Market Fresh
Market Fresh Rulebook
Table of Contents
Table of Contents
Contents
- 1 Market Board
- 4 Shopfront Boards
- 44 Farmer Tiles (11 blue, 11 orange, 11 green, 11 pink)
- 8 Point Vouchers
- 4 Plastic Score Cubes (1 blue, 1 orange, 1 green, 1 pink)
- 66 Plastic Produce Crates
Set Up
- Each player chooses a color (blue, orange, green, or pink) and takes:
- 11 Farmer Tiles in that color
- 1 Score Cube in that color
- 1 Shopfront Board, with the 5x5 grid faceup
- Place the Market Board in the center of play. Each player places their Score Cube on the "0" space on the Market Board's number track.
- Place the Produce Crates facedown next to the Market Board and mix them up. Then remove crates based on the number of players:
- For two players: remove 18 crates
- For three players: remove 9 crates
- For four players: remove 2 crates
- Each player takes three of the remaining crates. Place each of your crates on its side, with the produce facing you so that other players can't see what you have.
- Take four more crates and place them faceup next to the Market Board.
- Place the eight Point Vouchers next to the Market Board.
Let's Play
How to Win
Earn points throughout the game by placing fresh produce. At the end of the game, you'll earn extra points for each type of produce you scored, as well as the diversity of your wares. The player with the most points wins!
Who Goes First?
The youngest player goes first, and play moves to the left.
On Your Turn
- Take one faceup or one facedown crate.
- Place that crate on its side next to your other three crates, then choose one of your crates as fresh produce to add to your shopfront. See Adding Fresh Produce.
- Score points for the crate you added to your shopfront. See Scoring with Crates.
- Place or move one of your Farmer Tiles on the Market Board if you can. See The Market Board.
- If you took a faceup crate, flip over a new crate and place it next to the other faceup crates.
Adding Fresh Produce
There are three ways to add fresh produce to your shopfront:
- Place a crate on any two blank squares. Diagram: a CORRECT example of a crate placed on two blank squares.
- Place a crate on top of a picture square. Half of your crate must match the fresh produce pictured directly beneath it. Diagram: one CORRECT and two INCORRECT examples.
- Stack a crate on top of a crate that is already there, or stack it so that it overlaps two crates. At least half of your crate must match the fresh produce on the crate directly beneath it. Diagram: two CORRECT examples and one INCORRECT example.
Once you add a crate to your shopfront, it must stay where you placed it.
If you can't add a crate, it means your produce isn't fresh enough! Remove one of your crates from the game. Then lose 1 point by moving your Score Cube one space back on the Market Board's number track.
Scoring with Crates
After adding a crate, you immediately score points as follows:
- Choose one of the items of fresh produce in the crate you added.
- Count how many times you can see that item on your shopfront, including in uncovered picture squares, and score that many points. Do not count fresh produce in covered crates.
- If both halves of your crate match the fresh produce beneath it, you have a perfectly fresh match and score 5 bonus points!
- Move your Score Cube along the Market Board's number track according to the number of points you earned.
Here's an example:
- You add a crate with lemons and pears to your shopfront, and you choose to score with lemons. You can see lemons three times, so you score 3 points. Then you move your Score Cube three spaces along the Market Board's number track.
- On your next turn, you stack a crate with carrots and lemons so that it overlaps two crates, and you choose to score with lemons again. You can see lemons three times, so you score 3 points. Both halves of your crate match the fresh produce directly beneath it, so you also score 5 bonus points for placing a perfectly fresh match! Then you move your Score Cube eight spaces along the Market Board's number track.
Diagram: two shopfront illustrations showing the shopfronts in the examples above.
Point Vouchers
If your Score Cube passes the "0" space on the Market Board's number track, take a 50 Point Voucher and place it next to your shopfront. If you pass "0" a second time, flip it over to reveal a 100 Point Voucher. You can also use the Point Vouchers to keep track when adding up all your points at the end of the game.
