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2-4 players, 90-120 minutes, 12 years and older |
Authors | Andreas Odendahl (ode.) Michael Keller |
Illustrator | Harald Lieske |
Published by | Stronghold Games Spielworxx |
Online since | 2020-02-29 |
Developed by | Ezra McNichols (storm1850) |
Boardgamegeek | 146886 |
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here! |
Note: This online implementation uses slightly changed rules! |
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If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.
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→ detailed version only
→ both summary and detailed version
→ Original Rules (pdf)
→ Farm Card Glossary (pdf)
On Yucata the following deviations from the rules apply:
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In the German rules it states you buy all your extra deliveries up front. In the English rules it doesn't indicate this. The designer has indicated he prefers not to require this.
On Yucata it is more permissive - you buy each delivery as you use it, and thus can use rewards from one delivery to pay for the next.
Note however that you cannot add to the number of possible extra deliveries by buying a farm extension during this step.
You would have to play that card at the latest during the preceding regular deliveries step.
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In the rules it limits the player markers to 25. According to the designer, this was only done as a 'what happens if they run out'. On Yucata no such restriction is enforced.
Contents
1.0 Introduction
2.0 Components and important Terms
3.0 Aim of the Game
4.0 Prepare for Play
5.0 Sequence of Play
6.0 Farm Phase
7.0 Revenue Phase
8.0 Transportation Phase
9.0 Scoring Phase
10.0 End of the Game
In La Granja, 1-4 players control small farms by the
Alpich pond near the village of Esporles on the
island of Majorca.
During the course of the game, players develop
their farms and deliver goods to the village as they
vie to earn the title of La Granja for their country
estate. Timing is critical!
La Granja is a fascinating game that requires careful
planning. Successful players must learn to cope
with the vagaries of the dice and cards.
Each copy of La Granja contains:
- 1 game board
- 4 player tableaus
- 66 farm cards
- 9 revenue dice
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100 player markers (wooden octahedrons;
25 each in the 4 player colors)
-
4 wooden discs
(1 each in the 4 player colors)
- 16 donkey markers (4 markers each per player)
- 38 silver “coins” (values 1 and 3)
- 66 victory point markers (values 1, 3, 5, 10)
- 4 game order markers (with numbers 1 to 4)
- 24 roof markers
- 24 craft markers
- 3 building order markers (with numbers 1 to 3)
- 4 play caids
- 2 rules booklets (English and German)
- 2 glossaries (English and German)
2.1 The Game Board
The main game board consists of the market, the six craft buildings with
their associated bonus tokens, the revenue spaces, the siesta track,
and spaces for the roof tiles of the current and future rounds.
The center of La Granja’s game board depicts
Esporles’ market place. It consists of hexagonal
market spaces, where each space has a number
(value) between 2 and 6. Market spaces featuring
an “X” cannot be entered in a 2- or 3-player game
(see 4.0).
Six craft buildings are located at the edge of the
market. Four different rows of symbols (one per
player) are assigned to each craft building. Each
player may deliver farm goods or trade commodities
to each craft building as denoted by the symbols.
Craft markers are stacked on their respective
spaces next to the symbol rows.
Revenue spaces are located on the left side of the
game board (with dice depicting values from 1 to 6).
Spaces for the roof markers are located at the bottom
left of the board. The markers for rounds 2
through 6 are stacked in round order as denoted
on the board. The roof markers for the current round
are displayed individually above these stacks.
The siesta track is located on the right side of the
game board. It shows how “rested” players are in
a given round, and is used to determine turn order.
2.2 The Farm Cards
La Granja contains 66 farm cards. During the game, players play cards
from their hand under one of the four sides of their farm so that only one side is visible.
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Left: Fields
-
Top: Market Barrow
-
Right: Farm Extension
-
Bottom: Helper with special abilities
La Granja contains 66 farm cards. During the game,
players draw cards into their hands and then play
them by tucking them under one of the four sides
of their farm.
After playing a card, only the side chosen by the
player is “Active” and influences the game. The
information on the other three sides of the card is
irrelevant for the rest of the game.
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A card played to the left of the farm is a field. A
specific harvest good grows on a field – either
olives, grain, or grapes.
-
A card played to one of the
three notches at the top of
the farm is a market barrow.
-
A card played to the right of the farm is a
farm
extension
.
-
A card played to one of the three notches
at
the bottom
of the farm is a helper with special
abilities.
2.3 The Revenue Dice
There are nine dice in the game, modified base on player count.
There are nine dice in
the game. Depending
on the number of players,
a certain number of
dice is used and assigned
to the revenue spaces
of the game board.
2.4 The Player Boards
The image below depicts the player's board:
Please note: The player board initially only has room for two pigs (all other spaces have unlimited capacity).
Farm cards may be placed at the appropriate spots
on the four sides of the farm; their usage varies
according to their location on the farm. At most
three cards may be placed at the top and bottom of
the farm.
Each player has a player board which represents
his farm. On his farm are six spaces for acquired
craft markers, several dens (for harvest goods and
upgraded goods), costs for upgrades, purchase
and selling prices for resources, a central space for
trade commodities, a pig stall with two spaces, a
table denoting the 9 farm goods and the costs for
farm extensions (which increases with each extension),
a farm house with five spaces for purchased
roof markers, a space for played donkey markers,
and spaces for the two revenue dice the player will
choose each round.
Attention: While the space for trade commodities
and dens for harvest goods and upgraded goods
may hold any number of player markers, the pig
stall only has room for a maximum of two pigs
(hence two octagonal spaces).
Farm cards may be placed at the appropriate spots
on the four sides of the farm; their usage varies
according to their location on the farm. At most
three cards may be placed at the top and bottom of
the farm – one card in each “notch”. Cards placed to
the left and right are partially tucked underneath
cards that have already been played so that only the
appropriate side of the card is showing. There is no
limit to the number of cards in these two locations.
