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Viticulture: Tuscany

Expansion for Viticulture
Expansions
Tuscany & Euphoria Crossover Structures

Viticulture: Tuscany Rulebook

Table of Contents

Table of Contents

  • Uncorking Tuscany
    • How It Works
    • Designer Notes
  • Viticulture Second Edition Updates
    • Viticulture Second Edition Rules
    • Overview
    • Object of the Game
    • End Game & Goal
  • Tier 1 Expansions
    • Mamas & Papas
      • Introduction
      • Setup
      • Teaching This Expansion
      • Example
      • Advanced Variant
    • Property
      • Introduction
      • Setup
      • Gameplay
    • Patronage
      • Introduction
  • Tier 2 Expansions
    • New Visitors
      • Introduction
      • Setup
      • Examples & Clarifications
      • Gameplay
    • Extended Board
      • Introduction
      • Setup
      • Gameplay
      • Four Seasons
      • Action Spaces and Bonuses
      • Wake-Up Chart
  • Tier 3 Expansions
    • Mafia
      • Introduction
      • Mafia Cards
      • Setup
      • Gameplay
    • Arboriculture
      • Introduction
      • Setup
      • Gameplay
      • Scoring Points
      • New Structures
      • New Actions on the Arboriculture Mat
  • Viticulture Automa
      • Introduction
      • Goal
      • Setup
      • Gameplay
      • Game End & Winning/Losing
      • Campaign Play
      • Notes on Compatibility with Tuscany Expansions
      • Increasing the Difficulty
  • Glossary for Viticulture & Tuscany
  • Legacy Variants

Uncorking Tuscany

What story will you tell as you seek to become the most successful vineyard owner in Tuscany?

How It Works

  1. If you are new to the world of Viticulture, please play a few games with the original game before expanding into Tuscany. If you've been playing the first edition of Viticulture and now have the second edition update pack or the full second edition, first play a few games with it. Tuscany is fully compatible with all editions of Viticulture.

  2. When the time is right and the wine is poured, play one more game of Viticulture. The winner of that game will decide which of the 1st-tier expansions to uncork and include in the next game. We recommend playing 1–2 games for each 1st-tier expansion. The winner of the last game will select the next expansion to uncork. At the beginning of each game, make sure to clearly state if it will be a game when the winner gets to choose a new expansion to uncork.

  3. After ALL 1st-tier expansions have been uncorked and explored, the 2nd tier of expansions becomes available to be uncorked in the same manner. When all 2nd-tier expansions have been revealed, proceed to open the 3rd and final tier. We recommend playing 2–4 games for each 2nd- and 3rd-tier expansions before uncorking a new expansion.

Once all Tuscany expansions are uncorked, the winner of the previous game chooses which 3rd-tier modular expansion (if any—see note to the bottom right) will be included in the next game. You may also put all Tuscany expansions back in the box and start over with a clean slate. This allows players to uncork the elements of each tier in a different order and provides a clean slate with a new group. See page 24 for some variants to this uncorking mechanism.

Note: The 1st and 2nd tiers of Tuscany are not modular—that is, when you uncork a new expansion, it should be included in every game of Tuscany from then on. The 3rd-tier expansions, however, are always modular—only one expansion from that tier may be played at a time (you may also choose to play with none of the 3rd-tier expansions). So if you play with Formaggio, you must include all 1st- and 2nd-tier expansions, but not Mafia or Arboriculture.

New Icons: generic grape token and generic wine token.

Designer Notes

Other than the storytelling aspect of uncorking each expansion separately in a unique order, there is another reason we structured Tuscany the way we did.

There are so many expansions in Tuscany that if players were to add them all to the game right out of the box, it would be a frustrating, overwhelming experience (so please don't do that!). By adding expansions one by one, players have the chance to familiarize themselves with the nuances of each expansion.

As seen in this rule book, none of the expansions are secret, but we recommend that you save the surprise of a new expansion until it is uncorked.

We attribute credit for the unlocking/legacy mechanism in Tuscany to Risk Legacy (designed by Rob Daviau).

After a few plays, each of the expansions will become second nature, thus creating an opportunity to add a new expansion without overwhelming anyone.

Viticulture Second Edition Updates

Enhance, elevate, and expand Viticulture: The Strategic Game of Winemaking beyond just making wine as you open your vineyard to the greater world of Tuscany.

Viticulture Second Edition Rules

If you've played or currently own a first-edition copy of Viticulture, there are a few rule changes you should be aware of (and play with a few times) before exploring Tuscany.

Updated Components: 1 quick reference guide; 6 grande worker meeples; 30 grape and wine tokens (glass); 1 sheet of stickers for player mats & board; 11 updated visitor cards (remove the originals).

