Dűlőre jutunk
Dűlőre jutunk Rulebook
Table of Contents
Table of Contents
Components
- 9 vineyard tiles
- 24 order cards
- 4 double-sided player boards
- 60 grapes (30 red and 30 yellow)
- 24 barrels (4 rosé, 8 white, 12 red)
- 36 bottles (12 in each of the three colours)
- 16 farmer markers
- 3 baskets
- 3 double-sided honours boards
- 1 cloth bag
- Solo game: 24 Winemaker cards, 4 Winemaker project cards, 6 black farmer markers, 1 start player marker
Setup
- Place the nine vineyard tiles in the middle of the table. The vineyard showing winter goes in the centre; the other vineyards surround it, each with the side showing a small house face up (spring side). Leave a finger's width between the tiles so they are easier to flip during play.
- Shuffle the order cards, flip up four of them, and make a face-down deck of the rest next to the four face-up cards.
- Place the three baskets next to the vineyards. Put the wine bottles in one, the barrels in another, and leave the third empty.
- Put the grapes into the bag.
- Onto each vineyard, draw from the bag as many grapes as the number of grape icons in the top left corner of the vineyard tile.
- Each player takes a player board with its "A" side face up and takes the four farmer markers matching the colour shown in the lower left of the player board.
- Choose a start player: whoever most recently played the game Fröccs, or most recently attended a wine tasting. Give them the start player marker.
- Each player draws two grapes from the bag and puts them in the press house on their player board (the left part of the board). If you play with more than two players, the third and fourth players draw one more grape each.
Game Flow
On their turn the active player chooses one of two actions. After carrying out the chosen action, the player to their left takes a turn.
The available actions: Harvest a vineyard OR Fulfil an order.
Actions in Detail
1. Harvest a Vineyard
When you harvest a vineyard, take the grape(s) on it and put them in your press house. Then you may use the vineyard's abilities. If the vineyard has several abilities, carry them out in any order.
If you harvest a vineyard with more grapes than fit in your press house, give the player to your right as many grapes (from the ones you just harvested) as needed so that you are left with as many grapes as your press house can hold, and only then carry out the vineyard's ability. (On the player board, the lower right corner of the press house shows how many grapes can be stored in your press house.) If the grapes do not fit in the press house of the player to your right, that player must pass the excess on in the same way. If grapes would come back to you, you must discard them.
If there is no grape on a vineyard to harvest, you cannot choose that vineyard.
The winter vineyard can be chosen at any time. If you do so, you receive no grapes, but you may carry out one of the actions shown on it. In this case, at the end of your turn flip every vineyard that has no grape on it, and then put on it from the bag as many grapes as shown in the top left corner of the tile. The next player can already choose from all the vineyards. If the grapes run out of the bag, pour the grapes from the basket back into the bag.
Vineyard Tile Abilities
Press grapes
Discard two or three grapes from your press house into the grape basket. Take one barrel and place it in your cellar (the middle part of the player board), on the leftmost space of the track whose colour matches the barrel's colour, and then carry out its bonus (if any).
Combinations of grapes (as shown in the rulebook's illustrations):
- 2 or 3 yellow grapes = a white wine barrel.
- 2 or 3 red grapes = a red wine barrel.
- Both colours = a rosé barrel: 1 yellow + 1 red, 2 yellow + 1 red, or 1 yellow + 2 red.
Example: Böske presses 2 red grapes and so starts a barrel on the red track.
Only one barrel can be on a space. If there is already a barrel on the leftmost space of the given track, you cannot use this ability. On tracks with several spaces there can be several barrels. It can happen that someone has three red wine barrels at once, but they can only be on three different spaces.
Age a barrel
Move one of your barrels one space to the right in your cellar, and carry out the bonus (if any) of the space you moved the barrel to. If your barrel stands on the rightmost space of a track, with this ability you can bottle the wine, that is, move the barrel from the cellar to the storeroom (the right part of the player board). Then exchange the barrel for two bottles from the basket matching the barrel's colour. If there is no more room for bottles in your storeroom, you may still bottle, but you must pass one or more bottles to the player on your right. (On the player board, the lower right corner of the storeroom shows how many bottles fit in your storeroom.)