2.5 The Game Markers
2.5.1 Silver “Coins”
Silver is the currency in La Granja. The game
contains “coins” with a value of 1 and 3, which can be exchanged
at any time.
Silver is the currency in La Granja. The game
contains “coins” with a value of 1 and 3. A player
may change three “1” coins against a single “3”
coin from the “bank” (or vice versa) during the
game. If the rules booklet mentions “1 silver” it
means one silver coin of value 1.
2.5.2 Victory Point Markers
There are markers with value 1, 3, 5, and 10 victory points.
When earned, victory points markers
are taken immediately. The players may keep the
number of their victory points secret.
When a player has earned victory points, he
immediately takes that number of victory point
markers from the pool. There are markers with
value 1, 3, 5, and 10 victory points. A player may
“take change” for their markers at any time
(e.g., taking a single marker of value 3 for three
markers of value 1). The players may keep the
number of their victory points secret. If the rules
booklet mentions “1 victory point”, it means one
victory point marker of value 1.
2.5.3 Craft Markers
Each craft building in the village has its own
specific craft marker. The lightning side
of the marker shows its "instant effect".
Each craft building in the village has its own
specific craft marker. Each player may get
one marker at each craft building. The front side
of the marker shows its “instant function”, see 8.3.1.
2.5.4 Roof Markers
Roof markers can be bought each round and provide one-time bonuses and (from the second roof tile onward) points.
Each player may purchase one roof marker per round.
A roof marker provides its owner a one-time bonus.
Players earn victory points for roof markers as shown
on the player board immediately upon purchase
(starting with the second roof marker).
2.5.5 Donkey Markers
Each player selects a donkey marker each round. Donkey markers provide
the indicated siesta movement (hats) and deliveries (donkeys).
Each player has an identical set of four donkey
markers. Players select a donkey marker each round.
The marker shows the number of deliveries
(depicted by donkeys) and sometimes the number
of steps a player advances on the siesta track of
the game board (depicted by hats).
2.5.6 Building Order Markers
There are 3 building order markers to block 3 craft buildings initially.
La Granja contains three building order markers.
They are placed on three of the six craft buildings
in the village at the start of the game and initially
bar access to these craft buildings.
2.5.7 Turn Order Markers
These markers record the player order.
These markers record the player order.
2.6 Player Aids
The player aids summarize the sequence of a
game round and the ways
players may obtain victory points.
The player aids summarize the sequence of a
game round. The opposite side lists the ways
players may obtain victory points.
2.7 The Wooden Components
2.7.1 Player Markers
Each player receives 25
player markers in his
color, which represent a variety of different things.
On Yucata, the markers are not limited.
Each player receives 25
player markers in his
color. They represent
various items a player
owns or have used
depending on where
they are located on the
farm or the game board.
Example: If a player marker is on the trade
commodity space, it is a trade commodity; if it is
on an olive field, it is an olive; if it is on the village
market, it is a market stand, etc.
The 25 markers are the maximum a player can have!
If a player has all 25 markers in use (this rarely
happens!), he may remove any one marker from
his farm or the game board to use as part of his
current action.
The player discs start at the "0" space on the siesta track and may be moved up during the round.
The player discs are placed on the “0” space on
the siesta track on the game board. Player discs
may be advanced during a game round.
2.8 Explanation of Terms
Special Terms:
Harvest goods: olives, grain, and grapes. They are placed
in fields and dens and may be upgraded.
Resources: Olives, grain, grapes and pigs.
They may be bought, sold, or upgraded.
Upgrade (upgraded goods): Grapes are upgraded
to wine, pigs to cured meat, and olives and grain
are upgraded to food. An upgrade may cost silver.
Revenue: A player gets revenue via a die and can be
one or more resources, silver, a delivery,
one or two free upgrades, one or two steps on the
siesta track, and the drawing or playing of a card.
Color Labeling: The four phases of a game turn:
III Transportation Phase – grey
Trade commodity: Trade commodities may be
returned for resources and actions.
Farm: A player´s tableau (plus attached farm
cards).
Farm goods:
- silver
- victory points
- harvest goods (olive, grain, grape)
- upgraded goods (food, wine, cured meat)
- pigs
At the top right corner of a player´s farm there is
an overview of the costs for farm extensions and
all available farm goods.
Delivery: A donkey symbol represents one
delivery, defined as moving one good
from a field or den (and sometimes a card) to
either a craft building in the village or to a market
barrow.
The following terms have a special meaning in La Granja:
Harvest goods: There are three kinds of harvest
goods - olives, grain, and grapes. They are placed
in fields and dens and may be upgraded. All harvest
goods taken by a player that were not grown in his
fields must be placed in the appropriate dens.
Resources: Olives, grain, grapes and pigs (the
traditional porc negre) are the resources in the
game. They may be bought, sold, or upgraded.
Upgrade (upgraded goods): Grapes are upgraded
to wine, pigs to cured meat, and olives and grain
are upgraded to food. An upgrade may cost silver.
Revenue: A player gets revenue via a die. Revenue
may be one or more resources, silver, a delivery,
one or two free upgrades, one or two steps on the
siesta track, and the drawing or playing of a card.
Color Labeling: The four phases of a game turn
and its various steps are labeled by color.
III Transportation Phase – grey
Trade commodity: Trade commodities may be
returned for resources and actions.
Farm: A player´s tableau (plus attached farm
cards) represent his farm.
Farm goods: An overriding term that includes
the following:
- silver
- victory points
- harvest goods (olive, grain, grape)
- upgraded goods (food, wine, cured meat)
- pigs
At the top right corner of a player´s farm there is
an overview of the costs for farm extensions and
all available farm goods.
Delivery: A donkey symbol represents one
delivery. A delivery is defined as moving one good
from a field or den (and sometimes a card) to
either a craft building in the village or to a market
barrow on the player´s farm.
Over the course of six game rounds, players will
expand their farm and deliver goods to the village
of Esporles, earning them victory points. These are earned
from completed craft buildings and market barrows.
