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
FrontierUncoloredCost 1Rolls Begin next Urbanization phase.
Farm
FrontierBlueCost 2Rolls 1,2
General Store
FrontierRedCost 2Rolls 2
Inn
FrontierGreenCost 2Rolls 5
Settlement
FrontierBlueCost 2Rolls 1
Stables
FrontierGreenCost 2Rolls 4
Train Station
FrontierGreenCost 2Rolls 2,3
Claims Office
FrontierRedCost 3Rolls 3
Grain Silo
FrontierBlueCost 3Rolls 6
Oil Derrick
FrontierRedCost 3Rolls 4
Saloon
FrontierBlueCost 3Rolls 5
Timber Mill
FrontierBlueCost 3Rolls 2
Dispensary
FrontierPurpleCost 4Rolls 3
Town Square
FrontierPurpleCost 4Rolls 6
Water Tower
FrontierUncoloredCost 5Rolls AnyCity buildings
The City market opens as the town urbanizes. City buildings cost more and pay more — and some take coins from your rivals.

Urbanization
CityUncoloredCost 0Rolls Any
Urbanization
CityUncoloredCost 1Rolls Next building phase begins.
Church
CityGreenCost 2Rolls 10
Library
CityBlueCost 3Rolls 7
Museum
CityRedCost 3Rolls 11
Post Office
CityBlueCost 3Rolls 8
University
CityBlueCost 3Rolls 11
City Hall
CityRedCost 4Rolls 9
Courthouse
CityGreenCost 4Rolls 7
Hospital
CityRedCost 4Rolls 8
Hydro Dam
CityPurpleCost 4Rolls 10
Law Firm
CityGreenCost 4Rolls 11,12
Pawn Shop
CityGreenCost 4Rolls 9
Theatre
CityBlueCost 4Rolls 9
Casino
CityPurpleCost 5Rolls 12.jpg)
Jail
CityPurpleCost 5Rolls 1+1Development cards
Each player picks Development cards that change the rules for them alone for the whole game.

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

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

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

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

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

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

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

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.