Hallertau
Hallertau Rulebook
Table of Contents
Table of Contents
Overview
Your goal is to score as many points as possible over the course of six Rounds. Most of your score will come from the following two sources.
Moving the Community Center. A lot of effort will go into developing your little village by investing in the local crafts. Providing the Goods they need, you can move the crafts to the right. The Community Center will follow when all Craft Buildings have moved, opening the view on the developed village. At the start, this will increase your supply of Workers; later, it will be worth Victory Points. The investments required increase as the game progresses and, to make things more difficult, the game puts literal obstacles (Boulders) in your way. Jewelry helps dealing with the former; Tools help dealing with the latter problem.
Playing Cards. You start the game with a small hand of five cards. Some cards require you just have something; others have a cost to play them. Some provide resources or useful one-time effects and let you draw even more cards; others provide income and Victory Points. The most curious thing about cards in this game is that you can play them at any time.
Supplying the crafts requires a lot of Goods, most prominently Animal Products and Crops.
Breeding Sheep. An efficient way to acquire large amounts of Animal Products is breeding Sheep: they provide Milk every Round; you can shear them for Wool, or exchange them for Meat and Hides. Each player has an entire board dedicated to Sheep. When you get a new Sheep, you place it on a Farmyard card, setting a clock for it: after three Rounds, the Sheep will die of natural causes. There are ways to prolong a Sheep's life and, once it is in the Stables, it is safe and worth Victory Points.
Cultivating Crops. An efficient way to acquire large amounts of Crops is agriculture, based on a two-field rotation system: You can sow Crops in Fields to yield up to 5 times the amount of Crops invested. This will decrease the Field's efficiency; laying Fields fallow will increase it. The more Fields you have on your Field board, the better you can use Crop rotation to your advantage.
Worker Placement. The action board features 20 action spaces, most of which let you place 1-3 Workers there to use them. The more players are interested in a particular action space, the more expensive taking that action will get — even in future Rounds, as action spaces are not cleared completely. At the start, your workforce comprises merely 6 Workers but, by progressing your Community Center, you can increase that number up to 12 Workers. Beside taking actions on the action board, occasionally you will need your Workers to make Tools.
Components
General components:
- 1 action board (folded)
- 28 Field tiles
- 40 Tool tokens
- 1 first player token (+3 extra)
- 1 scoring pad
336 Cards:
- 6 Quadrant cards (only used with 1-3 players)
- 4 decks of 30 Gateway cards each
- 4 decks of 35 Farmyard cards each
- 1 deck of 45 Bonus cards
- 1 deck of 25 Point cards
Wooden components:
- 80 Worker cubes
- 30 Sheep tokens
- 20 Flax indicators, 20 Rye indicators, 20 Barley indicators, 20 Hops indicators
- 16 Clay indicators, 12 Hides indicators
- 12 Meat indicators, 12 Milk indicators, 12 Wool indicators
Player components (one set per player):
- 1 Field board
- 1 Stable board
- 1 Community Center board (folded)
- 1 Community Center tile
- 5 different Craft Building tiles (Carpentry, Brewhouse, Cooling House, Bakehouse, Manufacture)
- 1 Jewel Box tile
- 1 Jewelry token (ring-shaped)
- 10 Boulder tokens
- 1 overview tile
Resources
"Resource" is the collective term for everything you can gain in this game: cards, Fields, Goods, Jewelry, Sheep, and Tools. There are nine types of Goods: Barley, Flax, Hops, and Rye, collectively called "Crops" (because you can plant them in Fields); Hides, Meat, Milk, and Wool, collectively called "Animal Products" (because you can gain these from breeding Sheep); and Clay.
Cards. When gaining a card, draw it from the appropriate deck on the action board and add it to your hand. There is no limit to the number of cards you can have in hand. When spending a card, remove it from play (do not return it to the action board).