The player who has earned the most victory points
by the end of the game is the winner and earns
the title of La Granja for their estate!
Over the course of six game rounds, players will
expand their farm and deliver goods to the village
of Esporles, earning them victory points.
Players have two options to earn victory points in
the village:
-
When a player has fully supplied a craft building,
he receives victory points and a craft
marker which grants a bonus for the remainder
of the game.
-
When a player has fully supplied a market
barrow on his farm (i.e. the farm cards at the
top of his farm), he receives victory points
and a trade commodity.
It is important to observe the actions of the other
players, to manipulate turn order, and to adjust for
the vagaries of the dice and the cards during the
course of the game.
The player who has earned the most victory points
by the end of the game is the winner and earns
the title of La Granja for their estate!
1. Personal Setup:
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Each player takes their board, tokens, donkey markers,
1 point, 1 silver, and 1 trade commodity.
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Shuffle the deck and deal each player 4 cards.
2. Main Board Setup:
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Set out the roof tiles for this and future rounds.
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Set out the craft markers and initial victory point tokens by their respective
buildings. Roll a die 3 times and place the building order markers
and points as indicated.
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Select dice equal to 2n + 1, where n is the number of players.
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Determine turn order. Each player takes their initial market spot
and place on the Siesta track.
Place the game board in the center of the table.
Each player receives a player board (farm), 25 player
markers of their color, and one set of donkey
markers (four markers containing one, two, three,
and four donkey symbols).
The farm of a player at the start of the game
Each player receives one victory point and 1 silver,
placing them next to their farm. Each player also
places a player marker on the trade commodity
space on their farm. The remainder of the player
markers makes up their pool.
One player shuffles all 66 farm cards and deals
each player four concealed cards. The other cards
are placed face down on the table forming the
draw deck.
Attention: If and when the last card is drawn from
the draw deck, all discarded cards are shuffled
together to create a new draw deck.
One player sorts the roof markers by their game
round number and stacks them face down. If there
are less than four players, randomly remove roof
markers from each stack until the number of roof
markers left is equal to the number of players. Place
the stacks on the game board in the corresponding
space denoted on the board (organized by game
round number). The roof markers for round 1 are
placed face up above them in the provided spaces.
Place the craft markers on the board in the space
designated for them near their respective craft
buildings on the game board. Place 1 victory point on
each of the light gray spaces adjacent to the craft
buildings (the ones with the four spaces for player
markers).
Roll a die. Place building order marker 1 and a victory
point on this craft building. Roll the die two more
times, placing building order markers 2 and 3 respectively.
Place a victory point with each marker. Re-roll
as necessary if the building already has a building
order marker. NOTE: Building order numbers should
be placed in the center of the symbol rows.
Randomly determine the start player. He receives
turn order marker 1. In clockwise order from the
start player, each player takes the next turn order
marker. Return any unused markers to the game
box.
Select dice depending upon the number of players.
The number of dice used is equal to two multiplied
by the number of players plus one.
2 players |
5 dice |
3 players |
7 dice |
4 players |
9 dice |
In turn order, each player places one of his player
markers on a central market space (with values of
2, 3, 4, and 5) on the game board. The first player
places his marker on the market space with a
value of 2; the remaining players follow in ascending
order. In a 3-player game, spaces 2, 3, 4 are
occupied; in a 2-player game spaces 2 and 3 are
occupied.
No access in 2- and 3-player games.
In reverse turn order, each player places his siesta
disc on the space at the bottom of the siesta track.
They should be stacked – the disc of the starting
player should be on top.
Victory points and silver are placed nearby and
form the pool.
Attention: In
2- and 3-player
games most of
the outer market
spaces may
not be entered.
These spaces
have an “X” in
their center.
La Granja is played over six game rounds. One game
round consists of four phases:
La Granja is played over six game rounds. One game
round consists of four phases:
Attention: La Granja does not contain a game
round track. Players may use the backs of the roof
markers and the empty roof marker spaces to
determine the current game round.
5.1 Anytime Actions
La Granja is a very flexible game – most of the
time only the active player may perform various
actions in the order of his choosing.
La Granja is a very flexible game – most of the
time only the active player may perform various
actions in the order of his choosing. This is
especially important for certain actions that may
be conducted anytime during the game independent
of the phase of a game round. These actions
include returning trade commodities, buying and
selling resources, and upgrading resources.
5.1.1 Using Trade Commodities
A player may return a trade commodity to his pool
to conduct one of the following actions:
-
Take 4 silver
-
Take two different harvest goods
-
Draw one card or play one card
-
Take one pig
-
Upgrade two resources free of charge
The player owns one trade commodity.
From time to time during the game a player receives
trade commodities (most of the time via completed
market barrows). Each trade commodity is represented
by a player marker on the central space of the
farm.
A player may return a trade commodity to his pool
to conduct one of the following actions:
-
Take 4 silver
The player takes 4 silver from the pool.
-
Take two different harvest goods
The player takes two different harvest goods
and places two of his player markers on the
corresponding dens of his farm.
-
Draw one card or play one card
The player either tucks one of his cards from
his hand under his farm (taking the costs for
farm extensions into account, see 6.0) or he
draws the top card from the draw deck to his
hand.
-
Take one pig
The player takes one pig and places one of his
player markers on a pig stall space.
-
Upgrade two resources free of charge
The player may upgrade any two of his resources
free of charge and transfer them from their dens
or fields into the respective dens for upgraded
goods. To do so, he moves a marker from a den
or field in the direction of the arrow into the
corresponding den of the upgraded good. The
costs shown on the arrow are not paid.
Alternatively, the player may transport trade
commodities to one of the craft buildings of the
village in the transportation phase, see 8.3.1.
5.1.2 Buying and Selling of Resources
When a player buys resources, he places one player
marker per purchased resource in the respective
den or stall.
When he sells resources, he removes the respective
player markers from his dens or stalls. Harvest
goods cannot be sold from fields!
