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===Overview===
== OVERVIEW ==


Strategically collect fruit and deliver the most of it in the most varied quantities


A finca ("estate" or "farmhouse" in English) is a traditional Spanish property in the picturesque countryside. In this game, you are a farmer on the lovely Spanish island of Mallorca, a mediterranean paradise renown for its fresh produce markets and landscape dotted with windmills. You will harvest produce on windmill-shaped rondelle to fulfill the ever-changing demands of the produce markets around the island. By delivering produce to the markets, you will earn points and compete for bonuses.


===Setup===


Each player places a piece on a segment of the wheel, players can share the same segment, based on this segment the player gains 1 piece of the depicted fruit
== INITIAL PLACEMENT ==




===Turn===
At the start of the game, players take turns placing farmers on the windmill-shaped rondelle and collecting the produce depicted.


On your turn, you can move a farmer, or deliver fruit, or play an action tile
Beginning with the start player then moving clockwise, place 1 farmer on any blade of the windmill and collect 1 of the produce types shown there. Continue until all farmers have been placed. Any number of farmers can occupy the same blade, but in the initial placement phase you only collect 1 item.


If you move your farmer, count how many farmers are on your space (including you) and this is how far your farmer moves. Your farmer moves this exact number clockwise. Where the farmer ends up, again count the number of farmers including your own, then gain this quantity of the fruit depicted there. e.g. your farmer starts on a space with 2 others, so moves exactly 3 spaces, and lands on the Lemon with 3 other farmers, so gains 4 lemons. If there is not enough of that fruit in the supply, all players, including yourself, give all your fruit of that type back to supply, then you take what you were owed e.g. if you have 1 lemon in the example, and there were no lemons in the supply (or not enough), you'd put your 1 lemon back and take 4 lemons (after all others had also returned their lemons) so you net 4 lemons NOT 5. If your farmer crosses one of the two Donkey symbols, gain a Donkey Cart and same with Fruit, if all Donkey Carts are claimed, return all and take one.


If you deliver fruit, check what the delivery tile is asking for, if it shows question marks then the fruit is your choice but has to be all of the same type. You have to spend a single Donkey Cart, then can deliver up to 6 fruits, so you can deliver to multiple tiles but must fully satisfy a tile to deliver to it i.e. you cannot make a part delivery. The completed delivery tile is claimed by the player, and the next tile in its stack is revealed. This means that some stacks may deplete earlier than others. When a pile is depleted, it will give a final reward for the player with the most of a certain fruit found on tiles only, this may not necessarily be given to the player who revealed it, and wild fruit does not count. Some Finca asks for two fruits on tiles, add these together for a total quantity e.g. if you have 3 lemons and 2 olives for a lemon/olive combo, then you have a value of 5 for this purpose. If you have gained tiles with the numbers 1-7 on them, you gain the variety bonus tile of the next highest available reward.
== GAME PLAY ==


If you use an action tile, you have 4 you can use, but each can only be used once per game. One tile gives two separate Farmer movements, resolve one fully before the other, gaining fruit on each resolve. Use any Farmer space lets you put your Farmer on any space to gain Fruit, but you CANNOT gain a Donkey Cart in this way. Large Delivery lets the player deliver up to 10 Fruit, and does NOT use up a Donkey Cart. Phantom Fruit lets you deliver one extra fruit of any type, letting you deliver 7 instead of 6.


On your turn, you must choose between moving one of your farmers on the windmill (and collecting produce) OR delivering produce.


===Game End===
<b>MOVING FARMERS ON THE WINDMILL</b>


The game ends when the last pile is depleted and its Finca is allocated
1. Choose a blade on the windmill where you have at least 1 farmer.


Unused bonus tiles are worth 2VP
2. Move your farmer clockwise a number of spaces equal to the total # of farmers on that blade.
::Example 1: If you are the only farmer on the blade, move 1 space clockwise, because there was only 1 farmer on the blade.
::Example 2: If there are 3 farmers on the blade (and at least 1 of them is yours), move 3 spaces clockwise.


All other tiles show their value on them
3. Collect a quantity of produce shown on the blade equal to the # of farmers on that blade when you add your farmer to it.
::Example 1: You moved to a blade with no other farmers on it. Your farmer is now the only farmer on the blade. Collect 1 item of the produce depicted because only 1 farmer is on the blade.
::Example 2: You moved to a blade already occupied by 2 farmers. It doesn't matter who the farmers belong to. When you add your farmer to the blade, there are now 3 farmers on it. Collect 3 of the produce shown.


The player with the most points, wins!
<b>Not Enough Produce in the Supply</b>


If tied, the player with the most leftover fruit wins!
All produce that you collect comes from a supply limited. When there isn't enough produce in the supply for the active player to collect, ALL PLAYERS return their produce of that type to the supply. Then the active player collects from the supply the produce they are entitled to due to their windmill placement.
 
<b>Obtaining Donkey Carts</b>
 
You will need donkey carts in order to deliver produce to the markets. You obtain 1 donkey cart each time your farmer crosses the horizontal line dividing the windmill.
Just as with produce, if you are entitled to a cart but no tokens are available, ALL PLAYERS return ALL of their carts to the supply. Then you collect the cart(s) you are entitled to.
 
