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Mine Out

Mine Out Rulebook

Table of Contents

Table of Contents

  • Components
  • About the Cards
  • Game Setup
    • Setup for Each Player
    • Overall Setup
  • Game Flow
    • 1. Plot Phase
    • 2. Action Phase
      • Player's Turn
      • A Situation When Your Turn Is Skipped
  • During Your Turn
    • 1. Check Your Action Points
    • 2. Resolving the 4 Actions
      • Actions to Add Cards to Your Hand
        • Note 1: Turn Order and Cards You May Take
        • Note 2: Hand Size Limit
      • Actions to Mine Minerals
        • Note 1: Mineout in the Mine
      • Action to Sell a Mineral
        • Note 2: Bank Mineout
      • Action to Play a Card
        • Note 3: Playing Into the Community Space
  • Cleanup Phase
      • 1. Bonus Points From the Minerals in Possession
      • 2. Check the End of the Game Condition
  • End of the Game
    • General Game Advice
  • Example Turn
  • Card Summary
    • Mayor
    • Native 3
    • Negotiator
    • Native 1
    • Worker
    • Kidnapper
    • Cards With W as Its Contribution Points
    • Miner (White)
    • Miner (Copper, Silver, Gold, Blue)
    • Smith
    • Rainbow Cards With 4 Colors
    • Native 2
    • Jeweler
  • Variant Rules
    • Descriptions of the Bonus Tile Special Powers
  • Solo Rules
    • Steps at the End of Your Turn

Components

Board (front): 1 piece.

Collaborator Cards: 72 cards. Use the cards with this backside.

Player Tokens: 4 colors, 3 each (Miner pawn, large disc, small disc).

Mineral Cubes: 26 pieces: Copper Cubes: 10 pieces; Silver Cubes: 7 pieces; Gold Cubes: 5 pieces; Jewel Cubes: 4 pieces.

Money Chips: 56 Rupees: 5-Rupee: 7 chips; 1-Rupee: 21 chips.

Sold Minerals Storage: 1 piece.

Discard Card Storage: 1 piece.

Used Money Storage: 1 piece.

Plot Tiles: 4 colors, 11 each.

Optional Rules Tiles: 8 tiles. Used only when playing with optional rules.

Some components are only used in Mine Out Classic. Return any unused components back to the box.

In a 4-player game, all components are used.

In a 3-player game, the following components are not used. Return them to the box:

  • Return the following for the unused color(s): Player Token, Plot Tiles, 1 each of Miner and Worker with the Initial card icon.
  • 2 Copper Cubes, 1 Silver Cube, 1 Gold Cube, 1 Jewel Cube.
  • 2 5-Rupee chips and 4 1-Rupee chips.

Check the number of Minerals (3-players/4-players) written on the Mine area of the Board. For example, in a 3-player game, you should use 6 Silver Cubes, and in a 4-player game, use 7 Silver Cubes. Similarly, the Bank has the amount of Money Chip written as 42/56, meaning in a 3-player game you use 42 rupees, and in a 4-player game you use 56 rupees.

About the Cards

Every card has 3 properties and a special power.

  • Pickaxe: Mining power. Mining power is referenced when the card is used to mine a mineral. Higher value makes it easier to mine more minerals.
  • Money: Cost. The cost in Rupees you must pay when you play this card in your play area or into the Community spaces.
  • Flag: Contribution Points (Victory Points). Contribution Points are the amount of Victory Points you get when you pay the cost and play this card into the Community spaces. (Card with W written here may not be played into the Community spaces.)
  • Special power. A special power is active when the card has been played in your play area or into the Community spaces by paying the cost.

Other card parts:

  • Initial card icon. Cards with an icon here need to be separated during the game setup. Each player will start the game with one of these cards.
  • Card name. Name of this card.
  • Location. Location is referenced when the card is in the dock area. To gain the card, you need to move to its location and perform the appropriate action. Cards with "Community" written as their location need to be separated during the game setup.

Color. Color of the card. It is used when referenced by some cards' special powers. There are 6 types: White, Copper, Silver, Gold, Blue, and 4-colors.