Exception: Card 35 Agricultural Worker.
Attention: Upgraded goods may not be directly
bought or sold. A player may buy an upgraded good
indirectly by purchasing a resource at its purchase
price and then spending silver to upgrade it.
Purchasing olives or grain costs 3 silver.
Selling these two resources earns the
player 1 silver each.
When a player buys resources, he places one player
marker per purchased resource in the respective
den or stall.
When he sells resources, he removes the respective
player markers from his dens or stalls. Harvest
goods cannot be sold from fields!
Exception: Card 35 Agricultural Worker.
Attention: Upgraded goods may not be directly
bought or sold. A player may buy an upgraded good
indirectly by purchasing a resource at its purchase
price and then spending silver to upgrade it.
5.1.3 Upgrading Resources
A player may upgrade harvest goods and pigs –
henceforth they are upgraded goods. To do so, the
player marker is moved from its resource space to its
space as upgraded good.
The costs for upgrades are listed on the farm between
the dens and fields of the harvest goods and
the pig stall and the dens for upgraded goods.
Upgrading the grape from the field or from the den into wine costs 3 silver each.
The corresponding player marker is moved to the wine den.
A player may upgrade harvest goods and pigs –
henceforth they are upgraded goods. To do so, the
player marker is moved from its resource space to its
space as upgraded good.
The costs for upgrades are listed on the farm between
the dens and fields of the harvest goods and
the pig stall and the dens for upgraded goods.
5.1.4 Harvest Goods on Fields
Harvest goods are never moved between a field
and a den. They remain on the fields until one of
the following occurs:
-
Upgraded
-
Used as payment for the cost of a farm extension
-
Used as a delivery
Harvest goods are never moved between a field
and a den. They remain on the fields until one of
the following occurs:
The farm phase consists of four steps.
1. Play a farm card and draw new card(s)
Each player may play one
card and draw one or more
new cards at the end of this
step.
Exception: In the first round all players play two cards!
Players should place their cards on their farm
according to how they wish to use them:
-
Field: A card placed on the left side of the farm becomes
a field. Later, a harvest good will be produced on each
empty field.
-
Market Barrow: A card placed in one of the three slots on the
top of the farm becomes a market barrow. Specific goods are displayed that
must be delivered. When fully supplied, it earns the player a trade commodity and victory points.
-
Farm Extension: A card placed on the right side of the farm becomes
a farm extension with various benefits.
-
Helper: A card placed in one of the three slots at the
bottom of the farm becomes a special helper that gives the player special abilities.
Helpers are color coded to show in which phase(s) they can be used.
Some helpers can only be used once per round. Usage is shown by putting a marker
on the helper which will be removed again at the end of the round.
Market barrows, helpers, and field are always free. You are limited
to three helpers and three market barrows at a time.
Playing a card as a farm extension is not free. Each farm extension card
played on the farm costs one more unique farm good than the previous one.
Cards may be used immediately after placing them at your farm
If a player uses a card, this card has to be utilized completely,
before any other card may be used.
At the end of this step, each player draws to their hand limit (initially 3, modified by farm extensions and helpers).
The farm phase consists of four steps. One step is
always conducted completely by all players before
the next step is started. After players are comfortable
with the game, the first three steps of the
farm phase may be conducted simultaneously.
Otherwise, the farm phase is played in game turn
order.
1. Play a farm card and draw new card(s)
Each player may play one
card and draw one or more
new cards at the end of this
step.
Exception: In the first round all players play two cards!
Players should place their cards on their farm
according to how they wish to use them:
-
Field: A card placed on the left side of the farm becomes
a field. A harvest good will be produced on an
empty field – either olives, grain, or grapes (see
step 3 of the farm phase). Tuck a card played as
a field underneath the left side of the player’s
farm board so that only the left side of the card
is displayed. A player may have any number of
fields. A field always enters the game “empty”
(i.e. without a harvest good)!
-
Market Barrow: A card placed in one of the three slots on the
top of the farm becomes a market barrow. Tuck
the card underneath the top of the player’s farm
board so only the information at the top of the
card remains visible. Specific goods are displayed
by their corresponding symbols. These goods
must be delivered to the barrow by the player.
When the market barrow has been fully supplied,
it is sent to the village market and earns
the player a trade commodity and victory points
according to line 2 below the symbols (see 8.0).
-
Farm Extension: A card placed on the right side of the farm becomes
a farm extension. Tuck a card played as a
farm extension underneath the right side of the
player’s farm board so that only the right side of
the card is displayed. A farm extension offers
various benefits.
-
Helper: A card placed in one of the three slots at the
bottom of the farm becomes a special helper
that gives the player special abilities. Tuck the
card underneath the bottom of the player’s
farm board so only the information at the top of
the card remains visible!
The helpers and their
functions are listed in detail in the
→ Glossary (pdf)
The color(s) of some card titles show in
which phase or phases they may be used. Card titles
without color(s) may be used anytime during the
owner´s player turn.
Some cards may be used only once (1x) per game turn. To
denote this, a player marker is put onto the card after
usage. At the end of the game turn all markers are
removed from cards to show that they may be used again.
Playing a card as a market barrow, helper, or field
is always free. If a player already has three market
barrows (or three helpers) on his farm and would
like to play another one, he must discard an existing
one to make room for the new market barrow (or
helper).
Playing a card as a farm extension requires the
appropriate payment. Farm extensions are paid
for with farm goods. Each farm extension card
played on the farm costs one more unique farm
good than the previous one. The cost of the first
farm extension is one farm good, the second is
two farm goods, the third is three unique goods, etc.
Farm extension costs and an overview of all farm goods.
Note: Starting with the second farm extension card,
unique farm goods must be used as payment.
Players can find an overview of the farm goods and
farm extension costs in the top right corner of their
farm.
This player has a hand limit of 4 cards.
Cards may be used immediately after placing them at your farm
If a player uses a card, this card has to be utilized completely,
before any other card may be used.
