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Agricola: Farmers of the Moor (Revised Edition) thumbnail

Agricola: Farmers of the Moor (Revised Edition)

Expansion for Agricola (Revised Edition)

Agricola: Farmers of the Moor (Revised Edition) Rulebook

Table of Contents

Table of Contents

  • Components
  • Degrees of Complexity
  • Setup
    • Your Personal Display
    • Game Board
    • Tiles and Counters
    • Beds and Horses
    • Cards
  • Course of Play
    • Your Turn
    • Face-Up and Face-Down Special Action Cards
  • The Seven Special Actions
  • Forests and Moors
  • Major Improvements
  • Minor Improvements
  • Heating the House
  • Anytime Action
  • Bed instead of Beg
  • The Infirmary
  • Horses
  • Game End and Scoring
  • Solo Game
    • Preparation Phase
    • Work Phase
  • Goal of the Game
  • Appendix
    • 1 New Major Improvements
    • 2 Minor Improvements from Other Decks
    • 3 New Terms and Phrases
    • Usage Counters
    • Visible Forests and Moors
    • 4 New Action Spaces
    • 5 Variant for 1-6 Players

Components

  • Wooden components: 25 Horses
  • Game boards: 1 additional supply board for major improvements; 1 (double-sided) game board extension
  • Tiles: 52 forest/moor tiles; 6 wood room/field tiles; 2 farmyard extensions; 6 (three-part) beds
  • Counters: 10 usage counters; 2 special markers; 55 fuel tokens; 6 substitute markers (showing various goods on the front and 5 fuel on the back side)
  • Cards: 1 cover card; 9 start cards; 12 special action cards; 14 major improvements; 117 minor improvements
  • Additionally: 1 scoring pad; plastic bags; this rule book

Card text printed on the component illustration (page 1): "Surveyor's Map" (M049): Place a field tile on round space 11, a moor on round space 12, and a forest on round space 13. At the start of these rounds, you can place the respective tile on an unused farmyard space (per the normal rules).

Degrees of Complexity

You can play this expansion in three different ways. Rules and components that are only used at a specific degree of complexity are marked with a corresponding symbol. In this transcription the three symbols are written as Level I, Level II and Level III.

  • Level I: At level I, you do not get any cards in hand. We recommend this level for your first play with the expansion.
  • Level II: At level II, you will be using only the 117 minor improvements provided with this expansion.
  • Level III: At level III, both minor improvements and occupations are used. Be aware that this level is really complex and only recommended to very experienced players.

Setup

Prepare the game as described in the "Agricola" base game rules. The following sections point out the differences in setup as compared to the normal game preparations. Perform the following steps after the corresponding base game steps.

Note: With 5 and 6 players, you will also need the expansion for 5 and 6 players.

Your Personal Display

Shuffle the 9 start cards and let each player draw one of them. Place 5 forest and 3 moor tiles on your farmyard as indicated by your start card. Make sure the start card is properly oriented, showing the house in the same corner as your farmyard.

  • Level I: Afterwards, collect the start cards and the remaining forests and moors and return them to the game box; you will not need them.
  • Levels II and III: Place the start cards and the remaining forests and moors in the general supply. You can get additional forests and moors via certain minor improvements from this expansion.

Note: Each player receives a different distribution of forest and moor tiles, but each distribution is equivalent. A player with tiles close to their house has a wider open area for fields and pastures. The numbers on the start cards have no relevance in this matter.

Game Board

Turn the game board extension to the appropriate side according to the number of players and assemble it in-between the game board and the appropriate base game board extension. (One side is for 1-2 players; the other is for 3-6 players.)

  • Level I: In games with 2-5 players, when playing without cards in hand, you must also use the "Side Job" action space tile provided with the base game. Place the tile next to the game board. (In the solo game, you must manage without this tile. In 6-player games, the action space is printed on the 6-player game board extension.)

Tiles and Counters

Add the six wood room/field tiles from this expansion to the rest. (You do not need to sort them out after play.)

