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Кибердеревня (Cyberfarm)

Кибердеревня (Cyberfarm) Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Setup
  • Game Flow
  • Final Scoring
  • Products
  • Robots
  • Buildings
  • Conveyors
  • Inventions
    • Building blueprints (Construction / Modernisation)
    • Modernisation
    • Upgrades (underlay cards)
    • Named robots
    • Autonomous cards
    • One-time cards
  • Card Auction
  • Common Board Actions
  • Galactic Delivery Orders
  • Card Descriptions
    • Inventions
    • Named robots
    • Basic buildings

Overview

Each game lasts 6 seasons (rounds).

A season ends when all players have taken their turns and passed.

On your turn you may:

  • Play Invention cards (buildings and various farm upgrades).
  • Send Robots to work in your buildings or take actions on the common board.
  • Use the Harrow (if you have one).
  • Fulfil Orders.

At the end of the season, players load their "Loafs" to deliver the produce they made to the Martian market. The vehicle holds only 6 goods. The higher the total value of the shipment, the more money and Victory Stars the player receives.

Goal of the game: Each farmer's aim is recognition, marked by Victory Stars. Players earn most of their Victory Stars by selling products at the end of a season. Upgraded buildings, animals, the advantage on conveyors, face-down cards and cards bearing the Victory Star symbol also bring extra points at the end of the game.

Anecdote: To beat the cattle ranchers with their herds of cows and tons of milk, you can install a Suborbital Mixer in the Press to squeeze juice out of potatoes and then whip it into the trendy vegan "milk" the young people love. Not a bit worse than almond milk!

Components

Player cubes: 40 in each colour. Robots: 7 in each colour. Robots are needed to activate your own buildings and the zones on the common board. To use a building or a zone, send a robot there. Cubes are used to mark the products you have made and the tokens you have used.

Money tokens: 28 coins of value 1, 16 coins of value 2, 8 coins of value 5.

Season counter (round counter): one die-shaped counter.

Product deck: 27 cards. The cards are laid out in 4 rows by level. The 3 lower rows lie face down.

First player token: kept by the first player; it moves clockwise after each season.

Building cards: 80 cards, including the starting buildings and their underlay cards, and special buildings.

Invention deck: 100 cards. This is the main deck of the game. It contains building blueprints, upgrades, special robots and much more. Most cards exist in a single copy.

Order cards: 18 cards. When an order is fulfilled, players receive the special resources and bonuses shown on it (cards, coins and stars).

Tokens:

  • Hens / Laying hens: 20
  • Horses / Cows: 20
  • Apple / Cherry trees: 12
  • Bees: 12
  • Harrow: 16
  • Worm: 1
  • Locks: 12
  • Conveyors: 24
  • x10 tokens: 8
  • Olenka and Pashulya: 4

Main board:

  1. Victory Star track.
  2. Setup reminder.
  3. Season counter.
  4. Izhevsk Dynamics factory (for buying robots and conveyors, and for sending robots to work).
  5. Kalinka Supermarket (for buying missing products).
  6. Galactic Delivery tracks (3 bonus tracks for completing orders).

Training board:

  1. Victory Star track.
  2. Setup reminder.
  3. Season counter.
  4. Izhevsk Dynamics factory (for buying robots and conveyors, and for sending robots to work).
  5. Tips for beginners.

"Loaf" board:

  1. Zone where sold products are moved so that their total value can be counted.
  2. Track that determines the income for the next season: money and Victory Stars.

Setup

Field setup

Building showcase: Lay out 4 copies of each building in stacks in a separate row. Players take a card from here when they build.

Products: Place the product cards in the centre of the table in 4 rows by level, as shown in the illustration. Level II, III and IV cards are placed face down (grey side up). In each row, arrange the cards by Food Value (FV), from lowest to highest. Players place product cubes here as a warehouse. To unlock a product and receive its reward, a player must be the first to produce it on their farm.

Card auction: Shuffle the Invention deck and lay out 5 cards face up. Place the deck to the right. Decide where the common discard pile for Invention cards will be.

Galactic Delivery orders: Shuffle the order deck and lay out 3 cards face up. Place the deck to the right. ATTENTION: There are no orders in the training game.

Common boards: Place the main board and the "Loaf" board under the auction. Put the season counter on division I. ATTENTION: For your first game, place the main board with the training game side up.

Bank and common tokens: Set them aside so that all players can reach them.

Player setup

Choose a colour and take:

  • 4 robots.
  • 40 cubes (the full set).
  • The basic set of buildings:
    • Field.
    • Garden + underlay.
    • Barn + underlay.
    • Henhouse + underlay.
    • Dining room (not needed in the training game).

Place your buildings in a row in front of you and put the underlay card under each building, as shown in the illustration.

Place one of your cubes on the start space of the Victory Star track.

Starting resources

Carefully study the Invention cards you have been dealt before choosing your starting resources. Several players may take the same starting capital if they wish.

Your hand may suggest who you want to become: a gardener, a dairy farmer, a poultry farmer or an agronomist.

You can always adjust your course later, but a good start can help in the early game, and money is always needed for buying and playing cards from your hand.

Starting resource options (as printed; the option icons are read from the page image):

  1. A hen token and 8 coins.
  2. A cow or a horse token (your choice) and 5 coins.
  3. An apple tree or a cherry tree token (your choice) and 9 coins.

Determining the first player

The first player is the one who most recently dug potatoes in a dacha. They receive the first player token. They will be the first to take part in the card auction at the start of the season.

At the end of the season, the first player token passes to the next player clockwise.

Dealing cards

Deal each player 5 cards from the Invention deck.

Game Flow

Turns pass clockwise, starting with the first player.

One round (season) of the game consists of 8 steps:

1. Draw cards (skip in season I)

Each player receives 3 Invention cards from the deck. The player must keep 1 card and discard the other 2 new cards. Discarding old cards, or keeping more than 1 new card in this step, is not allowed.

2. Card auction (more on page 42)

The auction consists of 3 rounds of bidding. All players take part in round 1; only those willing to pay take part in rounds 2 and 3.

  • Round 1: participation is free.
  • Round 2: 2 coins to the bank.
  • Round 3: 5 coins to the bank.

Bidding round: All players in turn take 1 card from the auction row. The leftmost card is free. To take any other card, the player must place 1 coin on each card to the left of it (if a player takes the third card, they must place 1 coin on the first and second cards).

After a player has taken a card, all cards shift left. A new card is placed face up in the vacated space (the rightmost position) from the deck.

If a player takes a card that has coins on it, they take those coins as well.

3. Players' turns

When the auction is over, players take turns in order. On your turn you may perform one of the following actions:

  • Play an Invention card.
  • Use a robot.
  • Use the Harrow (if you have one).
  • Fulfil an order.

At any moment a player may discard any number of cards and receive 1 coin for each. This is NOT AN ACTION and does not use up a turn.

If a player can no longer or does not want to take turns, they pass. A player who has passed may not take any further turns until the end of this season.

4. Loading the "Loaf"

When all players have passed, the loading of the "Loaf" can begin. Choose which products you want to sell, and ship them.

IMPORTANT! The "Loaf" holds no more than 6 products of any kind (for example: 6 potatoes / 6 cheeses / 1 beet, 2 apples, 1 butter and 2 jams).

Add up the total Food Value (FV) your shipment brought in, and mark that value on the track of the "Loaf" board. Receive the income due to you: Victory Stars and coins.

Note: The track progress on the "Loaf" board is reset at the end of each season. Players begin counting Food Value from zero in each following season.