Fields. Aside from the supply spaces for Goods, the Field board features eight columns for Fields, each spanning over four rows: 2, 3, 4, and 5, as indicated by the numbers on the supply spaces. (Row 1 can never contain Fields.) When gaining a new Field, take it from the general supply and place it in an empty column of your Field board, in the row specified by the action or card providing the Field. It does not matter which empty column you choose. You may not place more than 1 Field in a column; consequently, you can have at most 8 Fields at the same time. A common mistake is to count rows 3, 4, and 5 as 2, 3, and 4, respectively. When spending a Field, take it from anywhere on your Field board and return it to the general supply. If the Field to be removed is planted, you must also return the planted Good to the general supply (without compensation).
Goods. Use the Goods indicators to keep track of your supply of Goods. When gaining a Good, take a corresponding Goods indicator from the general supply and place it on the supply space of your Field board matching the amount you got. Alternatively, you can move an existing Goods indicator of that type up by an according number of spaces. If you have more than 5 units of any particular Good, simply use multiple Goods indicators of that type. When spending a Good, move the corresponding Goods indicator down accordingly or remove it from your Field board altogether. There is no limit to the number of Goods you can have.
Jewelry. When gaining or spending Jewelry, move the Jewelry token in your Jewel Box accordingly. You can have at most 10 Jewelry at the same time.
Sheep. When gaining Sheep in Rounds 1, 2, and 3, take them from the general supply and place them on the Farmyard card immediately below the current Round space. Unless you take the appropriate measures, the Sheep will die of natural causes at the start of Rounds 4, 5, and 6, respectively. When gaining Sheep in Rounds 4, 5, and 6, take them from the general supply and place them in the Stables. Sheep that are in the Stables will not die of natural causes (for the rest of the game). When spending Sheep, take them from anywhere on your Stable board — from a Farmyard card or from the Stables — and return them to the general supply.
Tools. When gaining Tools, take them from the general supply and place them in front of you, preferably below the Community Center board. When spending Tools, return them to the general supply.
Note: It is not allowed to simply discard a resource, i.e., return it to the general supply of your own volition. (Some cards require a maximum amount of something, which might make you want to discard resources, but you may not.) Fields, Goods, Sheep, and Tools are in unlimited supply; if you run out, improvise. When a deck runs out of cards, you cannot draw any more of these cards (and may not take cards from a different deck).
Setup — Common Display
- Place the action board in the center of the playing area.
- Prepare the cards: Select one of the four decks of Gateway cards and also one of the four decks of Farmyard cards. (Decks are told apart by the nuances in the reverse illustration and by the card number: the first digit is the deck number — Gateway cards have deck numbers 0-3; Farmyard cards have deck numbers 4-7.) For your first game, use the Beginner Gateway deck (001-030) and the Hops Farmyard deck (401-435). Shuffle the Bonus and Point cards as well as the selected Gateway and Farmyard cards separately and place the decks face down in the corners of the action board: Gateway cards — top left, Farmyard cards — top right, Bonus cards — bottom left, Point cards — bottom right.
- Only in games with 1-3 players: Shuffle the Quadrant cards and place them in a face-down stack next to the action board. (In a 4-player game, leave the Quadrant cards in the game box.)
- Place 1 Worker in the bottom row of each action space on the action board. (You should combine this step with Phase 1 of Round 1: in a 4-player game do not place any Workers on the action board; with 1-3 players draw a Quadrant card and place Workers only in the Quadrants not listed on the drawn Quadrant card, then remove that card from play. In either case, skip Phase 1 of Round 1.)
- Place the Fields, Goods, Sheep, Tools, and the remaining Workers near the action board; this is the general supply.
Setup — Personal Display
Each player carries out the following steps:
- Take one set of player components and place the Community Center board, Field board, Stable board, Jewel Box tile, and overview tile in front of you.
- Place the Community Center tile on top of your Community Center board so that the number "6" is visible in the little window.