Place the fuel tokens and substitute markers with the other goods. You do not get any starting goods other than the usual 2 or 3 food.

  • Levels II and III: The usage and special counters as well as the two farmyard extensions are only used with certain minor improvements from this expansion. Place them with the other counters. (See pages 11-12 for details.)

Beds and Horses

Assemble the beds as shown in the illustration and let each player choose a bed. Place the bed to the left of your farmyard. Return the remaining beds to the game box; you will not need them.

Place the horses with the other animals.

Cards

Cover card. In games with 2-6 players, place the cover card over the "Meeting Place" and "Grain Seeds" action spaces on the game board. The cover card shows an alternative "Meeting Place" action space and the normal "Grain Seeds" action space. (Do not use the cover card in solo games nor at level III.)

Major improvements. Add the supply board for major improvements from this expansion to the right of the base game supply board. Regardless of the number of players, use only the 10 base game major improvements as well as the 14 new major improvements from this expansion and distribute them on the 12 spaces of the combined supply board.

Note: Even in 6-player games, do not use the 8 additional major improvements provided by the expansion for 5 and 6 players.

One new major improvement is placed under each base game major improvement. Under which base game card the new major improvement is placed is indicated at the top left of the new card (where you would normally find the prerequisite for playing it). The "Peat Charcoal Kiln" and "Forester's Lodge" cards are placed on the new supply board. The "Museum of the Moors" and "Riding Stables" are placed underneath them.

Minor improvements.

  • Level II: Shuffle the 117 minor improvements from this expansion and deal each player a hand of 7 cards. Perform a draft with these cards, as explained on page 8 of the base game appendix. (Experienced players should perform an 8-card draft instead.)
  • Level III: Draft the occupations first. Then draft 4 minor improvements from this expansion and afterward 3 minor improvements from the entire pool of published cards (e.g., base game plus Artifex deck). Occupations are drafted clockwise; minor improvements are drafted counter-clockwise.
  • Mulligan: If you do not want to draft, you should instead allow each player to discard any number of cards once before the game begins and draw an equal number of replacement cards (of the appropriate types).

Action space cards. Place the stage I "Major Improvement" action space card (showing the "1 Major or Minor Improvement" action) face up on round space 1. Prepare the remaining action space cards as per the normal rules.

Special action cards. Choose the special action cards according to the number of players, as shown at the top right of each special action card (both on the front and back side). In a game with 2-6 players, place these cards face up in a central display. In the solo game, shuffle the cards and place them in a face-down stack.

Course of Play

The basic course of play remains unchanged. The game still goes through 14 rounds in which you take turns placing your people until all people have been placed. You will now have additional options on your turn.

Your Turn

In the "Agricola" base game, every turn looks like this: You take a person from your house, placing it on an action space and carrying out the corresponding actions. This is what we call a person action.

The "Farmers of the Moor" expansion introduces an alternative: taking a special action. This means, instead of placing a person, you may take a face-up special action card and carry out exactly one of the printed special actions on the card. Your people remain in your house, to be used for additional actions later that round!

Notes:

  • You always decide whether to take a person action or a special action. People are used only for person actions, not for special actions.
  • You do not need to alternate between person actions and special actions.
  • It does not matter how many special actions you take in a single work phase (spread over multiple turns).
  • Even before you place your first person in a round, you can spend one or more turns taking special actions instead.
  • You may not take a special action card without also carrying out one of the printed actions. Taking a special action card always involves also carrying out a special action.
  • You may not choose a special action that you cannot perform.

Important! The basic principle remains: You only get another turn if you have people remaining in your house. The work phase ends for you once you place your last person. You may only take a special action card if you have at least one person left in your house.

Face-Up and Face-Down Special Action Cards

At the start of each work phase, all special action cards are available in a central display. When you take a special action card from there, place it face up in front of you. Face-up (i.e., already used) special action cards in front of you may be taken only by your opponents. (You cannot take the same special action card twice in a round.)