Game Setup

Randomly determine the start player. See the diagram below to set up the components on your table. First, place the Board at the center of your table.

Setup for Each Player

  1. Each player chooses a color (red, blue, black, or yellow) and takes a set of 3 Player Tokens and 11 Plot Tiles of the chosen color.
  2. As your starting hand, take the "Miner" and "Worker" cards with the Initial Card icon in your color. During the game, only you can see the cards in your hand. Other players may only know how many cards you have.
  3. Place the miner-shaped Player Token at "Market" and the smaller disc on the 0 space of the outside Contribution Points Track.
  4. Place the larger disc on the red space of the inside Action Points Track. Stack all players' discs on top of each other so that the start player's disc is at the top, and their left neighbor below that, and so on.

During the game, you will need some space in front of you to place your Plot Tiles (4 of them) and some space to play your cards.

Overall Setup

  1. Prepare the Community area. Place 4 cards with Community as its location, which is "Mayor", "Native 1", "Native 2", and "Native 3", on the Community area of the Board as shown below.
  2. Collaborator cards (referred to as cards from hereon) without the Initial Card icon or Community cards are shuffled face-down to create a deck. Place this at the bottom left corner of the board. Draw cards 9 cards for a 3-player game, or 12 cards for a 4-player game from the deck and place them on the Port area of the board. Fill the bottom rows first.
  3. Prepare the Money chips. All Money chips used in this game are placed in the Bank. Give each player 7 Rupees from the Bank, and place them in front of the player.
  4. Prepare the Mineral cubes. Place Copper, Silver, Gold, and Jewel cubes as shown in the diagram below.
  5. Place the card discard area, sold minerals area, and spent money area near the Board.

Game Flow

The game consists of multiple rounds (usually around 8 rounds), and each round consists of 3 phases below.

  1. Plot Phase
  2. Action Phase
  3. Cleanup Phase

The three phases above together make up 1 round.

At the end of the game, the player with the highest contribution points (VP) is the winner.

1. Plot Phase

During the Plot Phase, each player plans out what they will do during the Action Phase using 4 of the 11 Plot Tiles. Place the chosen Plot Tile face down in front of you.

Place the 4 chosen Plot Tiles side by side as shown above. The remaining 7 tiles are kept face down in a separate pile. Actions are resolved in order from left to right.

In the above example, during your Action Phase, you will,

  1. "Gain a card at the Port"
  2. "Gain a card at the Pub"
  3. "Mine Copper"
  4. "Sell Minerals at the Market"

in this order. (More details later)

Proceed to the Action Phase once all players have chosen their Plot Tiles.

2. Action Phase

During the Action Phase, each player in turn order resolves the following 3 steps.

  1. Check action points
  2. Perform all 4 chosen actions
  3. Refill cards at the dock

When it becomes a player's turn but that player has already finished their actions this round, then the Action Phase is over and continues to the Cleanup Phase.

Player's Turn

The player with the most Action Points in the Action Points Track takes their turn. In the example below, the Yellow Player has the most Action Points so it is the Yellow Player's turn.

After the Yellow Player takes their turn, they spend their Action Points so the board changes as below. Now, it is the Blue Player's turn.

Continuing on the example, after the Blue Player's turn, the board changes as below. Place the disc on top of any other discs already on the space. Next, the Red Player takes their turn.

When multiple discs are stacked, the player with their disc on the top takes their turn. For example, if the Red Player ends their turn spending 3 or more action points, then it will be the Blue Player's turn. However, since the Blue Player already took their turn this round, the Action Phase ends.

A Situation When Your Turn Is Skipped

In the bottom example, the Yellow Player finished their turn and the board looks as below.

Now, it is the Blue Player's turn and after their turn, the Action Point track looks as below.

It is the Yellow Player's turn again, but since they already took their turn this round, the Action Phase is now over. In this case, Red Player couldn't take their turn this round.

During Your Turn

1. Check Your Action Points

Flip all your Plot Tiles face up. Note that you do not turn your Plot Tiles face up until your turn. This is used to track whether a player has taken their turn or not.

Then, check your Player Token on the board to figure out how many Action Points you will be using. In general, the Action Point is the number of spaces you will be moving between the various facilities on the board.