- Place the Craft Buildings immediately to the right of the Community Center tile — one in each row. Recommended order (top to bottom): Carpentry, Brewhouse, Cooling House, Bakehouse, Manufacture.
- In each row of Craft Buildings, place 2 Boulders: one Boulder 2 spaces to the right and another Boulder 4 spaces to the right of the Craft Building. (In each row there is exactly one empty space between the Craft Building and the first Boulder, and exactly one empty space between the two Boulders.)
- Take 3 Fields from the general supply and place them on the marked spaces of your Field board.
- Take 1 Barley, 1 Flax, and 1 Rye indicator from the general supply and place them on the "1" supply space of your Field board.
- Draw 6 Farmyard cards from the deck and, without looking at them, place them face down on the six spaces of your Stable board — one in each space.
- Place the Jewelry token on the "0" space of your Jewel Box tile.
- Draw 4 Gateway cards and 1 Point card from the respective decks and take them into your hand.
Finally, randomly determine the first player and give them the first player token. (Due to technical reasons there are four first player markers but only one is needed; dispose of the other three.)
Course of Play
The game is played over the course of 6 Rounds, each comprising 10 Phases played in order:
- Remove Workers
- New Workers
- Income
- Actions
- New Card
- Fallow Fields
- Harvest
- Milking
- Progress
- Boulders
Almost all Phases are just maintenance and can be played simultaneously. The two highlighted Phases (Actions and Progress) are the ones in which you make meaningful decisions.
Phase 1: Remove Workers
- In a 4-player game, remove only the topmost row of Workers from each action space on the entire action board.
- In games with 1-3 players, draw a Quadrant card, turn it face up, and find the information relevant to your player count. Then remove only the topmost row of Workers from each action space in the Quadrant(s) listed on the Quadrant card. Finally, remove that Quadrant card from play. (In solo and 3-player games you may need to determine the affected Quadrant randomly, indicated by a "?", e.g., by tossing a coin.)
In either case, return the removed Workers to the general supply. Tip: In the first Round, combine this Phase with setup.
Phase 2: New Workers
Each player carries out three steps:
- Move the Farmyard card on the current Round space off to the side of the Stable board, keeping it face down. (From left to right, the top row contains Round spaces 1-3, the bottom row 4-6.) This reveals the current Round number along with essential information for Phase 9.
- If that Farmyard card contains any Sheep, return those Sheep to the general supply. (They die of natural causes; you get no compensation. Normally only relevant in Round 4 or later.)
- Finally, take a number of Workers from the general supply equal to the number shown in the window of your Community Center and place them on the Farmyard card you just moved off the Stable board. This is your supply of Workers for this Round. (You start the game with 6 Workers.)
Phase 3: Income
(Skip this Phase in Round 1, because no player has any Bonus cards in play yet.)
Activate the bottom part of each Bonus card you have in play (face-up in front of you) in an order of your choice, gaining the depicted resources or actions. You do not benefit from Bonus cards still in your hand. You may use newly acquired resources to play additional Bonus cards during this Phase; if you do, you immediately benefit from their effects also.
Phase 4: Actions
This Phase is played clockwise around the table, beginning with the first player. On your turn, you must choose to either place Workers on the action board or exchange Workers for Tools. Continue taking turns this way until all players run out of Workers, skipping any players who run out early.
Placing Workers on the Action Board. Choose an action space and place the required number of Workers on it, taking them off your supply of Workers. Each action space can be used 2 or 3 times, featuring that many rows for Workers:
- If the bottom row is empty, place 1 Worker in the bottom row.
- If the bottom row is occupied, place 2 Workers in the second row.
- If the bottom two rows are occupied, place 3 Workers in the top row.
- If an action space is fully occupied (all rows contain Workers), you cannot use it.
(The card action spaces in the corners feature only two rows of Workers each.) If you do not have enough Workers to place on an action space, you cannot use it.