Before you take a face-up special action card in front of an opponent, you must pay 2 food to the general supply (not the opponent). Then immediately carry out one of the printed special actions on the card and place the card face-down in front of you. (Your choice does not depend on your opponent's choice; you can take the same or a different action.)

No player may take a face-down special action card. In the returning home phase of each round, all special action cards are returned to the central display, face up.

Note: Consequently, each special action card can be used by up to two players each round. The first player to take a special action card pays nothing; the second player pays 2 food.

The Seven Special Actions

There are 7 special actions. Their distribution on the special action cards depends on the number of players. (When playing without cards in hand, only 6 special actions are relevant.)

  • Cut Peat: Remove a moor from your farmyard and get 3 fuel from the general supply. You cannot choose this special action unless you have at least one moor left. (See "Forests and Moors" below for details on moors. See "Heating the House" on page 6 for details on fuel.)
  • Fell Trees: Remove a forest from your farmyard and get 2 wood from the general supply. You cannot choose this special action unless you have at least one forest left. (See "Forests and Moors" below for details on forests.)
  • Slash and Burn: Exchange a forest in your farmyard for a field tile from the general supply. You must place the field tile on the same space, from which you take the forest. Additionally, the new field tile must be adjacent to an existing field tile in your farmyard. (If you do not have any field tiles yet, you can replace any forest in your farmyard.) Otherwise, or if you do not have any forests left, you cannot choose this special action. The "Slash and Burn" special action is not considered a "Plow a Field" action.
  • Horse Market: Receive 1 horse from the general supply. (In games with 2, 5, and 6 players, you must pay 1 food for the horse. In the solo game, whether or not you have to pay food depends on the current special action card.) You must accommodate the horse on your farm or turn it into food with an appropriate improvement. Otherwise, the horse runs away. (See "Horses" on page 7 for details.)
  • Hiring Fair: Receive 1 food from the general supply. (In 3-player games, you even get 2 food. In the solo game, the amount of food depends on the current special action card.)

Forests and Moors

The forest and moor tiles in your farmyard limit your development. The only way to get rid of them is by taking special actions: Moors can be removed only with the "Cut Peat" special action, from which you get fuel. Forests can be exchanged for wood and field tiles via the "Fell Trees" and "Slash and Burn" special actions, respectively.

As long as you do not cut down these forests, you cannot build any more pastures.

The following is true for the entire duration of the game:

  • Forest and moor tiles may never be completely fenced in or covered by other tiles (like rooms or fields).
  • No stables can be built on them, and no animals can be pastured on them.
  • Farmyard spaces with forests and moors are considered used. (This applies both to card effects and to the scoring.)

Major Improvements

At the start of the game, each space of the supply board contains one major improvement card on top of another. You cannot build a major improvement that is covered by another card, but only after the card on top has been built.

When you build a Cooking Hearth by replacing a Fireplace, you must return the Fireplace to the specific space, from which it was taken originally. (The 2 clay Fireplace is placed on the left space; the 3 clay Fireplace on the right space.) This also applies to building the Cookhouse by replacing a Fireplace or Cooking Hearth. (The 4 clay Cooking Hearth is placed on the left space; the 5 clay Cooking Hearth on the right space.)

Minor Improvements

(Levels II and III.)

The minor improvements from this expansion follow the same rules as the cards from the base game. Regardless of whether you play a minor improvement via a person or special action, you must always pay the printed cost and meet the prerequisites.

Reminder: Unless stated otherwise, the prerequisites are always considered minimum requirements. For instance, if a card requires you live in a clay house, you can also play it when you already live in a stone house.

Heating the House

In the feeding phase of each harvest, you must not only feed your people (as in the base game) but also heat your house. The heating cost is 1 fuel per room in your house.

  • The heating cost is reduced by 1 fuel if you live in a clay house.
  • In a stone house, the heating cost is instead reduced by 2 fuel.