  • Summer Visitors: Entertainer, Handyman, Horticulturist, Vendor, Tour Guide & Novice Guide (neither card triggers the Tasting Room).
  • Winter Visitors: Mentor, Crush Expert, Crusher, Uncertified Oenologist, Jack-of-All-Trades.

New Icons: one-way conversion (an arrow) and residual (a coin icon showing a value of 5).

Overview

The following summarizes the rule changes in the second edition:

Grande Worker: Start the game with 2 regular workers and 1 grande worker. The grande worker acts as a regular worker, but it can be placed on an action on the board even if all action spaces are full (that special ability doesn't apply on private action spaces like the Yoke). The only way for a grande worker to gain a bonus is to place it on an unoccupied bonus action space.

Making Wine: The old "crush grapes" action is now "make up to 2 wine tokens." Using the grapes on your crush pad, make 2 wine tokens (the type of wine may be different for each token). The bonus on that action now means that you can make 1 extra wine token.

Starting Player: To select the starting player at the beginning of the game, blindly select one rooster. That player selects their wake-up time first, and then selection continues clockwise.

Yoke: You can now use the Yoke to harvest or uproot in either the summer or winter (or in any season when the extended board is uncorked).

No More Friendly Rule: There is no longer a rule that prevents players from choosing a bonus action space even if they don't want to (or can't) use the bonus. When you place a worker, you must still take the action, but the bonus is optional.

Object of the Game

Viticulture is primarily about making wine. There are various paths to victory that include the visitor cards, getting tours with the Tasting Room in play, and planting vines with the Windmill in play, but the whole point of the game is to make wine.

In Tuscany, there are many more ways to improve your reputation (victory points) as a vineyard owner. You're building and improving your winery in a variety of ways—you're buying and selling property, satisfying the whims of wealthy patrons, spreading your influence, and much more. Wine is still an integral part of Tuscany, but we challenge you to think big as you unlock and explore the expansion pack.

End Game & Goal

The last year of the game is still triggered when a player reaches at least 20 victory points by the end of the winter season, but there is no longer a maximum point limit for neither Viticulture or Tuscany.

Tier 1 Expansions

Mamas & Papas

Your beloved parents bestow upon you an inheritance to introduce you to the world of winemaking: a medley of vines, wine orders, visitors, money, and structures.

Components: 18 mama cards; 18 papa cards.

Introduction

The mama and papa cards introduce asymmetric starting resources. Players won't begin the game with the standard set of workers, cards, and money; instead, each player will start with a unique combination of those resources as indicated by their Mama and Papa cards.

Setup

After randomly selecting the first player, shuffle the mama cards and deal one face-up to each player. Every mama comes with 2 regular workers. Draw cards as indicated on your mama card to form your opening hand. Do this before gaining resources from your papa card.

Then shuffle the papa cards and deal one face-up to each player. Every papa card comes with 1 grande worker, and most come with a certain amount of lira. Papa cards also give you a choice: start with a specific structure or gain a few extra lira. Players make this choice in clockwise order starting with the first player. Several papas offer an extra regular worker or a victory point instead of a structure.

After all starting resources are accounted for, discard the mama and papa cards. They are only used while setting up the game.

Teaching This Expansion

Newer players may stumble over the choice to start with a structure or the extra lira. If it is a basic structure—a trellis, irrigation, yoke, or medium cellar, you can recommend they choose the structure. If it is a more advanced structure—a cottage, windmill, or tasting room—you can recommend they choose the money instead.

Example

You are dealt the following Mama & Papa cards: Mama Alaena and Papa Matthew. Thus you will begin the game with 2 regular workers, 1 grande worker, 1 vine card, 1 summer visitor card, 1 wine order card, and either a windmill or an additional 5 lira.

Advanced Variant

Some groups might prefer to let each player draw 2 mamas and 2 papas, then choose 1 of each.

Designer notes: The original (and final) intent of the mamas and papas is not to pick players' strategies for them, but rather to give players different priorities during the first few years of the game so they're not all going for the same actions. The optional lira bonus for the yoke and medium cellar are higher in comparison to other structures because those structures are rarely useful until the third year of the game.

Strategy Tip: Unless you want to attempt a strategy that completely conflicts with the structure given to you by the papa, it is more cost effective to start with the structure. Not only is it most often worth more money than the lira alternative, but it also saves you a precious worker placement to build that structure during the game.

Property

You look across your vast vineyard and realize that you don't need all of your fields, so you put them up for sale to give your cash flow a nice boost.