As an example, the Yellow Player took their turn as above.

Yellow Player's Player Token started at the Silver Mine. The Plot Tiles are resolved in order as chosen: Port, Pub, Copper Mine, and Market. The shortest route to move to these facilities in order is 5. Note that you must always choose to take the shortest route. Yellow Player moves their disc on the Action Track by 5 and moves their Player Token on the board to Market.

During the remainder of their turn, the Action Track disc will not move. It is ok to have the Action Points in the negative.

In the same example, if the Yellow Player's Player Token started at the Port, then they will only need to use 3 Action Points.

These two Plot Tiles do not require the Player Token to move, but they will consume 1 or 2 Action Points.

In the left example, you will only need 2 Action Points to move on the board, but because you chose the "Copy the left action" tile, the total Action Points consumed is 4.

2. Resolving the 4 Actions

Resolve the 4 chosen Plot Tiles from left to right. The effect of each tile is as follows.

Actions to Add Cards to Your Hand

The 4 tiles above (Port, Pub, Hotel, and Black Alley) have actions to add cards to your hand. When resolving these tiles, you choose a card in the Dock Area matching the location indicated on the tile and add it to your hand. Each card has a location written on the bottom right corner.

To resolve these actions, you must move your Player Token on the board to the corresponding location during "1 Check action points".

Note 1: Turn Order and Cards You May Take

Regardless of which Plot Tile you chose, the player taking a turn earlier in the round has fewer cards to choose from. The first player to take a turn may only take a card from the bottom most row of the Dock Area. Each player thereafter has 3 additional cards they can choose from. (The 4th player to take a turn in a 4-player game has all 12 cards to choose from.)

Note 2: Hand Size Limit

Each player may only hold up to 4 cards. If you already have 4 cards in your hand then you may not take additional cards, and the chosen action is skipped without an effect.

Actions to Mine Minerals

The 4 tiles above (Copper, Silver, Gold, and Jewelry) have actions to mine and gain minerals. Gained minerals are placed in front of you visible to all players.

Choose 1 card from your hand and discard it (place it face up in the discard pile). Compare your mining power against the mineral's required mining power to determine how many minerals you will gain.

The card's mining power is at the top left corner next to the pickaxe symbol. In the above example, the Miner has a mining power of 5.

Mineral's mining power is written next to the corresponding Mine. The left number is the mining power required to gain the first mineral. The right number is the additional mining power required to gain each additional mineral. In the Silver Mine example above, gaining 1 Silver requires 4 mining power. To gain 2 Silvers, you will need 4+3=7 mining power. To gain 3 Silvers, you will need 4+3+3=10 mining power, and so on. Take the mineral cube for each mineral you mine. You may not choose to take fewer cubes than the amount you mined. If your mining power is lower than the power required to gain the first mineral, then you gain nothing. In the above example, you gain 1 Silver cube.

To resolve these actions, you must move your Player Token on the board to the corresponding mine space during "1 Check action points".

Note 1: Mineout in the Mine

If the Mine runs out of the mineral cube (i.e., the stock) as a result of your mining, then a Mineout occurs. You will never gain more minerals than there are in the stock.

When a Mineout occurs, gain all minerals first then compare the number of that mineral each player holds (in other words, if a Mineout occurs in the Silver mine, then compare how many Silver cubes each player holds).

All players except the player who held the most cubes of that mineral gain victory points equal to the number of minerals they held. This is called the "repayment points".

  • Indicate the victory points you earned by moving your disc on the Contribution Points Track.
  • If players are tied for the most, then all those tied players do not gain the repayment points.

Finally, return all previously sold mineral cubes of that type (excluding the Jewel cube sold as that type. Jewel cube is only returned when Jewel Mineout occurs.) and the cubes the player held to the mine. Now the mine is restocked and ready to be mined again.

Example: Copper Mineout. Out of the 8 Copper mineral cubes, 2 remain at the Copper Mine, 3 have been sold, the Red Player holds 2, the Black Player holds 0, and the Yellow Player holds 1. The Yellow player chose "Mine Copper Action", and uses a card with 4 mining powers to gain 2 Copper cubes. Now there is no stock of Copper cubes at the Copper Mine, so a Mineout occurs. All 8 Copper cubes are returned to the mine.