These reductions apply to the total heating cost.

Example: You have two people in a three-room wood house. In the feeding phase, you must pay 4 food (for the people) and 3 fuel (for the rooms). Even empty rooms require heating.

Example: You have four people in a three-room stone house. In the feeding phase, you must pay 8 food (for the people) and 3-2=1 fuel (for the rooms).

Anytime Action

You can exchange wood for fuel at a 1:1 ratio at any time. This is similar to the base game rule for grain and vegetables, which can be exchanged for food at any time. This is also printed on the game board extension from this expansion. ("At any time" also means that you can exchange wood for fuel immediately before scoring, e.g., to score bonus points from the "Peat Charcoal Kiln" major improvement.)

Bed instead of Beg

For each required fuel that you are unable (or unwilling) to pay to heat your house, you must place a person in your bed. (Your people share a sickbed.) The only action that a person in bed can take during the next round is to drag itself to the Infirmary (see page 7).

Note: You cannot place more people in your bed than you have. Even if you owe more fuel than you have people, you do not suffer any additional consequences.

The Infirmary

The Infirmary is the only action space that can be used by any number of people (from one or more players). As an action, you get 1 food there. This is the only action space that a person in bed can use. In the returning home phase, your people in the Infirmary return to your house. (You can place them normally next round.)

Note: You can place a person in the Infirmary even if the person is not in bed. You can choose to heat fewer rooms than you could otherwise heat with your fuel and wood.

Note (levels II and III): Not heating a room means you accept that a person becomes ill. This might be worthwhile if you have the "Peat Bath" (M094) or "Healing Clay" (M099) minor improvements that encourage you to visit the Infirmary.

During scoring, each person still in bed is worth only 1 point instead of 3 points.

Horses

Horses are the fourth type of animal. You can only get them from the "Horse Market" special action.

Note (levels II and III): Some minor improvements from this expansion also provide horses.

Horses follow the same rules as the other animals, especially in terms of animal husbandry, breeding, and the exchange for food. You need the "Horse Slaughterhouse" or "Cookhouse" major improvements to turn horses into food. Fireplaces and Cooking Hearths cannot turn horses into food.

Note (levels II and III): There are a few minor improvements in this expansion that also allow you to exchange horses for food: Butcher's Block (M101), Open Grill (M105), Horse Butchery (M106), and Pot Roast Recipe (M107).

During scoring, each horse is worth 1 point.

Number of components: Horses, forest/moor tiles, wood room/field tiles, and fuel tokens are supposed to be in unlimited supply. If you run out, please use the provided substitute markers or improvise. The other components from this expansion are limited on purpose.

Game End and Scoring

The game ends, as usual, after the harvest of round 14. Use the scoring pad provided with this expansion to tally your scores. The scoring categories remain the same as in the base game, except for the following few cases:

  • Each horse is worth 1 point. (Horses are not limited to 4 points total.) (Illustration: these horses would score 5 points.)
  • You lose 1 point if you do not have any horses.
    • Note (levels II and III): Despite the name, the "Bog Pony" (M084) and "Drag Horses" (M117) minor improvements are not considered horses.
  • Each person in bed is worth only 1 point instead of 3 points. (It does not matter how many people have been in bed throughout the course of the game.)
  • Farmyard spaces with forests and moors are considered used.

The player with the most points wins. In case of a tie, enjoy your shared victory.

Solo Game

The solo game is played according to both the base game and the "Farmers of the Moor" expansion rules. The solo game differs from the multiplayer game in setup (see page 2) and the use of the special action cards.

Reminder: Do not use the "Side Job" action space tile and cover card. Shuffle the 10 special action cards used in solo mode, placing them in a face-down draw pile. You start the game with no food; each of your people requires 3 food each harvest. Replenish only 2 wood (instead of 3 wood) on the "Forest" accumulation space each round. If you play a traveling card, remove it from play.

