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Alpujarras

Alpujarras Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Setup
  • Object
  • Overview
  • Playing the Game
    • Taking a Turn
      • Step 1: Move Your Mule
      • Step 2: Perform Actions
  • Standard Action Spaces
    • Place a Farmer
    • Move a Farmer
    • Irrigate
      • Irrigation Reward 1: Norias
      • Irrigation Reward 2: Fruit or Dirhem
    • Take Norias
    • Take Fruit
  • Market Spaces
  • Market Space Action: Deliver Fruits
  • Award Tokens
  • Harvest Spaces
    • Harvest
    • Complete a Goal
  • Spending Norias
  • Game End
    • Market Action and Complete a Goal
    • Sell Remaining Fruit
    • Determining a Winner
  • 2-Player Game
  • Goal Cards
  • Alpujarras Solo Rules
    • Overview
    • Additional Components
    • Setup
    • Playing the Game
    • Your Turn
      • Moving Your Mule
      • Harvest Space
      • Paying a Zakat
      • Market Space
    • Zara's Turn
      • Step 1: Move Die + Mule
      • Step 2: Perform Action
        • Standard Space
        • Market Space
        • Harvest Space
    • Game End
    • Determining a Winner
    • Variants
  • Thanks

Contents

  • 1 Game Board
  • 10 Action Tracks
  • 15 Channel Tokens
  • 5 Award Tokens
  • 4 Mules
  • 1 Die (for 2 players)
  • 60 Farmers (15 per player color)
  • 125 Fruits (25 each of 5 types)
  • 15 Crop Tokens (3 of each type)
  • 15 Norias (5 large, 10 small)
  • 25 Delivery Tokens (5 of each fruit)
  • 1 Cloth Bag
  • 60 Coins (of various values)
  • 5 Goal Cards
  • 4 Reference Cards

Game Setup

  1. Place the game board in the playing area.

  2. Turn all the action tracks to the appropriate side based on the number of players. Use the sides with green borders for 4 players or blue borders for 2-3 players.

  3. Place the action tracks clockwise around the game board. Start with the "go" track, then randomly place alternating "market" and "harvest" tracks. Place the "end" track at the end.

    For step 3: market tracks have the market (cart) icon. Harvest tracks have the harvest (sickle) icon.

  4. If playing with 2-3 players, remove a "2" delivery token of each fruit type and put into the box.

  5. Randomly place 4/4/5 delivery tokens into each town with the fruit side face-up for 2/3/4 players. If any town's delivery tokens show fewer than 3 fruit types, switch tokens until all towns have at least three different types.

  6. Randomly place an award token in each farmland next to the town, with the green side face-up.

  7. Place the 5 goal cards in a row above the board and randomly flip each card to either side.

  8. Place the crop tokens into the bag.

  9. Place the fruit, channel tokens, coins, and norias in a supply.

  10. Each player chooses a color and takes the farmers, mule and reference card of their color.

  11. Randomly place the mules into the starting spaces on the start track.

  12. If playing with 2 players, place the die into the leftmost space on the go track.

For 2-player games, place the die into the leftmost space on the go track. The die acts as the mule of an imaginary third player. See "2-Player Game" for more details.

Object

The object is to earn the most dirhems (silver coins). Earn dirhems by growing different fruits and delivering them to the towns. You also earn dirhems by accomplishing different goals during the game.

Overview

Players take turns moving their mules along the track and performing actions of the track spaces. The player whose mule is furthest behind on the track takes a turn. Thus, the same player may take multiple turns in a row. When all mules have reached the end track spaces, the game ends and the player with the most dirhems wins.

Playing the Game

The player whose mule is furthest back (i.e., furthest away from the final track space) takes a turn.

Taking a Turn

Your turn consists of 2 steps:

Step 1: Move Your Mule Step 2: Perform Actions

Step 1: Move Your Mule

Move your mule forward along the track to any space. You may not stop in a space with another mule, except in harvest and market spaces.

