Word of ore has reached the deep woodland, and the local magnates — in tailored coats, with survey maps and hired crews — have sensed the opportunity. Coal lies near the surface. Diamonds lie deep, and the season is short. Who walks away with the biggest empire?
Rulebook · Version 3.0
You are one of the mining magnates — a hippo in a three-piece suit, a squirrel with a pocket watch, a bear who has actually read the survey reports. Over four short seasons you will sink shafts into a mountain everyone shares, hire whatever crews you can outbid your rivals for, and try to finish the year with more to show for it than anyone else at the table.
Every player holds the same seven cards. Each card is three things at once: a bid value, a digging pattern, and an income. You deploy six of them each season and keep one. The card you keep pays you; the six you play buy cards and cut rock.
There are two currencies in the game. Coins win the contracts and critters on offer at the locations — outbid your rivals or watch the card you needed go to someone else. Pickaxes pay for digging, and the deeper you go the more they cost. The ore you cut out of the rock is what fulfils your contracts. Contracts stay hidden in your hand until you can pay for them — and the moment you do, the card is laid face up in front of you, its ore icons on show for the rest of the game.
Those ore icons are what score: at the end of every season players compare them ore by ore, and whoever shows the most of an ore takes its victory points — an amount that changes from season to season.
Each player takes the following, all in their chosen colour.
And the general components list.
The numbers on the picture match the numbered steps below.
Place one location board per player — two, three or four — one above the other.
Shuffle the sixteen mine cards and deal one to each location. Keep the rest as the mine deck.
Shuffle the vein tiles face down. Draw four for each mine and place them face up on its four intersections — the points where four cells meet.
Place one neutral miner on each mine. That cell cannot be dug, but it counts toward surrounding vein tiles and belongs to nobody.
Shuffle contracts into the critter deck to form the mixed deck — 8 contracts at two players, 10 at three, 12 at four.
Each of a location board's four card slots has an icon printed in the middle of it, showing which deck that slot is filled from. The three slots showing a critter icon take cards from the mixed deck; the rightmost slot, showing a contract icon, takes a card from the contract deck. Fill every slot at every location, face up.
Keep the space to the right of every mine clear. Face-down dig cards are played there.
Sort the ore cubes into four piles — coal, silver, gold and diamond. The supply is never limited.
Put the contract deck, the mixed deck and the face-down vein tile pool within everyone's reach.
Place it where everyone can read it. 9a — put the round marker on the season tracker, at R1. 9b — every player puts their victory point marker on space 0 of the scoring track.
Each player takes the seven action cards in their colour, eight miners, a player board and its three markers — one for coins, one for pickaxes, one for victory points. Set the coin and pickaxe tracks to 7, and put the victory point marker on space 0 of the scoring track. Choose a first player and give them the hammer.
Reveal twice as many contracts as there are players and lay them out where all can see. Beginning with the first player and going clockwise, each player chooses one contract and takes it. When the last player has chosen, they immediately choose a second, and the picking runs back the other way around the table until everyone holds two.
Keep your contracts as a private hand, hidden from the other players. They stay there until you fulfil them.
At the start of the game each player takes the set of seven cards in their colour, numbered 0 to 6. Every set is identical.
Some patterns need their miners placed next to each other. Where that is so, the miners printed on the card are joined by a connector:
| Card | Income if kept | Digging pattern |
|---|---|---|
| 0 | 5 coins | 1 cell, top row only |
| 1 | 4 coins | 1 cell, rows 1–2 |
| 2 | 3 coins + 1 pickaxe | 1 cell, any row |
| 3 | 3 resources of your choice | 2 adjacent cells in a row |
| 4 | 1 coin + 3 pickaxes | 2 adjacent cells in a column |
| 5 | 4 pickaxes | any 2 cells |
| 6 | 5 pickaxes | any 3 cells |
Contracts stay private in your hand from the moment you take one until you fulfil it in the Contract phase. Fulfil it by spending the ore printed at its foot; the card is then tucked face up into one of the four contract slots below your player board, where it stays for the rest of the game.
Critters are the crews you hire at the locations. A recruited critter is placed face up beside your player board and stays there for the rest of the game, where everyone can see it. There are three kinds — bears, owls and beavers — and the symbols around the card tell you which kind it is, when it acts, and what it does.
Deep Claim is played over four seasons, each made up of six phases that always happen in the same order, printed across the top of every player board.
