The Lost Dutchman
The Lost Dutchman Rulebook
Table of Contents
Table of Contents
- Your Supplies
- The Preparations
- Overview of the Hunt
- Playing the Game
- Prospector Turn Overview
- Challenge Tokens & Traveling the Trails
- Finding the Lost Dutchman's Gold Mine
- The Dutchman Ghost
- End Game & Final Scoring
- Goldfield Gully
Your Supplies
You are packed for your quest, hopefully you'll use these items sparingly... and some I hope you never need or see.
- 1 Treasure Map
- 15 Challenge Tokens
- 5 Prospector Boards
- 20 Attribute Tokens
- 5 Mining Tokens
- 5 Prospector Meeples
- 1 Dutchman Ghost
- 5 Action Dice
- 1 Movement Die
- 1 Mining Camp Tile
- 1 Base Camp Tile
- 120 Land Tiles
- 30 Treasure Tiles
- 24 Creature Tiles
- 24 Disaster Tiles
- 12 Water Level Drops Tiles
- 12 Item Tiles
- 6 Treasure Hunter Tiles
- 6 Bandit Tiles
- 6 Crevice Tiles
- 1 Lost Dutchman Creature Tile
- 6 Water Level Tiles
- 3 Character Starting Item Tiles
- 9 Event Tiles
The Preparations
This is no easy task. One does not simply walk into the Superstition Mountains and expect to trip over a gold mine. Though the task at hand is difficult, by following the steps below, you will ensure your preparation is thorough and increase your chances of discovering fame & fortune.
[Diagrams in the printed booklet show the land area layout (step 1), the water level tiles (step 2), the treasure map with its challenge token spots (step 3), a prospector board with its attribute tokens (step 4), the prospector pieces and action dice (steps 5-6), and the movement die (step 8).]
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Shuffle all 120 land tiles and build the land area as diagramed above, placing the Mining & Base Camp at opposite ends of the land area. Each stack of tiles should be 5 tiles tall.
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Stack the 6 water level tiles in order from 6 to 1, with 6 being at the top and 1 being on the bottom. Place this stack near the land area.
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Place the treasure map near the land area. Shuffle the challenge tokens and place them facedown on the treasure map in the areas designated by the letters. Flip the tokens on the 1, 2, and 3 spots face up.
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Each prospector chooses one prospector board. On this, they'll place four attribute tokens in the spaces highlighted in green. If a character is chosen that has a starting item, place it near his prospector board.
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Each prospector chooses a color and takes his matching action die, then places their prospector on the treasure map, at the mining camp. Place the Dutchman Ghost on his mine.
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Each prospector places his mining token on the mining camp tile within the land area.
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Each prospector then turns over the top-most land tile, from three separate stacks, within the land area.
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To begin the adventure, each prospector rolls his action die. The highest roll will begin the journey. In case of a tie, re-roll.
Overview of the Hunt
The Superstition Mountains are a vast and dangerous territory for the unprepared. You can expect to face fierce creatures and perilous disasters while on this journey. During the search, you may locate helpful items and encounter other experienced treasure hunters. Hopefully they will aid you in the quest for the Dutchman's gold.
The desert climate is extremely harsh and demands frequent hydration. If your water supply depletes you must end the search for the mine. The last thing you need is to have this journal found next to your dry bones. If you should be lucky enough to find the Dutchman's Goldmine, you're sure to be rewarded greatly, and what was once lost will be legend no more. With all these other prospectors out here, the one who finds the most treasure will surly emerge scathed- but victorious.
Playing the Game
Once preparations are complete, the adventure will begin. The first prospector will take his first turn and then play will continue clockwise until one lucky soul finds the Dutchman's mine, or until the water supply runs dry.
Prospector Turn Overview
On each turn a prospector addresses the following 4 phases in this order:
- Roll the movement die.
- Move your mining token on the land grid.
- Resolve the land tile you come to rest on.
- Move your prospector on the treasure map (if applicable).
1: Roll the Movement Die
Movement Roll
Indicates the number of land tiles you can move across, in any direction.
Special Action
This special side allows a prospector to perform one of the following two actions, and then move their mining token 3 spaces:
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Attempt to bury a treasure. A prospector rolls his action die twice and may bury one treasure tile equal to or less than the value of the combined die rolls. A prospector buries his treasure tile by stacking it, face down, next to his prospector board. This stack can be looked through by opponents.
