Claim-Jumper: The Game

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This article was considered for deletion at Wikipedia on January 22 2020. This is a backup of Wikipedia:Claim-Jumper:_The_Game. All of its AfDs can be found at Wikipedia:Special:PrefixIndex/Wikipedia:Articles_for_deletion/Claim-Jumper:_The_Game, the first at Wikipedia:Wikipedia:Articles_for_deletion/Claim-Jumper:_The_Game. Purge

Claim-Jumper: The Game is a 2–4 player board game that was published by The Grail, Inc., in 1995.


Claim-Jumper is a game set in the Old West.[1] The game comes with a 12-page rulebook, 16 terrain tiles, four Treasure cards, 16 Location cards, a six-sided die, and 8 poker chips in four colors (2 of each color).[2]


  • Using the sixteen 4" x 4" modular terrain tiles, representing Lake, Mountain, Prairie, and Settlement, the players make up a four-by-four board.
  • Four picture cards of potential treasures are shuffled, and one is chosen, facedown. Likewise, the sixteen Location cards are shuffled, and three are placed facedown on the treasure card.
  • The remaining cards are shuffled together and dealt out evenly to the players. (If there are any left-over cards, they are placed face-up for all the players to see.)
  • Players choose which color of poker chip they want to use, and stack both of them on one of the corners of the board.[2]


  • After choosing one player to go first, each player, in clockwise order, rolls the die and moves one poker chip that number of spaces in a straight line. The player can choose either poker chip to move, but can only move one or the other each turn.
  • If a poker chip ends its turn on top of another player's poker chip, it "pins" the opposing player. The pinned player must reveal one of the their cards, leaving it faceup on the table for all players to see. The pinned poker chip cannot be moved until all other poker chips on top of it have been moved away; however, the pinned player can use their other poker chip to move, unless that poker chip is also pinned. In this case, the pinned player misses turns until one or the other of their poker chips is unpinned.[1]

Victory conditions

By making note of the Location and Treasure cards that have been revealed, players can try to deduce which Treasure and Location cards were placed facedown at the start of the game. If a player feels they know both, the player moves one chip to one of the locations that corresponds to a facedown Location card. (If the facedown Treasure card is "No Treasure", then the player must move both chips back to the player's home base corner.) Once there, the player names the facedown Treasure card, and the facedown cards are turned faceup. If the player is correct, that player wins the game. If the player is incorrect, that player loses the game, and all the other players win by default.[1]


In the November 1997 edition of Dragon (Issue #241), Rick Swan called this game "clever", and pointed out that the board could be used by role-playing game referees: "A board game and an RPG accessory, all in one — what a deal!"[2]


  1. 1.0 1.1 1.2 "How to Play Claim-Jumper". 
  2. 2.0 2.1 2.2 Swan, Rick (September 1992). "Roleplaying Reviews". Dragon (TSR, Inc.) (185): 68.