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Gamehelpcrazyfarmers: Difference between revisions
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In case of draw game, fallow lands are used for tie break (transparent parcels) | In case of draw game, fallow lands are used for tie break (transparent parcels) | ||
=== Bonus cards repartion === | |||
* 6x '''Nitro +1''' : 1 extra move | |||
* 3x '''Nitro +2''' : 2 extra moves | |||
* 2x '''Rut''' : The opponent looses 2 moves | |||
* 4x '''1 Hay bale''' : Block a path (8 Hay Bales max on the board) | |||
* 3x '''2 Hay bales''' : Block 2 paths (8 Hay Bales max on the board) | |||
* 4x '''Dynamite''' : Blow up a Hay bale | |||
* 3x '''High Voltage''' : Protect all fences until next turn | |||
* 2x '''Watchdog''' : Protect all parcels until next turn | |||
* 6x '''Helicopter''' : Moves the tractor to any point of the field (playable only without fences, forbid cutting fences until the end of the turn) | |||
* 3x '''Bribe''' : Takeover an opponents parcel on the border (no barn and other restrictions so that it remains discreet) |
Revision as of 15:49, 11 June 2020
Crazy Farmers Rules in a nutshell
Goal
The player with the largest field at the end of the game wins (23 common parcels for 2P in Fast mode, 9/8 parcels each for 3/4P in Fast mode)
Moves
- 3 moves per turn
- 4 fences or more a the beginning of the turn => +1 extra move
- Moves are mandatory but backward move is possible
- 5 moves max per turn
Take over
- Surround parcels to add them to your field (The fence must connect two points of your field)
- Take bonus cards in the barns (1 for a free barn, 2 for an opponent's barn)
Cut
- When you touch the fence of an opponent, it's cut and totally disappears
- The 2 fences behind your tractor are protected and cannot be crossed
- When you are cut, you cannot cut others or draw new fences before connecting back to your field.
Bonus
- You can play bonus cards during your turn
- 6 cards max in hand at the end of the turn
End of the game
- The game ends immediately when a given number of parcels is reached:
- 2 players: 23/27/31 common parcels (Fast/Regular/Expert)
- 3 players: 9/11/13 own parcels (Fast/Regular/Expert)
- 4 players: 8/9/11 own parcels (Fast/Regular/Expert)
The score is the number of parcels in the main field (non transparent parcels)
In case of draw game, fallow lands are used for tie break (transparent parcels)
Bonus cards repartion
- 6x Nitro +1 : 1 extra move
- 3x Nitro +2 : 2 extra moves
- 2x Rut : The opponent looses 2 moves
- 4x 1 Hay bale : Block a path (8 Hay Bales max on the board)
- 3x 2 Hay bales : Block 2 paths (8 Hay Bales max on the board)
- 4x Dynamite : Blow up a Hay bale
- 3x High Voltage : Protect all fences until next turn
- 2x Watchdog : Protect all parcels until next turn
- 6x Helicopter : Moves the tractor to any point of the field (playable only without fences, forbid cutting fences until the end of the turn)
- 3x Bribe : Takeover an opponents parcel on the border (no barn and other restrictions so that it remains discreet)