Components: 18 property tiles (6 of each type); 1 "Sell Grapes or Flip 1 Property" tile.

Introduction

Flipping properties is an easy way to earn some quick cash from unused fields to be able to buy structures and workers early in the game, and they can net you a victory point or two if timed correctly.

Setup

Each player receives the same three property tiles: 5 lira, 6 lira, and 7 lira. Place those tiles over the fields on your vineyard mat with the lira value visible on the bottom of each tile. Also place the "Sell Grapes or Flip 1 Property" tile on the board over the "Sell Grapes" action.

Gameplay

Vine cards are now planted on property tiles as if they were fields (property tiles = fields). The total value of all vine cards planted on a property tile may not exceed the property's max vine value rather than Viticulture's standard max vine value of 6.

When taking the "Sell Grapes or Flip 1 Property" action in the summer, you may sell a face-up property that has no vine cards on it. The action has a bonus of 1 victory point that is now available in a 2-player game. Gain the lira shown on the bottom of the property tile and flip the tile.

You do not own flipped properties and thus cannot plant vines on them. Visitor cards that refer to properties you currently own. You can flip back property tiles you don't own by placing a worker on the "Sell Grapes or Flip 1 Property" action and paying the price on the upper left of the tile. That property is now eligible for planting vines.

Example: You want to flip one of your properties to gain some money. So you place a worker on the "Sell Grapes or Flip 1 Property" action and select a property that has no vine cards on it to flip. Before you flip the 5 lira property, it looks like this (either of these properties can be flipped). You no longer own that property and can only use it if you take the "Flip 1 Property" action and pay 5 lira to flip it back.

Designer notes: One of the most common pieces of feedback we received about Viticulture is that money is really tight early in the game and overly abundant late in the game. The Property expansion is intended to directly address both sides of that issue.

Strategy Tip: Be very selective about which property tile(s) you flip over, as you're not going to want to use a worker to flip it back if you can avoid it. Try to draw a few vine cards before flipping your first property so you can decide if you want to pursue a small-vine strategy, a large-vine strategy, or a multiple-vine strategy.

Patronage

As you build your reputation as a vineyard owner, you catch the eyes of a wealthy patron with a taste for fine wine and a penchant for a good challenge.

Components: 9 patronage cards.

Introduction

Patronage cards give players both a short-term goal and an overarching strategy to pursue over the course of the game. You cannot draw patronage cards, and they do not count towards your hand limit.

Setup

Shuffle the patronage cards and deal 1 to each player face-down. You may look at your card. The "face" of the card is the side with the coins on the table and a handwritten secret goal—the other side with the patron in the portrait is the same for all cards.

Gameplay

You activate a patronage card just like a normal wine order: Take a "Fill 1 Wine Order" action, discard any wine token from your cellar with value 5 or greater (type of wine is not specified on patron cards), and gain 3 lira. Keep the portrait portion of the patron card under your vineyard mat until you fill the order on it, then move it to the left of your vineyard mat.

If you've activated your patronage card, you can also earn a 2 victory point bonus at the end of the game if you achieve the secret goal on the face side of the card (only you can gain points from your patronage card, not other players'). If the goal is relative to other players, ties are acceptable.

Example: This is an example of a patronage card with a secret goal that you can accomplish without comparing your production to other players. If you activate this patronage card and have at least 6 structures constructed at the end of the game, you get the 2 victory point bonus. This is an example of a patronage card that is relative to other players. If you're able to have the most total planted vine cards on all of your fields (or tie for the most), you get the 2 victory point bonus at the end of the game.

Strategy Tip: Your patronage card probably shouldn't be the first wine order you fill, as you won't get any residual payments from it. But even if you're nowhere close to achieving the secret goal near the end of the game, it's almost always a good idea to fill the wine order on your patronage card for a few extra points.

Designer notes: The goal for the patronage cards was to add something for players to target early in the game when they might need some direction, incentivize winemaking, and to add a secret element for end-of-game scoring uncertainty.

Advanced Visitors

As first-time visitors become repeat visitors, they develop some new skills that can aid the growth and development of your vineyard.

Components: 15 advanced summer visitor cards; 15 advanced winter visitor cards.

Introduction

Advanced visitor cards are distinguished from the original visitor cards by their updated card frames (the backs are the same as the original winter and summer visitor cards). All of the standard rules for visitor cards apply to the advanced visitor cards, and any card or rule that refers to visitor cards also includes advanced visitor cards.

Setup

Shuffle the advanced visitor cards into the decks of original visitor cards.

