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Go For Gold box art

Go For Gold

Players

2-4

Time

?-?

Age

8+

Weight

1.6

Rating

5.92

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

Go for Gold has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

Go for Gold has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game relies more on player strategy and decisions, with luck playing a minor role in the overall game outcome.

Overview

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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Credits

Designers

2
Kaddy Arendt Steffen Benndorf

Artists

1
Christian Opperer

Publishers

2
Nürnberger-Spielkarten-Verlag White Goblin Games

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