Preparation Phase

At the start of each round, turn over a new special action card, unless the card from the previous round is still available.

  • If the card from the previous round is still available, choose to either leave it face up or place it under the draw pile and turn over a new one. (The icons on the back of the card show which special actions it allows.)
  • Once the draw pile is empty, take the special action card that is on top of the discard pile and place it face up on the table. (This means, the last used special action card will be available for the rest of the game.)

Work Phase

In each round, you can use exactly one of the special actions shown on the face-up special action card. The card is then placed in a discard pile. Once each round, you can prevent the card from being discarded by paying 2 food. (As a reminder, place the food on the special action card and discard the food at the end of the round.) The special action card is then treated as though it had not been used. (Consequently, the card remains face up and can be used a second time that round.)

Note: Because you can choose to move unused special action cards to the bottom of the draw pile, you can influence which special action card will be the last. The last special action card can be used in up to 5 rounds at the end of the game (rounds 10 to 14), so it is rather important.

Goal of the Game

  • In a game without cards in hand (level I), the goal is to reach 65 points.
  • In a game with cards in hand (levels II and III), you should reach 70 points.

Appendix

The appendix to the "Farmers of the Moor" rule book is comprised of five parts. The first part explains the new major improvements in grave detail. In the second part, we elaborate on using minor improvements from other decks (e.g., from the base game) with the "Farmers of the Moor" expansion. Part three points out the new terms and phrases used in this expansion. The fourth part provides an overview of the new action spaces. (For details on the special actions, see page 5 of this rule book.) Finally, part five suggests a variant that makes the game a little more challenging.

1 New Major Improvements

The base game supply board for major improvements is extended by two spaces to the right. Regardless of the number of players, 24 major improvements, 10 from the base game and 14 from this expansion, are placed on the 12 spaces of the combined supply board. You can only ever acquire a major improvement that is not covered by another card.

Horse Slaughterhouses: At the start of the game, the two Horse Slaughterhouses are placed under the Fireplaces. Both Horse Slaughterhouses are identical. They each cost 1 clay and 1 stone to build. Unlike Fireplaces, Horse Slaughterhouses are just cooking improvements, i.e., they can turn only animals into food. They provide 1 food each for sheep and wild boar, and 2 food each for cattle and horses.

You can have both Horse Slaughterhouses. Except the 2 points printed on them and the fact that you deny another player the chance at one of them, there is no additional benefit to owning both cards. Horse Slaughterhouses are not upgrades.

Cookhouses: At the start of the game, the two Cookhouses are placed under the Cooking Hearths. Both Cookhouses are identical. They each cost 6 clay to build. Cookhouses are upgrades of Fireplaces and Cooking Hearths, so they can be acquired alternatively by returning a Fireplace or Cooking Hearth (see page 6 of this rule book). In this case, first take the Cookhouse from the supply board before returning the Fireplace or Cooking Hearth.

Unlike Cooking Hearths, Cookhouses can turn horses into 2 food each. Other than that, Cookhouses and Cooking Hearths have the same exchange rates.

Heating Oven and Tiled Oven: The Heating Oven and Tiled Oven help you with saving heating costs. The Heating Oven reduces your heating cost by 1 fuel (thus, heating one room), and provides a one-time payment of 2 fuel, when you build it. The Tiled Oven, on the other hand, ensures you never have to pay more than 1 fuel to heat your house. It is important to note that the Tiled Oven does not reduce your heating cost; it just sets an upper bound for the cost. (You would still pay 1 fuel of heating cost in a two-room clay house. If your heating cost is 0 fuel, the Tiled Oven does not provide any benefit.)

As the name suggests, both Heating Oven and Tiled Oven are considered ovens. They are each worth 1 point and cost 1 stone as well as 1 and 2 clay, respectively. At the start of the game, they are placed under the Clay Oven and Stone Oven, respectively.