The Yellow player had the most Copper cubes (1 previously held + 2 gained this turn = 3), so they do not gain the repayment points. The Red Player gains 2 repayment points.

If it was instead the Black who took the same action, then both the Red and the Black players hold the most Copper cubes (2 each) so they do not gain the repayment points. In this case, only the Yellow player gains 1 repayment point.

Action to Sell a Mineral

The left tile is used to sell your minerals at the Market to gain Rupees. Choose one mineral (Copper/Silver/Gold/Jewel) to sell, and place it on the Sold Mineral Storage next to the Market. Then take the Rupees for the sold mineral from the bank and place it in front of you visible to all players.

Copper is worth 3 Rupees, Silver is 5 Rupees, and Gold is 7 Rupees. You may exchange your Rupees to a different denomination at any time. You may not choose to gain fewer Rupees. Jewel is considered as wild and may be sold as either a Copper, Silver, or Gold.

To resolve this action, you must move your Player Token on the board to the Market space during "1 Check action points".

Note 2: Bank Mineout

If the Bank runs out of money as a result of you selling a mineral, then a Bank Mineout occurs. You will never gain more Rupees than there are in the stock.

When Bank Mineout occurs, gain the remaining Rupees then compare the amount of Rupees each player holds. All players except the player who held the most Rupees gain victory points equal to half of the Rupees held (rounded down). This is again called "repayment points".

  • If players are tied for the most, then all those tied players do not gain the repayment points.

Then return all Rupees in the Used Money Storage and those held by each player back to the Bank. Finally, give each player 7 Rupees resetting the money to how it was at the start of the game.

Example: Bank Mineout. Out of the 42 Rupees, the Bank has a stock of 4 Rupees, and there are 18 Rupees in the Used Money Storage. The Red player has 9 Rupees, the Black has 5 Rupees, and the Yellow has 6 Rupees. The Yellow player chose the "Sell a mineral at the Market" action and chose to sell a Silver. The Silver is worth 5 Rupees, but the Bank only has 4. The Yellow player takes 4 Rupees and a Bank Mineout occurs. All Rupees are returned to the Bank and each player takes 7 Rupees.

The Yellow player had the most Rupees (6 Rupees previously held + 4 from the sale = 10 Rupees), so they did not gain the repayment points. The Red gains 4 (half of 9 rounded down), and the Black gains 2 (half of 5 rounded down) repayment points. If it was instead the Black player who took the same action, then both the Red and the Black players hold the most Rupees (9 each), so they do not gain the repayment points. In this case, only the Yellow player gains 3 repayment points.

Action to Play a Card

The left tile is used to play a card from your hand in front of you or onto the Community space. Playing a card grants you the special power written on the card.

Choose a card from your hand and place it face up. Then pay the cost of the card in Rupees and place the money into the Used Money Storage.

Make sure not to place the money back into the Bank.

If you place the card in front of you, then the card will remain there until the end of the game and you will continue to have the written special power. Make sure the card is visible to all players.

For example, if you played the "Miner" in the example above, you will first pay 8 Rupees and place the money into the Used Money Storage. For the remainder of the game, your mining power will be +1. This action does not require you to be at any specific location on the board, so you can always use this action with 1 Action Point.

Note 3: Playing Into the Community Space

When playing a card as above, you may choose to play it into the Community space instead of in front of you. The game will start with 4 cards in the Community space (Natives and the Mayor), and there are only 4 spaces there. Thus, you will need to choose 1 card to replace.

If the cost of the card you choose to replace is higher than the card you are playing, then you must pay the higher cost. You will also gain victory points equal to the Contribution Points of the card you play.

For example, if you choose to play the "Miner" into the Community space, then you must first choose 1 of the cards on the Community spaces to replace. If you choose to replace the "Native", then its cost is lower so you pay 8 Rupees (the cost of the Miner). If you choose to replace the "Mayor" then its cost is higher so you pay 10 Rupees (the cost of the Mayor).

After replacing the card, you gain victory points equal to the Contribution Points of the "Miner" (5 points in this case).