After placing the required number of Workers, immediately carry out the actions depicted on the action space, from top to bottom. You may take each action only once, regardless of how many workers you placed.
- Gain Actions. Most action spaces provide resources, indicated by a plus sign.
- Exchange Actions. Some action spaces have a cost depicted above an arrow pointing down. You must first cover the cost before you can gain the resources shown below the arrow.
- Sow Action. The four action spaces in the center provide between one and four sow actions. For each sow action, you can move 1 Crop indicator (Barley, Flax, Hops, or Rye) from the "1" supply space of your Field board onto an empty Field. The row of the Field indicates how many Crops it will yield during harvest (Phase 7). If you get multiple sow actions, carry them out one at a time; you may carry out fewer sow actions than granted or not sow at all. Each sow action requires you move a seed Crop of your choice from your supply onto an empty Field; you can never sow Crops from the general supply or move Crops from one Field onto another. (To do it properly, move the Goods indicator down 1 space, take a new Goods indicator of the respective type from the general supply, and place it on the Field.)
- First Player Action. When using one of the four card action spaces in the corners, immediately take the first player marker as well as a card from the respective deck. Taking the first player marker does not change anything for the current Phase; it indicates who will go first the next Phase it matters. Only the last player to hold it at the end of this Phase will be first player.
- Life-Sustaining Action. The "Sheep Shearing" and "Small Trade" action spaces both feature an action to save Sheep from natural death. When taking this action, move exactly 1 Sheep on your Stable board from its current Farmyard card to the next Farmyard card (on the next highest Round space) or from the Farmyard card of Round 6 into the Stables (where it will be safe until the end of the game).
Normally you can carry out all actions printed on the action space, except when "or" or a slash is used — in that case you must choose one or the other. Slashes are used with individual resources; "or" is used with different actions. The "Sheep Breeding" action space is special: you can only choose the left or the right side, and you must choose the same side in both the cost and gain part.
All actions are optional! You may skip any or all of them, or take fewer things than allowed. It is explicitly allowed to place Workers on an action space and not use any of its actions.
Exchanging Workers for Tools. Instead of placing Workers on an action space, on your turn you can return one or more Workers from your supply to the general supply and take an equal number of Tools from there, placing the Tools in front of you (preferably below the Community Center board). Do not place Tools on your Field board or the Farmyard card holding your supply of Workers. In a single turn you can exchange any number of Workers (greater than zero) for Tools. You may spread this over multiple turns.
End of Action Phase. Phase 4 ends when all players run out of Workers. When it is your turn and you have no Workers left, you must pass. You may not pass if you have Workers left (exchange remaining Workers for Tools if need be).
Phase 5: New Card
After all players complete Phase 4, take the Farmyard card that was holding your supply of Workers (still face down next to your Stable board) and add it to your hand. (You can play it immediately if possible.)
Phase 6: Fallow Fields
Each player carries out two steps:
- Slide all empty Fields on your Field board one row up, if possible (making them more efficient).
- Afterward, slide exactly one empty Field one row up again, if possible. (In other words, exactly one of your empty Fields slides up twice.)
Fields already in the top row (row 5) remain there. Sliding Fields is mandatory; you may not pick and choose which Fields to slide.
Phase 7: Harvest
Each player carries out two steps for each planted Field on their Field board:
- Move the planted Good from the Field to the left, onto the supply space in the same row as the Field. (You have thus gained that amount of the harvested crop.)
- Immediately afterward, move the harvested Field one row down (making it less efficient). Fields already in the bottom row (row 2) remain there.
Perform both steps for one Field before proceeding with the next.
Phase 8: Milking
All players get 1 Milk for each Sheep on their Stable board, regardless of whether the Sheep are on Farmyard cards or in the Stables. You do not lose any Sheep from this.
Bonus information: In the Hallertau, harvesting hops is called "hop-picking" and hopfields are known as "hop gardens".