Example: 3 + (6×2) + (7×3)

At the end of the season Nikolai loads 6 products into the "Loaf" (1 cherry, 2 ice creams and 3 pies). Together they give him 36 FV points (3×1 for the cherry + 6×2 for the ice cream + 7×3 for the pies). Nikolai marks 9 on the Victory Star track and receives 10 coins.

The last, 6th season ends here. Proceed to final scoring.

5. Discarding perishable products

After the "Loaf" has been loaded, discard all perishable products from the board.

Example: A cherry left on the table rots. Snacks carry over into the next season, because they are storable.

6. Reset

Take all played robots off buildings and boards (Izhevsk Dynamics and the Supermarket). Return the Harrows to the common supply.

Remove the cubes from all cows, horses, hens and trees.

Remove all cubes from the "Loaf" board, including the cubes on the track.

7. Replacing orders (more on page 45)

  1. Discard all order cards that at least one player has fulfilled.
  2. Starting from season II: also discard the very first (leftmost) order card, even if nobody has fulfilled it.
  3. Shift the remaining order cards left and lay out new cards, up to three.

Note: Discarding an order card brings a new top card to the deck. The variable products shown on the back of that card change, so the composition of all open orders changes too (see Galactic Delivery Orders).

8. Passing the first player token

Pass the token clockwise to the next player.

Final Scoring

After the 6th season is complete, the game ends.

Receive final Victory Stars:

  • For each cow, horse and laying hen.
  • For every 2 face-down Invention cards on the whole farm. (Round down.)
  • For each Level II building.
  • For the greatest number of conveyors. If players are tied on conveyors, all tied players receive the points.
  • For bonuses on played Invention cards (Bio-tractor, Tea fungus, etc.).

This is your final result. Congratulations, the best farmer on Mars!

Products

Players mark the products they have made with cubes of their colour on these cards.

  • Product name.
  • Product level.
  • Product lock symbol: an open lock means a perishable product; a closed lock means a storable product.
  • Row in which the card sits.
  • Food Value (FV) of the product: the combined value of the product (taste, benefit, calories) for the colonists of the galaxy. The higher the FV of the products you produce and ship to the "Loaf", the more coins and Victory Stars you receive at the end of the season.

Reference: Food Value can be increased with cards from the Invention deck (for example, "Quality Mark").

Information: shows where the product is used.

Product cards lie in the centre of the table in 4 rows by level. Level II, III and IV cards lie face down.

Recording stock

When you produce a product, place a cube of your colour on the corresponding product card. If needed, use an x10 token.

Example: Olya has 2 carrots, Boris has 11 (x10 token and 1), Kirill has 1 in total. How do they unlock a product?

Unlocking products

At the start of the game, all product cards of levels II, III and IV lie face down. There is a kind of race for them: the player who is the first in the game to produce a product of that type opens it. By turning the card over, they receive the one-time bonus shown on it.

A player unlocks the product and receives the bonus even if they immediately sent it along a conveyor to another building (see Conveyors on page 31).

YOU DO NOT RECEIVE THE ONE-TIME BONUS and do not turn the product card over if you bought a "closed" product in the Kalinka Supermarket, or received it for fulfilling an order.

Reward for opening a locked product: The one-time bonus is received by the player who first produces the product on their farm.

Example: The player who first bakes pies receives a coin and an Invention card from the deck.

Product locks

Products are divided into perishable and storable products.

  • PERISHABLE products are those you could not use (process them or send them to the "Loaf", the Dining room, etc.) during this season. They rot and are removed from the game before the next season begins. They can be kept with personal lock tokens.
  • STORABLE products (marked by a lock in the upper right corner of the card) do not spoil, and you may store them for the next season.

Players' personal locks

If a card gives you a lock token, you must take a lock of your colour and place it on a perishable product of your choice. While your lock is on it, that product counts as storable for you. Storable products do not need to be discarded at the end of the season. Some locks are targeted (Schrödinger's Cat).

If a lock is not tied to a specific product, you may at any time move it to another product so that it does not rot at the end of the season. This does not use up a turn.

Several players may have personal locks on the same product.

Personal lock tokens make a product storable only for the lock's owner, and protect that product from rotting and from being discarded at the end of the season.

Robots

Work, work, step up to the robot! We farmers handle the management of the farm, inventions and the eternal questions of existence. The heavy physical labour has been taken on by hard-working machines, with a cheerful "pu-pu-pu" on their metal shoulders.

So how are they controlled?

Robots are the workers you send to work in your buildings or to take actions on the common board (the Kalinka Supermarket, the Izhevsk Dynamics factory).

To use a robot, place it on a free space and carry out the corresponding action. A used robot stays on that space until the end of the season, and returns to your hand only before the start of the next season (the Reset step).

SINGLE-USE: You may place only one robot on this space per season.

MULTI-USE: You may place any number of robots on this space per season.

How do you get new robots?

Each player begins the game with 4 robots.

The cost of each next robot is 1 coin more than your current number of robots. For example, if you have 4 robots, a new one will cost you 4+1=5 coins.

You can get a new robot in 3 ways:

  • Buy a robot in the Izhevsk Dynamics zone on the common board.
  • Play a named-robot card.
  • Discard 2 Scrap Metal cards.

This rule applies to Izhevsk Dynamics and to named-robot cards. Two Scrap Metal cards give you a robot for free.

Attention! The maximum number of robots a player may have is 7. An 8th robot cannot be bought or obtained by any means. For further needs, buy Conveyors (see page 31).

Buildings

Nothing beats the craving for pies. They are made in the Bakery. But you need flour! That comes from the Mill. First you have to harvest the grain from the Field. And the filling? Either plant cherries in the Garden, or whip curd in the Dairy from milk. Or simply pick strawberries from the bed in the Greenhouse? But for such a recipe the Bakery will have to be upgraded too... time to roll up our sleeves for our robot-workers.

Building cards are the places on your farm where you can send a robot to produce or prepare new products. Without buildings you cannot unlock locked product cards.

Building, using and upgrading buildings is your main activity in the game.

Starting buildings

At the start of the game each player receives the starting buildings: Garden, Barn, Henhouse (+ underlays), Field I, and the Dining room. They are already built, and you can use them right from your first turn.

Basic buildings

Basic buildings can be built with Blueprint cards (Construction / Upgrade). No player may have two identical buildings, but each Level I building can be upgraded to Level II and made unique thanks to Upgrade cards.

At the end of the game, each upgraded Level II building gives a Victory Star.

Additional buildings

Additional buildings can be found in the Invention deck (for example, the Apiary and the Barn). They have no blueprints and cannot be upgraded, but they can be very useful.

The rules for the Apiary are on page 51.

Reading a building card (page 16 diagram): the labels mark the building's name, its level, the production or processing type, the robot slots, whether a harrow may be used there, and any bonus received when the building is built. A Level I building shows the upgrade symbol, meaning it can be upgraded to Level II (see Blueprints and Upgrades).

Building actions

Production: In this building a robot receives a product from nothing (without spending other products). A production building activates once per single-use slot, or any number of times per multi-use slot, as marked on the card. Example: a player sends a robot to the Garden, activates one production slot and gets 2 strawberries; that slot is blocked until the next season. A conveyor cannot be attached to such a building, but a conveyor may run from it.

Processing: In this building a robot turns some products into others (cooks by recipe). It activates multiple times, and within one action you may activate any number of actions any number of times while ingredients last. A processing building can be activated by different robots any number of times. Example: a player has 14 bags of flour, 2 cherries and 4 cottage cheese, and sends a robot to the Bakery to process products; they get 6 pies (2 cherry, 4 curd) and 1 bread. Until the end of the season you may return to the Bakery while robots remain. (It is usually better to stockpile ingredients first and cook them all in one go.)

