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Gamehelpcrazyfarmers: Difference between revisions

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=== Goal ===
=== 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)
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 ===
=== Moves ===
* 3 basic moves
* 3 moves per turn
* 4 fences or more a the beginning of the turn => +1 extra move
* 4 fences or more a the beginning of the turn => +1 extra move
* Moves mandatory but backward move is possible  
* Moves are mandatory but backward move is possible
* 5 moves max
* 5 moves max per turn


=== Take over ===
=== Take over ===
* Surround parcels to add them to your field (The fence must connect to points of your field)
* 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)
* Take bonus cards in the barns (1 for a free barn, 2 for an opponent's barn)


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=== End of the game ===
=== End of the game ===
* The game ends immediately when a given number of parcels is reached
* The game ends immediately when a given number of parcels is reached:
** 2 players: 23/27/31 common parcels  (Fast/Regular/Expert)
** 2 players: 23/27/31 common parcels  (Fast/Regular/Expert)
** 3 players: 9/11/13 own parcels (Fast/Regular/Expert)
** 3 players: 9/11/13 own parcels (Fast/Regular/Expert)
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The score is the number of parcels in the main field (non transparent parcels)
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)
In case of draw game, fallow lands are used for tie break (transparent parcels)

Revision as of 11:21, 4 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)