The Market Board
Start the game with the Market Board empty; it will fill up as you score. If you score more than 1 point for your produce, you may place or move one of your Farmer Tiles in the appropriate produce column on the Market Board, but only if the space in the corresponding row is unoccupied. If the space is occupied, place your Farmer Tile in the next lowest free space in that column. You may only place one of your Farmer Tiles in each of the columns.
Here's an example:
- Uschi scores 3 points for plums. She places her pink Farmer Tile in row 3 of the Plums column.
- Wolfgang scores 1 point for plums. He can't place his blue Farmer Tile because he needs to score at least 2 points to occupy a space.
- Michael scores 3 points for plums. He can't place his green Farmer Tile in row 3 of the Plums column because it is occupied by Uschi. Instead, he places his Farmer Tile on the next lowest free space in that column: row 2.
- Ina scores 3 points for plums. She can't place her orange Farmer Tile in rows 2 or 3 of the Plums column because both spaces are occupied.
- On his next turn, Michael scores 4 points for plums. He moves his green Farmer Tile from row 2 of the Plums column to row 4.
- On a later turn, Michael scores 2 points for plums. His green Farmer Tile remains in row 4. Farmer Tiles are only moved when you improve your score in a column.
If you score 8 or more points for your produce, place your Farmer Tile in row 7. You'll still move your total point value on the Market Board's number track.
Diagram: the Market Board, showing the Farmer Tiles from the example above.
The End of the Game
The game ends when all the crates have been played.
Final Scoring
In addition to scoring points for crates throughout the game, you will earn points at the end of the game for the Farmer Tiles you placed on the Market Board.
Start on the left side of the Market Board and calculate points column by column. Don't remove any Farmer Tiles until scoring is complete. Remember to move your Score Cube along the number track as you earn points!
For each produce column, points are awarded as follows:
- The player with a Farmer Tile in the highest row scores double that number of points.
- The player with a Farmer Tile in the second highest row scores that number of points.
- The player with a Farmer Tile in the third highest row scores 2 points.
Here's an example for the Onions column:
- Uschi has a pink Farmer Tile in row 6 and scores 12 points.
- Ina has an orange Farmer Tile in row 4 and scores 4 points.
- Wolfgang has a blue Farmer Tile in row 3 and scores 2 points.
Diagram: the Onions column of the Market Board, with the Farmer Tiles from the example above.
Once all the produce columns have been scored, each player counts how many Farmer Tiles they have on the Market Board, and points are awarded as follows:
- The player with the most Farmer Tiles scores 16 points.
- The player with the second most scores 8 points.
- The player with the third most scores 4 points.
If there is a tie for number of Farmer Tiles, each tied player is awarded the full number of points, but the next rank is dropped.
For example, if two players tie for the most Farmer Tiles, they each score 16 points, but the player with the second most only scores 4 points. Likewise, if one player has the most Farmer Tiles but two players tie for the second most, the player with the most scores 16 points, the two tied players each score 8 points, and the player with the third most scores nothing.
Then everyone adds up all their points, and the player with the most wins!
Other Ways to Play
1. Use the Smaller Grids
Want more stacking and strategy? Try the 4x4 grids on the other side of the Shopfront Boards! All players must use those grids, and they can be used for the standard game or the variations below.
2. Crate Heights Variant
Looking for an extra challenge? In this version of the game, your path to victory lies in stacking higher to earn more points!
In Crate Heights, Farmer Tiles never move after they're placed.
Set-Up
Set-up is the same as in the standard game. Remember to remove crates based on the number of players! See SET-UP from the standard game.
Let's Play
Play is the same as the standard game, except:
- On each turn, you may choose to score points using BASIC SCORING or HEIGHT SCORING (see below).
- There are different rules for the Market Board (no final scoring), and you'll only place Farmer Tiles on it when using height scoring.