Deferred action: The result of this action is available only in the next season. ATTENTION: In the last season of the game, use this action with care.

Example: A foal born in the Barn this season becomes an adult horse next season, ready to give a harrow, and the juice becomes beer thanks to Cordyceps yeast.

Starting buildings

Field (production building)

  • What is produced: Grain: to unlock its potential you need to build a Mill; it can also feed hens. Carrot: a simple, clear food; good to survive the early game. The game gets going when you build a Press and start making carrot juice, or cook breakfast in the Dining room. Potato: similar to carrot, but in future you can bake potato pies and make lunches from them in the Dining room. Hay: needed only to feed horses and cows. Beet: if you build a Sugar factory, beets are essential; they are also useful in the Dining room.
  • Conveyors: A conveyor cannot be attached to the Field. A conveyor can be run from the Field.
  • Using the Field: The Field has 6 single-use slots where you can send your robot. The slots are equal and not tied to any product. Each time you place a robot on the Field you choose which product to produce. You may choose the same product 6 times, or a different product each time.
  • Upgrading the Field: The Field is the only starting card that can be upgraded to Level II. The back side has a richer harvest. It is upgraded in a special way: in two stages, with two upgrade cards. (See Upgrades on page 38.)

Harrow (page 20) A useful tool for loosening the soil; in Cyber-farm it is used for harvesting. It is twice as efficient as manual robot labour.

Harrow tokens are given by horses and by some card effects. When you receive a harrow, place it next to your unused robots. A harrow must be used before the end of the season.

  • How to use a harrow: Using a harrow is a separate turn. A harrow closes 2 slots at once, working as 2 robots. You may choose either two different productions, or the same production twice.
  • A harrow, like a robot, stays on its slot until the end of the season.
  • At the end of the season all harrows are discarded (even unused ones).
  • A harrow may not be used at the Garden or at buildings where the card forbids it; check the building card.
  • Important: If 5 of the Field's 6 slots are occupied, you can still use a harrow, but it will only plough one slot.

Example: In one season Kirill sends 2 robots to the Field and uses 2 harrows. The first robot brings 2 potatoes, the second brings 2 hay; the first harrow brings 2 grain and 2 potatoes, the second harrow brings 6 beets. The Field is fully ploughed, and nobody else can work it until the next season.

Garden (production building)

  • What grows in the Garden: two kinds of tree: cherry and apple. Apple trees give a large harvest, and their apples can be made into juice and cider. Cherry trees are less prolific, but their fruit is worth much more. Cherries can be made into juice, jam, pies and ice cream.
  • Conveyors: A conveyor cannot be attached to the Garden. A conveyor can be run from the Garden.
  • Harrow: A harrow may not be used in the Garden.
  • Actions: Send a robot to do ONE of the following:
    1. PLANT A SAPLING: Plant a new cherry or apple tree. Place the tree token on the Garden underlay and put one of your cubes on it to mark that it is still young and bears no fruit. The tree becomes available for harvest in a new season.
    2. REPLACE A TREE: Replace one tree with another. If the tree was not activated before replacement, you may harvest the new tree even this season. If it was already activated, it remains used until the end of the season (i.e. if a cube was on the tree, it stays there after the token is flipped).
    3. HARVEST: Harvest from no more than 2 trees that have no cube on them. Place a cube of your colour on them to mark that they have already yielded a harvest this season. Each adult tree may yield a harvest only once per season.
  • Symbols: An adult tree can be harvested, because its token has no cube. A used tree or sapling cannot be harvested, because its token has a cube: it is either a young sapling, or it has already been shaken this season.

Example: A cherry tree is in the Garden. (1) A robot plants an apple sapling and puts a cube on it. (2) A second robot harvests the cherry tree; the robot brings 2 cherries. The sapling will not bear fruit until next season.

Barn (processing building with animals)

  • Who lives in the Barn: two kinds of animal, cows and horses. Cows give milk (to make cottage cheese, butter or cheese) or a calf. Horses give a harrow (see page 20) or a foal.
  • ATTENTION: At the end of the game each cow and each horse gives 1 Victory Star.
  • Conveyors: A conveyor can be attached to the Barn. A conveyor can run from the Barn.
  • Multi-use: FEED ANIMALS: Send a robot to a multi-use slot on the card to feed the animals with hay and activate them. 1 hay activates 1 cow or horse. A fed animal is marked with a cube of your colour and is unavailable until the end of the season. One robot may feed any number of animals as long as you have hay for them. You may return to the Barn if it still has inactive animals. After feeding, choose ONE of:
    • a) MILK / HARNESS: A cow gives 2 milk. A horse gives a harrow token.
    • b) GET OFFSPRING: A cow gives birth to a calf, or a horse gives birth to a foal. Place a new cow or horse token on a free space in the Barn and put a cube of your colour on it. The animal is blocked until the next season.
  • Symbols: An adult animal can yield milk or offspring, because its token has no cube. A used or young animal cannot yield milk or offspring, because its token has a cube: it is either young, or it has already been activated this season.
  • Single-use: BUY AN ANIMAL: Send a robot to a single-use slot to buy an adult cow or horse for 5 coins. The animal is ready to work and may be fed and activated in this same season.
  • Single-use: EXCHANGE AN ANIMAL: Send a robot to a single-use slot to turn a cow into a horse or a horse into a cow for 2 coins. If the animal was not activated before the exchange, you may activate it even this season. If it was already activated, it remains used until the end of the season (i.e. if a cube was on the animal, it stays after the token is flipped).

Example: In the Barn Kirill has 2 cows and 1 horse. (1) He has only 1 hay, so he sends a robot to feed the horse. The horse gives a harrow and is marked with a cube; it cannot be used again this season. (2) Kirill uses the harrow on the Field and gets 2 more hay, then sends a second robot to feed the cows (the animal slot does not limit the number of robots). (3) Kirill decides that one cow gives milk and the other gives birth to a calf. As printed in the source, the example's closing line says "All 3 cows are marked with cubes"; the cow tokens and the horse are all marked with cubes.

Henhouse (processing building with animals)

  • Who lives in the Henhouse: hens, which lay eggs. Early on there will be few eggs, but as laying hens (nesushki) start to appear in your Henhouse, nothing will stop them!
  • Hens give 1 egg each. Laying hens give 2 eggs each. Fresh eggs can be hatched into chicks, which become adult hens in the next season.
  • ATTENTION: At the end of the game each laying hen gives 1 Victory Star.
  • Conveyors: A conveyor can be attached to the Henhouse. A conveyor can run from the Henhouse.
  • Multi-use: FEED BIRDS: Send a robot to the multi-use slot to feed the hens and activate them. Unlike the Barn, where each animal needs 1 hay, in the Henhouse all hens and laying hens are fed with 1 grain. A fed bird is marked with a cube of your colour and is unavailable until the end of the season. You may return to the Henhouse if it still has inactive birds. After feeding, choose ONE of:
    1. GET EGGS: A hen gives 1 egg; a laying hen gives 2 eggs.
    2. GET OFFSPRING: Spend one fresh egg to place a new hen token on a free space in the Henhouse, with a cube of your colour on it. The hen is blocked until the next season.
  • Important: You may NOT obtain chicks from eggs acquired in any other way (for example, eggs bought in the Kalinka Supermarket), nor at any other time. If an egg has gone into your stock (onto a product card), you can no longer hatch a chick from it.
  • Important: Even a chick that hatched from a laying hen's egg is still an ordinary hen.
  • Symbols: An adult bird can yield eggs, because its token has no cube. A cannot yield eggs, because its token has a cube: it is either young, or it has already been activated this season.

