Objective: To become the King or Queen of Copper by earning the most wealth through mining, trading, stealing, and finishing first. The game ends when a player cashes in the Great Blue Sapphire.

Setup

• Each player chooses a color and places 4 tokens on their colored Start space.

• Collect 16 Blue Mining Chips. Place face down and randomly mix before setting on the 16 mine spaces marked with a cart.

• Shuffle 16 Green Prospecting Chips and place one face down on top of each Mining Chip.

• Place 16 Claim Title Chips on top. These represent the titles to the historic mines of Butte and players can trade, barter and sell them to eachother for mining rights and Character Cards.

• Shuffle Event Cards and place them nearby and place Character Cards nearby

• Each player starts with $500. Place the remaining money in the bank.

-Travel the old Town-

Starting Play

• All players roll two dice. The highest roll goes first. Play proceeds clockwise.

• On your first turn, roll two dice and move two tokens from Start to the First Space, then move one token the total amount rolled or two tokens for each number.

• For the rest of the game just move one token out to the First Square at the beginning of your turn.

Movement

• The goal is to move all tokens clockwise from the First Square around the board to their Ladder and Finish.

• Roll two dice, then move one token either the total of both dice, or move two tokens separately according to each die. When deciding to move the total, the landing square is the total - no splitting the roll.

• Doubles Roll again.

• If you cannot move a token the full die number, forfeit that die.

• If a player has two tokens or more on one space, other tokens cannot land on it. (except on Safety Square where all coexist)

• Landing on Spaces – Follow the directions on each square. If the instructions are not clear – look at more detailed instructions under ‘The Board’

• Event Card: Draw the top card, read aloud, and follow instructions, return the cards under the pile.

• Squares of Safety: Multiple tokens coexist here and cannot bump or steal, or exclude if there’s two stacked.

• If multiple of your tokens land on the same space, repeat instructions for each.

Bumping

• Landing on an opponent’s single token sends their token back to Start and allows you to rob them.

• Not allowed on Safety Squares, Ladders, Start, or Finish which are safe.

• To re-enter from Start, move one token in at the beginning of your turn as before.

• Robbing: Take one mining or prospecting chip as your opponent heads to their Start. Your opponent must lay them out in equal manner before you choose. One choice only.

-Mine the old Mines-

Mining

• Mining occurs at the start of your turn.

• To enter a mining district, land on its entrance square with a mining head frame.

• On your next turn move into the district along the octagons.

• Within a district, you may move forward a die number or backward the die number.

• Mines need to be landed on with the exact number.

• The dotted lines under ladders are passages between districts. Move between the mines as if they are consecutive spaces, but when one of the mines on either side of the passage stands empty (no blue or green chips) - it’s closed. Players cannot pass under their colored ladder or they get 7 years of bad luck they and must only roll one die instead of two for 7 turns.

Prospecting Green Mines

• If you land on a mine that you want, immediately pay $50 for it’s Title (top chip) to own it . Then at the start of your next turn, Pay another $50 for the green Prospecting chip beneath.

• Keep the green prospecting chip face down and secret.

• Once you own a title and mine, nobody else can land on it– but others can move through it.

• Cash out: Occurs when you win a Character Card by acquiring 3 Titles in 3 different districts. Each Card gives a different ‘superpower’ and players chose in order of accomplishment. If you own a character card, immediately cash out green prospections chips as you mine them.

• Trade or barter your Titles, event tickets, and money to get the 3 Titles from 3 different districts that wins you the Character Card.

Deep Mining Chips (Bottom Layer)

• Needed: $100 total and a Character Card ( 3 Titles from three different districts.)

• Pay $50 to peek at the chip. Then decide whether to continue.

• If yes, pay another $50 and roll a 10-sided die to set cave-in action.

• If no, forfeit the $50.

• Successful mining (No Cave-in): Keep Chip face down until cashed. ( each time you get a token to Finish you can cash out all blue chips that you want to..)

• Fools Gold – (Free) Place with other tokens, face down and retrieve your $50.

Cave-Ins

• Risk increases with each deep mine in a district, using 10-sided die roll.

• Deep Mines Cave-ins occurs for these rolls:

1. First mine: (#0). You want to roll one or more -

2. Second mine: (#0,1). You want to roll two or more -

3. Third mine: (#0,1,2) You want to roll 3 or more -

4. Fourth mine: (#0,1,2,3). You. Want to roll anything 4 or more -

Cave-in Effects: The player’s tokens in the district get Bumped to start and their turn ends. The collapsed mine resets and anyone may land on it, purchase and mine it. Place the Title card back on top of the mine. All prospecting chips remain with original player.

-Win the old Wealth-

Tunnels

• Landing on a Tunnel allows a chance to travel underground, but you must land on it to use.

• Finish your turn, then roll both dice: If you roll a total of total of 7 or 3 …. or if one die is 3… move to any tunnel exit on the board. • Move off the tunnel exit on the following turn.

Ladders & Finish

• When reaching your Square of Safety, turn onto your Ladder - No need to land on Safety Square.

• Move up the spaces between rungs according to your roll as if they are spaces.

• You must roll the exact number to land on Finish unless you roll doubles, in which case move one token on the ladder in if it is greater than number needed.

• Each time you reach Finish, cash in any mining chips that you want to. (Tip : keep Fools Gold and low value chips uncashed for decoys)

• Sapphires can’t be cashed until the owner gets all 4 tokens into Finish.

Sapphires:

Sacred Sapphire. ($1000) It is a prospecting chip. The owner must get all 4 tokens into Finish to cash out. This can be stolen, so keep it face down and use low value chips as decoys.

Anaconda Sapphire ($800) – It goes to anyone rolling snake-eyes (double ones)… Until another player rolls them and they take it from you. The owner must get all 4 tokens into Finish to cash it out. It cannot be stolen with bumps. Keep it face up.

The Great Blue Sapphire ($2000) -The owner must have all tokens in the Finish to cash it. It can be stolen, so keep face down. Advancing the Blue Sapphire into finish along with all of your tokens, triggers one final round before the game ends.

Winning the Game

• The first player to advance all tokens to Finish earns $1000.

• Once a player advances all of their tokens to Finish and cashes the Blue Sapphire, one final round occurs before the game ends.

• If for some reason no Blue Sapphire was acquired, the game ends when all players are in the Finish.

At the end of the game:

-Unmined chips are discarded. Uncashed chips are discarded. Sapphires are discarded if you do not have all 4 tokens into finish.

-Count up all of your jewel’s values, ore values, and your money.

-The player with the highest total wealth is crowned..

The KING or QUEEN of COPPER