The cards on the Community spaces will allow all players to use their special powers. The "Native" does not have any special power but the "Mayor" does, and all players will benefit from it.

If you choose to replace the "Native" with your "Miner" then all players will gain the bonus mining power. (+1 mining power to all players in all future mining). If a player later chooses to replace the "Miner" then this benefit will be replaced with the special power of the new card.

By playing a card into the Community space, you will not only gain the victory points but also affect everyone's game. The "Mayor" is an important card placed on the Community space at the start of the game. This too can be replaced by another card and thus players may lose their special power during the game.

Note: When a Card Is Played Into the Community Space

When you play a card onto the Community space, rotate it 90 degrees to the side. This indicates that the card was just played during this round, and it may not be replaced until the next round. At the end of this round, rotate back all cards to their proper orientation.

Action to Repeat the Previous Action

The left tile is used to repeat the previous action. Due to its nature, it cannot be the first tile (i.e., the leftmost tile) when plotting your 4 tiles for the round.

In the bottom example, you will repeat the "Mine Copper" action one after another. Similarly, you may use this tile to repeat other actions such as "Gain a card" or "Sell a mineral" action twice in a row.

This action does not require you to be at any specific location on the board, or you should be there already by your previous action, so you can always use this action with 2 Action Points.

Note 4: Actions That Will Be Skipped

While resolving your action, you must always resolve your action to the fullest even if you do not wish to. If it's not possible to resolve them then they will be skipped, but you must still move your Player Token and the spent Action Points will not be refunded.

Actions are skipped in the cases described below.

  • Actions to add cards to your hand. You already have 4 cards in your hand. There are no cards to take in the Dock Area.
  • Actions to mine minerals. You have no cards in your hand. You must discard a card and attempt to mine even if your mining power is too low and cannot gain a single mineral.
  • Action to sell a mineral. You have no mineral to sell.
  • Action to play a card. You have fewer Rupees than the cheapest card in your hand. Reveal your hand to other players to prove this.
  • Action to repeat the previous action. The repeated action cannot be resolved because of the reasons listed above.

It is possible to get into these situations as a result of the previous players' actions. You may also purposely plot your turn to not be able to resolve all your actions in an attempt to spend fewer Action Points.

3. Refilling the Dock Area

There will be an empty space created in the Dock Area every time a card is taken. At the end of a player's turn, refill all empty spaces by revealing cards from the top of the deck. Refill in order from the bottom left to the top right. The area should have the same number of cards as it was set up at the beginning of the game (9 cards for a 3-player game, 12 cards for a 4-player game). If the deck runs out during the game, then shuffle all discard cards face-down to create a new deck. This may happen as a result of a special power of a card.

Cleanup Phase

After the Action Phase is complete, the next phase is the Cleanup Phase. All players retrieve the Plot Tiles they used this round. These can be reused in the next round. Check the following 2 conditions, and if the game has not ended then continue to the next round.

  1. Bonus points from the minerals in possession
  2. Check the end of the game condition

1. Bonus Points From the Minerals in Possession

Check if each player has minerals in possession over the threshold.

Each mineral's threshold is on the board. Specifically, they are:

  • Do you have 4 or more Copper cubes?
  • Do you have 3 or more Silver cubes?
  • Do you have 2 or more Gold cubes?

If you have mineral cubes in possession over the threshold, then you gain victory points equal to the number of that mineral in possession. (For example, if you have 3 Silver then you gain 3 points.) This is referred to as "possession points". You may consider the "Jewel" as any one of the other minerals (Copper/Silver/Gold) when calculating your "possession points". You do not gain or lose any mineral cubes during this bonus point calculation.

2. Check the End of the Game Condition

If all players' Action Points are 0 or below, then the game is over. There is no next round.

The game is not over if at least 1 player has 1 or more Action Points.

End of the Game

At the end of the game compare each player's points.

The player who advanced the furthest on the Contribution Points track (victory points) is the winner! If there are ties, then the player with higher Action Points (if tied, then the player at the top of the stack) is the winner.

