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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!
[[Category:Card games]]
== Overview ==


''The game revolves around doing 3 main things:
* 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!


# Gathering goods for your personal farm
==== The game revolves around doing 3 main things====
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)
# Getting abilities and improvements for gathering/delivering
''


==Gathering goods (Farm Phase)==
# '''''[[#Gathering_goods|Gathering goods]]''''' for your personal farm
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.
# '''''[[#Delivering_goods_.28Transportation_phase.29|Delivering goods]]''''' to central buildings (craft buildings) or your own personal orders (market barrows)
# '''''Getting abilities and improvements''''' for gathering/delivering


The first phase of each round is the farm phase, where your farm produces. You'll start each round by playing a card (or two cards for the first round) to one of 4 places.
Gain as many points as possible over 6 rounds. The player with the most points is the winner.


== Rounds ==


===Playing a card as a farm extension===
Each round consists of four phases:
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)
# Farm phase (Blue) - play cards onto your farm, gain income, produce goods
# Revenue phase (Green) - roll dice to give extra benefits: gain income, produce goods, play/draw a card, get upgrades/siestas, gain deliveries  
# Transportation phase (Gray) - gain delivery tokens and deliver goods to market barrows or craft buildings
# Scoring phase - gain points and update turn order


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.
* In addition to the phases, there are several '''[[#Anytime_actions|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.


====(1.2) Getting Income====
=== Scoring points ===
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.


Points can be gained by:
* Delivering all goods to complete a '''[[#Market_Barrows|market barrow]]''' (scores points shown in the hexagon)
* Delivering all goods to complete a row in a '''[[#Craft_Buildings|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


===Playing a card as a field===
== Gathering goods (Farm Phase) ==
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.


====(1.3) Producing on your fields ====
* 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.
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.
** ''For more information on the sets, see '''[[#Craft_Buildings|Craft Buildings]]''' and '''[[#Market_Barrows|Market Barrows]]'''''


The first phase of each round is the farm phase, where your farm produces.


===Playing a card as a helper===
=== (1.1) Playing a card ===
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.
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 ====


===Playing a card as a market barrow===
* Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit.
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.
** ''For more info on using extra deliveries, see '''[[#Delivering_Goods|Delivering Goods]]'''''
* 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.


To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are 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.


===(1.4) Producing Pig Offspring===
==== Playing a card as a helper ====
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don't have enough room, you'll have to sell it immediately.) To get additional room, see "Playing a card as a farm extension"


* 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|Anytime Action]]'''''


===(1.5) Buying Roof Tiles===
==== Playing a card as a market barrow ====
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" below for more info.
* '''[[#Market_Barrows|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.
* To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.


==Gathering Goods (Revenue Phase)==
=== (1.2) Getting Income ===


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.
* 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.


===Revenue 1 effect===
=== (1.3) Producing on your fields ===
Gain a pig. Note if you don't have room, you will need to sell it immediately.


===Revenue 2 effect===
* After taking any income, any fields you have will produce.
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.
* 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.


===Revenue 3 effect===
=== (1.4) Producing Pig Offspring ===
Take olive + wheat, or olive + grapes, or wheat + grapes


===Revenue 4 effect===
* 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 their den(s).''
** If they do not have the space, they do not get offspring (a player may not sell the newborn pig immediately!).
** ''To get additional room, see '''[[#Playing_a_card_as_a_farm_extension|Playing a card as a farm extension]]'''''


Get 4 coins
=== (1.5) Buying Roof Tiles ===


===Revenue 5 effect===
* After taking income, producing in fields, and pig offspring, each player may buy a roof tile.
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.
* 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|Use a Roof Tile]]'''''


A siesta (hat) helps improve turn order, and moves you up the hat track. See "Recalculating turn order" below.
== Gathering Goods (Revenue Phase) ==


===Revenue 6 effect===
* After production and roof tiles, players can draft additional goods and benefits.
Take a delivery (donkey) or 2 coins. See below "Delivering goods" for more info.
* 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.


==Delivering goods==
=== Revenue 1 effect ===
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===
* Gain a pig.
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: if you don't have room, you will need to sell it immediately.''


Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.
=== Revenue 2 effect ===


===Recalculating turn order===
* Play a card, draw a card, get an olive, get a wheat, or get a grapes.
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.
* These are kept from round to round.
* ''For more info on playing a card, see '''[[#.281.1.29_Playing_a_card|Playing a card as __]]'''''


===Carrying out deliveries===
=== Revenue 3 effect ===
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.
* Take olive + wheat, or olive + grapes, or wheat + grapes


===Extra deliveries===
=== Revenue 4 effect ===
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.
* Get 4 coins


===Craft Buildings===
=== Revenue 5 effect ===
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.
* 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|Recalculating turn order]]'''''


=== Revenue 6 effect ===


{|
* Take a delivery (donkey) or 2 coins.
* ''For more info, see '''[[#Delivering_goods|Delivering goods]]'''''
 
== 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.
** ''For more info, see '''[[#Craft_Buildings|Craft Buildings]]''''' or '''[[#Market_Barrows|Market Barrows]]'''''
* A player does all their deliveries before the next player goes.
 
