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	<title>Gamehelpisleoffarms - Revision history</title>
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	<updated>2026-11-11T09:16:02Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpisleoffarms&amp;diff=30746&amp;oldid=prev</id>
		<title>Nosywombat: Created page with &quot;# 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.  ---  == Overview ==  Each player runs one of five farms — Wheat, Vegetable, Orchard, Apiary or Dairy — building out a tableau...&quot;</title>
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		<updated>2026-07-20T11:16:23Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;# 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.  ---  == Overview ==  Each player runs one of five farms — Wheat, Vegetable, Orchard, Apiary or Dairy — building out a tableau...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;# Gamehelpisleoffarms — BGA wiki page content (Phase 28, audit M9)&lt;br /&gt;
&lt;br /&gt;
Paste the MediaWiki text below into `https://en.doc.boardgamearena.com/Gamehelpisleoffarms`&lt;br /&gt;
(the in-game rules reference every released BGA game must have). Written against the v14 rules&lt;br /&gt;
(`rules/bga-rules.md`) + DL-76/DL-77; re-read before pasting if the design moves again.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each player runs one of five farms — Wheat, Vegetable, Orchard, Apiary or Dairy — building out a&lt;br /&gt;
tableau of buildings, loading them with cards, and delivering goods to the central Island. The&lt;br /&gt;
player with the most victory points (VP) at the end wins.&lt;br /&gt;
&lt;br /&gt;
Every farm starts with three buildings: the &amp;#039;&amp;#039;&amp;#039;Farmstead&amp;#039;&amp;#039;&amp;#039; (a passive power keyed to your suit,&lt;br /&gt;
live from turn 1), the &amp;#039;&amp;#039;&amp;#039;Barn&amp;#039;&amp;#039;&amp;#039; (prints your hand size), and the &amp;#039;&amp;#039;&amp;#039;Notice Board&amp;#039;&amp;#039;&amp;#039; (the one&lt;br /&gt;
building neighbours may visit). Each can be upgraded once for £2 as a Build action.&lt;br /&gt;
&lt;br /&gt;
== Your turn ==&lt;br /&gt;
&lt;br /&gt;
Take &amp;#039;&amp;#039;&amp;#039;exactly one action&amp;#039;&amp;#039;&amp;#039;, plus optionally &amp;#039;&amp;#039;&amp;#039;one free bonus&amp;#039;&amp;#039;&amp;#039;, in either order.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The five actions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Draw&amp;#039;&amp;#039;&amp;#039; — 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.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build&amp;#039;&amp;#039;&amp;#039; — pay a card&amp;#039;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: &amp;#039;&amp;#039;&amp;#039;Hire a Worker&amp;#039;&amp;#039;&amp;#039; (£3, max one at a time) and &amp;#039;&amp;#039;&amp;#039;Upgrade a starter&amp;#039;&amp;#039;&amp;#039; (£2).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Grow&amp;#039;&amp;#039;&amp;#039; — place a card from your hand onto one of your buildings that accepts its type, filling one space. &amp;quot;When activated&amp;quot; abilities fire.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Harvest&amp;#039;&amp;#039;&amp;#039; — empty one of your FULL buildings: its loaded cards go to your barn. &amp;quot;When harvested&amp;quot; abilities fire (Wheat&amp;#039;s Farmstead relaxes the fullness rule).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Deliver&amp;#039;&amp;#039;&amp;#039; — spend barn cards to fill an Island tile&amp;#039;s crates (&amp;#039;&amp;#039;&amp;#039;2 cards per crate&amp;#039;&amp;#039;&amp;#039;, suits as shown). Take a receipt worth the tile&amp;#039;s printed VP, and the tile&amp;#039;s coin bonus from the bank. Each tile takes at most two deliveries.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The free bonus (once per turn, before or after your action):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Visit a neighbour&amp;#039;&amp;#039;&amp;#039; — place 1 card from your hand onto their Notice Board, then take &amp;#039;&amp;#039;&amp;#039;£1&amp;#039;&amp;#039;&amp;#039; from the bank (£2 if their board is upgraded) &amp;#039;&amp;#039;or&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;use one of their Hired Workers&amp;#039;&amp;#039;&amp;#039; (the bank pays the Worker&amp;#039;s owner the wage shown on its track). An upgraded board (&amp;quot;Special Orders&amp;quot;) 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.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Work your own Hired Worker&amp;#039;&amp;#039;&amp;#039; — perform its action for free (no wage).&lt;br /&gt;
&lt;br /&gt;
== Hired Workers ==&lt;br /&gt;
&lt;br /&gt;
Five Worker cards sit in the central Hiring Fair. Hiring one is a Build action (£3). Every use —&lt;br /&gt;
by you or a visitor — advances its meeple one space along its Working Week track; when it walks&lt;br /&gt;
off the end, the card and meeple return to the Fair for anyone to hire. When a &amp;#039;&amp;#039;visitor&amp;#039;&amp;#039; uses&lt;br /&gt;
your Worker, the bank pays you the wage printed on the space its meeple lands on.&lt;br /&gt;
&lt;br /&gt;
== Game end and scoring ==&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;first delivery to a Level‑3 Island tile&amp;#039;&amp;#039;&amp;#039; triggers the end: every &amp;#039;&amp;#039;other&amp;#039;&amp;#039; player takes&lt;br /&gt;
one more turn, then the game is scored. Four sources:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Printed VP&amp;#039;&amp;#039;&amp;#039; on every card in your farm (upgraded starters are worth 2 each).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Island receipts&amp;#039;&amp;#039;&amp;#039; — 4 / 8 / 16 VP by tile level.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endgame cards&amp;#039;&amp;#039;&amp;#039; — each of the 15 endgame cards scores its own formula over your farm.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Coins&amp;#039;&amp;#039;&amp;#039; — every £5 remaining converts to 1 VP (rate configurable per table).&lt;br /&gt;
&lt;br /&gt;
Tie-break: most coins remaining. The full breakdown table is shown at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
Solo is a two-seat game against the Farmhand, an automated rival who plays by simple fixed&lt;br /&gt;
priorities, scores from all four sources, and can win. Everything it does appears in the game log.&lt;br /&gt;
&lt;br /&gt;
== Table options ==&lt;br /&gt;
&lt;br /&gt;
The table creator can vary: the hire fee (£3/£2), the Worker wage track (£1/£2/£3 or flat),&lt;br /&gt;
the Draw Worker&amp;#039;s uses, the Notice Board capacity (5/4), and the coin-to-VP rate (£5/£10/off).&lt;/div&gt;</summary>
		<author><name>Nosywombat</name></author>
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