homesteaders rules 2nd Ed for PDF.cdr

homesteaders rules 2nd Ed for PDF.cdr
Alex Rockwell
The Homestead Act of 1862 allowed Americans to claim undeveloped land by
living on and farming it for five years. Also in the 1860s, the Transcontinental
Railroad was built across North America, linking rail networks between the East
and West coasts. The development of the railroads accelerated the spread of
homesteaders colonizing the West and led to the rapid cultivation of new land.
In Homesteaders, players are settlers in the Old West, claiming land to develop
into a town. The player who contributes the most to building that town into a
city will have the city named after him and be declared the winner.
1 Start Player
4 Player screens
4 Market Reference tiles
1 Auction board
30 Auction tiles
8 Player markers
36 Debt chits
53 Building tiles
25 Workers
27 Rail Line
63 Silver coins
36 Trade
51 Victory
Point chits
74 Resources:
14 Wood, 14 Food, 14 Steel, 12 Gold, 10 Copper, 10 Livestock
Set the Auction board, Resources, Workers, Silver, Trade,
Debt, Rail Line, and Point chits within reach of all players.
Sort the auction tiles into three piles: ‘Auction 1’, ‘Auction
2’ and ‘Auction 3’.
Order the ‘Auction 1’ by round number and place them in a
pile, FACE UP, on the Auction 1 space. Players may look
through this pile.
Sort out the ten ‘Auction 2’ tiles: Shuffle the two City
tiles and place them FACE DOWN on the bottom of this pile.
Shuffle the four Town auction tiles and place them FACE
DOWN above the City tiles. Shuffle the four Settlement
auction tiles and place them FACE DOWN on top of the
Town tiles. Place this auction tile pile on the Auction 2
space. Players may not look at the face down tiles.
For a 4 player game, create a third auction tile pile from
the ‘Auction 3’ tiles in the same manner as for the Auction 2
space. Place this pile on the Auction 3 space. For a 2 or 3
player game, remove these tiles from the game.
Give each player a player screen, a Homestead tile and
matching player markers, 1 Worker, and 6 Silver. Each
player places 1 player marker at the start of the Railroad
Development track; the other marker is used to bid in the
auctions. Put unused player material back in the box.
Hidden Items
(keep behind the screen)
Trade chits
Victory Points
Public Items
Rail Lines
Sort the buildings and place all of the ‘Settlement’ and
‘Settlement/Town’ buildings near the board in the Building
Supply. Sort the buildings by type (Residential/Industrial/
Commercial). Place the ‘Town’ and ‘City’ buildings in piles
aside to be used later. Players may look through these
buildings at any time.
For a 2 player game, include only one of each building
in the game, except include two of
Farm, Market, and Foundry.
Randomly choose a player to be the
starting player and give them the
Start Player marker.
Describes the building.
Most buildings are unique,
but there are several copies of some.
Players may not build multiple buildings
with the same name.
Settlement, Settlement/Town, Town, or City.
This determines availability of the building.
The resources required
to build the building.
Automatic Income:
Income provided by the building
automatically during the Income phase.
No worker is required to collect this income.
Residential, Industrial,
Commercial, or Special.
You need to win an auction of this
type in order to construct the building.
Point value:
Victory Points the building is worth
at the end of the game.
Ability/Bonus/Additional Score:
Some buildings provide a one time bonus
when built, such as a free Worker, a Rail Line,
a Trade chit, paying off a Debt chit, or
advancement on the Railroad Development Track.
Other buildings provide special abilities,
such as new ways to use a Trade chit.
And some buildings provide additional score
at the end of the game based on how many
of a particular item you have, such as one
point per Rail Line, or per commercial building.
Worker Income:
Income provided by the building
as long as there is a worker present
during the Income phase.
Homesteaders is an auction and resource management game in which players bid on land and develop
buildings. The game will be played in 10 rounds. Each round features an income phase, where players acquire
resources, and an auction phase, in which players bid for available land and then spend their resources to
develop a building on that land. At the end of the game there is a Final Income and Scoring round.
Round Phases
The phases of each round are as follows:
1) Setup
2) Income
a) Allocate Workers
b) Collect Income
c) Pay Workers
3) Auction
a) Bidding
b) Building
At the beginning of each round, players retrieve their bid markers
from the auction board, and the top tile of each of the face down
auction piles is revealed for this round. Remove old auction tiles
from the game.
If it is Round 5, then the Settlement stage is over and the Town
stage begins. Remove all unbuilt Settlement buildings from the
game and add all of the Town buildings to the Building Supply.
Settlement/Town buildings are available in both the Settlement
and Town stages. Note that player owned buildings are not
removed, only buildings that have not yet been built.
If it is Round 9, then the Town stage is over and the City stage
begins. Remove remaining unbuilt buildings from the game and
add all of the City buildings to the Building Supply.