Step 2: Perform Actions

Perform the actions of the space where you stop. The track spaces are of three types: standard, market, harvest. You may perform extra actions by spending norias. See "Spending Norias."

All spaces not marked with the harvest or market icons are "standard spaces." The harvest and market spaces are subdivided because they can accommodate more than 1 mule. Standard spaces hold only 1 mule.

Standard Action Spaces

These spaces are all the spaces that do not have either the market or harvest symbol. For spaces with multiple action icons, you may perform all of them and in any order. The actions include: place a farmer, move a farmer, irrigate, take a noria, take dirhems.

The action icons are: Place a Farmer, Move a Farmer, Irrigate, Take a Noria, Take Dirhems.

Place a Farmer

Place 1 of your farmers into any farmland, unless the action space has a specific color indicating a specific farmland. When you place a farmer, take 1 fruit from the general supply of any type grown in that farmland, as shown by the fruit in the fields. You may not take a fruit if you already have 5 of that type. If you do not have any farmers remaining in your supply, this action becomes "move a farmer."

Example: You land on a "place a farmer" space. You put a farmer in the orange farmland. You already have 5 grapes, so you must take either an orange or a lemon. You decide to take a lemon.

Note: "Place a farmer" spaces that have a different colored background and showing a region shield, indicate the specific farmland the farmer must be placed.

Important: Placing 2 Farmers. If you stop on an action space allowing you to place 2 farmers, you may place them in the same or different farmlands. However, if you place them in the same farmland, you may not take 2 of the same fruit unless the farmland has at least two fields with that fruit.

Move a Farmer

Move 1 of your farmers from a farmland (not town) to any other farmland (not town). When you move a farmer, take 1 fruit of any type grown in the farmland you move to. Remember: You may only have 5 of a fruit type.

Example: You move a farmer and take 1 grape.

Irrigate

Take a channel token from the supply and expand any of the irrigation channels. The tile must be placed in a space adjacent to another channel tile or to a starting water channel printed on the board. Also, choose the shape that matches the space on the board. For irrigating, you earn two rewards: (1) norias and (2) fruit or dirhem.

Choose a rectangular or t-shaped token to match the shape of the channel.

Irrigation Reward 1: Norias

Take norias equal to the fewer number of your own farmers in the farmlands adjacent to the channel token placed (see example below). You may only have a maximum of 5 norias. Before taking norias, you may spend them. See "Spending Norias."

Irrigation Reward 2: Fruit or Dirhem

If the channel token you place leads to a field, draw a crop token from the bag, and add it to the field. If you have a farmer in that field, you also earn 1 fruit matching the crop token drawn. If the channel token covers a dirhem, take a dirhem from the supply, but no fruit.

Example: You place an irrigation channel in this space. First, you earn 2 norias because you have 2 farmers in the yellow farmland (fewer than 3 in the red) next to the channel. This channel also leads to a field, so you draw a crop token. It is an orange, so you take an orange fruit.

Example: You place an irrigation channel in this space. You earn no norias because you have no farmers in either adjacent field, but you earn 1 dirhem.

Important: When counting farmers to take norias, you compare your farmer count in all farmlands adjacent to the token placed. You only earn norias equal to the fewer number of farmers. Also, to take a fruit, you must have a farmer in the farmland where the token was placed.

Take Norias

For each noria shown, take a noria. Remember: you may only have 5.

Take Fruit

For each fruit icon shown, take any 1 fruit. Remember: you may have only 5 of a fruit type.

Market Spaces

Market spaces are marked with a cart icon. More than 1 mule may occupy a market space. When you stop in a market space, place your mule in the leftmost open spot. After all players have entered or passed a market space, the player whose mule is further left is considered behind and takes a turn. If you begin your turn in a market space, you must leave the space on that turn.

Example: Red arrives first, followed by blue, then yellow. After all players are in the space, it's now red's turn, as red is furthest back.