Furniture Stall, Ceramics Stall and Basket Stall (trade buildings): The Furniture, Ceramics, and Basket Stall allow you to exchange wood, clay, and reed for other building resources, respectively. The Furniture Stall allows you to exchange wood for clay; the Ceramics Stall does the opposite: it allows you to exchange clay for wood. The Basket Stall allows you to exchange reed for any other building resource (wood, clay, stone). These so-called trade buildings are each worth 2 points and cost 1 stone as well as 1 wood, 1 clay, and 1 reed, respectively. At the start of the game, they are placed under the Joinery, Pottery, and Basketmaker's Workshop, respectively.

Village Church: The Village Church provides a one-time payment of 2 food, when you build it. Each harvest, you can use the Village Church once to exchange 1 fuel for 1 bonus point. The Village Church is worth 4 points and costs 2 wood and 4 stone to build. At the start of the game, it is placed under the Well.

Peat Charcoal Kiln and Forester's Lodge: The Peat Charcoal Kiln and the Forester's Lodge improve the "Cut Peat" and "Fell Trees" special actions for you by providing an additional fuel and wood, respectively. If you have at least one horse, they provide 2 additional fuel or wood (instead of one additional good). At the start of the game, they are placed on the new supply board for major improvements.

The Peat Charcoal Kiln is worth 1 point and costs 1 stone to build. During scoring, it allows you to exchange leftover fuel for bonus points. If you spend 3 fuel, you will get 1 bonus point; if you spend 5 fuel, you will get 2 bonus points. You cannot get more than 2 bonus points from this. You must actually spend the fuel to get the bonus points. (You cannot use the fuel you spend for other card effects.)

The Forester's Lodge is also worth 1 point and costs 1 wood and 2 clay to build. During scoring, it provides 1 bonus point for each forest left on your farmyard. You can keep the forests; you do not have to spend them to get the bonus points. (Note that only visible forests count; see also "Visible Forests and Moors" on page 12.)

Museum of the Moors: The Museum of the Moors provides a discount of one specific building resource on various major improvements: the Well, each of the craft buildings (Joinery, Pottery, Basketmaker's Workshop), the Clay and Stone Oven, and the Forester's Lodge. The Museum of the Moors is worth 3 points and costs 1 clay, 1 reed, and 1 stone to build. At the start of the game, it is placed under the Peat Charcoal Kiln.

Riding Stables: The Riding Stables provide 1 food at the start of all remaining rounds, provided you have 2 horses. If you do not have 2 horses at the start of a round, you do not get the food. This does not affect subsequent rounds: If you later have two or more horses again, you will get the food for that round (but not for the previous rounds in which you did not have two horses). The Riding Stables are worth 3 points and cost 2 wood, 1 clay, and 1 reed to build. At the start of the game, they are placed under the Forester's Lodge.

2 Minor Improvements from Other Decks

(Level III.)

Note that the base game cards and all published deck expansions have been and are being developed without respect to the "Farmers of the Moor" expansion. This means that some cards may be considered too powerful if played with this expansion. In this section, we will point out all the cards that have been published so far which we think might cause problems, while providing potential solutions. If in doubt, you can agree to simply ban a problematic card before you start the game.

  • Cards that reward players for having little to no unused farmyard spaces left can be weakened by requiring the player to also have no forests and moors left. So far, the following cards are affected: Big Country (A033, minor improvement, base game) and Estate Master (B132, occupation, Bubulcus deck).
  • Cards that reward players for having a lot of improvements can be weakened by disregarding the new major improvements. So far, the following cards are affected: Braggart (A133, occupation, base game), Housemaster (B153, occupation, Bubulcus deck), Town Clerk (D173, occupation, expansion for 5 and 6 players), Village Peasant (B133, occupation, Bubulcus deck), Wage (B007, minor improvement, Bubulcus deck), Wood Carrier (A117, occupation, Artifex deck), and Wood Workshop (B075, minor improvement, Bubulcus deck).
  • Cards that address any type of animal also count for horses. (This is not a bad thing necessarily.) So far, the following cards are affected: Pasture Master (B168, occupation, Bubulcus deck), Silage (A084, minor improvement, Artifex deck), and Stockyard (B012, minor improvement, Bubulcus deck).
  • Cards that address negative points shall not count for the "Garden Path" token (see "Special Markers" on page 11). So far, the following card is affected: Constable (C135, occupation, purple miniature expansion).

