Mi Tierra
Mi Tierra Rulebook
Table of Contents
Table of Contents
Preparation
Place the main game board in the middle of the table.
Each player chooses one color and receives one individual board and 3 workers. The 2 remaining workers can be hired during the game.
Shuffle the cards A and place them face down near the board. Separate the first 7 cards and put them back in the box without looking at them. Shuffle the B cards and place them face down near the board. These cards will be used once all A cards have been used.
Shuffle the Development Cards and put them face down near the board. Then turn over 4 cards and place them in the development area, joining one corner of each one in the center, forming a rectangle, in a 2x2 matrix.
Players chose the starting player using any method they desire, (for example, the one that recently visited a farm). The first round will be played in clockwise order, in other words, the second player will be the player sitting on the left side of the starting player.
Place a marker in the Money Marker Track on the borders of the main board. This marker shows how much money each player has available at every moment. To offset the advantage of the starting player, he places his counter in the space number 5, the second player in number 6, the third in number 7 and the fourth in number 8.
Course of Play
The game is divided in 4 phases which are repeated throughout the game.
- Phase 1: Turn Order
- Phase 2: Maintenance
- Phase 3: Worker Placement
- Phase 4: Worker Activation
Phase 1: Turn Order
The starting player has some advantages because he may choose the best positions in the board. In this phase players determine the game order for next turn.
The Turn Order is on the top left corner of the board. Here you will find 6 wagon wheels which indicates the places from 1 to 6. For the time being you will only use the places from 1 to 4, the others will be used in future expansions. he wheel line at the bottom is to place workers in order to change the Turn Order as it will be explained in the correspondent subsection.
To determine the Turn Order you have to check who is the last player in the Money Track. In this way, the player who has the least amount of money will be the first to play, the player who comes next will be the second and so on. (for the next turns have a look at the Workers Activation: workers in the Turn Order) In case of a tie between players, the first to play will be the one whose marker is over the other marker in the Money Track, that is to say, the last one in getting some money.
Since money is displayed on the Money Track, players can know at every moment how much money their opponents have available.
Phase 2: Maintenance
Worker Maintenance
In this phase each player must check how many workers have hired. For each worker over 3 he will have to pay $2 to the bank. This payment is done by moving the counter backwards in the Money Track. Example: If you have 5 workers, then you have 2 workers over 3 (5-3=2) so the bank has to be paid $4. A player cannot have negative balance in the Money Track. In case he doesn't have enough money to pay the workers he will have to give them back. A player can also give some workers back to the supply in order to avoid paying this charge that turn.
Market Maintenance
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If there is any Market Card in the Closing Markets area (bottom line), put them in the discard pile.
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Check for Markets with the Outgoing Market Symbol in the Established Markets area. Remove that market from the board. Move those cards to the Closing Markets area.
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Refill the Established Markets until there are as many markets in that area as players.
Phase 3: Workers Placement
Beginning with the first player in the Turn Order, that player may place a worker in any available space on the main board or his farm. Then it's the turn of the second player in the Turn Order. This is done until all players have placed their first worker. Next the first player will place a second worker. This process continues until all players have placed their last worker.
The workers can usually be placed on any available space on the board. The exception is in a 2 player game, where one space of every zone in the board should be considered blocked.
A player is allowed to place more than one worker in the same zone of the main board were he already has one as long as there are spaces available. This will allow him to use the associated action more than once during that turn.
When workers are being placed in the Woods or in the Seeds Sale, the player may place 2 workers instead of one simultaneously and in the same space. This will allow him to choose the result of the dice (see activation).
If you want to get a development card, you must place one worker in some of the 5 available spots (see image).
Phase 4: Workers Activation
In this phase workers who were placed during the previous phase will produce. The activation order of the different zones in the board is indicated in the image.
Once the production areas of the board have been activated (1-12), then players activate their personal farm (13), the markets (14-15) and finally the Turn Order (16). The water mill, the rodeo, and the animal's exhibition market are decorative elements and will not be used.
Once a worker has been activated, is removed from the space where he was working and is placed in the hut of the player's personal board.
Workers in the Production Areas of the Board
When there is more than one worker in an area, the worker who has been placed before will be activated first, that is to say, the worker who is located more to the left.
Forest
Throw the dice to determine if you get a barnyard with capacity 2 or 3. If a player placed 2 workers together he may choose the barnyard he wants without throwing the dice. The barnyard must be immediately placed in the farm. Once placed it cannot be moved to other position.
