Disclosure: Meeple Mountain received a free copy of this product in exchange for an honest, unbiased review. This review is not intended to be an endorsement.
Gold Country, the latest Reiner Knizia resurrection from publisher Bitewing Games, looks like it should come with prospector costumes. To pull it off the shelf for the first time is to expect dirt under your nails and spit in your spittoon. It presents as a game for salt of the earth types, for those with a history of good, honest blue collar work.
The reality is quite different. Gold Country’s collar is as white as it gets. This is a stocks game, perfect for the MBA candidate in your life. It’s all about buying low, selling high, and churning out dividends. It’s about shorting the market to your benefit. This humble, enjoyable, forty-minute experience would make a great warm-up, filler, or cool-down for the people in your life who make Excel spreadsheets for 18XX games.
The real miracle is that this is a stock game just about anyone—and I do mean anyone—would be happy to play. It may be the most approachable stock game in the history of the medium.

Mine Every Mountain
The titular gold in that titular country is harvested from four mines, each of which starts the game in a different corner of the map. Their domains grow as players add Claim Tokens to the board, which come in the four colors corresponding to the four mines.
Your turn is split into two phases, which can be performed in whichever order you like, so long as one is completed before the other is begun. During mine expansion, you place three Claim tents out onto the board. They can only be played adjacent to spaces the matching mine already occupies. Any tiles covered in the process of placing down the tents are claimed by the corresponding mine, and impact its valuation. If you find gold, the mine becomes more valuable, but its value might also diminish.
The other half of your turn, during which you can buy and sell stocks, is about investment portfolio management. Off to the side of the board sits a stock market, with cards for sale that represent investment in each of the mines. You can buy and/or sell a total of two cards per turn to the bank, paying or receiving a price equal to the current valuation of the mine.

The restrictions on player actions are what make Gold Country so approachable for people who would not usually touch a stock game with a ten foot pole. The Claims you have each turn are drawn from a bag at the end of your turn, so players can’t plan their actions tremendously far ahead. At the same time, and somewhat contradictorily, the tiles covering the board make it clear what sorts of pricing changes are likely to happen in the near future, so what planning you can do isn’t obfuscated by abstraction.
Stock games are often vicious, and Gold Country is no exception. The right combination of Claim Tokens drawn by the right—or, depending on your perspective, wrong—player can lead to disaster for the market. In a game where healthy valuations typically hover around 8-10, it’s possible for a single mine to lose up to 6 value in a single turn. If you’re heavily invested in such a mine, it’s a devastating hit to your portfolio. More than that, there are Cave-in tiles that, when covered by a Claim Token, cost everyone associated with the mine a fair amount of money. You can modestly divest and then stab your co-investors right in the dividend.

Prospective paths can be changed. Bandits can take away juicy gold veins. Every play can be both a promise and a threat. A player who seemed to have shared incentives with you can change that fairly quickly. All the genre trademarks are here. The only difference is that the viciousness has been slightly softened. The limit on buying and selling—you can’t unload all of your stock from a single company all in one go—prevents players from being too rude. But if I can make you suffer more than me, I’m calling that a win. Ah, business.
Come the end of the game, there’s a final sell off, and the player with the most money is the winner. My introduction may have made it seem like I don’t think Gold Country captures the spirit of mining, but, well, no. To the contrary. Miners would shoot each other. Gold Country gets it exactly right. It’s a dog-eat-dog world out there, and in this box. Strike gold and make enemies; that’s the Gold Country promise.