Beginning with the first player and continuing clockwise, each player deploys one card on their turn. Play passes round and round until every player has deployed six cards. The seventh card stays in hand — it will pay income in the next phase.
A card is deployed in one of two ways:
Face up, above a location — a bid worth the value printed on the card. Tuck the card under the top edge of the location board so that only its bid value shows, and keep the bids in order, highest first.
Face down, to the right of a mine — a dig, committed to that mine.
A player may deploy as many cards as they like at the same location, as bids, as digs, or both.
In turn order, beginning with the first player, each player collects everything they are owed this season:
First they take the income printed on the card they kept — coins, pickaxes, or a choice between them. Then they activate every beaver they have recruited, one after another, in whatever order they like.
Both tracks stop at 15. Anything earned beyond that is lost.
Locations are resolved one at a time, from the top down. At each location the bids are worked through from highest to lowest, regardless of who placed them.
When a bid resolves, that player takes the card back into their hand, pays coins equal to its value, and takes any one card still on display at that location.
A player may instead forfeit and take 2 coins + 2 pickaxes — and must do so if they cannot pay the bid. A beaver acts the moment it is recruited, and again in every Income phase afterwards.
A contract taken this way joins your private hand, hidden until you fulfil it. Critters go face up beside your player board, where everyone can see them.
Starting from the topmost mine, take the face-down pile sitting beside a mine — it holds every dig card committed there — turn it face up and deal the cards out one by one, arranging them from lowest value to highest. Cards of equal value keep the order they were dealt, so the one played earlier sits first.
Work through that line in order. On their turn a player takes the card back into their hand, places its miners on ore in the mine, pays the cost in pickaxes, and takes the matching ore into their supply.
Miners may only go on ore nobody has dug yet. A player may place fewer miners than the card shows, paying only for the ore they actually take — or skip the dig entirely and forfeit the card for 2 coins + 2 pickaxes.
Every mine is a grid of nine ore, three rows deep. How far down you reach sets the toll — and hauling more than one ore out in a single dig costs extra.
A vein tile is awarded the moment all four cells around it hold miners — neutral miners count. Whoever has the most miners among those four cells claims it and takes its bonus straight away. If two players tie, both take the bonus and the vein tile is discarded.
Keep the vein tiles you claim in front of you — several cards and objectives count them at the end of the game. Any vein tile nobody surrounds is discarded when the season ends.
In turn order, beginning with the first player, each player fulfils as many contracts from their hand as they can afford.
To fulfil a contract, return ore from your supply matching every icon printed on it. Take the contract's reward immediately, then tuck the card into one of the four columns below your player board, overlapping any already there so that every ore icon stays visible.
This is the moment a contract stops being secret. Unfulfilled contracts stay hidden in your hand; fulfilled ones sit face up in front of you for the rest of the game, and their icons count in this season's scoring and in every season after it.
Take each ore in turn — coal, then silver, then gold, then diamond. For that ore, every player counts the icons showing on all of their fulfilled contracts, including ones fulfilled in earlier seasons.
The player with the most icons scores the first place value for that ore in the current season; the player with the second most scores the second place value, where the chart shows one.
Then clear the mountain: retrieve every miner, discard the cards left unbought at each location, and discard any vein tile nobody surrounded.
Then advance the round marker one space down the scoring chart, and pass the hammer clockwise to the next player. Set up the new season: deal a fresh mine card beside each location, place four new vein tiles on its intersections, put out a new neutral miner, and refill every display with three cards from the mixed deck and one contract.
After the fourth season the game ends instead — go to Game end.
Each ore has its own arc. Silver pays the same every season. Coal climbs. Gold is the backbone. Diamond is barely worth chasing in the first season, and worth a great deal by the last.
| Round | ||||
|---|---|---|---|---|
| I | 2 / – | 4 / 2 | 5 / 2 | 3 / 1 |
| II | 3 / – | 4 / 2 | 5 / 2 | 4 / 2 |
| III | 4 / – | 4 / 2 | 6 / 3 | 6 / 3 |
| IV | 5 / – | 4 / 2 | 6 / 3 | 10 / 5 |
| Total | 14 | 16 | 22 | 23 |
After the fourth season has been scored, the game is over. Add the following to each player's total.
| Source | Scores |
|---|---|
| Leftover economy | Coins + pickaxes combined, divided by 4, rounded down |
| Banked ore | 1 VP per gold and per diamond · 1 VP per two coal and/or silver |
| Owls | Each owl scores its printed condition |
| Bears held | 1 / 3 / 7 / 12 VP for 1 / 2 / 3 / 4 bears you never discarded |
| Objectives | 2 / 5 / 9 VP for 1 / 2 / 3 completed, plus each card's difficulty bonus |
Highest total wins. If two players tie, the one with more fulfilled contracts takes it — and if that ties too, the mountain provided for you both.
