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3 Seeds: Reap Where You Sow

3 Seeds: Reap Where You Sow Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
  • Card Information
    • Seeds
    • Crops
    • Harvest Cards
    • Event Cards
  • End Game Crop Bonuses
  • How to Play (on your turn)
  • End of the Game
  • Running Out of Seeds
  • Harvest and Crop Swapping
  • Completed Crops
  • List of Event Cards
  • Turn Summary

Components

  • 24 Seed cards (4 sets of 6 cards)
  • 15 Crop cards
  • 14 Harvest cards
  • 17 Event cards
  • 2 Reference cards
  • 1 Turn marker
  • 4 colored scoring cubes
  • 8 blue 50-point tokens
  • 1 Scorecard

Game Setup

For 3-4 players, each player is given:

  • 1 set of 6 Seed cards (shuffled and put face-down)
  • 1 Crop card (placed face-up)
  • 1 Harvest card (placed face-down above the Crop card; do NOT look at the side that is face-down)
  • 1 Event card (look at, then put face-down)

For 2 players, each player receives everything listed above plus an additional Crop, Harvest, and Event card.

Examples of a player's Crop/Harvest card setup: "3-4 players" shows one Harvest card placed above one Crop card ("Dynamite Dandelions", Speed 3, requiring 2 Time, 2 Money, 3 Labor). "2 players" shows two Harvest cards, each above its own Crop card ("Dynamite Dandelions" as above, and "Charged Chilis", Energy 2, requiring 2 Time, 1 Money, 2 Labor).

Remaining Harvest, Crop, and Event cards are placed face-down into separate piles in the center of the game area. The scorecard, scoring cubes, and 50-point tokens are set to the side. The turn marker starts in front of the youngest player.

Card Information

Seeds

  • Each set consists of 3 seed types (Time, Money, Labor).
  • Seeds are placed on crops and are returned after a crop has been completed and scored.

Crops

  • Each crop has 3 numbers denoting how many of each seed is needed to complete it.
  • Crops may also have different bonus points and crop types.

Crop card key: the crop type is shown at the top (for example "Strength"); the bonus points are shown at the top right; the three numbers are the required Time (left), Money (center), and Labor (right) seeds.

Harvest Cards

  • Harvest cards are numbered 1-7 and represent the point value awarded to seeds upon the completion of a crop.

Event Cards

  • Event cards are earned when you score points on another player's crop.
  • You cannot have more than 3 Event cards at any time.
  • When discarded, cards are placed face-up under the Event card deck.

End Game Crop Bonuses

Each crop completed in your area will earn you bonus points at the end of the game. Completed crops with non-matching crop types will have their bonus points summed and added to your score. Next, any completed crops with matching crop types are scored by multiplying the sum of the crop bonus points in the set by the number of cards in the set. The resulting numbers from scoring the sets are then added to your final score.

Calculation: (sum of bonus points) x (number of cards in set)

The printed example shows two "Strength" crops with bonus points 1 and 2 (the crop images in the example are cut off in the source).

How to Play (on your turn)

  1. Draw the top 3 seeds from your deck.
  2. Secretly look at 1 of the face-down Harvest cards OR swap the position of 2 Harvest cards.
  3. Place up to 2 of your seeds on any player's crop, including your own (see layout), and (optional) play 1 or more Event cards. Note: You can place seeds on more than one crop.
  4. Score any completed crops (see next page).
  5. Place any remaining seeds face-down on the seed deck and pass the turn marker to the left.

The printed layout diagram shows a single Strength 1 crop with Time 1, Money 2, Labor 1 requirements, flanked by its Time, Money, and Labor seed slots.

End of the Game

The game ends when a crop is scored and there are no more crops in the deck. Any other crops completed on this turn are also scored. Seeds on incomplete crops do not receive points. Players add any crop bonus points to their total score, and whoever has the most points wins the game.

Running Out of Seeds

If you start your turn and have no seeds, you may move one of your seeds from one crop to another.

Harvest and Crop Swapping

When Crop or Harvest cards are swapped, any played Event cards (even on seeds) move as well.

Completed Crops

When a crop is completed (seed requirement met):

  1. The Harvest card for that crop is revealed.

  2. Seeds on that crop are scored:

    (# of Seed cards played) x (Harvest card number)

Example, if the Harvest card was 6: the yellow player's crop has 1 seed, scoring 1 x 6 = 6 points; the green player's crop has 2 seeds, scoring 2 x 6 = 12 points; the red player's crop has 1 seed, scoring 1 x 6 = 6 points.

  1. Points are marked on the scorecard by the player's colored scoring cube.
    • Players will receive a blue 50-point token if they surpass 50 points and they will continue earning points starting back at number 1.
  2. Seeds are returned face-down to the bottom of their owner's deck.
  3. The player who had the crop completed in their area takes the crop and sets it aside for bonus points at the end of the game. All other players who scored points on the crop each receive 1 Event card from the Event deck.
    • If a player already has 3 Event cards and receives another Event card, they must immediately discard down to 3 Event cards.
  4. Event and Harvest cards are discarded, placing them face-up at the bottom of their respective decks.
  5. Both a Harvest and Crop card are drawn, replacing what was just completed.

Note: When either the Event or Harvest decks have been completely drawn through, reshuffle the discarded cards to form a new draw deck.

List of Event Cards

Note: Event cards may be played on any applicable card in any player's area.

Extra Seed: Play 1 extra seed from your hand.

  • Event Combo: You can also discard any 2 Event cards together to get this ability.

Harvest Bonus: Harvest value increases by 1 for all seeds on the crop.

Time/Money/Labor Bonus: Harvest value increases by 1 for all respective seeds on the crop.

New Harvest: Harvest card is discarded and replaced with the next card in the Harvest deck.

Early Harvest: Complete a crop early. Only seeds played on the crop earn points.

Crop Swap: Swap your incomplete crop for another player's incomplete crop (seeds also move, but Harvest cards do not).

  • Event Combo: You can also discard any 2 Event cards together to get this ability.

Wild Seed: Play this card as one seed of any type. This card does not earn points.

Turn Summary

  1. Draw 3 seeds.
  2. Look at a Harvest card or swap 2 Harvest cards.
  3. Play up to 2 seeds and any Event cards (optional).
  4. Place unused seed(s) on seed deck.
  5. Score completed crops.
  6. Pass turn marker.

Event Combo: Discard 2 Event cards for: Crop Swap or Extra Seed.