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(Reformatted and reworded - will add bullet points and review tomorrow)
(Correcting Game end to reflect that the game ends with the distribution of the final FINCA tile)
 
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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.
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 beautiful island of Mallorca, a mediterranean paradise renowned for its fresh produce markets and landscape dotted with windmills. You will harvest produce on a windmill-shaped rondelle to fulfill the ever-changing demands of the produce markets around the island. In this way, you will earn points and compete for bonuses.




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




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


<b>MOVING FARMERS ON THE WINDMILL</b>
<b>MOVING FARMERS ON THE WINDMILL</b>
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2. Move your farmer clockwise a number of spaces equal to the total # of farmers on that blade.
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 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.
*• 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.
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 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.
*• 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.


<b>Not Enough Produce in the Supply</b>
<b>Not Enough Produce in the Supply</b>


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.
All produce that you collect comes from a limited supply. 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 all of the produce they are entitled to due to their windmill placement.


<b>Obtaining Donkey Carts</b>
<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.  
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.
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.


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<b>DELIVERING PRODUCE</b>
<b>DELIVERING PRODUCE</b>


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


<b>Market Tiles</b>
<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.
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 from 1-6. The number is both the total number of produce you must deliver and the amount of points you earn.
   
   
*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.
*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.
*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.  


<b>Finca Tiles</b> - Majority 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.
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 has the  majority of the produce type depicted. They win the finca tile.  


<b>Set Completion Bonuses</b>
Where 2 types of produce are depicted, count all the produce of both types to determine the winner.
 
Each finca tile is worth 5 points.


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 ==
== GAME END ==
When all of the market tiles have been fulfilled, players tally their points. Highest score wins.
The game ends after placing the last wooden finca on the board. The player finishes his turn. Then, the players count their victory points.
 
The player with the most victory points is the winner.
== VARIATIONS ==
 
<b>SET COMPLETION BONUS</b>
 
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.
 
 
<b>ACTION TILES</b>
 
4 action tiles provide special abilities. Everyone receives the same 4 tiles. You can use ONE tile on your turn. Each can be used ONCE per game. Unused action tiles are each worth 2 points at the end of the game.  


In the case of a tie: Victory goes to the player with the most undelivered produce tokens.
*• <b>Move Twice:</b> After moving 1 farmer and collecting produce on the windmill, you get to move again. You can move the same farmer or a different one. Collect produce and donkey carts like normal.
*• <b>Place Farmer Anywhere on Windmill:</b> You may place your farmer on any blade of the windmill. You collect produce as usual, ''but you do not receive a donkey cart when using this action tile.''
*• <b>Larger Donkey Cart:</b> Your donkey cart can deliver up to 10 produce this turn.
*• <b>Delivery Discount:</b> You can fulfill a market tile with 1 fewer produce.

Latest revision as of 16:59, 16 November 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 beautiful island of Mallorca, a mediterranean paradise renowned for its fresh produce markets and landscape dotted with windmills. You will harvest produce on a windmill-shaped rondelle to fulfill the ever-changing demands of the produce markets around the island. In this way, you will earn points and compete for bonuses.


INITIAL PLACEMENT

At the start of the game, players take turns placing farmers on the windmill 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 taking turns 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 to fulfill the current market demand.

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 limited supply. 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 all of 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 two 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 from 1-6. The number is both the total number of produce you must deliver and the amount of points you earn.

  • • 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.

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 has the majority of the produce type depicted. They win the finca tile.

Where 2 types of produce are depicted, count all the produce of both types to determine the winner.

Each finca tile is worth 5 points.


GAME END

The game ends after placing the last wooden finca on the board. The player finishes his turn. Then, the players count their victory points.

The player with the most victory points is the winner.

VARIATIONS

SET COMPLETION BONUS

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.


ACTION TILES

4 action tiles provide special abilities. Everyone receives the same 4 tiles. You can use ONE tile on your turn. Each can be used ONCE per game. Unused action tiles are each worth 2 points at the end of the game.

  • Move Twice: After moving 1 farmer and collecting produce on the windmill, you get to move again. You can move the same farmer or a different one. Collect produce and donkey carts like normal.
  • Place Farmer Anywhere on Windmill: You may place your farmer on any blade of the windmill. You collect produce as usual, but you do not receive a donkey cart when using this action tile.
  • Larger Donkey Cart: Your donkey cart can deliver up to 10 produce this turn.
  • Delivery Discount: You can fulfill a market tile with 1 fewer produce.