Both are optional. The game plays complete without either, and you may add just one.
Every card and tile in the game. Open a section to read it.
| CoinGain the indicated number of coins. | |
| PickaxeGain the indicated number of pickaxes. | |
| Coin or pickaxeGain the indicated number of resources, choosing coins or pickaxes freely. | |
| IncomeWhatever is shown beside the hands is gained during the Income phase. | |
| Victory pointScore the indicated number of victory points. | |
| CoalTake that many coal from the supply into your own. | |
| SilverTake that many silver from the supply. | |
| GoldTake that many gold from the supply. | |
| DiamondTake that many diamonds from the supply. | |
| Coal, silver or goldTake that many ore of your choice — but never a diamond. | |
| Coal or silverTake that many ore, choosing coal or silver. | |
| UpgradeMove one ore in your supply up a tier: coal becomes silver, silver becomes gold. Never to diamond. | |
| ContractTake a contract card. It is not fulfilled yet. | |
| Fulfilled contractCounts a contract you have already paid the ore for. | |
| Vein tileA bonus that sits where four mine cells meet. The number inside the blast is how many copies of that bonus are in the pool. |
| Ore | Across the 16 mines | Across the 40 contracts |
|---|---|---|
| Coal | 64 | 35 |
| Silver | 40 | 26 |
| Gold | 24 | 20 |
| Diamond | 16 | 11 |
Every mine card holds exactly one diamond, always in the bottom row.
The number inside the blast on each tile is how many copies of that bonus exist.
| 7× | Gain 3 coins | |
| 7× | Gain 3 pickaxes | |
| 6× | Gain 2 pickaxes and 2 coins | |
| 6× | Gain 2 victory points | |
| 6× | Gain 1 coal or 1 silver | |
| 5× | Gain 1 gold | |
| 4× | Upgrade 1 ore one tier (never to diamond) | |
| 4× | Draw 1 contract | |
| 3× | Activate one of your beavers again |
| 1 | 2 / 6 / 10 VP for 3 / 5 / 7 fulfilled contracts |
| 2 | 3 VP per 3-ore contract fulfilled |
| 3 | 1 VP per coal and silver icon on your fulfilled contracts |
| 4 | 3 VP per diamond icon on your fulfilled contracts |
| 5 | 2 VP per gold icon on your fulfilled contracts |
| 6 | 1 VP per leftover pickaxe |
| 7 | 1 VP per leftover coin |
| 8 | 4 VP per set of 3 different critters |
| 9 | 3 VP per recruited beaver |
| 10 | 3 VP per owl |
| 11 | 2 VP per bear |
| 12 | 2 VP per 2-ore contract fulfilled |
| 13 | 2 VP per claimed vein tile |
| 14 | 2 VP per fulfilled contract showing a gold or diamond icon |
| 15 | 1 / 3 / 6 / 10 VP for 1 / 2 / 3 / 4 different ore types in supply |
| # | Phase | Effect |
|---|---|---|
| 16 | III | Treat your bid as +4 (pay the original bid) |
| 17 | II | Activate all your beavers again |
| 18 | IV | Ignore the mine cost of a single dig card |
| 19 | IV | Move one of your dig cards to the front — it resolves first |
| 20 | any | Gain 6 coins |
| 21 | any | Gain 6 pickaxes |
| 22 | any | Gain 4 VP |
| 23 | VI | Count as having 2 more icons of one ore (not diamond) |
| 24 | V | Fulfil a contract for 1 less ore |
| 25 | VI | Count as having 1 more diamond icon |
| 26 | I | Play a 7th card this round — you gain no kept-card income |
| 27 | V | Treat 2 ore in your supply as interchangeable (coal, silver, gold) |
| 28 | IV | Claim any unclaimed vein tile with a miner of yours around it |
| 29 | III | When resolving your bid, pay nothing |
| 30 | II | Double your kept income |