If the bottles do not fit in the storeroom of the player to your right, that player must pass the excess on in the same way. If bottles would come back to you, you must discard them.
When you choose the double-aging ability, you may carry out the two agings in any order, and you may even age the same barrel twice.
Example: Karesz chooses the double-aging ability. He first ages his white wine barrel. As he can no longer move it to the right, he bottles it: he discards the white wine barrel and puts two yellow bottles in his storeroom. Then he moves his red wine barrel one space to the right. Because of the space's bonus Karesz may draw a grape from the bag.
Take an order
Take one of the four face-up order cards and place it below your player board (you may have any number of order cards). An order reserved this way can be fulfilled only by you for the rest of the game.
Important: This order does not count as a fulfilled order. After you take the order, flip up a new one in its place.
Example: Pityu takes an order card so that only he can fulfil it in the future. Then he flips up 1 new order.
Draw grapes from the bag
Draw one or two grapes from the bag and put them in your press house.
Place a farmer marker
Place one of your farmer markers on the top right corner of a vineyard that has not yet been harvested, or on the winter vineyard. Only one farmer marker can be on a vineyard. In a later turn, when either you or another player harvests the vineyard where you placed your farmer marker, you receive the bonus shown on the back of your farmer marker.
Farmer marker rules:
- Place the farmer marker on the vineyard with its farmer side face up, so the other players cannot see what bonus you will get for it.
- You may look at any time at the farmer markers you placed in earlier turns.
- The owner of the farmer marker always carries out the marker's bonus after the vineyard's ability has been used.
- After a vineyard is harvested, the farmer marker returns to its player, who can use it again for the rest of the game.
- When the vineyard is harvested, carrying out the farmer marker's bonus is not mandatory.
- You may decide not to place a farmer marker.
Example: Icuka puts her farmer marker on this vineyard, so that when she or another player chooses this tile, she receives the effect of her marker. Icuka can carry out her marker's ability even if another player chooses this vineyard.
If a vineyard has several abilities, you can carry them out in any order. You may decide not to use an ability. Among abilities marked with "/" you must choose one; of those marked with "&" you may carry out all.
Barrel Aging Bonuses
When you press grapes into a barrel or age a barrel and a barrel of yours lands on a space that has an icon, you may carry out the bonus belonging to that icon.
The bonuses are:
- Place a farmer marker.
- Age one of your red wine barrels.
- Draw a grape from the bag and put it in your press house.
The bonuses on barrel spaces can also chain; in that case you receive every bonus. If you age a barrel twice within one action and there are bonuses on more than one space, you receive the bonuses on both spaces.
Example: Tibike presses grapes into a rosé barrel, so he can move his red wine barrel one step. With the red wine barrel he thus gets a bonus, with which he can place a farmer marker.
We winemakers know that rosé is not made from grapes of two different colours, but in reality the harvest is not as simple as a light hand movement either.
2. Fulfil an Order
If your storeroom holds bottles of the right colour and number for an order, you can fulfil that order. In that case put the bottles in the basket, and place the fulfilled order above your player board. You can fulfil any of the four face-up order cards (these are available to all players), or you can fulfil an order you reserved earlier and are keeping below your player board.
Example: Muki bácsi puts one red wine bottle and one rosé bottle from his storeroom into the basket, and so fulfils the order he had taken. He puts the fulfilled order to the left of an order he fulfilled earlier.
You may place a fulfilled order only in one row with your already fulfilled orders, next to the leftmost or rightmost card, not between them. For the connections of the corkscrew icons on the orders you get extra points at the end of the game (see End-of-Game Scoring).
End of the Game
The game ends when any player fulfils:
- their sixth order in a two-player game;
- their fifth order in a three-player game;
- their fourth order in a four-player game.
