In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!
The game revolves around doing 3 main things:
- Gathering goods for your personal farm
- Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)
- Getting abilities and improvements for gathering/delivering
- 1 Overview
- 2 Gathering goods (Farm Phase)
- 3 Gathering Goods (Revenue Phase)
- 4 Delivering goods (Transportation phase)
- 5 Scoring phase
- 6 Anytime actions
Gain as many points as possible over 6 rounds. The player with the most points is the winner.
Each round consists of four phases:
- Farm phase - play cards onto your farm, gain income, produce goods
- Revenue phase - roll dice to give extra benefits: gain income, produce goods, play/draw a card, get upgrades/siestas, gain deliveries
- Transportation phase - gain delivery tokens and deliver goods to market barrows or craft buildings
- Scoring phase - gain points and update turn order
In addition to the phases, there are several Anytime actions that can be taken during or between the phases. These can set the players up so that they can do something useful in the phases. They are the only time that goods can be upgraded (from raw to processed materials) so that they can be subsequently delivered as a processed material.
Points can be gained by:
- Delivering all goods to complete a market barrow (scores points shown in the hexagon)
- Delivering all goods to complete a row in a craft building (scores various points)
- Removing other players tokens from the central market board (scores 1 point per token removed)
- Having tokens on the central market board at the end of a round (scores 1 point per token)
- Being on the siesta track at the end of a round
Gathering goods (Farm Phase)
There are several ways to gather goods during the game. Ultimately, you'll want to gather goods that correspond to a particular set, as that's the main way to get victory points. See "Craft Buildings" and "Market Barrows" below for more information on the sets.
The first phase of each round is the farm phase, where your farm produces.
(1.1) Playing a card
You'll start each round by playing a card (or two cards for the first round) to one of 4 places.
Playing a card as a farm extension
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See "Delivering Goods" for more info on using extra deliveries)
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.
Playing a card as a field
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.
Playing a card as a helper
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see "Anytime Action" below.
Playing a card as a market barrow
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see "Market Barrows" below.
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.
(1.2) Getting Income
After you've played your cards, you can get income, depending on how many blue coins you have on the extensions. You'll also draw up to your hand size.
(1.3) Producing on your fields
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can't be stored anywhere to make room for new goods.
(1.4) Producing Pig Offspring
After your fields produce, if you have at least two pigs, you get another pig for free. Note: To receive this additional pig, a player must have the necessary space in his den(s). If he does not have the space, he does not get offspring (a player may not sell the newborn pig immediately!). To get additional room, see "Playing a card as a farm extension"
(1.5) Buying Roof Tiles
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see Use a Roof Tile.
Gathering Goods (Revenue Phase)
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.
Revenue 1 effect
Gain a pig. Note if you don't have room, you will need to sell it immediately.
Revenue 2 effect
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See "Playing a card as __" for more info on playing a card.
Revenue 3 effect
Take olive + wheat, or olive + grapes, or wheat + grapes
Revenue 4 effect
Get 4 coins
Revenue 5 effect
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.
A siesta (hat) helps improve turn order, and moves you up the hat track. See "Recalculating turn order" below.
Revenue 6 effect
Take a delivery (donkey) or 2 coins. See below "Delivering goods" for more info.
Delivering goods (Transportation phase)
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.
Selecting a delivery token
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.
Recalculating turn order
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.
Carrying out deliveries
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See "Craft Building" or "Market Barrow" below for more info.
A player does all their deliveries before the next player goes.
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.
A player does all their extra deliveries before the next player buys extra deliveries.
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section's craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it's been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.
|Cost||Immediate benefit||Ongoing benefit|
|food, wine, meat||1 deliver immediately + score your hat track position||Each of your delivery tokens has +1 donkey and +1 hat|
|olive, wheat, grapes, coin, pig||2 points immediately||When completing a craft building, +2 points|
|box, box, box||Gain a box immediately||When taking income each round, also get a box|
|olive, olive, wheat, wheat, grapes, grapes||Gain an olive, wheat, grapes, or pig immediately||When taking income each round, also get an olive, wheat, grapes, or pig|
|pig, pig, pig||1 point per incomplete craft barrow you have now||When completing a craft barrow, +1 point|
|coin, coin, coin, coin, coin, coin||Gain 3 coins immediately||When taking income each round, also get +3 coins|
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.
They also can exchange the box for one of several benefits. See "Use a box (commodity)" below.
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market.
Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out.
A new round begins, or after 6 rounds the player with the most points wins!
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.
Sell a good
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3
Buy a good
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5
Upgrade a good
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4
Use a roof tile
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.
Use a box (commodity)
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.
Use a helper
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.