General Game Advice

  1. Your plans may get ruined by the other players playing cards into the Community spaces or by a Mineout. However, when your turn order is later in the round you have a larger pool of cards to choose from, and you have a better chance of scoring "possession points" by adjusting your mining power.
  2. Starting a Mineout may be dangerous, but while the "Mayor" is in the Community space you can gain minerals or extra Rupees after a Mineout. Use it wisely.
  3. Some cards like the "Mafia" get stronger when you collect more of them. This is an easily achievable but powerful strategy.

Example Turn

The Yellow player has the most Action Points and their disc is at the top of the stack, so it is now the Yellow player's turn. They flip the 4 Plot Tiles.

First, add up the Action Points needed. For the example above you will need:

  • A Market to Hotel (2 points)
  • B Hotel to Silver Mine (2 points)
  • C Silver mine to Market (1 point)
  • D Play a card (1 point)

6 Action Points in total. Move on the Action Points track to indicate you've used 6 points. As an example, if you started your turn with your Player Token on the Hotel, then the first action would have been 0 points so you would only use 4 points. At the end of the turn, your Player Token will be at the Market.

  1. Choose and take a card with the Hotel as its location from the Dock Area. Note the number of cards already in your hand and the number of players who have completed their turn as that will affect which card (if any) can be taken.
  2. Discard a card from your hand to mine Silver minerals. For example, if you discard a "Worker" with a mining power of 4 then you gain 1 Silver cube. If the Silver cube runs out from the mine, then a Mineout occurs.
  3. Sell the Silver cube you just obtained at the Market to gain 5 Rupees. Even if a Silver Mineout had occurred, as long as the "Mayor" is in the Community spaces then you will gain 1 Silver so you should have a mineral to sell. If money runs out of the bank then a Bank Mineout occurs.
  4. Play 1 card from your hand by paying its cost with Rupees. You had 12 Rupees including the 5 you just obtained, so you spent 8 Rupees to play a white "Miner" card. From now on, you gain +1 mining power against all mineral types. The spent money is placed in the Used Money Storage (you can always make a change in denominations).

If you instead had played the card onto one of the Community spaces, then all players would benefit from the +1 mining power. If you replaced "Native 1", "Native 2", or "Native 3" then you would take that card which grants you different special powers.

After you complete your turn, the next player takes their turn if they haven't taken a turn this round.

Card Summary

Mayor

While this card is in the Community space, the player who started a mineral Mineout gains 1 of that mineral after resolving the Mineout effect. (For example, gain 1 Copper cube if you start a Copper Mineout.) Similarly, if you started a Bank Mineout then you gain 1 Rupee after resolving the Mineout. (As a result, you will have 8 Rupees.) While the "Mayor" is in the Community space, there is a slight benefit to starting a Mineout. However, if the card is discarded then this benefit is gone forever. When this card is discarded, return it to the box.

Native 3

"Native 3" which starts in the Community space at the beginning of the game does not have any ongoing special power.

If a player plays a card into the Community space and this card is discarded, then return it to the box. Then, the player who played the card draws a card from the deck and adds it to their hand.

Negotiator

Gain additional Rupees when selling certain minerals.

  • Copper color: Increases the selling price of Copper.
  • Silver color: Increases the selling price of Silver.
  • Gold color: Increases the selling price of Gold.

Jewel is sold as one of the above mineral types, so you can benefit from this special power by choosing to sell as the corresponding mineral.

Native 1

"Native 1" which starts in the Community space at the beginning of the game does not have any ongoing special power. If a player plays a card into the Community space and this card is discarded, then the card moves to that player's play area. This card has the abilities of a W card.

Worker

This card has the abilities of a W card, and when you play it in your play area you gain victory points equal to the number of W cards in your play area, including the card that was just played.

There are "Worker" cards that are not the initial card.

Kidnapper

This card has the abilities of a W card. When playing it in your play area, discard the 3 cards on the Dock Area closest to the ship illustration, and refill them from the deck. After refilling the board, choose 1 card from the 12 available (or 9 available in a 3-player game) and add it to your hand.

Cards With W as Its Contribution Points

Cards with W written as their Contribution Points have the following special rules.