Then finish the started round so that every player has had the same number of turns.
The winner is the player who scored the most victory points. Victory points can be scored in two ways:
- For each fulfilled order you receive the starred point value on the card.
- For each connection between two orders, where the corkscrews meet, you receive one extra point.
Example: 4+3+3+2 = 12 points on the cards and 4 extra points for connections (marked in green), so 16 points in total.
Tie: In case of a tie, the winner is the tied player with more bottles. If there is still a tie, the winner is the one with more barrels. If there is still a tie, the winner is the one with more grapes. If there is still a tie, the players involved should toast their shared victory!
Variant: Honours
If you have already played several times with the base rules, try the honours: this brings extra depth, strategy, variation and new decision situations to the game.
Setup
Set up the game as usual, with the addition that you place the honours board matching the number of players (2-player, 3-player or 4-player board) above the face-up orders. You may choose either side of the honours boards.
Gameplay
Every honours board has four conditions, and next to each condition are two or three scoring spaces (depending on the number of players).
During the game, if at the end of your turn your current position meets one of the conditions, and you have already fulfilled as many orders as the number of small green check marks to the left of the condition, you may decide to place one of your available farmer markers on the highest-value of the still empty scoring spaces next to the honour condition.
- A farmer marker placed this way can no longer be used again later.
- Nobody may move a placed farmer marker from this space.
- Only one farmer marker can be placed on a space.
- A player can have at most one farmer marker next to a condition.
- A farmer marker placed on a vineyard cannot be moved to an honours space, either during the game or at the end of the game.
End-of-Game Scoring
At the end of the game, in addition to the traditional scoring, each player receives the point values covered by the farmer markers placed next to the conditions they fulfilled.
If you have met an honour condition, you are not obliged to place a farmer marker on the honours board; however, you receive points at the end of the game for a fulfilled condition only if you placed a farmer marker on one of its scoring spaces during the game.
You may place a farmer marker on the honours board only if you meet the given condition at the end of your turn. If you met it in an earlier turn but no longer in the current one, you cannot place a farmer marker.
Icon Explanations (Honour Conditions)
- You have taken three orders.
- You have three yellow and three red grapes in your press house.
- You have five yellow grapes in your press house.
- You have three barrels of different colours in your cellar.
- You have four barrels in your cellar.
- You have four white wine bottles in your storeroom.
- You have four red wine bottles in your storeroom.
- You have four rosé bottles in your storeroom.
- You have two white, two red and two rosé bottles in your storeroom.
- You have two of your farmer markers placed on vineyards.
Variant: Advanced Player Board
If you want to spice up the game with further twists, every player uses the "B" side of their player board. This brings two changes to the game.
- Depending on the player board, the capacity of the press house, the storeroom or both is expanded.
- Every player gains two special abilities. The abilities are shown in the upper right corner of the player boards, on top of the storeroom.
Icon Explanations (Special Abilities)
- When bottling, you exchange every white wine barrel for three white wine bottles.
- When bottling, you exchange every red wine barrel for three red wine bottles.
- When bottling, you exchange every rosé barrel for three rosé bottles.
- If you could draw one grape from the bag to put in your press house, draw two and put both in your press house.
- If you fulfil an order, you may draw one grape from the bag to put in your press house.
- If you fulfil an order, you may age any barrel of yours.
- If you fulfil an order, you may place a farmer marker.
- If you fulfil an order, you may press three grapes into a barrel.
Variant: Solo Game
Nobody to make wine with? No problem, play alone! In the solo game the Winemaker is your opponent. Running the Winemaker is very simple: you flip a card and carry out everything the card instructs. Then it is your turn.
Setup
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Set up the game the same way as for several players, but prepare only one player board for yourself, and do not yet put grapes in your press house. Use the "A" side of the player board.
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Shuffle the 24-card Winemaker deck and place it on the table.
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Choose one of the 4 project cards of different difficulty.