Sheep Barnyard
Throw the dice to determine the amount of sheep that you can take. If you get more sheep than the amount allowed to place in the barnyards of your farm, the remaining sheep can be replaced for one unit of meat. In each barnyard there must be only one kind of animal.
Square of Available Workers
Take one worker of your color from the supply and place it in your hut. You may only have 2 extra workers during the game (5 total).
Crops
Throw the dice to establish wich kind of crop you will get:
- Apples
- Wheat
- Grape
If a player placed 2 workers together he may choose the crop he wants without throwing the dice. The crop must be immediately placed in the farm. Once placed it cannot be moved to other position.
Cow Barnyard
Throw the dice to determine the amount of cows that you can take. If you get more cows than the amount allowed to place in the barnyards of your farm, the remaining cows can be replaced for one unit of meat. In each barnyard there must be only one kind of animal.
Henhouse
Throw the white dice to determine the amount of Hen that you can take. If you get more Hen than the amount allowed to place in the Henhouse of your farm, the remaining Hen can be replaced for one unit of meat. In each barnyard there must be only one kind of animal.
Animal Products Factory
It allows the production of secondary products. You must have at least the number of animals required. To use the factory you must pay $5 and you will get the product. You can get the 3 kind of products paying only $5 for all of them. Animals remain in your farm (you don't have to put them back in the stock).
Clock Tower
You may draw the 4 upper cards from the market deck, look at them and put them back in the same order on the deck. If just one player is in the Clock Tower, he can also arrange the cards in any order before returning them to the deck.
Bakery
To produce a cake you must return to the stock one milk, two eggs an $8. Each worker can produce at most one cake.
Developments
Workers activate in Turn Order in this area. The active player pays $1 for each card that his worker is touching, and then he chooses one of those cards and place it in his farm (that card is considered in the cost too). Each worker touches at the beginning 2 cards except the one of the middle position that touches 4. Every time a card is taken, the cost of the remaining cards will be lower. It could happen that there is no development card displayed when a worker is activated.
Flour and Wine Factory
To produce one sack of flour you must return to the stock three wheat an $5. To produce one wine you must return to the stock three grapes an $5. Each worker can produce at most one sack of flour and one wine, by paying only $5 to the bank for both goods.
Cloth Factory
To produce clothing you must return to the stock three wool and $7. Each worker can produce at most one piece of clothing.
Notes
Players cannot move the crops or the barnyards previously acquired to place the new ones. However they may discard some of the ones they acquired before and then replace them withnew ones.
There are some cards that allow to throw the dice again. If this is done the first throwing will be cancelled, so the second will be valid although this may be inconvenient for the player.
Personal Farms
Workers Activation in Personal Farms
Once the production areas of the board have been activated, then players activate their personal board, that is each player's farm. Beginning with the first player in the Turn Order, each placer that has placed at least one worker in his farm activates those workers in any order he wants.
If the worker is on a crop he produces one resource of the same kind planted. If there are two crops of the same kind connected octagonal (not diagonal), the same worker will produce two units of that resource instead of one.
Example: If a worker is on an apple field, he will produce one unit of apples. If the field has another apple field connected by one side, the worker will produce two apples instead of one.
A worker will always produce a maximum of two resources each turn, even though the farm where he is has more than two fields of the same kind connected. Exception: development cards.
Development Cards
Players receive the benefit of their development cards.
Workers at the Markets
Established Markets
The first player who can sell in the market will be the first who placed a worker in this area, that is to say, the one whose worker is in the lowest number.
When this area is activated the placer will have to choose one market card among the available ones and sell the resources that market wants to buy at the indicated price.
Each market indicates the resources it wishes to but, the price and the maximum of resources that can be sold in it (see reference at the end of the rulebook). Once the player has finished his sale, the market is removed from the game and replaced with a new one from the draw pile. This happens even though the player has sold less than the maximum capacity of the market.
Then the turn of the worker in the second position begins, and so on.
Once every workers have sold for the first time a second sale round begins, starting with the worker in the first position and so on.
When a player does not sell in his turn whatever the reason is (because he doesn't have any resources or he decides not to do it) the worker who was being activated is immediately returned to his hut and he will not participate in more sales for that turn.
Player's can place more than one worker in the markets. This is valid and can be very strategic if there is interest in selling more than one of the available markets before they are used by another player and consequently discarded.
Event Cards
Event Cards are indicated by the letter "E" at the left side of the card. If when replacing a Market Card ("M") an Event Card is displayed, there are two possibilities:
- If it's an Instant Event, the action is executed immediately and the Event is discarded.