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Move the Dutchman Ghost. A prospector may place the Dutchman Ghost on an unburied treasure tile of an opponent. The treasure tile the Dutchman Ghost is occupying at end game is scored at a zero value. Otherwise, the prospector may choose to place the Dutchman Ghost on the treasure map on his mine to defend it. A prospector must then defeat the Lost Dutchman Creature Tile to claim the gold mine.
[The special action face is shown with a pickaxe icon, and the Dutchman Ghost action with a ghost token.]
2: Move Your Mining Token on the Land Grid
A prospector takes his movement based upon what he rolled with the movement die.
Movement Guideline
A prospector must use all of his movement.
A prospector cannot visit any land tile twice, during the same turn.
If a prospector stops on the same land tile as an opponent, then an event tile is triggered.
Event Tiles
The active prospector must discover/resolve the land tile he stopped on before drawing an event tile. Once the event tile is drawn, the game pauses and all prospectors must participate in the event. Once concluded, regular play order continues.
3: Resolve the Land Tile You Stop On
Whenever a prospector stops on a land tile that is face down he must turn it over to reveal what type of land tile it is. This is called discovering. Once the land tile is discovered, the type of tile it is will determine how the prospector can resolve it. If a prospector stops on a land tile that is already discovered, or stops on the mining or base camp tiles, then he resolves the tile as normal.
The Mining & Base Camp tiles are always revealed and are on opposite sides of the land area. When a stack of land tiles is reduced to zero, the empty space is called a void. A void is still counted as a space when determining a prospectors movement, but a prospector cannot end his movement on a void.
There are 8 types of land tiles that can be discovered in the game:
Treasure Tiles
Should you be lucky enough to discover these, a prospector will immediately take the tile and discover the next land tile in the stack. DO NOT RESOLVE THE SECOND TILE DISCOVERED. The value shown on the tile is the amount of the treasure the tile counts as during final scoring. A treasure tile is unprotected and vulnerable to theft or being haunted by the Dutchman Ghost until it is buried. A prospector can bury a treasure tile by discarding a pickaxe or by rolling the special action symbol on the movement die.
Creature & Disaster Tiles
(Creatures have a red name plate, while disasters have a brown name plate.)
Resolve by addressing the challenge rating on the tile. The challenge rating is over the grey mark, rewards are over the green mark and penalties are over the red mark. A prospector does this by rolling his action die and adding the attribute shown on his prospector board. If the sum of the die, plus the attribute value from his player board, are less than the challenge rating, then the prospector suffers the penalty listed on the tile and risks exhaustion. If the sum is equal to the challenge rating, then the prospector escapes with neither a penalty or reward. Should the sum be greater than the challenge rating then the prospector defeats the creature/disaster and takes the tile. The prospector keeps the tile for the remainder of the game, but gains the rewards listed on the tile immediately. The treasure reward gained by the tile will count in the final scoring. Creature tiles and Disaster tiles are not affected by the Bandit tile or the Dutchman Ghost, but are subject to changing hands from event tiles.
Scoring the Treasure Reward from a Creature Tile
The treasure reward of a creature tile increases as that prospector defeats more of the same creature tile.
Example: Lesley has defeated one Gila monster creature tile, so for now the treasure reward is valued at 3. If Lesley defeats a second Gila monster, then the treasure reward of both Gila monsters are now valued at 4. If she defeats a third Gila monster then the treasure reward of all the Gila monsters are now valued at 5, a fourth Gila Monster would make the value of each 6.
Resolving the Evil Spirit Creature Tile
In addition to addressing the challenge rating, a prospector must also possess the mystic quartz item tile to be able to defeat the evil spirit and claim the rewards. Without a mystic quartz item tile, a prospector can only be defeated or at best escape. A prospector does not discard the mystic quartz tile upon defeating the evil spirit.
Exhaustion
There are four ways that a prospector can become exhausted. Either their health is reduced below one, or their vigor, foresight, or ingenuity is reduced below zero. This is a result of suffering penalties from creature tiles and/or disaster tiles.
Reducing Health
If the penalty is greater than the prospector's health he is reduced below one and becomes exhausted.
Reducing Vigor, Foresight, & Ingenuity
If the penalty is greater than the prospector's attribute, that attribute is reduced to zero but the prospector is NOT EXHAUSTED. If the prospector suffers a penalty of an attribute that is at zero, that attribute is then reduced below zero and the prospector becomes exhausted.