Market Space Action: Deliver Fruits

When you stop in a market space, you may deliver 1 type of fruit in 1 town to earn 1 delivery token, which are worth dirhems at game end. To do so, you must:

(A) have a farmer in the farmland of the accompanying town (B) have the type and number of fruit matching a delivery token in the town

If you meet these conditions, you may move a farmer from the farmland to the town, return the fruit to the supply, and take the matching delivery token. Once a farmer is moved to a town, it is no longer considered in the farmland.

Example: You move a farmer from the red farmland to the accompanying town to sell 4 cherries. You return 4 cherries to the supply and take the matching delivery token.

Important Strategic Point: You may only perform the market action 5 times in a game. You must plan for the first delivery early if you wish to earn a delivery token in the first market space.

Award Tokens

The first player to sell fruits in a town earns the award on the green side of that town's award token. After taking the award, flip the token to its red side. The next player to sell fruits in that town (it could be the same player) earns the award on the red side, then removes the token from the game.

Example: You are the first to sell in the yellow town. The award token shows 2 dirhem, so you take 2 dirhem, then flip the token to its other side. The next player to sell in this town will earn 1 dirhem.

Flip the award token over to its red side after earning the 2 dirhems.

Harvest Spaces

Harvest spaces are marked with a sickle icon. These spaces are subdivided, as are market spaces, to hold more than one mule. Movement in and out of harvest spaces follows the same rules as market spaces. When you stop in a harvest space, you may perform two actions in either order: harvest and complete a goal.

Harvest

To harvest, take 1 primary fruit from each farmland where you have the most farmers. The primary fruit of a farmland is the one indicated by the sickle icon next to the field. Farmers in towns are not counted. In 3- and 4-player games, being tied for the most counts. For 2-player games, you must have more than your opponent.

Important: If you already have 5 fruit of a given type and earn one by the harvest action, take a noria instead.

Example: You are the blue player in a 3-player game. You have the most farmers in the purple and orange regions. You take a grape (the primary fruit of the purple region). You already have 5 oranges (the primary fruit of the orange region), so you take a noria instead.

Grapes are the primary fruit in the purple region. Oranges are the primary fruit in the orange region.

Complete a Goal

If, at the time of occupying a harvest space, you meet a goal card requirement, you may place one of your farmers from your supply onto the card and take the specifed amount of dirhems. If you have no farmers in your supply, you may remove one from a farmland to place on the card.

You may complete each goal only one time and you may complete only one goal per harvest space. Multiple players may complete the same goal. For a detailed description of the goals, see "Goal Cards."

Example: You stop in a harvest space. After performing the harvest action, you see that you have 2 farmers in each of 2 different fields, which satisfies this goal's requirement. You place a farmer on the card and earn 3 dirhems.

Spending Norias

Anytime on your turn, you may spend norias by returning them to the supply to perform an action(s). You may spend norias before receiving some in order to stay at or below the 5 norias maximum. If you place or move a farmer, you also earn a fruit, as normal.

  • Spend 5 norias to place a farmer and earn 2 dirhems
  • Spend 4 norias to place a farmer and earn 1 dirhem
  • Spend 3 norias to place a farmer
  • Spend 2 norias to move a farmer
  • Spend 1 noria to return any 1 fruit to the supply to take a different fruit

Game End

Players take turns until all mules enter the final track, which is marked with the end icon. You may move your mule to any unoccupied final space, but may not move again. After entering a final track space, you perform 3 actions, if possible.

(A) Market Action (B) Complete a Goal (C) Sell Remaining Fruit

Market Action and Complete a Goal

You may perform each of these actions one time, as previoulsy described.

Sell Remaining Fruit

Each end track space shows a ratio of fruit to dirhems. You may sell your remaining fruit for dirhems at that ratio, rounding down. Return the fruit to the supply and take the dirhems.

Example: You are Blue and finish in this space, allowing you to sell fruits at a ratio of 4 to 1. You have 9 total fruit: 4 grapes, 3 apples, and 2 lemons. Return them to the supply and take 2 dirhems.

Determining a Winner

Players flip their delivery tokens to show the side with dirhems (which is always 1 fewer than the fruit). Players then sum these dirhems with those previously earned. The player with the most dirhems wins. For ties, the player whose mule is further along the end track wins the tie.

