Farmini
Farmini Rulebook
Table of Contents
Table of Contents
Components
- 4 farm cards
- 15 animal tokens
- 6 wolf cards
- 12 animal cards
- 32 fence cards, including 4 starting cards
- 1 farmyard
Object of the Game
Expand your farms, grow corn and collect as many animals as possible to win the competition! But do not forget the wolves, who can scatter your pets! Be careful, because your own animals can wreak havoc in the cornfields!
First Player
The player who most recently saw a tractor goes first. In case of a tie, the youngest player goes first.
Setup
- Each player chooses a farm card and places it in front of them.
- Place the four starting cards (with unique backs) in the middle of the table face up.
- Shuffle the fence cards, wolf cards, animal cards, and the remaining farm cards together. Place the resulting deck face down next to the four starting cards.
- Place the animal tokens in the farmyard.
Gameplay
Players take turns clockwise until there are no cards left in the deck or on the table. On your turn, you must choose one of the four face-up cards and, depending on the card type, add a fence or take a new animal.
After choosing and playing a card, reveal the top card of the deck so that the next player can also choose from four cards. Your turn then ends.
Note: On your turn you must take a card. However, sometimes you cannot play any of the face-up cards (example: you have no free space for an animal, and you can only choose an animal card). In that case you must choose a card and then discard it without playing it.
There are three types of cards.
Fence Cards
Fence cards are used to expand your farm. When you choose a fence card, you immediately attach it to your farm.
How does this work? The sides of adjacent cards must match. A fence must connect to another fence, and pastures (grassy areas) must connect to other pastures. [Illustration.]
Note: When expanding your farm, you may leave empty cells (gaps), but at the end of the game you lose 1 point for each gap.
Cornfields
Some fence cards have cornfields. Cornfields bring you points if they end up in enclosed fences. At the end of the game you get 1 point for each cornfield in an enclosed fence.
If an enclosed fence contains at least one animal, the cornfields in that same fence bring no points: the animals will eat the corn. Be careful!
Animal Cards
Animal cards let you take one or two animals. When you choose an animal card, you may take as many animal tokens from the farmyard as shown on the card. You must immediately place these tokens in animal cells on your farm. Only one animal can be in a cell. Different kinds of animals may be together in the same fence.
After placing a token, discard the animal card. Each animal on your farm brings you 1 point at the end of the game. Try to protect your animals before the wolf appears!
Wolf Cards
When you reveal a wolf card, the game pauses. Do not choose a card until the wolf card has been resolved. The wolf card affects all players.
The wolf scatters the animals shown on the wolf card. Players who have any of the animals shown on that card must return the corresponding tokens to the farmyard (except tokens that are in enclosed fences).
Then discard the wolf card and reveal a new card from the deck.
End of the Game
The game ends when there are no more cards in the deck or on the table. Players count the points for their farms. The player with the most points is declared the winner.
Scoring
- Animals: each animal token on your farm brings 1 point.
- Cornfields: each cornfield in an enclosed fence brings 1 point.
Cornfields that are not in enclosed fences, or that are in them together with animals, bring no points.
Finally, subtract 1 point for each enclosed fence that still has empty cells.
Tiebreaker
In case of a tie, the winner is the player with the most of these animals (in the following order): 1. pig, 2. goat, 3. chicken. [Podium illustration: 1 = pig, 2 = goat, 3 = chicken.]
If It Is Too Easy...
Second Variant
When you decide you have mastered the game, try this variant to create new game situations. In this variant the prize goes to the one who organizes their farm better than the others. The special rule is: each enclosed fence in which animals of only one kind are gathered brings twice as many points. [Illustration: example fences worth 6 points and 2 points.]
Special Rule for Solo Play
If you play alone, follow the normal rules with one exception: when a wolf appears, it scatters even animals that are not yet on your farm!
First you must discard the face-up animal cards (if any), and then resolve the wolf card as described above. Then reveal cards from the top of the deck until there are again four on the table. If a wolf appears again, repeat these actions with the corresponding animals.
As soon as the cards in the deck and on the table run out, count the points you earned.
Your Achievements (Solo)
| Points (normal rules) | Points (second variant) | Description |
|---|---|---|
| 35 | 50 | Congratulations! You won the competition! |
| 30-34 | 40-49 | You made it onto the podium! Next year you will surely get the grand prize! |
| 20-29 | 30-39 | Your ponies could not resist the fresh corncobs. |
| 10-19 | 20-29 | Almost! The wolf scattered your pets too often. |
| 0-9 | 0-19 | The jury thought you had a barn, not a farm. Try again next year! |