Allocate Workers
Each player simultaneously allocates their Workers among the
available worker slots on their buildings. If a player does not have
enough spaces for all of their Workers, then the extras are left idle
on their Homestead tile. Players may reallocate all of their Workers
every turn.
Note that some buildings have double worker slots. These
require 2 Workers in order to produce the listed resources. For
example, two Workers on a river port produce one gold, but one
Worker alone produces nothing.
If a player wishes to see how another player will allocate workers
first, players should allocate workers in player order beginning
with the Start Player.
Collect Income
Each player collects all Automatic income from their buildings and
Rail Lines and any Worker income from occupied worker slots.
Rail Lines produce an Automatic income of 1 Silver. It is
recommended that each player place their income in plain sight for
all to see before placing it behind their screens, so that each player
may see what their opponents are receiving.
Pay Workers
Each player must pay 1 Silver to the bank for each Worker on their
tiles. A player must pay for all of their Workers, even if some of
them are idle.
Players may use the Marketplace, spend Gold, or take Debt if
they wish in order to pay their workers. (See Trade and the
Marketplace, Spending Gold, and Debt, below.)
Beginning with the Start Player and continuing clockwise around
the table, players take turns making bids on the available auctions
or passing.
Players bid by placing their bid token on any available auction,
on the space corresponding to their bid. The minimum bid is 3, and
all bids must be higher than any opponent’s previous bid on that
auction. Note that the available bid values are: 3, 4, 5, 6, 7, 9, 12,
16, and 21. A player may make any bid regardless of cash on hand.
If a player is outbid then on their next turn they will either make a
new valid bid or pass. If on a player’s turn they are currently
winning an auction, then they do nothing.
Players must either make a valid bid or pass. If a player has been
Players build a city over three stages:
The Settlement (rounds 1-4) · The Town (rounds 5-8) · The City (rounds 9 and 10)
The stages dictate which buildings are available to be built.
overbid, then they may rebid in the same auction or on another
one, or pass. When each player has either passed, or has the high
bid on an auction, the Bidding phase ends.
When a player passes in the auction, they advance their marker
on the Railroad Development Track and immediately take the item
corresponding to that space or any previous space on the track. For
example, a player advancing to the third space of the Railroad
Development Track may take a Trade chit, a Rail Line, or a Worker.
Once a player passes their turn is skipped for the rest of the
Whenever a player passes decrease the neutral bid token by one
level. The minimum the neutral bid level can reach is 3.
If neither player wins auction space #1, then the start player
token passes to the other player. If one of the players wins auction
space #1, they receive the start player marker as normal.
If the start player begins the round by passing instead of
bidding, they still place the neutral bid token on an auction space of
their choice. (If the bid level was at '6', they would pass, place the
neutral bid token on an item of their choice at a bid of 6, and then
reduce the bid level for the future).
Because there are more players than auction cards, at least one
person will pass each round. It is possible for more than one
player to pass during a round if 2 players pass before making
any bids. In this case, each of those 2 or more players advances
on the Railroad Development Track. Auction tiles which
received no bids are discarded and are not awarded to anyone.
2 Player game bidding
Before the start player places their bid token for the round, they also
place the neutral bid token on any auction item. The level at which
the neutral bid token is placed is determined below. You may want to
use a second token to keep track of the neutral bid level. You can do
this on auction space 3 to make it less confusing. Note: The start
player is allowed to place the neutral bid token on an item and then
overbid it, if desired. They usually will want to place it on the other
item however.
The neutral bid token level begins the game at '5'. (On turn 1,
the start player will place the neutral token on '5' on one item, and
then will make their own bid. Usually a player will chosoe to bid on
the other item, but they may choose to overbid the neutral token if
If both players win an auction item in a round, then the neutral
bid level increases by 1 for the next round. So for example, if both
players win an item in round 1, then you increase the neutral bid
level to 6. Exception: If the neutral bid token is at '9', it cannot be
further increased.
Beginning with the player who won Auction 1, and then followed
by the winners of Auction 2 and Auction 3, players must pay for
the Auction, and then they may build a building of the type listed
on the auction tile. The auction tile is then discarded. Players MAY
NOT hold the auction tile for future use. The winner of Auction 1
also receives the Start Player marker. When paying for an auction
bid, just as with paying Workers, a player may use the
Marketplace, spend Gold or take Debt.
Some auction tiles do not allow building, and instead award
Workers and/or advancements on the Railroad Development
Track. In this case the player immediately receives these items and
then discards the auction tile without building a building.
Some auction tiles award bonus opportunities in addition to a
building such as a Worker, or the ability to exchange resources for
Victory Points or a Rail Line. These additional items may be
taken/paid for AFTER building, and only ONCE. Bonuses acquired
for building a building (such as a Trade chit from a Ranch) may be
used in paying for the additional items on the auction tile.