Example: The Henhouse holds 1 hen and 2 laying hens. (1) Ira sends a robot to feed the birds; 1 grain is enough for all of them. (2) She takes 4 eggs into stock and uses 1 egg to hatch a chick, placing a cube on all 4 tokens. (3) Ira receives 5 eggs in total (1 from the hen and 4 from the 2 laying hens).

Dining room (processing building; not used in the training game)

  • Why the Dining room is needed: Close to the end of the game your production will have grown, and there is no more room in the "Loaf". You are already sending the 6 most valuable products to the Martian market, but what about the rest? Feed the local workers (farmers, engineers and astronauts) with delicious home-cooked food from your stock!
  • Conveyors: A conveyor can be attached to the Dining room. A conveyor cannot run from the Dining room.
  • How the Dining room works: When you activate the Dining room with a robot or a conveyor, discard the products required by a given recipe to prepare a breakfast or a lunch. Mark it by placing a cube on the Dining room card (on the left half for breakfast, on the right half for lunch).
  • Within one action you may prepare any number of breakfasts and lunches from all recipes, as long as you have enough products.
  • At the end of the season, after you have loaded the "Loaf", you receive 4 FV for each breakfast and 6 FV for each lunch. These points are added to the "Loaf" track. Remove all cubes from the Dining room.
  • Important: Breakfasts and lunches are not products but dishes. They have no stock cards of their own. Cubes for dishes you have prepared are placed directly on the Dining room card (on its left and right halves).
  • Note: If this is your first game, you may skip the Dining room rules.

Example: Olya sends a robot to the Dining room. Her stock is enough to cook 2 portions of borscht, mashed potatoes, and a beet salad with sour cream. At the end of the season, after loading the "Loaf" (for example, 6 jars of jam worth 36 FV), Olya adds a further 22 FV (3 lunches at 6 FV each and 1 breakfast at 4 FV) and moves to 58 on the track: 6×6 + 6×3 + 4×1 = 58 FV.

Conveyors

If every season you have to send one robot to the Field for hay and then a second one to feed that hay to the cows in the Barn, it is boring and inefficient. Repeated actions should be optimised!

A conveyor is an interesting alternative to robots: a separate token that links two buildings into an automated production line. Buildings activate in sequence, passing the needed products along the chain, without spending a robot on each following building. One robot must still come to the start of the chain, press the button and start the whole production line.

Which two buildings can be connected by a conveyor?

  • If a product that can be made in the first building is needed for processing in the second. (For example, a Barn with a cow can be connected to a Butter churn; milk will travel along the conveyor.)
  • Production buildings (Field, Garden, Greenhouse, Apiary) CAN be the source end of a conveyor.
  • Production buildings CANNOT be the receiving end of a conveyor.

A conveyor cannot be used with stand-alone autonomous cards (Space Slug, Bio-tractor, Martian Worm, Tea fungus, etc.). They are not buildings.

You cannot connect buildings whose products are not linked.

  • Example 1: The Greenhouse and the Bakery cannot be connected. But if the Bakery is upgraded to Level II, it gets a strawberry pie recipe, and then it can be connected to the Greenhouse.
  • Example 2: The Garden and the Butter churn cannot be connected. But if you add the upgrade Migratory Birds to the Garden, egg production appears there, and then the Garden can be connected to the Butter churn.

Activating a conveyor

After a robot has activated any slot in the first building, you MAY activate a multi-use slot in the next building without spending a robot.

You cannot activate a single-use slot in the next building. So if you start a chain at the Field, you cannot go on to the Barn and buy or exchange livestock via the conveyor. You can only feed the animals.

Important: It does not matter which action you performed in the first building. If buildings are connected by a conveyor, you may run them one after another within any action.

It is not necessary for the product moving along the conveyor to be the one you are going to process next. The conveyor "picks up" the products you need from your stock on its way to the next building.

Example: The Field is connected by a conveyor to the Sugar factory. You may send a robot to the Field and produce potatoes, and the beets from your stock can automatically go to the Sugar factory and turn into sugar.

Example: A conveyor runs from the Henhouse to the Butter churn. You may send a robot to the Henhouse's single-use slot and buy a hen. At the same time, the milk from your stock can automatically go to the Butter churn and become sour cream.

Important: If a recipe requires products from different buildings, first prepare the side products in your stock, and at the very end activate the production line.

Example: You have run conveyors from the Field through the Mill to the Bakery. First harvest cherries in the Garden. Then send a robot to the Field, which activates the chain: grain becomes flour, and on arrival at the Bakery it picks up the cherries from stock and bakes pies.

Activation of a conveyor is optional. You may connect any number of buildings into one production line. One building may have several conveyors running to different buildings.

How to get a conveyor

A conveyor costs 1 coin more than your current number of robots. For example, if you have 4 robots, a conveyor will cost you 4+1=5 coins.

You can get a conveyor in the same way as robots:

  • Buy a conveyor in the Izhevsk Dynamics zone on the common board.
  • Play a named-robot card and choose a conveyor instead of a robot.
  • Discard 2 Scrap Metal cards. Two Scrap Metal cards give you a conveyor for free.

Conveyors DO NOT make robot purchases cheaper.

Example of a conveyor line: Kirill decides to build an automated line for cheese production. He buys a conveyor and connects the Field and the Barn (the Field can supply hay needed by the Cheese dairy, so the Field can be connected to the Barn). Then he builds another conveyor, linking the Barn and the Cheese dairy (the dairy processes milk from the cows).

  1. Kirill sends a robot to the Field and gets 2 hay.
  2. Conveyor A activates a multi-use slot in the Barn. Kirill decides to feed 1 cow with hay to get 2 milk. IMPORTANT: A conveyor cannot activate single-use slots, so Kirill cannot buy or exchange a cow in this action.
  3. Conveyor B activates the Cheese dairy. Kirill decides to turn 2 milk into 2 cottage cheeses. The action is complete.
  4. Kirill decides one cow is too few, so he sends a robot to buy a second cow. Although any slot can start a conveyor, Conveyor B does not run, because Kirill has no milk in stock and the dairy has nothing to process.
  5. Kirill sends a robot for potatoes. Conveyor A still runs, because Kirill has 1 hay left in stock from the previous turn. It does not matter which product Kirill got at the Field; if he has hay, Conveyor A runs.
  6. The cow gets 1 hay and gives 2 milk.
  7. Conveyor B also runs, and the dairy processes 2 milk into 2 cottage cheeses.

Inventions

Many people think a farmer's main tool is the hoe. The more experienced say it is the gravity shovel. In fact it is the brain! Yes, a successful farmer on Mars must above all be a scientist, an engineer and an astrophysicist.

You have spent your whole life gathering the boldest ideas into one Invention deck. Here are building blueprints, production technologies, recipe upgrades, experimental robots and simply curious cosmic anomalies. Too strange for Earth, too risky for large corporations, and just right for a hard-working farmer from a simple Martian village!

The Invention deck is the main deck of the game. Invention cards help you build and upgrade your farm. Almost all cards here are unique, so when you add some upgrade or robot you can count on no rival doing the same (although there are exceptions).

To play an Invention, lay a card from your hand and pay its cost.

Important: At any moment of the game you may discard any number of cards from your hand and receive 1 coin for each.

Card types: Building Blueprints (Construction / Modernisation); Upgrades (placed under a building); Named robots (with special properties); Autonomous cards (stand-alone objects on your farm, sometimes alive...); One-time cards (give a bonus and go to the discard pile).