At the end of this step, each player draws cards
until his hand limit is reached. Each player starts
the game with a hand limit of three cards. This is
indicated on the player´s farm.
Each farm extension a player owns and a few
helpers increase the hand limit.
Attention: The hand limit is only in effect at this
time; during the rest of the round a player may
have more cards in his hand than his hand limit
allows. If a player must discard surplus cards, he
may choose which of his cards to discard in order
to get back to his hand limit.
2. Take income
Each player takes his income. At the start of the game no
player has any regular income.
Blue craft markers at a farm and farm extensions with a blue
part produce income for a player, in the form of silver, harvest goods, pigs, or trade commodities.
Each player takes his income
from the pool.
At the start of the game no
player has any regular income.
Blue craft markers at a farm (three of
them, see 8.3.1) and farm extensions with a blue
part produce income for a player. Income may
be silver, harvest goods, pigs, or trade commodities.
3. Growth on fields and pig offspring
One harvest good is placed on each empty field of
a player. He takes one of his player markers and
places it on the field.
If a player has at least two pigs and space for a third,
he gets one pig as offspring.
Each player receives new
harvest goods on fields and
offspring for his pigs.
One harvest good is placed on each empty field of
a player. He takes one of his player markers and
places it on the field.
If a player has at least two pigs, he gets one pig as
offspring.
Note: To receive this additional pig, a player must
have the necessary space in his den(s). If he does
not have the space, he does not get offspring (a
player may not sell the newborn pig immediately!).
The farm has space for two pigs, the appropriate
farm extensions have space for one pig each. Even
with several pigs a player only gets one pig as
offspring.
4. Purchase roof markers
Each player may purchase
one roof marker from the
current round in turn order.
They cost silver equal to the current round
and award points as indicated in the space filled.
Attention: In the first round, players purchase
roof makers in reverse turn order!
Each roof marker provides a special one-time
benefit, which may be used at the player’s discretion
during one of his turns and then turned face down.
Each player may purchase
one roof marker from the
current round in turn order.
Attention: In the first round, players purchase
roof makers in reverse turn order!
A roof marker depicts its costs in silver. Note: The
price corresponds to the current round,
starting at 1 silver in round 1 and increasing to 6 silver
by the sixth and final round.
Purchased roof markers are placed on the leftmost
empty roof marker space on the player’s farm (this
space may not correspond to the current game
round!). When a player covers up a roof marker
space with victory points printed on it, he immediately
receives those victory points.
Each roof marker provides a special one-time
benefit, which may be used at the player’s discretion
during one of his turns. All roof markers are
colored according to the phase(s) they may be
used. After they have been used they are turned
face down.
Note: Each player may buy one roof marker per round.
Since a farm only has five roof marker spaces, a player
may buy a maximum of five roof markers (see farm
card Storage Builder for the lone exception).
A purchased roof marker may not be discarded.
Roof markers have the following functions:
Take one olive (take one grape)
The player takes one olive/grape
and places his player marker in the
corresponding den on his farm.
Take one grain or one olive
The player takes one olive/grape
and places his player marker in the
corresponding den on his farm.
Take any harvest good
The player takes any harvest good (olive,
grain, grape) and places his player marker in
the corresponding den on his farm.
Take two different harvest goods
The player takes two different harvest
goods and places two of his player markers
in the corresponding dens on his farm.
Take one pig
The player takes one pig and places his
player marker in one of his pig dens. If the
player has no empty space for the pig, he
has to sell it immediately.
Upgrade one resource free of charge
The player may upgrade any one of his
resources free of charge and move it from
its field or den to the corresponding den
for upgraded goods.
Carry out one delivery
The player may carry out one delivery (see 8.3).
Play one card or draw one card
The player plays one of his cards from his
hand to his farm (keeping the cost for farm
extensions in mind, see 6.0!) or draws the
top card from the draw deck into his hand.
Receive 1 victory point
The player receives 1 victory point from the pool.
Receive 2 silver
The player receives 2 silver from the pool.
Flip over one roof marker
The player flips a used roof marker so it is
face up, making it available to be used a
second time.
Advance one or two steps on the siesta track
The player may advance
one or two steps on the siesta
track (see 8.2). He advances
his marker disc accordingly
by one or two spaces on the track.
7.1 Take Revenue Dice
The start player takes the dice,
rolls them, and places
them to the left of the corresponding
revenue spaces.
In turn order, each player takes a die, places it on his farm, and
performs the respective action. When
each player has done so, each player, in turn
order, takes a second die, places it on his farm and performs the respective action.
All players then conduct the action of the final die in turn
order.
The start player takes a
number of dice according to
the number of players (see 4.0),
rolls them, and places
them to the left of the corresponding
revenue spaces.
In turn order, each player takes a die and
places it on the left die space of his farm and
performs the respective action. When
each player has done so, each player, in turn
order, takes a second die, places it on the right die space
of his farm and performs the respective action.
One die should be left next to a revenue space. All
players now conduct the action of that die in turn
order.
7.2 The Revenue Spaces
Die number 1: Take one pig
Die number 2:
Play a card, draw a card
or take a harvest good
Die number 3: Take two different harvest goods
Die number 4: Take 4 silver
Die number 5:
Upgrade two resources
free of charge, upgrade one resource free
of charge and advance one step on the
siesta track, or advance two steps on the
siesta track
Die number 6: Carry out one delivery or take 2 silver
Die number 1: Take one pig
The player takes one pig and places one
of his markers on a pig den space. If a
player does not have an empty pig den
space, he has to immediately sell the pig.
Die number 2:
Play a card, draw a card
or take a harvest good
The player may choose between the following
options:
-
He tucks one of his cards from his hand
under his farm (taking into account the
costs for farm extensions!) or he draws
the top card from the draw deck and
adds it to his hand.
-
He takes any harvest good (olive, grain,
grape) and places one of his player
markers on the respective den of his farm.