Once exhausted, a prospector must return his mining token to the mining camp and reset the attributes on his prospector board to their original starting locations (highlighted in green). In addition, if the prospector has any unburied treasure tiles, he must discard the treasure tile with this lowest value. The prospector then begins his next turn on the mining camp tile and continues play as normal.
NOTE: Players do NOT regain any starting items their characters may have otherwise started the game with..
Item Tiles
Resolve by taking the tile. Item tiles can be used on the same turn that they were acquired or saved for later use. A prospector can use an item tile before or after rolling the movement die, but it must be used only on his turn.
NOTE: The pickaxe item tile cannot be used to bury a treasure tile haunted by the Dutchman Ghost.
Bandit Tiles
Resolve by taking the tile and immediately using it. Discard afterward. A Bandit tile is used to take a treasure tile from another prospector. The Bandit tile cannot be used to take item tiles, treasure hunter tiles, creature tiles or disaster tiles.
NOTE: In the instance there is no treasure to steal, or fight for, the tile is discarded and play continues as normal.
Using the Bandit Tile
First, a prospector chooses which opponent he would like to fight or steal from.
FIGHT - Both prospectors roll their action die and add their highest attribute (excluding health). If the attacking prospector has the highest roll, then he steals the treasure tile. Otherwise, the defending prospector retains it!
STEAL - The prospector attempting to steal announces what treasure tile he is trying to steal and rolls his action die twice. The combined total of the two die rolls must be at least 2 higher than the value of the treasure tile to successfully steal it.
NOTE: A Bandit tile may be used to steal a treasure tile occupied with the Dutchman's Ghost, but the Dutchman's Ghost will travel with the treasure tile to the new owner.
Treasure Hunter Tiles
Resolve by taking the tile. Treasure hunter tiles are rare and offer a very useful benefit to the prospectors that acquire them. There is no limit to the number of treasure hunters a prospector may have by his side.
Crevice Tiles
Resolve by immediately discarding the crevice tile. The active prospector then moves his mining token to any land tile, including the tile that he is currently on, and immediately resolves that tile. There are no restrictions to what land tile the active prospector may move to using the crevice.
Water Level Drops Tiles
Resolve by immediately discarding the water level drops tile and removing the top water level tile from the game. Then, discover the next land tile in the stack and immediately resolve that tile as well. If a prospector discovers a water level drops tile during the initial game setup, before the game play begins, or after resolving a treasure tile, he resolves it as described above, with the exception being that you do not resolve the second land tile discovered. Once the water level tiles are reduced below one, the end game is triggered.
4: Move Your Prospector on the Treasure Map
The treasure map offers prospectors a chance to find the Lost Dutchman's Gold Mine. There are several trails prospectors can travel, but each trail has dangerous creatures and disasters that must be overcome.
Challenge Tokens & Traveling the Trails
There are 15 challenge tokens and each one shows 2 challenge ratings which represent the different challenge ratings found on creature and disaster tiles. A prospector may choose any trail to travel on and may change his path throughout the game so long as he overcomes the appropriate challenge tokens. In order for a prospector to overcome a challenge token, he must defeat a creature or disaster tile of the exact challenge rating of one of the two ratings shown on the token. Once a challenge token is overcome, you will move your prospectors along the trail and stop on the other side of the challenge token. The prospector then immediately turns over to reveal any challenge tokens on connecting trails that are options for potential progress.
NOTE: Challenge tokens are never removed from the treasure map during the game.
Finding the Lost Dutchman's Gold Mine
Once a prospector overcomes the final challenge token, then that prospector has found The Lost Dutchman's Gold Mine! If The Dutchman Ghost is on the treasure map defending the mine, the prospector must defeat The Lost Dutchman creature tile. The end of the game is now triggered and no additional turns are taken. The prospector that found the gold mine is rewarded with a bonus of 15 treasure that is added to their total during final scoring. If the prospector is unable to defeat The Lost Dutchman creature tile, he must move his prospector back 1 space and end his turn. The prospector must defeat another creature or disaster tile of the appropriate challenge rating of the challenge token on the final challenge spot before attempting to defeat The Lost Dutchman tile again.
The Dutchman Ghost
When a prospector rolls the special action symbol on the movement die, he may choose to place the Dutchman Ghost on one unburied treasure tile of an opponent or on the treasure map near his gold mine. A treasure tile that is occupied by the Dutchman Ghost is worth zero value during final scoring. If a prospector must discard a treasure tile occupied by the Dutchman Ghost due to exhaustion, the Dutchman Ghost returns to the treasure map to defend his mine until another prospector moves him.