3 New Terms and Phrases

(Levels II and III.)

In this section, we explain the new terms and phrases used on the minor improvement cards from this expansion.

Blocked Spaces: The "Family Burial Plot" (M064) and "Moor Archeology" (M070) minor improvements block a space in your farmyard for the rest of the game, meaning you cannot use that space any longer. You may neither fence it in, nor place tiles or stables on it, nor keep animals in it. During scoring, the blocked space is considered used.

Exchanging a Moor for a Field Tile: Some cards allow you to exchange a moor for a field tile. This works the same as exchanging a forest for a field tile via the "Slash and Burn" special action (see page 5 of this rule book). This is only possible if the moor you want to exchange is next to an existing field tile. If you do not have any field tiles yet, you can exchange any moor. (This exchange is not considered a "Slash and Burn" special action.)

Card examples shown on this page:

  • Peat Burn-off (M015): You immediately get 1 fuel. Additionally, you can immediately exchange 1 moor for 1 field tile.
  • Moor Fire (M040): Once you only have 1 remaining moor, at any time, you can exchange it for 1 field tile.
  • Deep Plow (M042): You can immediately place 1 moor on an unused farmyard space. Each time you use the "Farmland" or "Cultivation" action space, you can also exchange 1 moor for 1 field tile.

Farmyard Extensions: Farmyard Extensions are introduced by the "Farm Extension" (M050) and "Moor Enclosures" (M051) minor improvements. They are placed alongside one of the four sides of your farmyard, so that the two spaces shown on the farmyard extension are adjacent to two spaces on your farmyard board. This will extend your farmyard by two spaces. Note that the two farmyard spaces provided by the Moor Enclosures start with a moor tile each.

  • The new farmyard spaces are considered part of your farmyard board. They are adjacent to each other as well as adjacent to exactly one space of your original farmyard.
  • You can use the new farmyard spaces as you would any other space of your original farmyard.
  • During scoring, you score negative points for the new farmyard spaces in the "Unused Farmyard Spaces" category, unless they are used.
  • If you play both the Farm Extension and the Moor Enclosures, you may choose to place the second farmyard extension only adjacent to the first one, without touching the original farmyard board at all.

Moving Up a Major Improvement: The "Hearth Brush" (M062) and "Pastoral Letter" (M063) minor improvements allow you to place the Tiled Oven on the Stone Oven and the Village Church on the Well, respectively. (In other words, the cards are swapped on the supply board.) This way, the Tiled Oven and Village Church can be acquired before the Stone Oven and Well are built, respectively. If the Stone Oven or Well have been already bought, there is nothing to move up.

Special Markers: The "Garden Path" and "Tombstone" special markers are used with the "Garden Path" (M027) and "Family Burial Plot" (M064) minor improvements. The "Garden Path" special marker is worth 1 negative point during scoring. The "Tombstone" special marker is worth 1 bonus point during scoring, but it blocks a space in your farmyard for the rest of the game (see also "Blocked Spaces").

Upgrade: You should already know what an upgrade is from the base game rules: Cooking Hearths are upgrades of Fireplaces. The "Farmers of the Moor" expansion introduces the "Cookhouse" major improvements as upgrades of Fireplaces and Cooking Hearths.

Some minor improvements are also upgrades. (You have already seen one in the Artifex deck: Oriental Fireplace, A060.) These cards are both minor and major improvements. (You can play them using a "Minor Improvement" or "Major Improvement" action.) These upgrades may also require that you return a specific major improvement to the supply board, placing it on its designated space.