To build a building, the player chooses a building from the Building
Supply whose type matches their auction tile and pays the cost of
that building in resources. The player may buy the necessary
resources at the Marketplace.
Example: Players A, B, C, and D are bidding on Auction items 1, 2, and 3.
1. A bids 5 on item 1. B bids 6 on item 1. (A does not immediately rebid, but must wait for their
turn.) C bids 3 on item 2. D bids 7 on item 1.
2. A bids 3 on item 3. (A player is allowed to switch to a different item, if they are overbid.)
B bids 4 on item 3. C is still the high bidder on their item, so they do nothing.
D is the high bidder on their item, so they do nothing.
3. A bids 5 on item 3. (A player is allowed to overbid on the item they are currently bidding on.)
B chooses to pass.
B immediately advances on the Railroad Development Track and takes an appropriate reward
(either the reward for the new space they advanced to, or a previous space.)
All players are now either the high bidder on an item, or have passed, so the Auction ends.
D wins item 1 for a bid of 7, C wins item 2 for a bid of 3, and A wins item 3 for a bid of 5.
After the 10th round there is a Final Income and Scoring round in which players repeat the Income phase one final time, and then use
the Marketplace as much as they like in order to pay off Debt and convert their Trade chits, Silver, and resources into Victory Points.
Each player calculates their score by adding up the following:
• Victory Point chits collected during the game,
• Point values of their buildings,
• Point values of all bonuses on their buildings.
• 2 Victory Points for each Gold, Livestock, and Copper resource. Wood, Food, and Steel are worth nothing.
Debt chits can be paid off for 5 Silver. Players lose points as a penalty for unpaid debt. The number of Victory Points lost increases
the more debt the player has: -1 point for the first Debt chit, -2 Victory Points for the second, -3 Victory Points for the third, etc…
Five unpaid Debt chits would be worth a total of -15 Victory Points.
The player with the most Victory Points will have the city named after them, and be declared the winner!
In case of a tie, the winner is the tied player with the most Silver. If this is also tied, then all tied players win!
Trade chits are acquired from some buildings, mostly
commercial buildings, and represent the ability to make
business transactions. A player may use Trade chits and the
Marketplace at ANY time. The Marketplace can be used to do
any of the following:
• Recruit a worker: The Cost to recruit a new Worker is 1
Trade chit and 1 Food.
• Buy Resource: A player may spend a Trade chit to buy a
resource of their choice at the going rates.
• Sell Resource: A player may spend a Trade chit to sell a
resource of their choice for the going rates. Players
receive 1 Point for selling via the Marketplace.
Going rates of the goods are as follows:
Wood: . . . . . . . . . . . . . . 1 Silver
Food: . . . . . . . . . . . . . . 2 Silver
Steel: . . . . . . . . . . . . . . 3 Silver
Gold:. . . . . . . . . . . . . . . 4 Silver
Copper: . . . . . . . 1 Gold resource
Livestock: . . . . 1 Gold resource
Some buildings give players additional options for using Trade
Spending Gold
Railroad Development Track
A Gold may be used as if it were 5 Silver for any purpose, but no
change is given.
Players advance on the Railroad Development Track during the
game. Each time a player advances they receive the bonus
depicted on that space or any previous space on the track.
• Pay 7 workers with 1 Gold and 2 Silver, or with 2 Gold.
• Pay for an auction cost of 9, using a Gold and 4 Silver,
or 2 Gold.
• Pay off one debt chip with a Gold.
A player may take any amount of Debt at any time. For each
Debt chit a player takes, they receive 2 Silver.
Debt may be paid off during Scoring for 5 Silver each. Players
may use the Marketplace or spend Gold at this time. Each
unpaid Debt chit carries a penalty during Final Scoring.
The Railroad Development Track has 5 spaces
with the following bonuses:
1) Trade chit
2) Rail Line
3) Worker
4) Any Resource (Wood/Food/Steel/Gold/Livestock/Copper)
5) 3 Victory Points
If a player is already at space 5 on the track, then further
advances give them another bonus of their choice.
Example: A player advancing to the third space of the
Railroad Development Track may take a Trade chit, a Rail Line,
or a Worker.
Boarding House:
Train Station:
When this building is acquired, the
owner discards 1 Debt chit. If they have
no Debt chits, they should take one
(gaining 2 Silver) so they can discard it.
When you build the Train Station, you
may immediately build one additional
building of any type.
You may exchange 1 Trade chit for 1
Silver at any time. You may not exchange
a Silver for a Trade chit. The Bank
income is “Discard 1 Debt chit”.
River Port:
You may use Gold as if it were Copper
or Livestock when paying for buildings,
or for the abilities on phase 9 and 10
Auction tiles that allow you to pay a
Livestock or Copper for 4 Victory
Points. You may not sell Gold (using
the sale action) as if it were
Copper/Livestock. You may use this
ability any number of times.