Gameplay

Some advanced visitors introduce some new mechanisms and options:

  • Several advanced visitors let you pay to place a 1-value grape on your crush pad. This is not a grape harvested from your vines—rather, it is as if you are buying grapes directly from a market. A 1-value grape slot on your crush pad must be open to use this ability. (Example: Advanced Buyer.)
  • Several advanced visitors refer to a bonus you get for structures of specific costs. The bonus only applies to structures with that exact cost. For example, the Advanced Blacksmith gives you 1 victory point for building a windmill, tasting room, or large cellar. (Example: Advanced Blacksmith.)

New Icon: 1 of any card (a grey "any card" icon).

Example: Many advanced visitors have two separate clauses delineated by the all-caps word "OR". These are two completely independent clauses. In the example (Advanced Uncertified Oenologist), you choose to either (1) age all wine in your cellar twice OR (2) lose 1 victory point to upgrade your cellar to the next level.

The rules for training a new worker apply to all visitor cards—unless the card says otherwise, you can't use the worker until the following year. The worker icon on visitor cards reads "any worker."

Advanced Variant

Instead of shuffling the original and advanced visitors together, you can remove all original visitor cards except for the following: Entertainer, Handyman, Horticulturist, Volunteer Crew, Peddler, Vendor, Promoter, Mentor, Guest Speakers, Caravan, Harvest Expert, Innkeeper, and Jack-of-All-Trades. Shuffle those cards in with the advanced visitor cards for all future games.

Designer notes: In the original game, some visitors were good only early in the game and some only at the end of the game. The goal for the advanced visitor cards was to make every card immediately useful, whether at the beginning, middle, or near the end of the game.

Tier 2 Expansions

New Visitors

Word has spread about your beautiful vineyard, attracting new visitors with special skill sets to Tuscany from around the world.

Components: 16 new summer visitor cards; 16 new winter visitor cards.

Introduction

A number of the new visitor cards break the rules of the game, opening up doors for strategies that weren't possible in the original game.

Setup

Shuffle the new visitor cards into the current decks of visitor cards.

Examples & Clarifications

  • Cultivator: Plant 1 vine. You may plant it on a field even if the total value of that field exceeds the max vine value. This is a one-time exception to the rules about planting on fields up to a certain vine value. That is, you may not continue to plant on that field in excess of the max vine value on future turns.
  • Manager: Take any action (no bonus) from a previous season without placing a worker. Any action on the board from those seasons are available, even if all action spaces are full.
  • Motivator: All players may retrieve their grande workers. Gain 1 victory point for each opponent who does this. Opponents who have already passed their turn for the season are not eligible to retrieve their grande workers.
  • Organizer: Move your worker to an empty row on the wake-up chart, take the bonus, then pass to the next season. When you pass using the Organizer, your rooster will stay in the new wake-up order you selected. On the extended board, you may choose the first row of the wake-up track (if it's unoccupied).
  • Planner: Place a worker on an action in a future season. Take the action at the beginning of that season. Thus, if you place a worker on the "Fill 1 Wine Order" action, you take that action before players take winter actions as normal in wake-up order. For example, if you are first in wake-up order, you would take the Planner action and then take your turn. This card only applies to action spaces on the board.
  • Producer: Pay 2 lira to retrieve up to 2 workers from other actions. They may be used again this year. "Other actions" refers to any action other than the "Play 1 summer visitor action" where you played the Producer. Retrieving those workers may open up action spaces in the summer for you and other players to use.
  • Sharecropper: Plant 1 vine even without the required structure(s) OR uproot and discard 1 vine to gain 2 victory points. This card lets you bypass the normal "cost" for planting vine cards—you don't need a trellis or irrigation to plant vine with the Sharecropper's first ability.

Gameplay

Some new visitors introduce some new mechanisms and options:

  • Banker, Importer, Motivator, Governor, Swindler: These cards give opponents a choice when you play the card. Each opponent should make their choice in wake-up order.
  • Agriculturist, Designer, Grower: These cards all have a "Then, if" statement. Thus you must take the first action to be eligible for the bonus. (Grower: Plant 1 vine. Then, if you have planted at least 6 total vines, gain 2 victory points.)
  • Taster: The Taster requires you to discard the most valuable wine token (no ties, including in your own cellar) to gain the bonus (2 victory points).

Extended Board

You've grown your vineyard as much as possible. It's time to expand your operations to all four seasons and spread your influence over the land.

Components: 1 game board; 36 influence tokens (in 6 player colors).

New Concepts: Four full worker-placement seasons; adjusted and added bonuses on actions; extended wake-up chart; grey "any card" icon; influence map; trade action; sell wine action; extended victory point track; end-of-year cleanup and wake-up selection.

