BoomTownPlay free

BoomTown card gallery

Every building in BoomTown, with what it costs, which dice rolls set it off and what it does. Buildings pay out when their number is rolled; collect them to build an engine that earns on every turn.

Frontier buildings

The Frontier market is open from the first turn: cheap farms, settlements and trading posts that start your economy.

Urbanization2 card

Urbanization2

FrontierUncoloredCost 1Rolls Begin next Urbanization phase.
Farm card

Farm

FrontierBlueCost 2Rolls 1,2
General Store card

General Store

FrontierRedCost 2Rolls 2
Inn card

Inn

FrontierGreenCost 2Rolls 5
Settlement card

Settlement

FrontierBlueCost 2Rolls 1
Stables card

Stables

FrontierGreenCost 2Rolls 4
Train Station card

Train Station

FrontierGreenCost 2Rolls 2,3
Claims Office card

Claims Office

FrontierRedCost 3Rolls 3
Grain Silo card

Grain Silo

FrontierBlueCost 3Rolls 6
Oil Derrick card

Oil Derrick

FrontierRedCost 3Rolls 4
Saloon card

Saloon

FrontierBlueCost 3Rolls 5
Timber Mill card

Timber Mill

FrontierBlueCost 3Rolls 2
Dispensary card

Dispensary

FrontierPurpleCost 4Rolls 3
Town Square card

Town Square

FrontierPurpleCost 4Rolls 6
Water Tower card

Water Tower

FrontierUncoloredCost 5Rolls Any

City buildings

The City market opens as the town urbanizes. City buildings cost more and pay more — and some take coins from your rivals.

Urbanization card

Urbanization

CityUncoloredCost 0Rolls Any
Urbanization card

Urbanization

CityUncoloredCost 1Rolls Next building phase begins.
Church card

Church

CityGreenCost 2Rolls 10
Library card

Library

CityBlueCost 3Rolls 7
Museum card

Museum

CityRedCost 3Rolls 11
Post Office card

Post Office

CityBlueCost 3Rolls 8
University card

University

CityBlueCost 3Rolls 11
City Hall card

City Hall

CityRedCost 4Rolls 9
Courthouse card

Courthouse

CityGreenCost 4Rolls 7
Hospital card

Hospital

CityRedCost 4Rolls 8
Hydro Dam card

Hydro Dam

CityPurpleCost 4Rolls 10
Law Firm card

Law Firm

CityGreenCost 4Rolls 11,12
Pawn Shop card

Pawn Shop

CityGreenCost 4Rolls 9
Theatre card

Theatre

CityBlueCost 4Rolls 9
Casino card

Casino

CityPurpleCost 5Rolls 12
Jail card

Jail

CityPurpleCost 5Rolls 1+1

Development cards

Each player picks Development cards that change the rules for them alone for the whole game.

City Archives card

City Archives

Whenever any player rolls doubles, tuck the top card of the City deck under this card face down. Each tucked card is worth 1 Development point at end game. Total value: 5 + tucked cards.

City Council card

City Council

If you roll two dice, resolve either die’s result or their combined total. Opponents use the combined total.

City Planner card

City Planner

City Market cards cost 1 less coin to purchase (minimum 0).

Expansion Dividend card

Expansion Dividend

Before rolling on your turn gain a coin equal to the Urbanization phase from the Bank.

Government Grant card

Government Grant

Whenever any player rolls doubles, earn 5 coins from the Bank.

Investment card

Investment

Invest up to 5 coins per turn. After rolling on any future turn, roll a die to resolve the investment.

Logistics Depot card

Logistics Depot

If you roll 2 dice, you may choose to reroll 1 of the dice.

Public Works card

Public Works

Before rolling, place 1 coin from the Bank on this card. After you roll, take any number of coins from this card into your hand. Coins on this card do not count toward end-game scoring.

Referendum card

Referendum

You may pay as many coins as buildings in the Market that you wish to scrap.

Safe Deposit Box card

Safe Deposit Box

You can’t lose more than 2 coins per turn from effects. You keep any money you would normally pay to the Treasury beyond that limit.