Farm & Furious
Farm & Furious Rulebook
Table of Contents
Table of Contents
Game Components
- 1 box: Finish
- 6 cards: Carrot Team (orange)
- 6 cards: Corn Team (yellow)
- 6 cards: Leek Team (green)
- 6 cards: Eggplant Team (purple)
- 6 cards: Chili Pepper Team (red)
- 5 Relay tokens (yellow, orange, red, purple, green)
- 3 Race Track cards
- 1 Start card
Setup
-
Place the Start and Race Track cards and the Finish box in the middle of the table, as illustrated in the rulebook.
Coach's tip: For your first game, use the Race Track cards on the first side. The other side is used only for certain races (see page 5 to discover the game variants).
-
Choose a team and take the matching Relay token. Place it on the Start card and take the Team cards of the same colour (each team consists of 1 dog, 1 hen, 1 duckling, 1 rabbit, 1 rooster and 1 whistle).
Coach's tip: For your first game, your team's Rooster card is not used. Set it aside for now, or leave it in front of you to remind yourself of your colour!
Goal of the Game
Play your cards at the right time to advance your Relay token and cross the finish line first.
Course of the Game
On each turn, all players play at the same time. They perform the actions Choose a card (1) and Apply its effect (2) simultaneously.
1. Choose a card
Each player chooses 1 Team card from their hand and places it face down in the middle of the table.
2. Apply its effect
When all players have placed their Team card face down in the middle of the table, they all reveal them at the same time and apply their effects (detailed below).
Cards played over the turns stay face up on the table, side by side, in front of each player. A new turn begins. You now have one card fewer in your hand.
Card Effects
Each type of card has a specific effect:
- Duckling: Advance your Relay token 1 space for each duckling played this turn, counting your own.
- Hen: Advance your Relay token 3 spaces if no dog was played this turn. Otherwise, do not advance.
- Rabbit: Advance your Relay token 4 spaces if no dog was played AND if you are the only one who played a rabbit this turn. Otherwise, do not advance.
- Dog: It cancels the effects of the Hen and Rabbit cards used by the other players. Advance your Relay token as many spaces as the number of cards cancelled thanks to your dog this turn. This applies to every dog played this turn.
- Whistle: At the end of the turn, take back all the cards you have played since the start of the game and put them back in your hand (including the Whistle card). You once again have all your cards in hand.
- Rooster (variant): Copy the card you played on the previous turn. Example: if you played a duckling on the previous turn, the rooster is then considered a Duckling card. If it is the first turn of the game or if you have no face-up card in front of you, the rooster has no effect.
End of the Game
When a player reaches the finish line (in the box), the game stops. If several players cross the finish line at the same time, the one who finishes their move the furthest beyond it wins. In case of a further tie, the youngest player wins.
Variants
Once you have mastered the rules, spice up your games by changing the starting setup.
Rooster Card
The rooster is an additional card whose effect can cause a real twist! When you choose a team at the start of the game, keep the Rooster card in your starting hand. You therefore start the game with 6 cards instead of 5. The effect of the Rooster card is explained under Card Effects above.
Orange Track
When setting up the course, you can use the Race Track cards on the orange side. When you reach or pass through certain spaces, special effects are triggered. You can place these cards in any order you like, and even make them overlap!