Die number 3: Take two different harvest goods
The player takes two different harvest
goods and places two of his player markers
on the respective dens of his farm.
Die number 4: Take 4 silver
The player takes 4 silver from the pool.
Die number 5:
Upgrade two resources
free of charge, upgrade one resource free
of charge and advance one step on the
siesta track, or advance two steps on the
siesta track
The player may choose between the following
options:
-
He may upgrade any two of his resources
free of charge and move them
from their respective fields or
dens to their new dens for
upgraded goods.
-
He may upgrade any one
of his resources free
of charge and move it
from its respective field
or den to its den for upgraded
goods. In addition
he may advance one step on
the siesta track.
-
He may advance two steps on
the siesta track.
Die number 6: Carry out one delivery or take 2 silver
The player either carries out one delivery
(see 8.3) or takes 2 silver from the pool.
8.0 TRANSPORTATION PHASE III
The transportation phase consists of four steps.
The transportation phase consists of four steps.
Step 1 is conducted simultaneously; the remaining
steps are conducted in turn order. Each step must
be fully completed before the next step is started.
8.1 Choose Donkey Marker
Each player secretly chooses one of his available donkey markers, then all reveal.
In rounds 1-3, a used donkey marker becomes unavailable until the start of round 4.
In rounds 4-6, a used donkey marker is unavailable for the rest of the game.
Each player secretly chooses
one of his available donkey
markers and places it face
down in front of him. In the
first round, the players have
all four donkey markers available.
In the second round, the previously chosen
marker is unavailable; in the third turn the donkey
markers selected in turns 1 and 2 are unavailable.
At the start of the transportation phase in the
fourth round, all donkey markers reset and
are returned to the players, allowing them
to once again choose from all four donkey
markers. Afterwards, game rounds 5 and
6 are handled like rounds 2 and 3.
When all players have chosen a
donkey marker, all players turn
their donkey markers over
simultaneously.
8.2 Advancing on the Siesta Track
In turn order, players advance on the siesta track
according to their chosen donkey marker, stacking if necessary.
The new turn order is determined based on the siesta track and
the turn order markers change accordingly.
The new turn
order takes effect immediately. Leave the discs
where they are on the siesta track.
The player advances two steps on the siesta track.
In turn order, players advance on the siesta track
according to their chosen
donkey marker (0, 1, 2, or 3
steps). If a player ends on a
space occupied by another
player, he stacks his disc on
top of any disc(s) already
there.
Note: One of the craft markers increases the
number of steps a player moves on the siesta
track (see 8.3.1).
A player may not advance beyond the topmost
space of the siesta track. The new turn order is
determined - the player who has advanced
furthest on the siesta track is the new start player
and takes turn order marker 1. The player who is
second receives turn order marker 2, etc. If two or
more players occupy the same space on the track,
the player whose disc is on top gets the turn
marker with the lower number.
The new turn
order takes effect immediately. Leave the discs
where they are on the siesta track.
8.3 Carry out Deliveries
Players now carry out their
deliveries using the new
turn order.
Each player will carry out
all of his deliveries before
the next player makes his deliveries.
A delivery is defined as moving one farm
good from a field or den (and sometimes a card)
to either a craft building in the village or to a
market barrow on the player´s farm.
Players now carry out their
deliveries using the new
turn order.
Each donkey symbol on a
donkey marker represents
one delivery.
The number of donkey symbols on a marker is the
maximum number of deliveries a player may carry
out.
Note: One of the craft markers
increases the number of
deliveries a player may make
(see 8.3.1).
Each player will carry out
all of his deliveries before
the next player makes his deliveries.
A delivery is defined as moving one farm
good from a field or den (and sometimes a card)
to either a craft building in the village or to a
market barrow on the player´s farm. A player
continues making deliveries until he has used as
many of his deliveries as desired.
When a player has carried out all his deliveries, he
places his donkey marker face down in the top left
corner of his farm. This marker is no longer available
until the donkey markers reset (see 8.1).
8.3.1 Deliveries to craft buildings
Each player may carry out deliveries to all six craft
buildings. However, at the start of the game, three
of the six buildings are “blocked”. Players may not
make deliveries to blocked buildings.
Each craft building has a symbol row for each
player.
To carry out a delivery, the player takes the farm
good or the trade commodity from his
farm and places one of his player markers on the
symbol in “his” row at the craft building.
Deliveries may be in a different order than depicted and may be
spread out over as many rounds as necessary.
When a player has fully supplied a craft building
he immediately transfers one of these
markers to one of the spaces at the building
highlighted in light-gray. The player may no longer
make deliveries to this craft building. The first player
to fully supply a craft building takes the victory point from the gray
spot.
The player also takes the associated craft
markers from the building
and places it, front side (the side with the lightning symbol)
up, on his farm and
receives a number of victory
points according to the
current game round.
The player may immediately use the function of
the front side of the marker once! Note: The front
side of the markers has a lighning symbol, the back side
has an ∞ symbol. Craft markers are flipped
to their back side at the end of the current round.
Four of the six markers allow the owner to use the
craft marker´s function once in its respective phase
starting with the next game round. The color of
the marker corresponds with the color of the
phase(s) in which the marker may be used:
-
Blue: These markers provide increased income.
-
Gray/Green: These markers may be used in the
Revenue or Transportation Phase.
-
Gray: These markers provide a bonus function
the Transportation Phase.
Each player may carry out deliveries to all six craft
buildings. However, at the start of the game, three
of the six buildings are “blocked” and have a
marker to denote this (see 8.3.2). Players may not
make deliveries to blocked buildings.
Each craft building has a symbol row for each
player. Symbol rows are separated by lines. A
player chooses an empty row when he carries out
his first delivery. He is now assigned to that row.
The symbols show which farm goods must be
delivered to a craft building.
A player may deliver farm goods to various craft
buildings in one transportation phase.