 
<b>DELIVERING PRODUCE</b>
 
Now that you have enough produce, it's time to earn points! There are several opportunities:
 
<b>Market Tiles</b>
 
There are 10 markets on the board. Each market holds a stack of 4 market tiles. They depict 1 or more types of produce and a number. The number is both the total number of produce to deliver and the amount you earn by delivering them.
*To make a delivery, return 1 donkey cart and the exact quantity and mix of produce depicted on the market tile. If you don't have the full amount, you can't make the delivery.
*You can deliver to multiple markets during the turn. A donkey cart can delivery up to 6 items of produce, distributed to any number of markets you are able to fulfill.
*Take the market tile for the delivery you fulfilled, then check to see if you earned a finca tile or bonus.
 
<b>Finca Tiles</b> - Majority Bonus
 
Paired with each stack of market tiles is a house-shaped finca tile. The finca tile shows 1 or 2 types of produce. As soon as all the market tiles in a stack have been claimed, check to see who wins the finca tile. Whoever has the  majority of the produce type depicted wins the the finca tile. Where 2 types are depicted, count all the produce of both types to determine the winner. Each finca tile is worth 5 points.
 
<b>Set Completion Bonuses</b>
 
Market tiles are numbered 1-6. Whenever you collect a set of market tiles of EACH value (1-2-3-4-5-6), you earn a bonus tile - if there are any left! There are only 4 bonus tiles, valued 7, 6, 5 and 4 points. You receive the highest-valued tile out of what remains.
 
== GAME END ==
When all of the market tiles have been fulfilled, players tally their points. Highest score wins.
 
In the case of a tie: Victory goes to the player with the most undelivered produce tokens.

Revision as of 18:15, 9 August 2024

OVERVIEW

A finca ("estate" or "farmhouse" in English) is a traditional Spanish property in the picturesque countryside. In this game, you are a farmer on the lovely Spanish island of Mallorca, a mediterranean paradise renown for its fresh produce markets and landscape dotted with windmills. You will harvest produce on windmill-shaped rondelle to fulfill the ever-changing demands of the produce markets around the island. By delivering produce to the markets, you will earn points and compete for bonuses.


INITIAL PLACEMENT

At the start of the game, players take turns placing farmers on the windmill-shaped rondelle and collecting the produce depicted.

Beginning with the start player then moving clockwise, place 1 farmer on any blade of the windmill and collect 1 of the produce types shown there. Continue until all farmers have been placed. Any number of farmers can occupy the same blade, but in the initial placement phase you only collect 1 item.


GAME PLAY

On your turn, you must choose between moving one of your farmers on the windmill (and collecting produce) OR delivering produce.

MOVING FARMERS ON THE WINDMILL

1. Choose a blade on the windmill where you have at least 1 farmer.

2. Move your farmer clockwise a number of spaces equal to the total # of farmers on that blade.

Example 1: If you are the only farmer on the blade, move 1 space clockwise, because there was only 1 farmer on the blade.
Example 2: If there are 3 farmers on the blade (and at least 1 of them is yours), move 3 spaces clockwise.

3. Collect a quantity of produce shown on the blade equal to the # of farmers on that blade when you add your farmer to it.

Example 1: You moved to a blade with no other farmers on it. Your farmer is now the only farmer on the blade. Collect 1 item of the produce depicted because only 1 farmer is on the blade.
Example 2: You moved to a blade already occupied by 2 farmers. It doesn't matter who the farmers belong to. When you add your farmer to the blade, there are now 3 farmers on it. Collect 3 of the produce shown.

Not Enough Produce in the Supply

All produce that you collect comes from a supply limited. When there isn't enough produce in the supply for the active player to collect, ALL PLAYERS return their produce of that type to the supply. Then the active player collects from the supply the produce they are entitled to due to their windmill placement.

Obtaining Donkey Carts

You will need donkey carts in order to deliver produce to the markets. You obtain 1 donkey cart each time your farmer crosses the horizontal line dividing the windmill. Just as with produce, if you are entitled to a cart but no tokens are available, ALL PLAYERS return ALL of their carts to the supply. Then you collect the cart(s) you are entitled to.


DELIVERING PRODUCE

Now that you have enough produce, it's time to earn points! There are several opportunities:

Market Tiles

There are 10 markets on the board. Each market holds a stack of 4 market tiles. They depict 1 or more types of produce and a number. The number is both the total number of produce to deliver and the amount you earn by delivering them.

  • To make a delivery, return 1 donkey cart and the exact quantity and mix of produce depicted on the market tile. If you don't have the full amount, you can't make the delivery.
  • You can deliver to multiple markets during the turn. A donkey cart can delivery up to 6 items of produce, distributed to any number of markets you are able to fulfill.
  • Take the market tile for the delivery you fulfilled, then check to see if you earned a finca tile or bonus.

Finca Tiles - Majority Bonus

Paired with each stack of market tiles is a house-shaped finca tile. The finca tile shows 1 or 2 types of produce. As soon as all the market tiles in a stack have been claimed, check to see who wins the finca tile. Whoever has the majority of the produce type depicted wins the the finca tile. Where 2 types are depicted, count all the produce of both types to determine the winner. Each finca tile is worth 5 points.

Set Completion Bonuses

Market tiles are numbered 1-6. Whenever you collect a set of market tiles of EACH value (1-2-3-4-5-6), you earn a bonus tile - if there are any left! There are only 4 bonus tiles, valued 7, 6, 5 and 4 points. You receive the highest-valued tile out of what remains.

GAME END

When all of the market tiles have been fulfilled, players tally their points. Highest score wins.

In the case of a tie: Victory goes to the player with the most undelivered produce tokens.