Basic Scoring
Follow the rules of SCORING WITH CRATES in the standard game. Remember, if you choose basic scoring, you do not place a Farmer Tile on the Market Board that turn.
Height Scoring
In height scoring, you'll multiply by the height of the highest crate of your chosen produce to boost your score! Each player may only use height scoring for each type of produce once per game, so be strategic about when you use it over basic scoring.
After adding a crate, you immediately score points as follows:
- Choose one of the items of fresh produce in the crate you added.
- Count how many times you can see that item on your shopfront, then multiply that number by the height of the highest crate of your chosen produce. You score that many points. The maximum height for scoring is 7. If you stack to height 8 or above, you can still only multiply by 7.
- Place one of your Farmer Tiles in the corresponding produce column on the Market Board, in the row number equal to the height of the highest crate of your chosen produce. If that space is occupied, place your Farmer Tile in the next lowest free space in that column and recalculate your score: multiply the number of visible items by the row number. For example, if you try to place a Farmer Tile in row 3 of a produce column, but row 3 is already occupied, place your Farmer Tile in row 2. Now multiply the number of visible items by 2 instead of 3. If there are no lower unoccupied spaces, you may not height score.
- If both halves of your crate match the fresh produce beneath it, you have a perfectly fresh match and score 5 bonus points!
- Move your Score Cube along the Market Board's number track according to the number of points you earned.
Here are some examples:
- Wolfgang stacks a crate with pears and dragon fruits on top of two crates, so his crate has a height of 3. He chooses to use height scoring on pears. He sees pears four times in his shopfront, and his highest pear crate has a height of 3, so he multiplies 4 by 3 to earn 12 points. He places a blue Farmer Tile in row 3 of the Pears column and moves his Score Cube 12 spaces along the number track.
- On his next turn, Wolfgang stacks a crate with dragon fruits and plums on top of one crate, so his crate has a height of 2. He chooses to use height scoring with dragon fruits. He sees dragon fruits three times and his highest dragon fruit (the one he played on his previous turn) has a height of 3, so he multiplies 3 by 3 to earn 9 points.
- On a previous turn, Michael used height scoring for onions at a crate height of 3. Then he placed a green Farmer Tile in row 3 of the Onions column. On Ina's turn, she also used height scoring for onions at a crate height of 3. Because row 3 of the Onions column is occupied, she places her orange Farmer Tile below in row 2 and multiplies her visible produce by 2.
Diagram: the example shopfronts and Market Board columns illustrating the height scoring examples above.
The End of the Game (Crate Heights)
The game ends when all the crates have been played. The player with the most points wins!
This version of the game does not use FINAL SCORING from the standard game.
3. Stackin' Solo Variant
Challenge yourself to achieve market mastery—solo!
Set-Up
- Take one Shopfront Board, with the 4x4 grid faceup.
- Place the Market Board next to your shopfront and place your Score Cube on the "0" space on the Market Board's number track.
- Draw 25 random Produce Crates and place them faceup above your shopfront.
- Place two Point Vouchers next to the Market Board.
Let's Play
- Choose one of the faceup crates to add to your shopfront.
- Score points using either:
- BASIC SCORING: The rules are the same as in Crate Heights (see previous page).
- HEIGHT SCORING: The rules are the same as in Crate Heights (see previous page), except to use height scoring, you must have already scored the heights below. For example, if you want to score using a crate height of 4, you must have a Farmer Tile in any column in row 2 and 3 of the Market Board.
- Continue until you run out of crates. If you cannot place a crate, lose 3 points per unused crate.
The End of the Game (Solo)
The game ends when all the crates have been played.
This version of the game does not use FINAL SCORING from the standard game.
How did you do?
- Less than 100 points: Moldy
- 100–109 points: A little stale…
- 110–119 points: Not quite ripe
- 120–129 points: Greenhorn
- 130–139 points: Marketable
- 140–149 points: Stacking up
- 150–159 points: Feelin' fresh
- Over 160 points: You've achieved MARKET MASTERY!