
In Go for Gold, you and others explore an island with temples and treasures, attempting to grab more loot for yourself than anyone else can.
To set up, each player takes their own double-sided player sheet, making sure that everyone is using the same side. The sheet shows an island of hexes, with various spaces displaying shovels, footprints, treasures, and five colors of temples. Each player starts the game in a different harbor space on the island's perimeter.
On a turn, the active player rolls a die, then each player moves that many spaces in a contiguous line, marking each space as you go. You can't re-enter spaces you've visited previously. If you pass through or land on shovels or footprints, you circle those icons on your player sheet. By crossing off a footprint, you can ignore the die and move 1-6 spaces.
If you end your movement on a treasure, roll the die, and if the die result equals or exceeds the treasure value (4-6), you collect these points in one of your six scoring spaces. For each shovel you cross off, you can add 1 to the result of the die.
If you end your movement on a temple, roll the die; if you have at least as many shovels as the number rolled, you score 9 points, and if you don't, you lose 1 point. If you succeed in exploring a temple, all other players mark it out since you've looted that location.
As soon as a player has filled their six scoring spaces or no one can score any more points, the game ends, and whoever has the highest score wins.
- Publisher: Nürnberger-Spielkarten-Verlag
- Model: Go for Gold
BGG Link: | BGG Link |
Game Mechanisms: | Dice Rolling |
Game Family: | Mechanism: Roll-and-Write | Series: MINNYS (Nürnberger-Spielkarten-Verlag) | Series: Nature Line (Nürnberger-Spielkarten-Verlag) |
Game Designer(s): | Kaddy Arendt | Steffen Benndorf |
Game Artist(s): | Christian Opperer |
BGG Rank Overall: | 15653 |
BGG Weight: | 2 |
BGG Weight Filter: | 2 to 3 |
In Go for Gold, you and others explore an island with temples and treasures, attempting to grab more loot for yourself than anyone else can.
To set up, each player takes their own double-sided player sheet, making sure that everyone is using the same side. The sheet shows an island of hexes, with various spaces displaying shovels, footprints, treasures, and five colors of temples. Each player starts the game in a different harbor space on the island's perimeter.
On a turn, the active player rolls a die, then each player moves that many spaces in a contiguous line, marking each space as you go. You can't re-enter spaces you've visited previously. If you pass through or land on shovels or footprints, you circle those icons on your player sheet. By crossing off a footprint, you can ignore the die and move 1-6 spaces.
If you end your movement on a treasure, roll the die, and if the die result equals or exceeds the treasure value (4-6), you collect these points in one of your six scoring spaces. For each shovel you cross off, you can add 1 to the result of the die.
If you end your movement on a temple, roll the die; if you have at least as many shovels as the number rolled, you score 9 points, and if you don't, you lose 1 point. If you succeed in exploring a temple, all other players mark it out since you've looted that location.
As soon as a player has filled their six scoring spaces or no one can score any more points, the game ends, and whoever has the highest score wins.
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