Note that the "Church" (M068) and "Horse Butchery" (M106) minor improvements instead require that you remove the "Village Church" and a "Horse Slaughterhouse" major improvement from play, respectively. In these cases, do not return the major improvement to the supply board.

Usage Counters

(Levels II and III.) Usage counters are used with the "Winter Storehouse" (M090), "Hardware Store" (M125), and "Cooperative Store" (M126) minor improvements, indicating how many times you can use the effect of the card. Whenever you use the effect, remove a usage counter from the card and return it to the game box. You can use the effect at any time, but not in the middle of a payment. (For instance, you cannot use the Winter Storehouse to pay a heating cost of 3 fuel.) There is no way to replenish the usage counters on a card.

Visible Forests and Moors

(Levels II and III.) You can get additional forests and moors from the minor improvements in this expansion. If you do, you must usually place the tiles on unused farmyard spaces. The "Thicket" (M046) and "Bog Forest" (M047) minor improvements, however, require that you place the new forests on existing forest and moor tiles, thus covering them. Only visible, i.e., uncovered forests and moors count for card effects and during scoring.

Card example, "Bog Forest" (M047): Place 1 forest each on as many of your moors as you wish. You cannot take the "Slash and Burn" special action or use the covered moor on these farmyard spaces unless you remove the forest with a "Fell Trees" special action first.

4 New Action Spaces

The following section explains the action spaces introduced in this expansion.

  • Infirmary: 1 Food. The Infirmary is the only action space that can be used by more than one person, including those in bed. As an action, you get 1 food from the general supply. The Infirmary is explained in detail on page 7 of this rule book.
  • Resource Market: 1 + 2 players, 1 Food, 1 Stone. In 1- and 2-player games, the "Resource Market" action space is located below the Infirmary. As an action, you get 1 food and 1 stone from the general supply. With 3 and more players, the "Resource Market" action space is printed on the board game extension of the base game. (The action may vary depending on the number of players.)
  • Side Job: complexity level I, 2-5 players, Build a Stable and/or Bake Bread. The "Side Job" action space tile is used only at complexity level I, except for the solo game. As an action, you can build exactly one stable for 1 wood. Additionally or alternatively, you can take a "Bake Bread" action. (This information can also be found on page 1 of the base game appendix.)
  • Meeting Place: complexity levels I + II, Become the Starting Player and Accumulation Space: +1 Food. At levels I and II, the "Meeting Place" action space does not allow you to play a minor improvement, but instead you can take all the food that has accumulated on the space. In the preparations phase of each round, 1 food is placed on the accumulation space. In the solo game, the "Meeting Place" action space remains unchanged. (This new Meeting Place is printed on the cover card, together with the "Grain Seeds" action space. The latter does not differ from the action space printed on the game board.)

5 Variant for 1-6 Players

To increase the challenge by a little, we recommend you play with the following variant that introduces another use for fuel.

Each time you build (not upgrade) an improvement with the variant symbol (the symbol is circled on the Fireplace card in the illustration on this page; the symbol itself is an image and is not reproduced in this text), place a fuel token from the general supply on the cooking improvement, indicating that the improvement is "not yet in use". You cannot use the cooking improvement until you remove the fuel token from the card by paying 1 fuel from your supply at any time.

The following rules apply to upgrades:

  • If you upgrade a cooking improvement with a fuel token on it, move the fuel token to the upgrade, which remains "not yet in use".
  • If you upgrade a cooking improvement without a fuel token on it, the upgrade does not get a fuel token and is operational right away.
  • Black Market: Pay 1 fuel into the general supply and play a minor improvement from your hand. You must pay the cost of the card and meet its prerequisite, if it has one. (See page 6 for details on minor improvements.) (Levels II and III.)
  • Illicit Work: Pay 1 food and 1 fuel into the general supply and build a major improvement from the supply board. You must pay the cost of the improvement as normal. (See page 6 and the appendix for details on major improvements.)