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Gamehelpconey

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Objective

In Coney, players take on the role of rabbit farmers. The goal is to develop a rabbit farm by placing cards into a 3x3 grid according to unique placement rules. The farmer with the most Victory Points (VP) from rabbit cards, end-of-game bonuses, Store icons, and extra resources wins.

Quick Setup

  • Each player starts with a hand of 4 cards and 1 resource of each type (Hay, Carrot, Pellets).
  • A central area contains the draw pile, a face-up discard pile, and a market of 3 face-up cards.
  • The game proceeds clockwise.

Gameplay Flow

On their turn, a player must choose exactly one of the following three actions:

1. Restock

  • Discard: You may first discard one or more cards from your hand.
  • Draw: Draw cards from the market or draw pile until you have 4 in your hand.
  • Reserve: During this action, you may place up to 2 cards from your hand face-up in front of you as "reserved". Then, draw back up to 4 hand cards.
  • Collect: Finally, take any 2 resources from the general supply.

2. Play Rabbit Cards

  • Trade: You may remove previously played rabbit cards from your farm to gain the specific rewards shown on those cards (resources or new cards). Traded spaces remain empty and can be filled later.
  • Place: You may play up to 2 rabbit cards from your hand or reserve into your farm.
    • Cost: Pay the resource cost shown on the card. You may substitute any 2 resources for 1 specific required resource.
    • Placement Rules: Cards must be placed adjacent (not diagonally) to a card already in your farm, except for the first turn. You must satisfy the placement rules of the new card AND all adjacent cards already in the farm.
  • Rabbit Hutch: Instead of a rabbit, you may place one card face-down as a hutch for any 2 resources. Any card can be placed next to a hutch, ignoring normal placement rules. If you build a hutch, you cannot play any other rabbit cards this turn.
  • Immediate Effects: Resolve any lightning bolt abilities ("Immediately") as soon as the card is placed.
  • Hand Limit: If you have more than 4 cards at the end of the turn, discard down to 4.

3. Growth

  • Activate Coupons: Activate all "During Growth" abilities of the rabbit cards in your farm in any order.
  • Store Resources: You may place resources from your personal supply onto cards that offer end-of-game VP for them. You are limited to placing 1 resource per card per turn.
  • Hand Limit: Discard down to 4 cards if necessary.

Details

Placement Rules

Successful placement requires checking requirements from multiple directions:

  • Adjacency: New cards must touch an existing card horizontally or vertically.
  • Mutual Requirement: Placement is only valid if the new card's rules are met AND the existing neighbors' rules are not violated by the new addition.
  • Requirement Types: Rules often specify restrictions based on gender, rabbit color, or the number of surrounding neighbors.

Normal vs. Wild Rabbits

The deck contains 72 unique cards, including 66 normal and 6 Wild Rabbits:

  • Normal Rabbits: These have a specific gender (Male/Blue or Female/Pink) and a base Victory Point value in the golden circle at the top right.
  • Wild Rabbits:
    • They have no gender and provide 0 base Victory Points.
    • Color Joker: For adjacency purposes, they can count as any color required by neighboring cards.
    • They often feature powerful "End Game" coupons to compensate for their 0 VP base value.

Store Logos

Only "During Growth" cards feature one of three Store logos (Lone Hill, Norah's, or Red Barn). Collecting matching logos in your farm provides significant bonuses:

  • 3 matching logos: 2 VP.
  • 4 matching logos: 4 VP.
  • 5+ matching logos: 6 VP.

Players can earn points for different types of Store logos simultaneously if they meet the quantity requirements for each.

Game End and Scoring

The end of the game is triggered when a player completes their 3x3 grid (9 cards). Remaining players finish the round, followed by final scoring: 1. Base VP shown on the top right of each rabbit in the farm (Wild Rabbits = 0). 2. End Game Coupons (adjacency bonuses, resource bonuses, or specific requirements). 3. Store Logos (2/4/6 VP for sets). 4. Extra Resources: Every 3 remaining resources in the supply equals 1 VP. 5. Penalty: Subtract 2 VP for each unplaced reserved card.

In case of a tie, the player with the most resources wins; if still tied, the player with the fewest Store logos wins.