Phase 9: Progress
In this Phase you spend Goods to advance the Craft Buildings on your Community Center board. Normally played simultaneously. (If any player insists, play clockwise beginning with the first player.)
Cost of Progress. To advance a particular Craft Building — move it one space to the right — you must pay either 1 Jewelry or a certain combination of Goods:
- For each advancement, the total number of Goods paid must equal the current Round (1 Good in Round 1, 2 in Round 2, etc.).
- The required types are printed on the Craft Buildings; their composition may be constrained. You do not have to pay all required types as long as you observe the constraint.
| Craft Building | Required Goods | Constraint |
|---|---|---|
| Carpentry | Clay, Rye | You must pay more Clay than Rye per advancement. |
| Brewhouse | Barley, Hops | You must pay more Barley than Hops per advancement. |
| Cooling House | Meat, Milk | N/A |
| Bakehouse | Flax, Barley, Rye | You may pay at most 1 Flax per advancement. |
| Manufacture | Flax, Hides, Wool | N/A |
The constraints of the Carpentry and Brewhouse refer to what you pay for each advancement, not to your supply of Goods.
Discounts. From Round 3 on, you can get a discount by paying different types of Goods:
- The cost is reduced by 1 Good if you pay at least 2 different types of Goods. (Cooling House, Bakehouse, and Manufacture from Round 3 on; Carpentry and Brewhouse only from Round 4 on, due to their constraint.)
- The cost is reduced by 2 Goods if you pay 3 different types of Goods. (Only Bakehouse and Manufacture, from Round 5 on.)
For each advancement you may apply either discount or pay full cost. You must still pay the required number of different types and may not violate a constraint.
Jewelry. Instead of paying Goods, you can pay exactly 1 Jewelry to advance any Craft Building one space. You can spend as much Jewelry as you have. (Jewelry is a wild resource during the Progress Phase, worth 1 Good at the start of the game and up to 6 Goods during the final Round.) Important! Even if you advance a Craft Building with Jewelry, you must still deal with Boulders as normal.
Community Center. After advancing a Craft Building, check whether the Community Center tile can move to the right. This happens when all Craft Buildings are at least one space away from it (the tile always sticks to the Craft Building farthest left). The first six times this happens, the number in the window increases (up to 12), meaning more Workers next Round. As soon as the window shows 12 Workers, every additional increase yields Victory Points instead (18, 34, 50, and 70).
Moving Boulders. Each Craft Building is accompanied by two Boulders in the same row; you may not advance a Craft Building onto a space with a Boulder. At the start of this Phase, the first Boulder is two spaces away from the Craft Building (the second is four spaces away), so you get to advance each Craft Building exactly once before dealing with Boulders. For each Tool you have, you can move one Boulder one space to the right. Advancing the same Craft Building a second time requires 1 Tool; every subsequent advancement requires an additional 2 Tools (both Boulders). You can move Boulders off the right edge of the board and leave them there.
Durability of Tools. In Rounds 1 to 5, moving Boulders only requires Tools — it does not cost any. When you move a Boulder, move a Tool to the side to indicate it is "exhausted"; once all Tools are exhausted, you cannot move any more Boulders that Phase (they refresh next Round). In Round 6, Tools finally break — you actually spend them when moving Boulders, returning them to the general supply. (Leftover Tools are worth Victory Points at game end, and some cards require you spend Tools for Victory Points.)
Phase 10: Boulders
(Skip this Phase in Round 6.)
After all players complete Phase 9, reset your Boulders so that they are 2 and 4 spaces to the right of the respective Craft Building.
End of Round. At the end of Rounds 1-5, proceed with Phase 1 of the next Round; at the end of Round 6, proceed with scoring. The first player does not change automatically — to become first player, use a card action space (First Player Action).
Anytime-Actions
There are a couple of actions you can take at any time, even on another player's turn.
