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==Game Flow & Core Actions==
==Game Flow & Core Actions==


You’ll repeat these steps each year:
'''1. Seeding Phase'''
 
'''1. Seeding Phase (Dry Years Only)'''
 
Reset resource fields: wheat to 5 tokens, barley to 4, rye to 4, hops to 4, and refill water in the river.


Replenish fields (as indicated on the little signs in the field--green for Fruitful years, red for dry years):
{| class="wikitable"
|+
!Resource
!Color
!Tokens Replenished (Fruitful Year)
!Tokens Replenished (Dry year)
|-
|'''Wheat'''
|Yellow
|7
|5
|-
|'''Barley'''
|Brown
|8
|4
|-
|'''Rye'''
|Orange
|6
|4
|-
|'''Hops'''
|Green
|6
|4
|-
|'''Water'''
|Blue
|All
|All
|}
'''2. Card Phase'''
'''2. Card Phase'''


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On your turn, play a card from your hand to make one of three actions:
On your turn, play a card from your hand to make one of three actions:


* Harvest & Store: Collect the resources shown at the top of the card. They  
* ''Harvest & Store'': Collect the resources shown at the top of the card. They  
* Brew/Bake: Spend the resources shown in the middle of the card (on the chalkboard) to gain the commodity pictured (either beer or bread) by playing it to your brewery or bakery. Then flip the card face-down—it's now sold. (You must have an open space unless upgrades let you hold more.)
* ''Brew/Bake'': Spend the resources shown in the middle of the card (on the chalkboard) to gain the commodity pictured (either beer or bread) by playing it to your brewery or bakery. Then flip the card face-down—it's now sold. (You must have an open space unless upgrades let you hold more.)
* Upgrade & Clean: Remove any face down cards from the brewery and/or bakery, then slide the card under your side of the board. You gain a bonus on that card.
* ''Upgrade & Clean'': Remove any face down cards from the brewery and/or bakery, then slide the card under your side of the board. You gain a bonus on that card.
* Swap: Swap a card in your hand for one in the Exchange card space. You must play that card immediately.
In Dry years, you may swap a card in your hand with one in the Exchange card space and do any of the above actions. But you must play that card immediately.


'''4. Windmill Phase'''
'''4. Windmill Phase'''


The player with fewer resources gets the windmill (tie-break: flip-flop based on last round’s holder).
The player with fewest resources gets the windmill (first player token). In a tie, the token goes to the person who did not hold it in the last round.


Discard the 3 exchange cards and any harvested cards.
Advance the year marker. The game ends after year six.
 
Advance the year marker. The game ends after completing year six.
Capstone Games


==Endgame & Scoring==
==Endgame & Scoring==


At the end:
Add up the numbers printed on the coins of all sold beer cards. Do the same for all sold bread cards.


Stack your sold cards (harvest, brewery, bakery) face-up, separated into beer and bread piles.
Apply any bonuses granted by upgrades.


Add up coin values for each. Apply any upgrade-based bonuses.
The lower of the two totals is the player's final score. The player with the highest of those scores wins.  
Capstone Games


Your final score is the lower of your two totals. The higher final score wins. Ties go to the player with the higher non-lower total; if still tied, whoever doesn’t have the windmill wins.
In case of a tie, the player with the higher score of their other commodity wins. If this does not break the tie, player who does not have the windmill wins.  


==Upgrades==
==Upgrades==


Upgrades enhance your game in various ways, such as:
Upgrades are a key part in enhancing your ability to produce beer and bread. Multiple copies of the same upgrade stack (add up), if applicable.


Increasing storage capacity.
"Collect" a resource means it must be taken from the field/river and put into storage. If all the resources of that type are gone from the field, you cannot collect any more. Any tokens that cannot be stored (due to capacity) must be offered to the other player.  


Improving resource collection (e.g., get from supply when fields are empty).
Types of Upgrades:


Enhancing cleaning or production, or offering flexible resource substitutions and scoring boosts.
* Increasing storage capacity.
Capstone Games
* Improving resource collection (e.g., get from supply when fields are empty).
 
* Enhancing cleaning or production
You can stack multiple upgrades in the same slot—all visible in columns.
* Flexible resource substitutions  
Capstone Games
* Scoring boosts.