  1. These cards may not be played into a Community space.
  2. When mining, regardless of the type of the mineral, you may discard up to 4 of these cards in your play area. Depending on the number of cards you discard, you get to enhance your mining power for this action.
  • Discard 1 card: +1
  • Discard 2 cards: +3 * 1 + 2
  • Discard 3 cards: +6 * 1 + 2 + 3
  • Discard 4 cards: +10 * 1 + 2 + 3 + 4

There is a summary table on the board as well.

Miner (White)

These cards have the power to enhance your mining power. The card itself also has higher mining power than others.

There are 5 colors, white, copper color, silver color, gold color, and blue. White miner enhances the mining power regardless of the type of mineral being mined.

There are white "Miner" cards that are not the initial card.

Miner (Copper, Silver, Gold, Blue)

These enhance the mining power similar to the White "Miner" but they only enhance when mining a specific type of mineral.

  • Copper color: Increase the mining power when mining Copper.
  • Silver color: Increase the mining power when mining Silver.
  • Gold color: Increase the mining power when mining Gold.
  • Blue: Increase the mining power when mining Jewel.

These special powers are only when the card is played in your play area or into a Community space. The special power will not resolve if you discard a "Miner" card to mine a mineral.

Smith

These cards give you additional points when you gain "possession points" or "repayment points" for a specific mineral type. The amount of points you gain depends on the number of cards of a specific color in your play area and on the Community spaces.

  • Copper color: When scoring for Copper, gain additional points equal to Copper color cards.
  • Silver color: When scoring for Silver, gain additional points equal to Silver color cards.
  • Gold color: When scoring for Gold, gain additional points equal to Gold color cards.

Note that some cards are rainbow representing all 4 colors.

Rainbow Cards With 4 Colors

"Native 2", "Jeweler", and "Watchmaker" are rainbow cards representing 4 colors (Copper, Silver, Gold, and Blue), and will affect all "Smith" and "Appraiser" cards.

Native 2

"Native 2" which starts in the Community space at the beginning of the game does not have any ongoing special power.

If a player plays a card into the Community space and this card is discarded, then the card moves to that player's play area. This is a rainbow card that represents all 4 colors when another card's special power references a card color.

Jeweler

At the end of the round when checking for your "possession point" this card counts as 1 additional Jewel cube (as in you can count it as any 1 mineral cube).

Watchmaker

This card has a special power that gets better if your turn order is later in the round (that is when other players have already taken their turns). The special power is gained depending on how many players have taken their turn before you.

  • 1 player: 1 Rupee
  • 2 or more players: 2 Rupees and 1 VP

This special power may cause the money to be depleted from the bank and induce a Band Mineout. [Printed as "Band Mineout" in the source; this is the Bank Mineout rule described above.]

Broker

If you induce any Mineout during your turn, draw the top card of the deck without revealing it and add it to your hand. However, if you already have 4 cards in your hand then you may not draw a card.

Mafia

If you induce any Mineout during your turn, gain the following VP besides any "repayment points" you may gain. This means you may want to purposely induce a Mineout to gain points. This card gets better when you have more of them or there are a few in the Community spaces.

  • 1 Mafia: 1 VP
  • 2 Mafia: 2 VP
  • 3 or more Mafia: 3 VP

When gaining the points, you gain the above for each Mafia card, so if you have 2 Mafia then you gain 4 points (2 points twice) and if you have 3 Mafia then you gain 9 points (3 points three times).

Appraiser

You gain additional points anytime you gain VP from another card. The points you gain depend on the number of Blue cards in your play area and in the Community spaces. Specifically, you gain points from:

  • "Worker" card
  • "Mafia" card
  • "Watchmaker" card
  • "Smith" card

Note that only one of your Appraiser will score even if you have many of them.

Variant Rules

If the differences in the initial turn order bother you, or if you want to enjoy a slight variation to the game, then you may choose to play with the Variant Rule Tiles.

  • 4-player game: Use all 8 tiles.
  • 3-player game: Use only 6 tiles (remove turn order tile "4" and 1 random bonus tile).

Turn Order Tiles: 1, 2, 3, and 4 (hand icons).