To carry out a delivery, the player takes the farm
good in question or the trade commodity from his
farm and places one of his player markers on the
symbol in “his” row at the craft building. Farm
goods may be delivered in any order to a craft
building; a player does not have to deliver goods in
the order shown in his row. Deliveries to craft
buildings may be spread out over as many rounds
as necessary.
The player delivers one wine to the merchant house.
When a player has fully supplied a craft building
(i.e. his player markers occupy each space in his
row), he immediately transfers one of these
markers to one of the spaces at the building
highlighted in light-gray. The player may no longer
make deliveries to this craft building. His remaining
player markers are returned to his pool. If the player
is the first one to fully supply a craft building, he
immediately takes the victory point from the gray
spot.
The player also takes one of the craft
markers from the building
and places it, front side (the side with the lightning symbol)
up, on the corresponding
space of his farm and
receives a number of victory
points according to the
current game round. Each
player keeps his craft markers
until the end of the game.
The player may immediately use the function of
the front side of the marker once! Note: The front
side of the markers has a lighning symbol, the back side
has an ∞ symbol. Craft markers are flipped
to their back side at the end of the current round.
Four of the six markers allow the owner to use the
craft marker´s function once in its respective phase
starting with the next game round. The color of
the marker corresponds with the color of the
phase(s) in which the marker may be used:
-
Blue: These markers provide increased income.
-
Gray/Green: These markers may be used in the
Revenue or Transportation Phase.
-
Gray: These markers provide a bonus function
the Transportation Phase.
These four craft markers have the following effects:
Merchant House
The merchant house provides the player
3 additional silver in step 3 of the farm
phase.
When the marker is taken, the
player immediately takes 3 silver.
Deli
The deli earns the player one trade commodity
in step 3 of the farm phase.
When
the marker is taken, the player immediately
takes one trade commodity.
Wainwright
The wainwright allows the player an additional
step on the siesta track in step 2 of
the transportation phase and an additional
free delivery in step 3 of the transportation
phase (but not in step 4 – extra deliveries!).
When the marker is taken, the player immediately
carries out a free delivery and takes victory points
(one time) as determined by the location of his disc
on the siesta track.
Greengrocer
The greengrocer allows the player to take
any one resource in step 3 of the farm
phase.
When the marker is taken, the
player immediately takes any one resource.
The following two markers provide extra victory
points for their owner every time their respective
condition is fulfilled (starting in the next round):
Village Store
The village store gives the player 2 victory
points when he receives a craft marker in
future rounds (but not the current round!).
When the marker is taken, the player immediately
takes 2 victory points.
Normally the village store is used in step 4 of the
transportation phase – however, it may be used in
the revenue phase if a player gets a craft marker after
a delivery following the use of a die with number 6.
Butcher
The butcher gives the player 1 additional
victory point when he scores a market
barrow.
When the marker is taken, he
immediately takes victory points equal to the
number of market barrows at his farm (0 to 3).
Normally the butcher is used in step 3 of the
transportation phase – however, he may be used in
the revenue phase if a player has scored a market
barrow after a delivery following the use of a die
with number 6.
8.3.2 Blocked Craft Buildings
At the start of the game, three craft buildings are
"blocked" and occupied
by building order markers. These buildings
may not receive any deliveries until a player has
fully supplied an available craft building.
When a player is the first to fully supply an
unblocked craft building,
building order marker 1 is removed. This new craft building is immediately
available to be supplied by all players (even
in the same player turn).
The player who triggered this effect takes the
victory point from the symbol rows as a reward for
unlocking a craft building.
Building order marker 2 and 3 are removed in similar fashion
when a player fully supplies a second and thirdcraft building. These new
buildings are similarly immediately available to be
supplied by all players and provide a point to the player
for unlocking them.
At the start of the game, three craft buildings are
"blocked" (i.e. access to them is barred) and occupied
by building order markers. These buildings
may not receive any deliveries until a player has
fully supplied an available craft building.
When a player is the first to fully supply an
unblocked craft building (and one of his player
markers has been moved to the light gray space),
building order marker 1 is removed and returned
to the game box. This new craft building is immediately
available to be supplied by all players (even
in the same player turn).
This craft building is the first to be completely supplied by a player. The building order marker will be removed.
The player who triggered this effect takes the
victory point from the symbol rows as a reward for
unlocking a craft building.
Building order marker 2 is removed in similar fashion
when a player fully supplies a second craft building;
building order marker 3 likewise when a player
fully supplies a third craft building. These new
buildings are similarly immediately available to be
supplied by all players. The player who unlocks
building 2 and 3 also receives the victory point
from the symbol rows for unlocking the respective
craft buildings.
8.3.3 Deliveries to Market Barrows
A player may supply one or more of his market barrows.
The symbols on a market barrow
determine which farm goods must be delivered to
the barrow. The farm goods may be supplied to
the market barrows in any order and over multiple
game rounds.
When making a delivery to a market barrow, the
player removes the farm good from his farm and
places the player marker on the corresponding
symbol on the market barrow.
When a player has fully supplied a market barrow
he takes the number of victory points shown on the
card (2 to 6) and earns a trade commodity. The card is removed from the
farm and placed in the discard pile face up. The
player markers on the card are returned to the
pool.
The player then takes a player marker from his pool
and places it on an empty space of the market space
whose number corresponds with the victory point
number on the market barrow he just completed. All
opponent markers on adjacent market spaces which
have a lower value are removed and returned to the
players’ respective pools. The player takes 1 victory
point for each marker he removes.
Attention: When all market spaces corresponding
to the number of the market barrow are already
occupied, the player chooses another player´s
marker on a space that matches the number on the
scored market barrow and removes it from the
board, replacing it with his own marker. All opponent
markers on adjacent spaces which have a lower
value are removed and returned as normal, and the
player receives 1 victory point for each marker he
removes (including the marker he replaced).
A player may supply one or more of his market barrows.
The player may carry
out two deliveries.
He takes the olive from
the field and one grain
from his den and delivers
both to the market
barrow.
