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Gamehelpbeerbread

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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.
  • 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 facedown 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 than 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.