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Gamehelpisleoffarms
- Gamehelpisleoffarms — BGA wiki page content (Phase 28, audit M9)
Paste the MediaWiki text below into `https://en.doc.boardgamearena.com/Gamehelpisleoffarms` (the in-game rules reference every released BGA game must have). Written against the v14 rules (`rules/bga-rules.md`) + DL-76/DL-77; re-read before pasting if the design moves again.
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Overview
Each player runs one of five farms — Wheat, Vegetable, Orchard, Apiary or Dairy — building out a tableau of buildings, loading them with cards, and delivering goods to the central Island. The player with the most victory points (VP) at the end wins.
Every farm starts with three buildings: the Farmstead (a passive power keyed to your suit, live from turn 1), the Barn (prints your hand size), and the Notice Board (the one building neighbours may visit). Each can be upgraded once for £2 as a Build action.
Your turn
Take exactly one action, plus optionally one free bonus, in either order.
The five actions:
- Draw — reveal the top card of any two decks (or two from one deck); keep one, discard the other face up. If nothing at all is legal for you this turn, a Pass button appears instead.
- Build — pay a card's printed cost (cards of its suit and/or wild cards from your hand, sometimes coins) to add it to your farm. Building also covers: Hire a Worker (£3, max one at a time) and Upgrade a starter (£2).
- Grow — place a card from your hand onto one of your buildings that accepts its type, filling one space. "When activated" abilities fire.
- Harvest — empty one of your FULL buildings: its loaded cards go to your barn. "When harvested" abilities fire (Wheat's Farmstead relaxes the fullness rule).
- Deliver — spend barn cards to fill an Island tile's crates (2 cards per crate, suits as shown). Take a receipt worth the tile's printed VP, and the tile's coin bonus from the bank. Each tile takes at most two deliveries.
The free bonus (once per turn, before or after your action):
- Visit a neighbour — place 1 card from your hand onto their Notice Board, then take £1 from the bank (£2 if their board is upgraded) or use one of their Hired Workers (the bank pays the Worker's owner the wage shown on its track). An upgraded board ("Special Orders") also offers: place 2 cards for £3 (no Worker option). A full Notice Board cannot be visited — its owner must Harvest it to reopen it.
- Work your own Hired Worker — perform its action for free (no wage).
Hired Workers
Five Worker cards sit in the central Hiring Fair. Hiring one is a Build action (£3). Every use — by you or a visitor — advances its meeple one space along its Working Week track; when it walks off the end, the card and meeple return to the Fair for anyone to hire. When a visitor uses your Worker, the bank pays you the wage printed on the space its meeple lands on.
Game end and scoring
The first delivery to a Level‑3 Island tile triggers the end: every other player takes one more turn, then the game is scored. Four sources:
- Printed VP on every card in your farm (upgraded starters are worth 2 each).
- Island receipts — 4 / 8 / 16 VP by tile level.
- Endgame cards — each of the 15 endgame cards scores its own formula over your farm.
- Coins — every £5 remaining converts to 1 VP (rate configurable per table).
Tie-break: most coins remaining. The full breakdown table is shown at the end of the game.
Solo
Solo is a two-seat game against the Farmhand, an automated rival who plays by simple fixed priorities, scores from all four sources, and can win. Everything it does appears in the game log.
Table options
The table creator can vary: the hire fee (£3/£2), the Worker wage track (£1/£2/£3 or flat), the Draw Worker's uses, the Notice Board capacity (5/4), and the coin-to-VP rate (£5/£10/off).