If the Dutchman Ghost is on a prospector's treasure tile, that prospector may choose to forfeit his turn and fight The Lost Dutchman creature tile. If he defeats the Dutchman he is able to move and place the Dutchman Ghost back onto his gold mine. If the prospector does not defeat The Lost Dutchman creature tile, his turn ends and no penalties are suffered.
End Game & Final Scoring
The end of the adventure will be triggered in one of two ways; a prospector acquires The Lost Dutchman's Gold Mine treasure bonus or the water level tiles are reduced below one. All the prospectors will then add up the treasure value of their treasure tiles, creature tiles, disaster tiles and lost dutchman's gold mine (if applicable). The prospector with the highest value of treasure is declared the winner!
Should the adventure end in a tie, the prospector who found the Lost Dutchman's Gold Mine is the winner. If none of the tied prospectors has found the Lost Dutchman's Gold Mine, then the prospector who has the most creature and disaster tiles wins. If there still remains a tie then prospectors roll their action die and add their highest attribute (not counting health). The prospector with the highest sum is declared the winner.
Goldfield Gully
Contents
- 1 Town Sheriff Token (placed near the map)
- 12 Modifier Tokens (six +1/-1 and six +2/-2)
- You'll also need to grab a pen & paper (to keep score) or use your favorite digital score tracking app.
- Players will also need to take the following items from Legend of the Lost Dutchman: the treasure map (reverse side), one prospector per player and action die for each player.
Story of the Game
In the spring of 1893, a torrential season of constant downpour and flash floods exposed gold bearing quartz in the small mining town of Goldfield, Arizona. $25,000 worth of gold began washing down the street of Goldfield. The mad dash was then on to collect the gold before it was gone!
Overview of the Game
Goldfield Gully is a 2-5 player game and is played over the course of 10 Rounds. Each round, players choose one of two actions:
- Gather gold from the streets.
- Bank all gathered gold.
To gather gold from the streets, a player places his prospector on one of the six buildings. This represents which building's street front he will gather gold from. Each player must choose their own building. Every round, the town sheriff can visit more than one building to enforce the law and take all the unbanked gold of that player.
To bank treasure, a player must bank all of his unbanked treasure, and sit out the remainder of the round.
At the end of 10 rounds, the player with the most gold is the winner!
[The printed booklet shows a Goldfield Gully map card with the six numbered buildings.]
Round Overview
At the start of the game, shuffle all 12 modifier tokens and place them in a face-down stack. At the start of each round, ensure the Bordello has 2 modifier tokens on it and the Saloon has 1 modifier token. If not, place the appropriate amount of tokens from the shuffled modifier token stack to fill those quotas.
Each player that chooses to gather gold from the streets, places his prospector on a building. A building can only be occupied by one player at a time. Each player that chooses to bank their gold will sit out that round, but will be able to bank all of his stolen gold. Once all players have decided to gather or bank, the players gathering from the streets roll their action die. This roll represents how much gold a player can potentially add to his round total.
If two players are fighting for the same building, they have a shootout. Both players roll their action die and may use any number of modifier tokens they may have (while adhering to the modifier token rules). The player who rolls the highest gains the building and the losing player must move to an empty building. Only one shootout per player, per round.
Then, one player rolls their action die to act as the sheriff. This roll represents which building(s) the town sheriff is going to visit. If the town sheriff visits a building with a player in it, that player not only loses his current roll, but his entire running total of unbanked gold as well. If the town sheriff visits a building that is unoccupied, then all players are safe for this round and play continues.
NOTE: If the sheriff is in a building occupied by a player, that player gathers no gold, nor modifier tokens.
Modifier Tokens
The collected modifier tokens (from the Bordello & Saloon) can be discarded to modify:
- their shootout roll, including a tie breaker shootout
- their treasure roll
- the placement of the sheriff
A player sitting out may not use use modifier tokens to change the results of any rolls. A modifier token can not change your number to be higher than 6 or lower than 1. A rolled six can not be modified to 'wrap around' the die to start at 1.
In the event that any modifier tokens are used to move the sheriff roll, it is important players track this real time with the die used for the sheriff roll. There is no limit to the amount of modifiers a player can use.
End of the Game
At the end of 10 rounds, the player with the most treasure wins! In the event of a tie, all tied players have a shootout!
In a shootout, all tied players roll their action die. The player with the highest roll is the winner! If multiple players tie for the highest roll, the process is repeated until only one player remains.