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Take the starting resources shown on the chosen project card.
Example: Two grapes, one red wine barrel and two reserved orders. (A reserved order can be chosen from the four face-up cards.)
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Place the chosen project card with its icon side face up next to the Winemaker deck.
-
Set out the six black farmer markers.
Game Flow
During the game your turns and the Winemaker's turns alternate: once you, once the Winemaker. The game lasts until the Winemaker deck runs out. The Winemaker starts the game, and the last turn is yours.
Your Turn
On your own turn you can choose from two actions:
- Harvest a vineyard (and use the vineyard's ability)
- Fulfil an order
The Winemaker's Turn
On the Winemaker's turn, flip the top card of the Winemaker deck and carry out the tasks shown on it.
1. Harvesting. Harvest the coloured vineyard: remove its grapes and discard them into the grape basket. If the marked vineyard has already been harvested, harvest the nearest vineyard clockwise. If no vineyard has grapes, the Winemaker chooses the winter vineyard. In this case, at the end of the turn flip all the other vineyards and put grapes on them.
2. Placing a farmer marker. Put a black farmer marker on the vineyard marked on the card. If that vineyard no longer has grapes or already has a farmer marker, put the marker on the nearest clockwise vineyard that is still free and harvestable. If no vineyard has grapes, put the marker on the winter vineyard. If every possible vineyard has a farmer marker, the Winemaker does not place a marker.
3. Discarding orders. Discard the orders marked at the bottom of the card to a discard pile set aside for this, slide the remaining orders to the right, and then refill the orders up to four.
Order: first carry out the Winemaker's harvesting, then the placing of the farmer marker, and finally the discarding of orders.
Example: The vineyard on the left of the top row should be harvested. If it has already been harvested, the Winemaker harvests the vineyard to its right. If there were no grapes there either, the one to the right of that would have to be harvested. Then it places a farmer marker on the vineyard on the right of the bottom row.
Black Farmer Markers
Already placed farmer markers are activated either by the Winemaker or by you when the given vineyard is harvested.
- If the Winemaker harvests a vineyard that has a black farmer marker on it, move the marker to the lowest-numbered free space of the six spaces on the project card (the spaces are numbered). Carry out the positive or negative effect shown on the space.
- If you harvest a vineyard that has a black farmer marker on it, move it to any free space on the project card.
This way you can use tactics when placing the black farmer marker: if, for example, you have no grapes and you place it on a space that takes grapes from you, you avoid discarding. The icons on the project cards change as the projects get harder. While the easiest project has several helpful spaces, the hardest one has only hindering spaces.
Icon Explanations (Project Card Effects)
- Discard one grape from your press house.
- Age one of your barrels.
- Discard all four face-up order cards and flip up new ones in their place.
- The Winemaker takes another turn.
- Take an order.
- Discard one bottle from your storeroom.
- Press three grapes into a barrel.
- Discard two grapes from your press house.
End of the Game
After the Winemaker deck has run out, it is your turn once more, and then the game ends. Count your points and see what result you achieved according to the scale below:
- 0-16 points: There is still room to improve...
- 17-18 points: Where there's a will, there's a way!
- 19-20 points: Nice work! Let's drink to that!
- 21-22 points: SUCCESS, in all capital letters!
- 23+ points: LEGENDARY performance!
Summary
Game Flow
On their turn the active player chooses one of two actions: Harvest a vineyard OR Fulfil an order.
End of the Game
If a player fulfils their sixth order in a two-player game, their fifth order in a three-player game, or their fourth order in a four-player game, the game ends. Then finish the started round so that everyone has had the same number of turns. The winner is the player who scored the most victory points.
Icon Explanations (Vineyard Abilities)
- Press 2 or 3 grapes into a barrel.
- Draw 1 or 2 grapes from the bag and put them in your press house.
- Age a white wine, red wine or any barrel.
- Place 1 farmer marker.
- Take 1 or 2 orders. If you take two orders, you must take both orders before flipping up new ones in their place.