- If it's a Permanent Event (indicated by the yellow flower), it is placed in the Events Area (mark E in the board) and it will be there until a new event appears (permanent or not). When the third permanent event card appears, that event won't be placed. Instead it indicates that the game will end once all phases of the current turn are finished.
Black Market
Players with workers in the Established Market could be tempted to trade in the Black Market. For example, if none of the Established Markets are willing to buy what the player wants to sell.
During the activation of a worker in the Established Market, the player can move that worker to the Black Market. That worker won't be able to return to the Established Market for the rest of the round.
The Black Market will be activated once all workers from the Established Market have been removed, either by returning them to their huts or because they decided to trade in the Black Market.
Players who have placed workers in the Black Market can sell any amount of resources or animals they desire at the prices in the chart. Some of the resources can be also bought here, maximum 3 per worker each turn.
The price when selling is indicated on the left. The price when buying is indicated on the right. Resources without buying price cannot be bought.
Round End
Once the previous phases are finished repeat them continuously until the conditions of the end of the game are fulfilled.
New Round: Phase 1
Workers in Turn Order are actually activated during the Phase 1 of the turn following the one they were placed. All turn markers from the upper road are taken out to place them again according as follows:
- Place the markers of players who have workers in the lower road in the same order of the Turn Order (upper road).
- Place the rest of the markers according to player's position in the Money Track, as described in Phase 1 at the beginning of this rulebook.
Then proceed with Phase 2.
Game End
When the third Permanent Event Card appears (indicated by the yellow flower), that event won't be played. Instead it indicates that the game will end once all phases of the current round are finished. All the phases are played and the game will end after all workers in the Black Market have been returned to the corresponding player.
Once the game has ended players that have produced cake and cloth will sell them directly to the bank. For each cake they will receive $49 and for each cloth they will receive $47.
Then players add the resource cards they still have in their hands plus the animals of their barnyards, and exchange them 3 for $1.
Example: if at the end of the game a placer has 2 apples, 1 wine, 3 grapes, 1 cow, and 1 sheep, he will get a total of 2 additional points. (8/3=2.6).
The player who is further in the income track is the winner. If there is a tie, the player with more resources or animals left after the exchange wins. If there is still a tie players share their victory.
Development Cards
I. Shearer: If you have at least 3 sheep they produce one skein of wool. You don't lose the sheep.
II. Milk factory: If you have at least 2 cows they produce one bottle of milk. You don't lose the cows.
III. Mill: Return 2 units of wheat to receive one package of flour or return 5 units of wheat to receive 2 packages of flour.
IV. Wine Cellar: Return one grape to receive one barrel of wine.
V. Sheep Breeding: If you have at least 3 sheep, you get one additional sheep.
VI. Cow Breeding: If you have at least 2 cows you get one additional cow.
VII. Hen barnyard: If you have at least 4 hens, they produce one egg. You don't lose the hens.
VIII. Insurance: You are not affected by freezing (Heladas) or fruit flies (Mosca de la Fruta).
IX. Police: You are not affected by animal thieves (Cuatreros).
X. Studies: You can repeat one dice throw each turn. The second throw will be definitive.
XI. Tractor: One worker can harvest 3 octagonal connected field (instead of 2).
XII. Shearer Machine: If you have the Shearer (development I) you need to have only 2 sheeps to produce one wool (it replaces the Shearer card).
XIII. Chicken Breeding: If you have at least 4 hens you get one aditional hen.
XIV. Eggs Hens: If you have the hen barnyard (development VII) you need to have only three hens to produce one egg (it replaces the Hen Barnyard card).
XV. Bank: Each turn you receive $3 during the personal farm activation.
Markets
Simple Market
This kind of market buys only one kind of good with a maximum of "X" goods, each at the price indicated in the card.
Example: Each cow is sold for $6. You can sell at most 2 cows.
Product Pack
Buys a combination of products and pays for the package the amount indicated in the card.
Example: 3 apples and 1 unit of wheat are sold for $15.
Generic Market
You can sell all the Resource Cards you want for $3 each and all the animals that you want for $4 each.
Events
The event cards are described below as printed (see Workers at the Markets for how events are drawn).
Animal Thieves
Return half of your animal rounded down. Calculate each kind of animal separately.
Inflation
Milk, flour and wine cost $1 more than the price indicated in the markets, including the Black Market.
Strike
All factories will close until this event is removed. Workers are not allowed to use factories on the main board, but they can still use development cards.
Editorial note: the printed English rules do not describe the Fruit Fly (Mosca de la Fruta) or Frost (Helada) events in text. Their effects appear only in the card art, and the Insurance development card (VIII) refers to them by name.