=== Extra deliveries ===
 
* 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.
 
=== Craft Buildings ===
 
* 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 colour -- each colour 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.
** ''Note: 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.
 
{| class="wikitable" style="border-spacing: 10px; max-width: 65rem;"
|-
|-
! Cost
! Cost
Line 117: Line 188:
| When completing a craft building, +2 points
| When completing a craft building, +2 points
|-
|-
| box, box, box
| 3 boxes
| Gain a box immediately
| Gain a box immediately
| When taking income each round, also get a box
| When taking income each round, also get a box
|-
|-
| olive, olive, wheat, wheat, grapes, grapes
| 2 olives, 2 wheat, 2 grapes
| Gain an olive, wheat, grapes, or pig immediately
| Gain an olive, wheat, grapes, or pig immediately
| When taking income each round, also get an olive, wheat, grapes, or pig
| When taking income each round, also get an olive, wheat, grapes, or pig
|-
|-
| pig, pig, pig
| 3 pigs
| 1 point per incomplete craft barrow you have now
| 1 point per incomplete craft barrow you have now
| When completing a craft barrow, +1 point
| When completing a craft barrow, +1 point
|-
|-
| coin, coin, coin, coin, coin, coin
| 6 coins
| Gain 3 coins immediately
| Gain 3 coins immediately
| When taking income each round, also get +3 coins
| When taking income each round, also get +3 coins
|}
|}


=== Market Barrows ===
* 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_.28commodity.29|Use a box (commodity)]]'''''
== Scoring phase ==
* 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 game is over.
* End of game turn all markers on your Farm into money according to prices then score 1 VP per 5 Silver.
* The player with the most points wins!
== Anytime actions ==
* 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 ===


===Market Barrows===
* Sell a good at the listed price in 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.
*: Olive: 1
*: Wheat: 1
*: Grapes: 2
*: Pig: 3


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.
=== Buy a good ===


They also can exchange the box for one of several benefits. See "Use a box (commodity)" below.
* Buy a good at the listed price in coins:
*: Olive: 3
*: Wheat: 3
*: Grapes: 4
*: Pig: 5


==Scoring==
=== Upgrade a good ===
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!


==Anytime actions==
* Upgrade a good at the listed price in coins:
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.
*: Olive to Food: 2
*: Wheat to Food: 2
*: Grapes to Wine: 3
*: Pig to Meat: 4


===Sell a good===
=== Use a roof tile ===
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3


===Buy a good===
* 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.
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5
** ''Note: roof tiles can only be used in the farm phase or revenue phase.''


===Upgrade a good===
=== Use a box (commodity) ===
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 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.
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)===
=== Use a helper ===
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.
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.
* 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.

Latest revision as of 21:33, 8 February 2024

Overview

  • 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

  1. Gathering goods for your personal farm
  2. Delivering goods to central buildings (craft buildings) or your own personal orders (market barrows)
  3. Getting abilities and improvements for gathering/delivering

Gain as many points as possible over 6 rounds. The player with the most points is the winner.

Rounds

Each round consists of four phases:

  1. Farm phase (Blue) - play cards onto your farm, gain income, produce goods
  2. Revenue phase (Green) - roll dice to give extra benefits: gain income, produce goods, play/draw a card, get upgrades/siestas, gain deliveries
  3. Transportation phase (Gray) - gain delivery tokens and deliver goods to market barrows or craft buildings
  4. 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.

Scoring points

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.

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.
  • 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

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.
  • 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 their den(s).
    • If they do not have the space, they do 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.
  • For more info on playing a card, see Playing a card as __

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.

Revenue 6 effect

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.
  • A player does all their deliveries before the next player goes.

Extra deliveries

  • 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.

Craft Buildings

  • 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 colour -- each colour 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.
    • Note: 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
3 boxes Gain a box immediately When taking income each round, also get a box
2 olives, 2 wheat, 2 grapes Gain an olive, wheat, grapes, or pig immediately When taking income each round, also get an olive, wheat, grapes, or pig
3 pigs 1 point per incomplete craft barrow you have now When completing a craft barrow, +1 point
6 coins Gain 3 coins immediately When taking income each round, also get +3 coins

Market Barrows

  • 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.

Scoring phase

  • 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 game is over.
  • End of game turn all markers on your Farm into money according to prices then score 1 VP per 5 Silver.
  • The player with the most points wins!

Anytime actions

  • 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 the listed price in coins:
    Olive: 3
    Wheat: 3
    Grapes: 4
    Pig: 5

Upgrade a good

  • Upgrade a good at the 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: 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.