" draw pile. Subtracted tiles are placed back on the "Deep Dig" draw pile without being revealed. If the mine has no development tiles left, the mine is exhausted (ignore this until Remove Exhausted Mines). Re-shuffle used tiles if necessary to replenish the "Deep Dig" draw pile.

2. Collect Income

Starting with the banker and continuing clockwise around the table, each company receives payment from the bank equal to its current value on the Income Track. This money is placed on the Company Charter of each company.

Until a Railroad reaches an operating mine, it receives no income during the Income Phase. It will continue to receive payment even if all mines it is connected to become exhausted.

3. Pay Interest

Starting with the Banker and continuing clockwise around the table, each charter-holder of a railroad company must pay 10% cash on outstanding bonds (payment made to bank, from the railroad's Company Charter). If interest on the bond(s) cannot be paid from the railroad's Company Charter, the railroad company takes out a bond now, paying the 10% interest on it immediately.

4. Pay off Bond(s)

Starting with the Banker and continuing clockwise around the table, the charter-holder of a railroad company makes the decision to pay off any bond(s). All money must be paid from the Company Charter. A bond can be partially paid off to exchange it for a bond of a smaller denomination.

5. Pay Dividends

Starting with the banker and continuing clockwise around the table, each player decides whether or not to pay a dividend for each company they are the charter-holder of. A railroad company with outstanding bonds may not pay dividends.

A dividend payment is a disbursement of cash from the Company Charter. Each shareholder receives 1/3 of the cash for each stock certificate (charter included) held, rounded down. Any amount of cash left over after payment of the dividend is left with the Company Charter. (Exception: If one player owns all three stock certificates, they receive all the money from the Charter). When a dividend is paid, the company marker is advanced five spaces on the Income Track.

If the charter-holder opts not to pay a company dividend, all cash remains on the Company Charter and the marker for the company is moved back five spaces on the Income Track. When a railroad cannot pay dividends because it has outstanding bonds, do not move its marker on the Income Track.

6. Remove Exhausted Mines

Mines that have no development tiles remaining are exhausted and no longer operating. The company is dissolved and all its stock becomes worthless. Any money remaining on the Company Charter is returned to the bank. The Company Charter, Stock Certificates and company marker on the Income Track are removed from the game.

All railroads connected to the exhausted mine are decreased in value on the Income Track according to the following chart:

Railroad Income Track reduction from exhausted mines:

Connected RRsReduction
1 RR-24
2 RR's-12 each
3 RR's-8 each
4 RR's-6 each

If the game has not ended (see below), begin a new Cycle.

End Game

There are two endgame events:

  1. All mines but one become exhausted.
  2. Any stock value exceeds 100 on the Income Track (except railroads with outstanding bonds).

The game continues until the end of the Cycle in which an endgame event was triggered. The game will end even if the triggering event is no longer in effect (i.e., a stock value exceeds 100 and subsequently drops to or below 100). The game will still end if a mine exceeds 100 but then becomes exhausted. If a railroad with outstanding bonds exceeds 100, but then pays off its bonds at the end of the cycle, the game will end.

Any railroad with outstanding bonds at the end of the game is worthless. Remove all its stock from the game. Any cash remaining on all charters is returned to the bank. Players total the value of their cash and stock; each piece of stock is worth the company's current value on the Income Track. The player with the highest combined share value and cash wins; there are no tiebreakers. Players tied for most holdings share victory.

Tableside Manners

No money may be transferred between players, Company Charters, or between players and Company Charters. The exact amount of money a player has in his player holdings may be withheld at the player's discretion, but actual cash must be visibly piled on the table. All company holdings are public knowledge, including cash held, bonds issued (for railroads) and development tiles remaining (for mines).

New Player Hints

Buildings are critical to exceeding Income Track Limits, so consider purchasing a building before any initial mine connection in order to maximize stock value gains. Money can be saved by laying track first to reduce the price of the buildings. Recognize that railroads are often long-term investments that run the risk of not becoming solvent, while mines usually generate money faster but run the risk of depleting.

Variants

Shorter game: use 2 less (1 of each) mine development tiles, play to 90 on the Income Track. Longer game: add 2 (1 of each) mine development tiles, play to 125 on the Income Track.