Bonus Tiles: +2 Rupees, +4 VP, +1 card, and MAX 4 (four bonus tiles, shown on the tiles).

After the game set up (the Dock Area has been setup) starting with a randomly determined start player, take 1 tile of your choice in clockwise order. Once everyone has taken a tile, then the last player takes 1 more tile and continues counter-clockwise until all players have taken 2 tiles. Each player must take 1 Turn Order Tile and 1 Bonus Tile.

Stack the larger player disc (used on the Action Points Track) in player order determined by the Turn Order Tile from the top to the bottom. The Bonus Tiles have the following special powers.

Descriptions of the Bonus Tile Special Powers

  • +2 Rupees tile: Gain 2 Rupees from the Bank at the start of the game.
  • +4 VP tile: Gain 4 VP at the start of the game.
  • +1 card tile: Draw 1 card from the top of the deck without revealing it, and add it to your hand.
  • MAX 4 tile: Once during the game, you may return this tile to the game box on your turn to spend 4 Action Points regardless of the Plot Tiles you choose.

Solo Rules

When playing solo, return the following components to the box.

  • Unused player tokens and plot tiles
  • 3 Copper cubes (7 are used)
  • 2 Silver cubes (6 are used)
  • Rupees chips (4 5-Rupee chips, and 8 1-Rupee chips) (28 total Rupees are used)
  • 3 sets of Miner/Worker cards with Initial card icons
  • All 2 Watchmaker cards

The basic setup of the game is the same as a 4-player game, but the following rules will be different. You may use any player color of your choice.

  1. Only use the bottom 2 rows of the Dock Area. You may choose any revealed card.
  2. You may not plot any "Actions that will be skipped".
  3. You do not gain any points if you choose to play a card into a Community space.
  4. You will gain "repayment points" from mineral cubes only when you have 1 or fewer minerals, and for money, you will only gain when you have 4 or fewer Rupees.

Steps at the End of Your Turn

When playing a solo game, there is no other player's turns. Before the Cleanup Phase at the end of the round, you will go through the following steps. Note that the Dock Area is refilled before the end of your turn.

Check the 6 cards in the Dock Area and any cards in the Community spaces.

  1. For each Blue card, move that many Jewel cubes from the mine to the Sold Mineral Storage. If a Mineout occurs because of this, then discard all Blue cards from the Dock Area and refill. (The "Mayor" does not activate as this is not during a player's turn.)
  2. For each Gold color card, move that many Gold cubes from the mine to the Sold Mineral Storage. If a Mineout occurs, follow the same steps to discard all Gold color cards and refill.
  3. For each Silver color card, move that many Silver cubes from the mine to the Sold Mineral Storage. If a Mineout occurs, follow the same steps to discard all Silver color cards and refill.
  4. For each Copper color card, move that many Copper cubes from the mine to the Sold Mineral Storage. If a Mineout occurs, follow the same steps to discard all Copper color cards and refill.
  5. For each White card that is not "Native" or "Mayor", move Rupees in the Bank to the Used Money Storage as described below.
    • 1 card = 1 Rupees
    • 2 cards = 4 Rupees
    • 3 cards = 9 Rupees
    • 4 or more cards = 16 Rupees

If a Mineout occurs, follow the same steps to discard all White cards and refill.

Caution: The rainbow colored cards count towards all 4 steps above, but once it has been discarded by a Mineout it will no longer count in the later steps.

During steps 1 to 5 above, if a Mineout occurs then move as many Rupees as possible then trigger the Mineout steps. Mineout may happen during your turn, but in that case, the cards in the Dock Area are unaffected.

After steps 1 to 5 above, continue to the Cleanup Phase where you will be gaining "possession points" if any, and the round ends. At the end of the round, if your Action Points is 0 or below then the game is over.

Try to aim for the following score!

PointsClass
14 points or lessWorker class
15 to 24 pointsMiner class
25 to 35 pointsMayor class
36 points or moreMaster class
  • Note: When a Card Is Played Into the Community Space
  • Action to Repeat the Previous Action
    • Note 4: Actions That Will Be Skipped
  • 3. Refilling the Dock Area
  • Watchmaker
  • Broker
  • Mafia
  • Appraiser