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Go For Gold box art
2021 Ranked #18,034

Go For Gold

A roll-and-write exploration game has adventurers trace routes across an island, collect treasures, and score the most points. Shared movement blocks temples after one discovery, while shovels and footprints improve risky future rolls.

Dice Rolling Mechanism: Roll-and-Write Series: MINNYS (Nürnberger-Spielkarten-Verlag) Series: Nature Line�

Players

2-4

Play time

Not listed

Age

8+

Complexity

1.6/5

Rating

5.92

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2
Play time
10 min
Age
8+
Complexity
1.6/5
Credits and catalog connections

Credits

Designers

2
Kaddy Arendt Steffen Benndorf

Artists

1
Christian Opperer

Publishers

2
Nürnberger-Spielkarten-Verlag White Goblin Games

Linked items

No published linked games yet.