Reorganizing Goods. Goods indicators on the supply spaces of your Field board indicate how many Goods you have. You can indicate a Good with as few or as many Goods indicators as you wish, using additional indicators from the general supply or consolidating existing ones. You can do this literally at any time, even in the midst of an action or on another player's turn. Important! Always make sure you do not change the totals.
Playing Cards from Hand. You can play cards from hand at any time, even in the midst of an action or on another player's turn. When you play a card, place it face up in front of you. Unless you play it in the midst of an action, resolve it immediately; otherwise complete the action first, then resolve the card. If you play multiple cards at the same time, resolve them one at a time in an order of your choice. After you resolve a card, leave it face up in front of you until the end of the game (some cards count how many other cards you have played).
Resolving a Card
To play a card you must either meet a condition or pay resources, as shown in the top part of the card.
A book indicates a condition. To play the card you must have the required resources or be in the required game state. If a Good is shown, you must have it in your supply (Goods planted in Fields do not count, unless stated otherwise). All quantities are minimum values, except when a card states "exactly" or "max.". If multiple resources are shown, you must have all of them, except when there is a giant slash or the word "or" between them — then you must have one or the other (but you can have both).
A dark book requires a specific situation on the action board. It does not matter whether you contributed to the situation.
An arrow indicates a cost. These cards require you pay something from your supply. You must always pay the exact amounts shown. If multiple resources are shown, you must pay all of them, except when there is a giant slash or the word "or" — then you pay one or the other (not both).
After resolving the top part, immediately carry out the effects in the bottom part, from top to bottom. A plus sign means you gain the depicted resource; Victory Points are awarded during scoring. All effects are one-time only. All effects in the bottom half of a card are optional — you may skip any or all of them. (You must still meet the condition or pay the cost.) Note: Bonus cards do not have an immediate effect but a recurring effect that activates in Phase 3 of each Round, providing the depicted income.
Slashes. Slashes indicate that multiple things relate to one another. Choose one of the applicable options in the first set of slashes and pair it with the option at the same position in the second set. (You are not required to choose the rightmost applicable option.)
Phase Restrictions. Some cards restrict in which Phase you can or cannot play them, shown by the Phase bar at the top of the card. If exactly one Phase is left out, you can play the card any time except that Phase; otherwise you may play it only during the highlighted Phase.
Ampersand. An ampersand (in conjunction with "a total of") indicates that the combined total of two things is required (e.g., "a total of 7" Tools & Jewelry can be met by 7 Tools, 7 Jewelry, or 5 Tools and 2 Jewelry, etc.).
Field illustrations. The illustration of a Field always means "any Field" unless the card specifies a planted or empty Field, a specific row, or a specific Crop.
About the Four Decks
- Gateway cards always have a condition at the top that is normally easy to accomplish. You start with 4 Gateway cards to jumpstart your economy.
- Farmyard cards usually have a rather low cost. You get 1 Farmyard card automatically in Phase 5 of each Round.
- Bonus cards usually have a cost. Once played, they provide income in Phase 3 of each Round. You will get Bonus cards mostly from the effects of Gateway and Farmyard cards.
- Point cards usually have a very high cost or challenging condition. They are end-game cards providing a lot of Victory Points. You start with 1 Point card.
You can always get more cards of each type during Phase 4 by using the corresponding card action space.
Game End and Scoring
The game ends at the end of Round 6. All players get a final chance to play as many cards from their hand as they wish. Then use the scoring pad to determine each player's score in five categories:
- Community Center board: If you moved your Community Center far enough, you should see a number of VP in the window of the Community Center tile (18, 34, 50, or 70 VP — otherwise 0 VP). Add 3 VP for each "3 VP" symbol visible to the left of a Craft Building. (Symbols to the right of a Craft Building do not count.)
- Sheep: The Sheep in your Stables are worth 1 VP each (as indicated on the Stables space).
- Jewelry: The remaining Jewelry in your Jewel Box is worth 1 VP each. (Tip: spend Jewelry during the final Progress Phase instead, where each advancement can be worth 3 VP if it uncovers a "3 VP" symbol.)