==Quick Summary Table==
==Quick Summary Table==
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| Fields are seeded with many (fruitful year) or few (dry year) resources.
| Fields are seeded with many (fruitful year) or few (dry year) resources.
|-
|-
! Card Phase
! Card
|
|
* Fruitful year: Draw 5 cards from the deck
* Fruitful year: Draw 5 cards from the deck
* Dry year: Draw cards used for "Harvest and Store" to your hand. If less then five, draw from the deck up to 5.
* Dry year: Draw cards used for "Harvest and Store" to your hand. If less then five, draw from the deck up to 5.
|-
|-
! Action Phase
! Action
| Play cards to harvest, produce, upgrade, or swap (choose wisely!).
| Play cards to ''Harvest and Store'', ''Produce and Sell'', or ''Upgrade and Clean.'' On Fruitful years, hands are passed to the opponent after a play. On Dry years, you may swap a card with one in the exchange and play it.
|-
! Windmill Phase
| Discard, pass windmill, advance the year marker.
|-
|-
! Endgame
! Windmill
| Tabulate beer & bread scores; lower one = your final score. Winner wins
| First player token goes to the player with the fewest resources. Year marker advances.
|}
|}

Revision as of 03:05, 20 September 2025

Game Flow & Core Actions

1. Seeding Phase

Replenish fields (as indicated on the little signs in the field--green for Fruitful years, red for dry years):

Resource Color Tokens Replenished (Fruitful Year) Tokens Replenished (Dry year)
Wheat Yellow 7 5
Barley Brown 8 4
Rye Orange 6 4
Hops Green 6 4
Water Blue All All

2. Card Phase

Retrieve harvested cards from last round into your hand.

Draw until you have 5 cards.

Reveal 3 new exchange cards into shared spaces.

3. Action Phase

On your turn, play a card from your hand to make one of three actions:

  • Harvest & Store: Collect the resources shown at the top of the card. They
  • Brew/Bake: Spend the resources shown in the middle of the card (on the chalkboard) to gain the commodity pictured (either beer or bread) by playing it to your brewery or bakery. Then flip the card face-down—it's now sold. (You must have an open space unless upgrades let you hold more.)
  • Upgrade & Clean: Remove any face down cards from the brewery and/or bakery, then slide the card under your side of the board. You gain a bonus on that card.

In Dry years, you may swap a card in your hand with one in the Exchange card space and do any of the above actions. But you must play that card immediately.

4. Windmill Phase

The player with fewest resources gets the windmill (first player token). In a tie, the token goes to the person who did not hold it in the last round.

Advance the year marker. The game ends after year six.

Endgame & Scoring

Add up the numbers printed on the coins of all sold beer cards. Do the same for all sold bread cards.

Apply any bonuses granted by upgrades.

The lower of the two totals is the player's final score. The player with the highest of those scores wins.

In case of a tie, the player with the higher score of their other commodity wins. If this does not break the tie, player who does not have the windmill wins.

Upgrades

Upgrades are a key part in enhancing your ability to produce beer and bread. Multiple copies of the same upgrade stack (add up), if applicable.

"Collect" a resource means it must be taken from the field/river and put into storage. If all the resources of that type are gone from the field, you cannot collect any more. Any tokens that cannot be stored (due to capacity) must be offered to the other player.

Types of Upgrades:

  • Increasing storage capacity.
  • Improving resource collection (e.g., get from supply when fields are empty).
  • Enhancing cleaning or production
  • Flexible resource substitutions
  • Scoring boosts.

Quick Summary Table

Phase What Happens
Seeding Fields are seeded with many (fruitful year) or few (dry year) resources.
Card
  • Fruitful year: Draw 5 cards from the deck
  • Dry year: Draw cards used for "Harvest and Store" to your hand. If less then five, draw from the deck up to 5.
Action Play cards to Harvest and Store, Produce and Sell, or Upgrade and Clean. On Fruitful years, hands are passed to the opponent after a play. On Dry years, you may swap a card with one in the exchange and play it.
Windmill First player token goes to the player with the fewest resources. Year marker advances.