Building blueprints (Construction / Modernisation)

Blueprint cards are the only way to build new buildings. When choosing which production chain to develop, make sure you have the blueprints you need, since these are not easy to find in the deck.

Card layout:

  • Products made #1: the products you will get once building no. 1 is built. Shown for information only.
  • Buildings to choose from: one of them can be built, or upgraded to Level II, when you play this card.
  • Cost to play: when you play a card from your hand, you must pay coins to the bank.
  • Products made #2: the products you will get once building no. 2 is built. Shown for information only.

How to build:

  1. Lay out the blueprint card and pay its cost.
  2. Choose one of the two buildings shown on the card.
  3. Take the corresponding Level I building from the building showcase and place it on your farm. If you already have that building, this action modernises it to Level II (flip the card).
  4. After it has been played, the blueprint card is discarded.

Important: No player may have two identical buildings.

Blueprint distribution: The base game contains 29 Blueprint cards. Each card always offers two different buildings, and the combinations are unique, but the buildings themselves repeat. Count of mentions of each building across the Blueprint cards: Press 5; Bakery 5; Dairy 5; Twist-off workshop 5; Brewery 5; Greenhouse 6; Butter churn 5; Field 7; Freezing workshop 4; Mill 6; Sugar factory 5.

Modernisation

Some buildings can be upgraded to Level II. This is modernisation.

When you play a construction card for a building you already have, flip the building card over to its reverse side. It is now a Level II building.

Important: Modernisation does not remove robots from their slots. All robots and harrows that were in the building stay in place when the card is flipped.

Modernising the Field is unique, and takes two steps.

  • Stage I: First pay for and play one construction card with a "Cube on the Field" symbol, and place the first cube in the Field's modernisation zone.
  • Stage II: Then play another construction card with a "Cube on the Field" symbol, place the second cube, and flip the Field to Level II. (See the Field on page 19.)

Upgrades (underlay cards)

An upgrade is placed under a building (underlaid), adding a new effect, recipe, production or action to it. Upgrade cards may be played only if you have the required building.

Important: No building may have two identical upgrades (for example, two Quality Marks).

Card layout:

  • Name of the invention.
  • Card text: sometimes useful, sometimes just for the soul.
  • Cost to play: when you play a card from your hand, you must pay coins to the bank.
  • Effect of the card: once underlaid, this part of the card remains visible. Some cards (Oilcake, named robots and others) have two effects, one at the top and one at the bottom. Only the effect that remains visible after the card is underlaid works.
  • Robot slot: some card effects require a robot to come and activate them (for example, the Wormhole or the robot Yulyasha).
  • Target building: the building (or buildings) under which the card must be placed. If you do not have such a building, you cannot pay for or play this invention.

An upgrade's effect applies only to that building. (Exception: some robots, such as Pashulya, Olenka and Petruha and others, may be underlaid under any building.)

Types of upgrade cards:

Production upgrade: Adds one more product option that can be created in this building. When a robot comes to the building it must choose one of the productions, including the new one. Example: Giant insectoids let a robot harvest eggs directly on the Field.

Recipe upgrade: Adds a new recipe in this building. When a robot comes to the building it may cook by all recipes, including the new one. Example: Chips let you bake snacks in the Bakery from potatoes and any other ingredient: cheese, apples, or hay. The youth of 2125 demand bold flavour combinations, you know.

Other upgrades: Make existing actions in the building more efficient, convenient, quick or profitable, or even add a whole new action for a robot.

  • +1 product to production: Example: Drought-resistant potato lets you collect +1 potato each time a robot produces potatoes on the Field.
  • Byproduct bonus: When a recipe is carried out, another additional product is also produced. Example: String Theory gives an automatic free +1 cottage cheese for every 2 butter you produce in the Butter churn.
  • +1 Food Value (FV): Applies to all products (Quality Mark) or to specific products (Dark matter in a Level II Brewery does not apply to kvass) created in this building. A building cannot have two identical upgrades (for example, two Quality Marks), but different upgrades that add FV stack. Example: If you underlay the Cheese dairy with a Quality Mark and a Martian Mould, each adds +1 FV. They make the cheese wonderfully tasty (7+1+1 = 9 Food Value). From then on only this player counts each cube of cheese as 9 FV for them. It does not matter how the player got the product. If you buy 1 cheese in the Kalinka Supermarket, it will have the same increased value. However, the price of cheese in the Supermarket stays standard.

Not allowed: placing 2 identical cards under one building.

Named robots

Instead of the standard robots from Izhevsk Dynamics you can gather unique robots with special skills. They have names, characters and, of course... souls.

A named robot is both a robot/conveyor AND an upgrade card at the same time.

  • The cost to play this card equals your total number of robots +1 (as when buying a robot at the Izhevsk Dynamics factory).
  • When you play a named robot card, you receive a robot or a conveyor, your choice.
  • Unlike the standard purchase of robots at the factory, the top and bottom of a named robot card carry Upgrades. If you have the needed building, you may underlay this card under it. If you have no such building, you still receive the robot/conveyor, but the card itself is discarded.

Autonomous cards

If a card has no underlaid properties, it is autonomous. Play it and lay it in front of you on the table. Its effect works and is available until the end of the game.

Autonomous cards CANNOT have a conveyor attached to them, and a conveyor cannot be run from an autonomous card. They are not buildings.

One-time cards

All cards of this type are marked One-time card. After being played, such a card goes to the discard pile.

Card Auction

The auction takes place at the start of each season and consists of 3 rounds of bidding. A good way to get a new invention!

Round 1 of bidding

All players in turn, starting with the first player, may take one Invention card from the auction into their hand. The leftmost card in the row can be taken for free. To take any other card, place one coin on each card to the left of it. If a player takes a card that has coins on it, they keep those coins.

Example: Olya could take the Barn card for free, but she needs the Compost black hole. So she places one coin on each card in front of it and takes the fourth card into her hand.

After a player has taken a card, the row shifts left and is refilled with a new card from the deck. The auction passes clockwise to the next player. After all players have taken one card, round 2 is announced.

Round 2 of bidding

A player may pay 2 coins into the bank to take part, and then take a card. If a player declines to pay for participation, the turn passes to the next player. A player who has passed may not take part in this round of the auction again.

Example: If Kirill wants to buy card 3 in round 2, he must first pay 2 coins to the bank, then place one coin on each of the first 2 cards, from left to right. The card "Extension" already had a coin from Olya, so Kirill takes it with the card, together with the coin.

Important: Cards on the auction and the coins on them remain until the end of the game, until someone takes the card with coins. The only way to see new cards is to buy what is on offer. That is why it is advisable always to take at least the free card, even if you do not need it much.

Example: If you are wondering whether to enter round 2, and the leftmost card has 1 coin on it, it is still advisable to take it. Spending 2 coins to enter round 2 gives you 1 card and 1 coin, and the card can always be sold for 1 coin. So you lose nothing, and a new card appears in the auction.

Round 3 of bidding

Taking part costs 5 coins. Players who declined round 2 may still take part in round 3.

Common Board Actions

(Available from season II)

To use an action at Izhevsk Dynamics or the Kalinka Supermarket, send a robot there. These are multi-use zones. There is no limit on the number of robots that may come here in a season. One robot performs only one action. At the end of the season the robots return to you.

Izhevsk Dynamics

Izhevsk Dynamics is always ready to help farmers with new chrome workers. Of course, not for free.

