Playgridia
Claimridge
A settle-the-frontier board game and a free, browser-based take on the settlement and resource-trading game: roll two dice, harvest timber, brick, grain, wool and ore from the terrain, build trails, camps and towns, trade at the bank and Trading Posts, and race to the target victory points. 2–6 players + bots, no download.
Frontier
★ 4.8 / 5 — 74 ratings
Rules
- 2–6 players; in a snake draft you first place 2 camps + 2 trails (your 2nd camp yields its opening resources)
- Six MAPS are picked in the room: Frontier Valley (classic) · Bounty Plains (no desert) · Canyon Pass (land split in two) · Gold Rush (nuggets) · Archipelago and Two Shores (ships + islands)
- Every map grows with the table: a small layout at 2-4 seats, a wide one at 5-6
- On your turn ROLL two dice: every terrain hex showing that number produces its resource to each neighbouring camp (1) / town (2)
- Build a Trail (timber+brick), a Camp (timber+brick+grain+wool) or upgrade a Camp to a Town (2 grain+3 ore)
- On water maps a SHIP (timber+wool) is laid on the sea; trails and ships are ONE network
- The first camp you plant on an island you have never settled is worth +2 victory points (Landfall)
- A gold field pays a NUGGET instead of a good; on your own turn you turn each nugget into any one good
- Buy a Fortune card (grain+wool+ore): Gunslinger, 2 free trails, take any 2 resources, Boom, or a hidden victory point
- Roll a 7 and everyone over 7 cards discards half; then move the Bandit and rob a neighbour
- Trade 4:1 at the bank, or 3:1 (generic) / 2:1 (specific) at a Trading Post you own
- Longest Trail (≥5) +2, Largest Posse (≥3 gunslingers) +2
- First to the victory-point target wins — the target choices depend on the chosen MAP
How to play
- Put your opening camps on high-production corners (count the pips)
- On your turn ROLL first: every hex produces to the camps and towns touching it
- A camp takes 1, a town 2; the hex the Bandit sits on produces nothing
- First to the victory-point target wins (the target comes from the chosen map)
Building & trade
- Trail: 1 timber + 1 brick · Camp: 1 timber + 1 brick + 1 grain + 1 wool
- Town: 2 grain + 3 ore · Fortune card: 1 grain + 1 wool + 1 ore
- Ship: 1 timber + 1 wool (water maps only) — trails and ships are one network
- A camp goes on a free corner connected to your own network with EMPTY neighbours
- Trade 4:1 at the bank, 3:1 / 2:1 at a Trading Post you own
The maps
- Frontier Valley: the classic 19-hex island — the board to learn on
- Bounty Plains: no desert at all, the Bandit only enters play on the first 7
- Canyon Pass: a canyon splits the land, the only crossings are north and south
- Gold Rush: gold fields pay NUGGETS — cash each one for any good you like
- Archipelago / Two Shores: ships are on, and a first camp on a new island is +2 VP
Bandit, cards & victory
- On a 7 everyone over 7 cards discards half; then put the Bandit on a LAND hex and rob a neighbour
- A Gunslinger moves the Bandit and robs; 3 played takes the Largest Posse (+2)
- Longest unbroken trail (≥5) is +2; ships count too, and a rival camp cuts your network
- A first camp on a new island is +2 — on water maps
- Hidden Victory cards keep a surprise until the very end
Online Settle-the-Frontier Game — Roll, Harvest, Build & Trade
Claimridge is a 2–6 player settle-the-frontier board game and a free, browser-based take on the settlement game: roll the dice, harvest resources from a hex island of forests, hills, fields, pastures and mountains, and build the trails, camps and towns that grow your booming frontier settlement. No download — play instantly against bots or friends.
Every roll pays the players whose camps and towns touch the producing hexes, so where you settle at the start shapes the whole game. Trade at the bank and your Trading Posts, buy Fortune cards, and race everyone to the victory-point target.
The Bandit, Trading & the Race to Victory
Roll a seven and the Bandit strikes: anyone holding more than seven cards discards half, and the roller blocks a hex and robs a neighbour — a constant push-and-pull over the board's richest tiles.
Points come from camps and towns, the Longest Trail, the Largest Posse and hidden Deed cards. Because those Deeds stay secret, the leader can flip on the very last turn — so keep building, keep trading, and keep an eye on every rival's board.
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