- Fields, Goods, and Tools: Total the number of Goods and Tools you have left, and add the "value" of each of your Fields (the rows they are in, 2-5). You get 1 VP for every 5 of that total, rounded down. (Tip: offset these items to get as many into row 5 as possible.)
- Cards played: Total the Victory Points from Bonus and Point cards that are face up in front of you. (Cards left in your hand do not count.)
The sum total is your final score. The player with the highest score wins. In case of a tie, consider the "remainder" in the "Fields, Goods, and Tools" category (the part rounded down). If still tied, enjoy your shared victory.
No Cards Variant
For your first game you may play without cards. Changes: do not draw or place any cards (but still place Farmyard cards on your Stable board to hold Sheep and Workers); skip Phase 3, and in Phase 4 you cannot place Workers on the card action spaces; in Phase 5 discard the Farmyard card; the first player changes automatically (pass the token clockwise); in scoring skip the card category. You only score points in the four other categories.
The Solo Game
The solo game follows exactly the same rules as the multiplayer game. Simply take one turn after the other. Your goal is to score at least 100 VP. Scores over 110 VP are considered extraordinary. If you play by the "No Cards Variant" rules, your goal is lowered to 80 VP and 85 VP, respectively.
Tips for Your First Play
- Make sure you collect at least 1 Clay in the first Round so you can advance the Carpentry during the first Progress Phase.
- Do not hesitate to draw additional Gateway and Farmyard cards during the Action Phase, especially if you cannot play any of your starting cards short-term. If you are the only or the last player to do so, you will also be first player next Round.
- Most importantly, do not mistake taking Tools as a last-resort action! Having a good amount of Tools in the first Round allows for a lot of cheap advancements.
Appendix: Glossary
- A book indicates a condition — you must have the required resources or be in the required game state; you do not pay anything. Only your player boards and resources matter; cards never care about another player's display. If a Good is shown you must have it in your supply (Goods planted in Fields do not count). All quantities are minimum values, except when a card states "exactly" or "max.". If multiple resources are shown you must have all of them, except with a giant slash or "or".
- A book with dark background requires a specific situation on the action board. It does not matter whether you contributed to it; you can play it even on another player's turn.
- A paved site with an arrow below indicates a cost — you must pay it from your supply (Goods in Fields do not count). Amounts are exact; you may not overpay. If multiple resources are shown you pay all, except with a giant slash or "or".
- A Phase bar at the top restricts when you can play the card. If exactly one Phase is left out, you may play it any time except that Phase; otherwise only during the highlighted Phase.
- A plus sign indicates you get something from the general supply (Goods onto Field supply spaces; Fields into the specified empty row; Sheep onto the appropriate Farmyard card or Stables; Jewelry adjusts the Jewel Box; Tools placed in front of you; cards drawn to hand).
- Slashes indicate multiple things relate to one another. Choose an option in the first set of slashes and pair it with the option at the same position in the second set. You are not required to choose the rightmost applicable option.
- Two things separated by a single giant slash or by "or" mean you must choose one or the other. As a condition, you can choose either to meet (you may meet both without additional benefit). As a cost or effect, you must choose exactly one (not both).
- A sow action symbol lets you sow Crops (Barley, Flax, Hops, Rye) from your "1" supply space onto empty Fields. Some cards let you sow other Goods as though they were a crop. If you get multiple sow actions you may take fewer than allowed. You can only sow in empty Fields.
- An ampersand (with "a total of") indicates the combined total of two things is required.
- A Field illustration always means "any Field" unless the card specifies a planted or empty Field, a specific row, or a specific Crop.
Appendix: The Action Spaces
The action board is organized by Quadrant.
1st Quadrant
- Gateway Card: Draw 1 Gateway card from the top of the deck and add it to your hand. Additionally, take the first player marker.