Variants of action:

  • BUY A ROBOT OR CONVEYOR: Send a robot and receive a new robot or conveyor. A bought robot can be used already in this same season. The cost of a robot or conveyor depends on the number of robots you already have (conveyors are not counted). You may not have more than 7 robots. But conveyors are unlimited, and they do not raise the cost of your next robot or conveyor. Price table on the board (as printed): with 4 robots, 5 coins for a robot or conveyor; with 5 robots, 6 coins for a robot or conveyor; with 6 robots, 7 coins for a robot or conveyor; with 7 robots, 7 coins for a conveyor only. Note: the printed 7-robot row shows 7 coins, while the general rule (current robots + 1) would give 8. The board is transcribed as printed.
  • WORK: Send a robot and receive 1 coin. In this season the robot has traded the village for office work in exchange for cyber-coins.
  • DEMOLITION: Send a robot and move one of your already placed conveyors to another place.

Kalinka Supermarket

Sometimes to fulfil an order, a recipe, or to cook dishes in the Dining room, you may need ingredients that you do not produce, or that you simply lack.

Send a robot to the supermarket to buy products. In one action you can buy no more than 6 products of any kind.

  • Example: one robot may bring 4 hay and 2 potatoes, or 6 packs of butter.
  • Price: the cost of each product equals its Food Value (FV). For example, 6 butter (4 FV each) cost 6 × 4 = 24 coins.
  • Exception: 2 hay = 1 coin.

Important: Food Value boosts (for example, Quality Mark) do not increase the price of a product in the Kalinka Supermarket.

Galactic Delivery Orders

News of the success of Martian farmers has spread throughout the universe. Residents of Earth, the colonists of the Solar System and even alien civilisations want a gift from the Red Planet!

Back of an order card: The back of the top card of the order deck shows the variable products (the square and the circle symbols) that appear in the order's composition. The back of the top order card defines which items are variable for the open orders.

Order card layout:

  • Victory Stars: The player receives these immediately after fulfilling the order, as movement on the Victory Star track.
  • Galactic marks: Steps along the Galactic Delivery track that your cube must pass immediately after fulfilling the order (each step gives a bonus):
    • Earth track mark (home deliveries).
    • Solar System track mark (deliveries to other planets).
    • Aliens track mark (deliveries to deep space).
  • Order composition: Products that must be spent to fulfil the order. It consists of permanent products and variable values (the square and circle symbols), as shown on the back of the top card in the deck.
  • Reward: Resources or one-time opportunities that the player receives immediately after fulfilling the order.

Full composition of the orders at this moment (as shown on page 45): bread, cucumber, and 2 ice creams.

Types of reward

  • SUBSIDY: The first player by Victory Stars does not receive this reward, although they may still fulfil the order and take the star and galactic marks from the card. If at the moment of fulfilling the order you are not leading in Victory Stars, receive a robot or conveyor.
  • GIFTS: Immediately receive what is written (coins, cards from the Invention deck, or products). IMPORTANT: If you receive a closed product as a gift from a fulfilled order, the product card is not flipped, so you do not get the bonus for opening the product. For example, if nobody has yet produced cheese, and the fulfilled order gave you 1 cheese, you place your cube on the Cheese product card, but it stays closed. If someone later produces cheese on their farm, the product opens by the usual rules.
  • OTHER REWARDS: These vary; follow the text on the card.

Starting layout of orders: At the start of the game, 3 random order cards are laid in a row. The rest of the deck lies to the right, face down (back up).

How to fulfil an order

  1. Declare the action "Fulfil an order" (it does not require spending a robot).
  2. Discard the number of products required for the order. Example, for the orders shown on page 46: order 1 = tomato, carrot, potato and 2 juice (square); order 2 = beer, 2 carrots, egg (circle); order 3 = 2 eggs (circle) and 2 juice (square).
  3. Place a cube of your colour on the order to mark that you have fulfilled it.
  4. Receive, in any order:
    • the reward,
    • a Victory Star,
    • the galactic marks and the bonuses for the steps passed on the Galactic Delivery tracks.
  5. Pass the turn. Fulfilled orders remain until the end of the season. Other players may also fulfil them and receive the same bonuses.

Important: ONE PLAYER MAY NOT FULFIL THE SAME ORDER SEVERAL TIMES. Several players may fulfil the same order during a season.

Warning! Each time a new order card is laid out, the products on the back change, and with them the composition of the remaining orders. We hope this does not disrupt your plans...

Galactic Delivery tracks

For each Galactic mark on a fulfilled order, move your cube along the corresponding track on the common board. You immediately receive the bonus for each space you pass. Several players may stand on one space.

  • Move your cube 1 space to the right along the track shown.
  • Take the top card from the Invention deck (the icon on the track).

Example: On her turn Olya decides to fulfil the third order. In it all products are variable. Yes, it happens; the economy is volatile now. In this case she must discard 2 eggs and 2 juice. Olya declares that she is spending her turn on the action "Fulfil an order", discards 2 cubes from her product stock on the Egg and Juice cards, then marks this order with her cube. She receives the reward "Temporal Paradox" and immediately removes 3 cubes from her cow tokens in the Barn. She also receives +1 Victory Star. She receives 2 steps of progress on the Aliens track on the Galactic Delivery tracks. The first step gives her a Victory Star. The second step gives progress on the Solar System track, where she receives a card from the Invention deck.

(Icon-only values in this example, such as the exact star count on the Galactic track spaces, are not captured by the text layer. Where the page image shows them they are transcribed as the star, card and mark icons described above.)

Updating orders at the end of the season

  1. Discard all fulfilled orders.
  2. (Starting from the end of season II) Discard the leftmost order card. It does not matter whether it was fulfilled or not!
  3. Shift the remaining order cards left and lay out new orders in place of the discarded ones. There must always be 3 orders on the table.

Card Descriptions

Some card properties need further explanation. Where a card's icon-only value is not captured in the text layer of the source PDF, that value is marked below rather than guessed.

Inventions

Higgs Bison: You can feed up to 2 cows with 1 hay. To feed 3–4 cows you need 2 hay; 5–6 cows need 3 hay. This property does not apply to horses. If the robot Masha uses its lower property to feed cows with anything at all, Higgs Bison still works as if it were hay.

Bio-tractor: Send a robot to this card, spend 1 potato and receive a harrow. At the end of the season such a harrow is discarded by the usual rules. The Bio-tractor is not a building, and it cannot be connected by a conveyor. At the end of the game it gives Victory Stars (the amount is shown by an icon that the text layer does not capture).

Giant insectoids: Now, when you activate Field slots, you may choose the option "get 3 eggs" instead of the basic production options.

Gravity well: When you activate any Greenhouse action, you receive +1 product of the same kind. For example, an action that used to give 2 strawberries now gives 3 strawberries. The property stacks with the effects of other cards that increase the harvest (for example, Fractal cucumber). It works if a new product is added to the Greenhouse production (for example, a Bread tree that gives 2 bread becomes a 3-bread producer with the Gravity well).

Martian hornets: When you harvest from each tree, you may freely replace 1 of the products with 1 sugar. For example, if you shake 2 trees, a cherry tree and an apple tree, you may receive 2 cherries and 3 apples (as usual), or, for example, 1 cherry + 1 sugar and 2 apples + 1 sugar (with the effect of the Martian hornets). You decide for each tree separately. The first sugar unlocks the "Sugar" product card. (Earth hornets do not produce honey. Perhaps the Martian hornets simply steal it from the local bees. Apiologists across the galaxy are still struggling with this mystery.)