| 31 | I | Move one of your deployed cards to any other location |
| 32 | 2 pickaxes + 1 coin |
| 33 | 2 coins + 1 pickaxe |
| 34 | 3 pickaxes |
| 35 | 3 coins |
| 36 | Any 3 resources |
| 37 | Exchange up to 3 resources (coins ↔ pickaxes) |
| 38 | 1 pickaxe, + 1 VP per 3 ore in your supply |
| 39 | 1 coin, + 1 VP per pair of the same critter type |
| 40 | Any 1 resource, + 2 VP if you hold all three critter types |
| 41 | 1 VP, + 1 pickaxe per silver icon on your fulfilled contracts |
| 42 | Buy 1 gold for 2 coins |
| 43 | Buy 1 silver for 1 pickaxe |
| 44 | Gain 1 coal |
| 45 | Pay 2 pickaxes: upgrade 1 gold — the only route to a diamond that isn't digging |
| 46 | Pay 2 coins: upgrade 2 coal and/or silver |
| 47 | Upgrade 1 coal or silver |
| 48 | 1 coin, + 1 VP per 2 fulfilled contracts |
| 49 | 1 VP + 1 pickaxe |
| 50 | 2 resources of your choice, + 1 VP per 2 claimed vein tiles |
| 51 | 1 resource of your choice, + 1 resource per gold icon on your contracts |
| 52 | 1 VP + 1 coin |
| 53 | Pay 2 pickaxes: gain 1 VP |
| 54 | Pay 2 coins: gain 1 VP |
| 55 | Sell 1 coal, silver or gold → 3 resources |
| 56 | Sell 1 diamond → 6 resources |
| Objective | Bonus |
|---|---|
| Fulfil three 3-ore contracts | +2 |
| Have 2+ icons of each ore type on your fulfilled contracts | +2 |
| Recruit 8+ critters | +2 |
| Have 3+ diamond icons on your fulfilled contracts | +1 |
| Have 7+ fulfilled contracts | +1 |
| Have 6+ silver icons on your fulfilled contracts | +1 |
| Have 5+ gold icons on your fulfilled contracts | +1 |
| Recruit 2+ bears, beavers and owls | +1 |
| Recruit 3+ bears | +1 |
| Recruit 3+ owls | +1 |
| Fulfil one 1-ore, one 2-ore and one 3-ore contract | +0 |
| Have 7+ coal icons on your fulfilled contracts | +0 |
| Recruit 4+ beavers | +0 |
| Claim 4+ vein tiles | +0 |
| Have 5+ ore in your supply | +0 |
| Fulfil four 2-ore contracts | +0 |
| Magnate | Ability |
|---|---|
| Pawl Furry | Deploys all 7 cards each round. In income, gains 4 resources of his choice. |
| Peter Critter | His kept-card income is always doubled. |
| Rocky Bandini | At the end of the recruit phase, claims 1 unbought card for 2 coins. |
| Hugh Pottamus | Ignores the quantity tax when digging — pays only the depth toll. |
| Miles Molesworth | His depth toll is always 2 pickaxes. Gains 1 VP each time he digs a diamond. |
| Hazel Nutkin | Before fulfilling contracts, upgrades any number of coal or silver one tier each. Gains 1 coal in income. |
| Whitey Swanson | Each fulfilled contract grants 1 VP + 1 resource. |
| Greeny Toadson | Once per deploy phase, plays 2 cards on his turn. His forfeits pay 3 coins + 3 pickaxes. |
| Waldo Nosebeak | In income, may reactivate 1 of his used vein tiles. Gains 1 VP each time he claims a tile. |
| Sly Foxworth | In scoring, counts as having 1 additional ore icon of his choice, and always wins ties. |
| Dig cost | Deepest row's toll (1 / 2 / 4) + 1 per extra ore dug |
| Forfeit | Any recruit or dig → 2 coins + 2 pickaxes |
| Ore supply | 10 cubes — discard one to swap in a new one |
| Coin & pickaxe tracks | Cap at 15 |
| Miners | 8 each, retrieved every round |
| Locations | Always resolved from the top down, in phases III and IV |
| Vein tile | All 4 cells covered → most miners claims it → ties all paid |
| Scoring ties | Pool 1st + 2nd, split evenly, round down |
| Upgrades | Never reach diamond, except beaver 45 |