You may exchange a Trade chit and a
Wood for a Food, or a Trade chit and a
Food for a Steel.
You may use these abilities any number
of times, at any time.
This building provides an income of 1
Silver per Worker that you own, up to a
maximum of 5 Silver. For example, if you
have 3 Workers, it provides 3 Silver, if
you have 7 Workers, it provides 5 Silver.
The income is based on how many
Workers you currently have, not how
many you had when the Rodeo was built.
General Store:
Each time you build a building after the
Forge, you gain 1 Victory Point. (You
don’t score 1 Victory Point for the
forge). If you build 2 buildings during
one turn (using a Train Station), you
score 1 Victory Point for each.
Each time you sell a resource you receive
1 additional Silver. For example, if you
sell a Wood, you gain 2 Silver and 1
Victory Point instead of 1 Silver and 1
Victory Point. If you sell a Copper, you
get 1 Gold, 1 Silver, and 1 Victory Point,
instead of 1 Gold and 1 Victory Point.
This ability applies each time you make
a sale, even if you sell multiple resources
in one turn. This does not give a
discount to purchased resources.
You may outbid someone with the same
bid that they made, instead of a higher
one. For example, if an opponent had
bid on the ‘5’ space on a certain auction,
you could replace their bid token with
your own, instead of having to make a
bid of ‘6’ or higher.
Q: I’m broke! What should I do?
Q: Does the Start Player marker rotate clockwise?
A: Take debt, and purchase buildings that generate income.
A: No, whoever wins the Auction on space #1 becomes the new
Start Player. If no player bids on this auction, then the winner of
Auction #2 gets it (if none there, #3). If no player bids on any
auction then the Start Player marker does not move (this should
not occur).
Q: If a building produces some income, plus more
from a Worker slot, do I get the normal income if I
don’t put a worker on the worker slot?
A: Yes. For example, you still get the 2 Silver from your
Homestead, even if you don’t use either of its Worker slots.
Q: When can I use Trade chits?
A: Any time at all. This includes Final scoring, and while you
are trying to pay for an Auction or building, or if you want to
hire a Worker during Worker Allocation and use him that turn.
Q: How many Trade chits can I use per turn?
A: Any number. You can use the Marketplace as often as you
like, whenever you like.
Q: When can I move my Workers around to new
A: You can move all your Workers wherever you want to during
Worker Allocation.
Q: Do I have to pay all my Workers?
A: Yes, all Workers must be paid each turn, even if they are idle,
and even if you have to take debt to pay them.
Q: If I win an auction, can I save the land for later?
A: No, you must develop a building on it immediately if at all.
Q: I need more Workers, how do I get them?
A: Some Auction tiles provide Workers, advances on the
Railroad Development Track can give you Workers once you
reach space 3, and you can recruit Workers at any time using a
Trade chit and a Food. (Remember, you can use another Trade
chit to buy the food if you need).
Q: What happens if I get to the end of the Railroad
Development Track?
A: Each advance on the Railroad Development Track after the
5th is treated the same as the 5th advance. You may choose
whichever reward you wish.
Q: If I win an auction that advances me on the
Railroad Development Track, can I use the bonus I
get from that to help pay for the auction?
A: No, you must pay for the auction before getting what it gives
Q: Can I use the Trade chit I get from building a Ranch
to help pay for the Ranch building, or for the Auction
card that gave me the land?
A: No, you have to pay for the building before getting any
bonuses, or using any abilities that it gives you, and you
cannot pay for the building until after you’ve paid for the
Q: My Auction tile allows me to pay a resource to get
a bonus (Victory Points/Rail Line). Can I use a bonus
or ability I get from the building I build to help pay for
A: YES. You pay the resource for these bonuses on action cards
after building the building.
The designer would like to thank the playtesters of Homesteaders, without whom development into the game it is today would not have been
possible. In particular, thanks to Mark Haggerty, Emily Miller, Kirk Monsen, Justin Newstrom, Julie Strasser, Jim Campbell, Steve Dupree,
Natalie Dupree, Jay Lorch, Melissa Odell, Tom Powers, Jonathan Tanner, Jenny Wadkins, Dave Wadkins, Peter Drayton, Julie Dubois, Dave
Howell, Shane McDaniel, Eric Yarnell, and Chad Urso McDaniel for playing early and multiple incarnations.
Special thanks to Sean McCarthy and Ben Penner for their input and enthusiasm toward the Homesteaders,
and contributing significantly to the playtesting process.
Game Design: Alex Rockwell · Game Development: Seth Jaffee · Graphic Design and Illustration (box and game components): Ariel Seoane
Published by Tasty Minstrel Games, LLC. · PO Box 64794 Tucson, AZ 85728, USA ·
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