The market
barrow is now completely
supplied – the player
receives 4 victory points
and a trade commodity
as reward.
The symbols on a market barrow (farm card)
determine which farm goods must be delivered to
the barrow. The farm goods may be supplied to
the market barrows in any order and over multiple
game rounds.
When making a delivery to a market barrow, the
player removes the farm good from his farm and
places the player marker on the corresponding
symbol on the market barrow.
When a player has fully supplied a market barrow
(i.e., there is a player marker on each symbol), he
takes the number of victory points shown on the
card (2 to 6) and moves a player marker from his
pool to the central space of his farm, representing
a trade commodity. The card is removed from the
farm and placed in the discard pile face up. The
player markers on the card are returned to the
pool.
After supplying the
market barrow, the
player places a player
marker on space “4”.
He removes the
opposing player´s
marker from space “3”.
The marker on space
“5” is “safe” and stays.
The player gets 1 victory
point for the removed
marker.
The player then takes a player marker from his pool
and places it on an empty space of the market space
whose number corresponds with the victory point
number on the market barrow he just completed. All
opponent markers on adjacent market spaces which
have a lower value are removed and returned to the
players’ respective pools. The player takes 1 victory
point for each marker he removes.
Attention: When all market spaces corresponding
to the number of the market barrow are already
occupied, the player chooses another player´s
marker on a space that matches the number on the
scored market barrow and removes it from the
board, replacing it with his own marker. All opponent
markers on adjacent spaces which have a lower
value are removed and returned as normal, and the
player receives 1 victory point for each marker he
removes (including the marker he replaced).
8.4 Purchasing and conducting extra deliveries
In turn order, each player
may purchase extra deliveries
(at a cost of 1 silver per
delivery). Purchases are voluntary and
limited by the delivery symbols shown on the farm extensions.
On his turn, a player purchases as many of his
extra deliveries as he desires and carries them out.
In turn order, each player
may purchase extra deliveries
(at a cost of 1 silver per
delivery). Players are not
required to use any or all of
the extra deliveries available
to them.
Attention: The number of extra deliveries available
to a player is equal to the number of extra delivery
symbols on the farm tableau (far right) plus the
gray rows of farm extensions. Each extra delivery
allows the player to carry out one delivery to a
craft building or a market barrow (see 8.3).
Each player starts the game with 1 extra delivery
(as denoted on the upper right of their farm
board). Certain farm extensions provide the player
with additional extra deliveries.
On his turn, a player purchases as many of his
extra deliveries as he desires and carries them out.
Again, a player does not have to buy all extra
deliveries that are available to him!
Players return player markers from used helpers to
their pool and perform end
of round scoring and cleanup.
-
Each player takes 1 victory
point for each of his player markers in the
market.
-
Each player receives 0, 1, 2 or 3 victory points
as determined by his position on the siesta
track.
-
The marker discs on the siesta
track are returned to
the starting space and stacked
in reverse player order, start player on top.
-
Turn over the roof markers
for the next round and
flip the newly purchased craft markers
to the opposite side, showing the permanent benefit.
Players return player markers from used helpers to
their pool and perform end
of round scoring and cleanup.
The last two steps are
omitted in the sixth and final
round.
-
Each player takes 1 victory
point for each of his player markers in the
market (players do not take victory points for
player markers on craft buildings).
-
Each player receives 0, 1, 2 or 3 victory points
as determined by his position on the siesta
track.
-
The marker discs of the
players on the siesta
track are returned to
the starting space as
follows - player discs
are stacked on the
starting space with the starting player’s disc
on top and the other player discs stacked
below in turn order.
-
Turn over the roof markers
for the next round.
Players flip the
craft markers they
purchased this round
to the opposite side, allowing
players to benefit from them when
appropriate for the remainder of the game.
La Granja ends after six rounds.
At the end of the sixth round all players perform the
following:
-
Exchange player markers on the farm according
to the normal sales prices (resources) or
conversion prices (trade commodities) into
silver. Note that upgraded goods cannot be
converted into silver. Also note that any
harvest goods still in the fields may not be
converted into silver – just the harvest goods
located in a player’s dens.
-
Exchange silver into victory points at a rate
of 5:1 (5 silver for 1 victory point).
The player with the most victory points is the winner.
If there is a tie, the player with the most silver
remaining among the tied players is the winner.
La Granja ends after six rounds.
At the end of the sixth round all players perform the
following:
-
Exchange player markers on the farm according
to the normal sales prices (resources) or
conversion prices (trade commodities) into
silver. Note that upgraded goods cannot be
converted into silver. Also note that any
harvest goods still in the fields may not be
converted into silver – just the harvest goods
located in a player’s dens.
-
Exchange silver into victory points at a rate
of 5:1 (5 silver for 1 victory point).
The player with the most victory points is the winner.
If there is a tie, the player with the most silver
remaining among the tied players is the winner. If
there is still a tie, all remaining tied players share
the victory.
Automatic Actions
La Granja allows many possible Anytime Actions. Because of this, there
are very few actions handled 'automatically'. This allows the players
to perform anytime actions before each possible step.
Helpers
The helpers are logically divided into several categories:
-
Automatic Helpers: These helpers are always positive and are used automatically. For instance, Card 1 Chef gives a discount on all upgrades, and the game automatically provides this discount.
-
Triggered Helpers: These helpers are triggered by specific game conditions. The game will prompt to use them when applicable. For instance, when completing a market barrow, Card 63 Barterer allows keeping 1 good delivered. The game allows you to activate this when applicable.
-
Anytime Helpers: These helpers are allowed to be used anytime (or at least anytime in specific phases of the game) but aren't responding to a specific in-game trigger. For example, Card 4 Farm Worker lets you spend a point to play a card. To activate these, choose to do an 'Anytime Action' via the button, then choose a helper.
-
Other Helpers: There are a few other miscellaneous helpers, such as ones that go out of turn. The game handles these on an ad-hoc basis, triggering them or offering to use them when appropriate.
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