Augmented reality: If you feed 2 cows at once, you receive 5 milk instead of 4. If you first feed one cow and the other on the next turn, this property does not work (each cow gives 2 milk). If you feed 3 cows, the property triggers once and the cows give 5+2 = 7 milk. If you feed 4 cows, the property triggers twice and the cows give 10 milk; 6 cows give as much as 15 milk!

Yeast-cordyceps: At the end of the season, all juice you still have by the start of the step for discarding perishable products does not sour, but turns into beer at a 1:1 rate. If the beer card was face down, you flip it and receive its bonus. If the juice has a lock on it, you may choose not to turn it into beer, or to turn only part of it into beer.

Oilcake: Only one property works, depending on which building you underlay the Oilcake under:

  • Sugar factory: Each time you produce sugar at the Sugar factory, receive 1 hay for each new sugar. For example, if you process 6 beets, you receive 2 sugar and 2 hay.
  • Press: Each time you produce juice at the Press, receive 1 hay for each new juice. For example, if you process 4 carrots, you receive 2 juice and 2 hay.

Fried snack (Zazharochka): You can now cook a snack (in fact a frozen semi-finished product) from any two different products. For example, millet + beet, cottage cheese + apple, and so on. You cannot make a fried snack if you have only 2 potatoes. Within one action you may cook several fried snacks, and each subsequent fried snack's recipe may differ. For example, you can make 5 fried snacks from 5 eggs + 5 beets; or alternatively: 1 egg + 1 beet, 2 grain + 2 beets, 2 cucumbers + 2 tomatoes.

Quality Mark: Now all products that can be produced in the building under which the Quality Mark is underlaid get +1 Food Value (FV). This applies even to products you produced elsewhere. For example, your Cheese dairy is marked with a Quality Mark. Now your cheese brings 7+1 = 8 FV, and cottage cheese 3+1 = 4 FV. Even if you produce cottage cheese at a Level II Butter churn, it still brings you 4 FV. Quality Marks do not add up with each other. If you also underlay a Quality Mark under the Butter churn from our example, the cottage cheese still brings 4 FV. You cannot underlay two Quality Marks under one building. But a Quality Mark may stack with other effects that give +FV (for example, Martian mould and a Quality Mark make your cheese 9 FV). The Quality Mark cannot be underlaid under the Dining room, because breakfasts and lunches are not products. The Quality Mark does not increase the purchase price of a product in the Kalinka Supermarket. The named robots Pashulya and Olenka take the Quality Mark into account when substituting products in Dining room recipes. For example, an egg with a Quality Mark (3 FV) can replace even sugar, cottage cheese or bread (also 3 FV) for a skilled cook.

Recipe book of Alpha Centauri: See the Recipe book of Ceres.

Recipe book of Ceres: The products named in the recipe become interchangeable for you. When you must use cucumbers or tomatoes (when fulfilling a recipe, in the Twist-off workshop, the Dining room, and so on), you may use beets instead, and vice versa. You can now obtain sugar not only from beets, but also from cucumbers and tomatoes, if you wish. But a cucumber cannot be replaced by a tomato. The "double conversion" logic (if cucumber = beet and tomato = beet, then tomato = cucumber) does not work.

Compost black hole: During the step for discarding perishable products, place one cube of your colour on this card for each product you discarded (no more than 5). You may deliberately discard even a storable product, to turn it into compost. Each time you activate the Greenhouse, the Field or the Garden, you may discard 1 compost so that the bed, field or tree brings 1 more product of the same type. The Black hole may hold no more than 5 compost. Compost does not have to be discarded at the end of the season.

Smoked cheese: You may turn cheese into 2 snacks immediately in the same action in which you received the cheese at the Cheese dairy.

Space slug: Send a robot to the slot and spend 3 carrots to receive butter (which unlocks the "Butter" product card) and a harrow. The slug is not a building, and it cannot be connected by a conveyor. At the end of the game it gives Victory Stars (amount shown by an icon not captured by the text layer).

Schrödinger's Cat: Take 3 lock tokens of your colour and place them on the products hay, flour and malt. The effect of these locks applies only to you. These locks cannot be moved to other products.

Wormhole: The Wormhole lets you reactivate up to 2 used tokens (animals or trees with a cube) in this building. For example, in your Barn all cows have already been fed and milked. Each token has a cube of your colour. But thanks to time-travel through the Wormhole, you can feed and milk them (or get offspring) once more. Activating a cow costs 1 hay (unless you have played special cards that change this). Send a robot to the slot on the Wormhole card, discard 2 hay, and receive milk from 2 cows or, for example, 2 calves. You cannot use the Wormhole to activate tokens that have not yet been activated (tokens without cubes).

Candies: You may turn sugar into a snack immediately in the same action in which you received the sugar at the Sugar factory.

Pickled eggs: From 2 eggs and any product you can make a pickle (zakrutka). Within one action you may prepare pickled eggs by completely different recipes. For example, if you have 9 eggs, 2 beets and 1 cottage cheese, you may make 4 pickles (3 eggs; 2 eggs + beet ×2; 2 eggs + cottage cheese).

Martian mould: Only one property applies, depending on which building you underlay the Martian mould under:

  • Greenhouse: Scraping the mould from the Greenhouse's corners yields a decent feed for animals. Cows and horses on Mars adore this treat, which is identical to natural hay.
  • Cheese dairy: Gives your cheese +1 FV regardless of where you produced it or how you got it. It stacks with the Quality Mark.

Martian worm: Send a robot to the slot and spend 3 eggs or 1 cottage cheese to receive a Worm token. The Worm is a special harrow that closes 3 spaces at once on the Field. It cannot be used in the Greenhouse, even at a Level II Greenhouse. In all other respects all harrow rules apply to the Worm. The Worm is not a building, and it cannot be connected by a conveyor. At the end of the game it gives Victory Stars (amount shown by an icon not captured by the text layer).

Scrap metal: This card has no price. If you have 2 Scrap metal cards in your hand, on your turn you may discard them to receive a robot or a conveyor for free. This is not counted as an action and does not use up your turn. You may use the robot in this same season.

Meteor shower: You do not pay coins to play this card. You must discard 2 Invention cards from your hand. Choose one of the following:

  • Turn up to 2 of your tokens to their other side. Turn a hen into a laying hen, a cow into a horse, or an apple tree into a cherry tree, or vice versa. The two tokens may come from different buildings.
  • Place a modernisation cube on the Field. If the Field already had a modernisation cube, it immediately becomes a Level II building. Modernisation does not free up used robot slots.

Apiary: The honey is a natural substitute for sugar, and pollination is the basis of a good harvest! When you play the Apiary card, take a bee token of your colour from the supply and place it on a Garden or Greenhouse (your own or any other player's). Place a cube of your colour on 1 of the 4 spaces of the bee-placement zone, to mark that you have a hive with 1 bee. The number of cubes must always equal the number of your bee tokens in the game.

A Garden or Greenhouse on which at least 1 bee token lies gets +1 yield. Each tree brings 1 more fruit (apple or cherry), and each Greenhouse action brings +1 product of the same kind. Important: The yield bonus from several bees in one building does not add up. In the example the Garden's yield increased by only +1, despite two bees of different colours buzzing in it.

Actions on the card:

  • ADD A NEW BEE (no more than 4): Place a robot on a slot. Place a new bee token in a Garden or Greenhouse of any player. You cannot add a bee where a bee of your own colour already is. You may place a bee where another player's bee already is only if there are no more free Gardens and Greenhouses without bees in the game. Then place a new cube (4 maximum) on a free space of the bee-placement zone.
  • COLLECT HONEY: Place a robot on a slot. Receive 1 sugar for each bee you have.

