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Difference between revisions of "Gamehelpcrazyfarmers"

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** 3 players: 9/11/13 own parcels (Fast/Regular/Expert)
 
** 3 players: 9/11/13 own parcels (Fast/Regular/Expert)
 
** 4 players: 8/9/11 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)

Revision as of 13:06, 1 June 2020

Crazy Farmers Rules in a nutshell

Goal

The one with the largest field at the end of the game wins (23 common parcels for 2P Fast, 9 parcels each for 3/4P Fast)

Moves

  • 3 basic moves
  • 4 fences or more a the begining of the turn => +1 extra move
  • Moves mandatory but backward move is possible
  • 5 déplacements max

Take over

  • Surround parcels to add them to your field (The fence must connect to points of your field)
  • Take bonus cards in the banrs (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)