Flip all delivery tokens to reveal the number of dirhems earned, which is always 1 fewer than the fruit value.

2-Player Game

When playing with 2 players, the die acts as an imaginary third player. When the die is furthest back, roll it, then move it the number of spaces shown, not counting spaces containing mules. It also skips harvest and market spaces. Its only function is to keep mules from entering spaces where it is.

Goal Cards

If you meet the requirements of a goal card at the time of occupying a harvest space, you may complete the goal. Each player may complete each goal once, but multiple players may complete the same goal. You may complete only 1 goal per harvest space. Make sure to distinguish between farmers in farmlands and those in towns. To accomplish the goals involving farmers in towns and for those involving delivery tokens, you must make deliveries.

The goals are:

  • 5 Identical Fruit: Possess 5 of the same fruit
  • 5 Different Fruit: Possess at least 1 of each different fruit
  • 3 Identical Delivery Tokens: Possess 3 delivery tokens with the same fruit type
  • 3 Different Delivery Tokens: Possess 3 delivery tokens of different fruit types
  • 2 Farmers in 2 Farmlands: Have at least 2 farmers in 2 different farmlands
  • 3 Farmers in 1 Farmland: Have at least 3 farmers in 1 farmland
  • Delivery Token Sequence: Have 4 delivery tokens with the values from 2 to 5
  • Delivery Tokens with all 2 Fruit or all 3 Fruit: Have 3 delivery tokens with either all value of 2 or all value of 3
  • A Farmer in 4 Different Towns: Have at least 1 farmer in 4 different towns
  • 2 Farmers in 2 Different Towns: Have at least 2 farmers in 2 different towns

Alpujarras Solo Rules

Overview

In the solo game, compete against an imaginary opponent named Zara. To win, you must earn more dirhems than Zara and complete 5 in-game objectives ("pay your zakat"). Play the game as normal, except with the following changes.

Additional Components

These cards are included for solo play: 1 Double Turn Card, 5 Zakat Cards.

Setup

  1. Set the game up as if for 2-players, but return the goal cards and award tokens to the box.
  2. Place the 5 zakat cards above the board (in place of the goal cards). For your first game, turn all the cards to the side without a star.
  3. Place the die in the first "go" space, followed by your mule, so you will take the first turn.
  4. Choose a color for Zara. Place her mule in any farmland and put her farmers in her own supply area.
  5. Place the double turn card in your supply. For your first game, place a farmer on the "3" space on the double turn card.

Playing the Game

The die functions as the track mule for Zara. The player who is further behind on the track takes a turn.

Your Turn

In the solo game, you follow different movement rules.

Moving Your Mule

Generally, when you move your mule, you must pass the die, thereby preventing you from taking two turns in a row. However, if you slide the farmer down one space on the double turn card, you may stop in a space before the mule. In the basic game, you begin on space 3 of the double turn card, which means you can stop your mule before the die up to 3 times during the game. After the final use, remove the farmer from the card.

Example: It is your turn and you move your mule to the space just before the die so you must move the farmer on the double turn card down one space. Perform the space's action, then move the mule again. This time, you pass the die. After performing this next action, it's Zara's turn.

Harvest Space

You must stop in each harvest space and "pay your zakat," i.e., make a donation to the mosque, after performing the harvest action. If you do not pay a zakat when required, you lose.

Paying a Zakat

  • To pay a zakat, return all the items from your supply matching any one of the zakat cards to the common supply, then discard that zakat card.
  • The circle with a slash over the farmer icon means that you must return one of your farmers from any farmland (not town) to your supply (the farmer is donating time to the mosque).

Example: You land on a harvest space. After harvesting, you pay a zakat by returning an orange and a lemon to the supply. You also take back one of your farmers from a farmland.

Market Space

After stopping in each market space, you must make a delivery to earn a delivery token and you must deliver a different type of fruit each time. In other words, at game end you must have 5 delivery tokens showing a different fruit type. If you are unable to earn a different token, the game ends and you lose.