The Apiary is a building. You may underlay a Quality Mark under it, if you want to improve the Food Value of the sugar. If you place a bee in another player's Garden or Greenhouse, you raise that rival's yield.

Important: Activating any of these actions requires spending a separate robot, and it can happen no more than once per season. These actions CANNOT be activated by a conveyor.

Conveyor rules for the Apiary: A conveyor cannot be attached to the Apiary. A conveyor can run from the Apiary.

Migratory birds: Each time you harvest in the Garden, you receive 1 egg from each tree. For example, if you harvest from 2 apple trees, you receive 2 eggs in addition to the 6 apples. This property works even if you reactivate the trees with the Wormhole.

Annex (Extension): Now your Barn or Henhouse has room for 2 new animals. This card also counts as an underlaid card at the final scoring.

Ostriches: If there are no hens in the Henhouse, or all hens have already become laying hens, the first part of the property does not trigger (because there is no hen to turn into a laying hen). Now all the eggs you produce (not necessarily in the Henhouse) get +1 FV. Stacks with the Quality Mark.

Dark matter: All beer and all cider that you produce get +1 FV. Stacks with the Quality Mark.

Tea fungus / Tea Megafungus / Tea Leviathan: The Tea fungus card lies in the Invention deck, and the double-sided Tea Megafungus / Tea Leviathan card is set aside separately.

On your turn you may simply feed the fungus 1 sugar to get beer (kombucha!), or feed it generously (2 sugar) and replace this card with the Tea Megafungus (put the Tea fungus card back in the box). Return the used robot to the Megafungus slot. You cannot feed it more than once per season. The Tea Megafungus works the same way. If you feed it well (3 sugar), you may turn the card over to its other side (the robot stays on the slot). Beware: The Tea Leviathan is incredibly voracious. If at the end of the season it remains unfed (the robot slot is empty), it deflates, and the card turns back to the Tea Megafungus side. At the end of the game the Tea fungus / Tea Megafungus gives Victory Stars, and the Tea Leviathan gives Victory Stars (amounts shown by icons not captured by the text layer).

Chips: Use potatoes and any other product to cook a snack. Within one action you may cook chips of very different flavours. For example, from 3 potatoes, 1 carrot, 1 egg and 1 beet, you may make 3 snacks. The young people love it!

Named robots

Only one of the two properties works, depending on which building you underlay the robot under.

Borka: Garden: Send a robot to this card, and it sits under an apple tree and "mines" cryptocurrency for you, looking at the Martian sunset. Any building: Borka likes just lying around, and calls this work. Besides the robot/conveyor you receive just for playing this robot card, lay the card itself between two buildings as one more conveyor. In this way, Borka gives you a robot/conveyor plus itself as a second conveyor. At the final scoring this card counts both as an underlaid card and as a conveyor.

Irochka: Apiary: Every 2 bees bring 3 sugar instead of 2. For example, 3 bees bring 3+1 = 4 sugar. Henhouse: Each time you feed hens, before receiving eggs, turn 1 hen into a laying hen (and within this same action it gives 2 eggs as a laying hen).

Kiryushka: Freezing workshop: Now you can produce frozen egg whites, melange (a snack)! Cheese dairy: Each time you produce cheese in the Cheese dairy, receive 1 cottage cheese for every 2 new cheeses. (The first cottage cheese unlocks the "Cottage cheese" product card.)

Masha: Henhouse / Barn: Now you can feed animals with anything, not only hay. For example, you can feed 3 cows with 2 potatoes and 1 cottage cheese. And one cherry is enough for all the hens.

Olenka: Garden: Receive 1 hay for each tree you harvest from. Cows adore apple pulp. Dining room: When Olenka cooks lunch in the Dining room, she may replace one of the products in the recipes with another product of the same or greater FV. To mark the products, place personal tokens "Instead of" (the replaced product) and "It will be" (the replacing product) on the product cards. Reverse substitution is impossible. This choice applies until the end of the season. Upgrades that increase a product's FV (Quality Mark and others) also apply here. Example: You are cooking the lunch "Mashed potato with butter" (2 potatoes + butter). You may replace: a) 2 potatoes (2 FV) with 2 eggs (2 FV) and cook scrambled eggs (2 eggs + butter); b) 1 potato (2 FV) with 1 egg (2 FV) and cook a tortilla (potato + egg + butter); c) butter (4 FV) with juice (kvass!) (5 FV) and cook a minimalist okroshka (2 potatoes + juice). IMPORTANT: You may move the "Instead of" and "It will be" tokens to other products only in the next season, when you use the Dining room again. (For example, in season IV you swapped a tomato for a cherry in the salad, and in season V you will swap juice for pickles in the "Juice pancakes".) You may cook a recipe with the same substitution as many times as you like in one season.

Pashulya: Mill: Each time you produce flour or malt at the Mill, receive 1 hay for each 2 new flour or 2 new malt. For example, if you produced 2 flour and 3 malt, you receive 2 hay. Bran and husks will go to feed the animals! Dining room: Works the same as Olenka's property, but for breakfasts only.

Petruha: Brewery: You can brew moonshine from anything! Use 1 sugar and 2 identical products of any kind to make cider. Within one action you may make cider by completely different recipes. For example, from 2 eggs, 4 hay and 3 sugar you can make 3 ciders. Any building: This property is not tied to a particular building, so it can be underlaid under any. From then on, until the end of the game, each time you use a Blueprint card to modernise (!) any building, you do not have to pay the 3 coins to play the Blueprint. But you still pay as usual for constructing new buildings.

Tolik: Any building: This property is not tied to a particular building, so it can be underlaid under any. Normally you must discard 2 Scrap metal cards to receive a robot or conveyor. With Tolik, until the end of the game you may discard 1 Scrap metal and any other card from your hand to receive a robot or conveyor. Garden: Now you can harvest from 3 trees in a single action.

Yulyasha: Greenhouse: Send a robot here to receive a harrow token, which must be used immediately (within this turn) in the Greenhouse (and only there). It can be used even in a Level I Greenhouse. Field: Each time you produce potatoes on the Field, receive 1 hay for every 2 new potatoes. For example, if you produced 3 potatoes, you receive 1 hay.

Basic buildings

Greenhouse II: In a Level II Greenhouse you can use a harrow (now even a horse can drive in there).

Twist-off workshop II: The Level II Twist-off workshop gives pickles and jam +1 FV. This does not extend to other products that you could theoretically produce here. Stacks with the Quality Mark.

Freezing workshop I and II: When you build the Freezing workshop, receive a personal lock of your colour. You may place it on any perishable product and make it storable (not only a product produced in the Freezing workshop). Before the end of the season you may move the lock to another product. When you modernise the Freezing workshop to Level II, you do not receive an additional lock.

  • Important: Activating any of these single-use actions requires a separate robot and happens once per season. They CANNOT BE ACTIVATED BY A CONVEYOR (but a robot arriving on these slots may start a conveyor into the next building).
  • used bird or chick
  • Single-use: BUY A HEN: Send a robot to a single-use slot to buy an adult hen for 3 coins. It is ready to work and may be fed and activated in this same season.
  • Single-use: EXCHANGE A HEN FOR A LAYING HEN: Send a robot to a single-use slot to turn a hen into a laying hen for 4 coins. If the bird was not activated before the exchange, you may activate it even this season. If it was already activated, it remains used until the end of the season (i.e. if a cube was on the bird, it stays after the token is flipped).
  • Important: Activating any of these single-use actions requires a separate robot and happens once per season. They CANNOT BE ACTIVATED BY A CONVEYOR (but a robot arriving on these slots may start a conveyor into the next building).