- Sheep Breeding: You can either pay 2 Milk to get 1 Sheep, or alternatively pay 4 Milk to get 2 Sheep. (You must choose the same side in cost and gain.)
- Sheep Shearing: You get a number of Wool equal to the total number of Sheep on your Stable board (Farmyard cards and Stables both count; you do not lose any Sheep). Additionally, you can move exactly 1 Sheep on a Farmyard card to the next Farmyard card, or from the Farmyard card of Round 6 into the Stables.
- Clay Delivery: You get a number of Clay equal to the current Round number (1 Clay in Round 1, 2 in Round 2, etc.).
- Farming: You can either take a new Field and place it into row 5, or alternatively sow in up to 4 Fields.
2nd Quadrant
- Farmyard Card: Draw 1 Farmyard card and add it to your hand. Additionally, take the first player marker.
- Butchery: Pay 1 Sheep to get 4 Meat and 2 Hides. (It does not matter whether you remove the Sheep from a Farmyard card or the Stables.)
- Nursery: You can either take 3 Clay, or alternatively 3 Crops of your choice (any combination of Barley, Flax, Hops, and Rye). You must choose Clay or Crops, not a mix.
- Busy Weekend: You get your choice of 1 Milk or 1 Wool. Additionally, you can sow in up to 2 Fields.
- Clearing: You can take a new Field and place it in row 2. Additionally, you get 1 Clay. (Unlike "Tool Shed", here you get both the Field and Clay.)
3rd Quadrant
- Bonus Card: Draw 1 Bonus card and add it to your hand. Additionally, take the first player marker.
- Small Trade: You get 2 Crops of your choice (any combination of Barley, Flax, Hops, Rye). Also, you get your choice of 1 Milk or 1 Wool. Additionally, you can move exactly 1 Sheep to the next Farmyard card, or from the Farmyard card of Round 6 into the Stables.
- Cultivation: You can sow in up to 3 Fields.
- Weekly Market: You get 1 Sheep and 1 Meat.
- Land Sale: Remove 1 Field from your Field board to get 1 Jewelry and 3 Clay. (If you remove a planted Field, you also lose the planted Good.)
4th Quadrant
- Point Card: Draw 1 Point card and add it to your hand. Additionally, take the first player marker.
- Fertilizing: You can move up to 2 empty Fields to row 5. (You cannot move planted Fields.) Afterward, regardless of whether you moved any Field, you can sow in 1 Field — in one of the Fields you moved or any other empty Field.
- Tool Shed: You get your choice of 4 Clay or a new Field into row 4. (Unlike "Clearing", you do not get both.)
- Town Hall: Move 1 Craft Building on your Community Center board one space to the left to get 2 Jewelry. If you cannot move any Craft Building to the left (all are right next to the Community Center tile), you do not get the Jewelry. You may not move the Community Center tile to the left (it never moves backwards).
- Sheep Market: You get 1 Sheep and 1 Hide.
Card Index
There are four decks of Gateway cards (30 each) and four decks of Farmyard cards (35 each), only one of each present in any particular game. The decks are numbered by increasing complexity: Gateway decks are Beginner (001-030), Advanced (101-130), Expert (201-230), and Master (301-330). Farmyard decks correspond to deck numbers 4-7. There are also 45 Bonus cards and 25 Point cards. Gateway cards provide early goals and always require you have something rather than pay something. Farmyard cards usually have a low cost. Bonus cards provide recurring income in Phase 3 once played. Point cards are high-cost end-game cards worth a lot of Victory Points. The full card-by-card text is printed in the appendix (pages 16-24) of the physical rulebook; refer to it for exact card wordings.
Credits
Designer: Uwe Rosenberg. Editing: Grzegorz Kobiela. Illustrations: Lukas Siegmon. Graphic design: Klemens Franz | atelier198. The barley and hops shapes were originally used in "Fürstenfeld" by 2F; the meat shape in "Paleo" by Hans im Glück.