Zara's Turn

When it is Zara's turn, she takes two steps in this order.

Step 1: Move Die + Mule

  • Roll the die and move it as many spaces along the track as the die's result. Do not count the space with your mule. Important: If it reaches either a market or harvest space, it immediately stops even if it has not moved the full amount.
  • Then move Zara's mule clockwise around the board a number of farmlands equal to the die result.

Example: It is Zara's turn. You roll the die and the result is 3. The die moves only 2 spaces along the track because it reaches a market space, where it must stop. You then move the mule 3 spaces clockwise around the board from the green to the orange farmland.

Step 2: Perform Action

Zara's action is determined by the track space the die stops in, only as described below.

Standard Space

When the die is in a standard space (i.e., not a harvest or market space), place 1 of Zara's farmers into the farmland presently occupied by her mule. She does not take fruit nor perform any other action.

Market Space

When the die is in a market space, take a delivery token and add it to Zara's supply according to this method:

  • Take the lowest valued delivery token of the primary fruit type of the farmland currently with Zara's mule and put it in her supply.
  • If a delivery token of that fruit type is not available in that farmland, check each other farmland, one at a time and clockwise around the board, for that type of delivery token.
  • Once reaching a farmland with that type of token, place it in Zara's supply.
  • If a farmland has more than one token of that type, give Zara the lower valued token.
  • In the unlikely event that no delivery tokens of that type are on the board, choose any delivery token on the board for her.

Example: The die is in a market space. After movement, the mule is in the green farmland and apple is the primary fruit. There are no delivery tokens with apples in this farmland, so (going clockwise) you check the red farmland. It has apple delivery tokens showing 3 and 5. Take the 3 token and give it to Zara.

Harvest Space

When the die is in a harvest space, Zara performs 2 actions.

  • First, discard a delivery token from the farmland containing Zara's mule, by following the same method for choosing a delivery token above, except the highest valued token is discarded.
  • Second, Zara earns 1 dirhem for each farmland that she has more farmers than you. Place any earned dirhems in her supply.

Example: The die stops in a harvest space. The mule moves into the red farmland and cherries are the primary fruit. Discard the highest valued cherry delivery token and give Zara 2 dirhems because she has more farmers in 2 of the farmlands.

Game End

The game ends immediately if you are unable to pay a zakat (after a harvest) or if you are unable to earn a different delivery token (when in a market space). If either of these occur, you lose. Otherwise, the game ends when you and Zara both reach an "end" space on the final track.

  • If Zara arrives at the end first, the die moves to the furthest space with the ratio of 3 fruit : 1 dirhem. She also performs a market action. Once completed, you must move your mule to an end space on your next turn or take a double turn (if you have the ability to do so).
  • If you arrive at an end space first, Zara moves immediately to the end after your turn. On her last turn, she only performs the market action.
  • Regardless of who arrives first, you perform 3 actions (in any order) when you arrive in the end space: deliver fruit, convert remaining fruit, pay a zakat.

Determining a Winner

Flip over the delivery tokens for you and Zara. Add the values on the tokens with any dirhems earned during the game. If you have paid all your zakats, have 5 different delivery tokens, and have more dirhems than Zara (not tied), you win.

Variants

Make minor adjustments to decrease or increase the challenge of the solo game.

  • To make it less challenging, during setup, place your farmer on the 4 (easier) or 5 (easiest) space on the double turn card.
  • To make it more challenging, use the sides of the zakat cards marked with a star. The more sides showing stars, the more challenging the game.
  • To make it even more challenging, start with fewer (or no) double turns.

Thanks

Thanks to Antti Airaksinen and Thomas Glick for their help with historical information. Thanks also to the Kickstarter backers who funded this game, numerous play testers, and reviewers for their help. Visit www.doctorfinns.com to find out more about our games.

©2021 Dr. Finn's Games. Illustration by Ossi Hiekkala; Graphic Design by Kim Robinson