Introduction

Why would we make the board bigger? Well, it's not so much about size. It's that we wanted to enhance the flow of the game by adding spring and fall worker-placement seasons to the game.

Setup

Set the original board aside and replace it with the extended board. Make sure it's on side 1; side 2 has spaces for orange cards on the upper right—that's for the structure expansion, which can only be unlocked after the extended board's side 1 has been used at least a few times. Each player begins the game with 6 influence tokens of their color among their pool of unbuilt structure tokens and untrained worker meeples.

Gameplay

While the core gameplay is the same on the extended board as it was on the original Viticulture board, there are some new actions and nuances to explain in depth.

Place the green grapes first-player token as shown on the lower right of the wake-up chart (instead of giving it to the first player).

Four Seasons

There are now four seasons for worker placement in Tuscany, each with four actions. All previous rules apply—you can only place each worker once per year, and the player who wakes up the earliest chooses his first worker placement each season before all other players. The only change is that you don't necessarily take a visitor card in the fall—that depends on your position on the wake-up chart (see next page).

Action Spaces and Bonuses

Just like in regular Viticulture, the action spaces available depend on the number of players. The opacity of the action spaces has changed, but their order is still the same (see graphic on left). The action spaces may be selected in any order if they're available.

Some bonuses have changed positions—they aren't necessarily on the middle action space. Some actions even have 2 different bonuses. Remember that there is no "friendly" rule anymore—you may place a worker on a bonus even if you don't use it (you must take the action, but the bonus is optional).

Wake-Up Chart

At the beginning of the game, randomly select one player's rooster token. That rooster's player is the first player to choose his/her wake-up time, and wake-up selection proceeds clockwise around the table. You may not choose to wake up 1st (the number 1 slot), and you do not gain any bonuses from the wake-up chart when you place your rooster.

For the rest of the game, choose your wake-up time for the following year when you pass out of the winter season. If you woke up 7th the previous year, you must now wake up 1st—that is the only way to choose the first row of the wake-up chart.

When you place your rooster on the wake-up track in the spring, you don't get an immediate bonus. You're simply choosing your wake-up order for that year—your rooster will remain on that same row for the rest of the year, gaining a bonus when you pass to the next season.

End of Year Upkeep

When you use your turn to pass out of the winter (which you may do even if you have workers remaining), you immediately do the following in this order:

  1. Retrieve your workers (including the temporary worker if you controlled it this year). This could open up action spaces in the winter for players who have not yet passed.
  2. Age grapes and wine: Increase the value of all grape and wine tokens by 1. Wine tokens may not move into cellars you haven't built.
  3. Discard down to 7 cards in hand.
  4. Collect residual payments.
  5. Choose your wake-up position for the upcoming year. You no longer pass the first-player token for wake-up selection (the token no longer serves a purpose other than to remind the player who woke up 7th the previous year to now wake up 1st).

Spring

In wake-up order, you may either (a) place 1 worker on a green action space on the game board or a private action space you control (e.g., Yoke) or (b) pass to the summer by sliding your rooster to the summer column of the wake-up chart (the row does not change, and you may only pass to the next season—you can't skip ahead to future seasons). Players may continue to take turns in this order for the spring until everyone has passed to the summer.

When you pass into the summer, take the bonus (if any) as indicated in the summer column on the wake-up track. For example, if your rooster token is on the 2nd row, when you pass to the summer, you gain 1 lira. Any workers you placed in the spring remain where they are—you only retrieve workers at the end of the year.

Summer

When all players have passed to the summer, players take turns in wake-up order (the player with the earliest wake-up time takes the first turn each season) using the yellow summer actions or, as in any season, private action spaces.

Fall

When you pass into the fall, take the bonus represented in the fall column. Unlike Viticulture (in which all players would automatically draw a visitor card in the fall), you only draw a card if you are in rows 3–7 of the wake-up chart. If you own a cottage, draw a visitor card of your choice when you pass into the fall in addition to any card you might draw from the wake-up chart (draw a card from the cottage even if your rooster is on rows 1 or 2 of the wake-up chart). The any-card icon on the chart means "draw 1 of any card."

Winter

When you pass into the winter, again, take the bonus (if any). The star means that you place or move 1 star on the map, as explained on the next page. "Age grapes" means that you immediately age all grape tokens on your crush pad according to the usual aging rules (also age them at the end of the year).

New Actions

Influence Action

You now have the ability to use workers to influence the various regions of Tuscany. Thus if you place a worker on the "Place or Move" star action (or wherever you see an influence token on the board, like on the wake-up chart or the "Sell One Wine Token" action), place 1 of your 6 available influence tokens from your supply onto the map on the lower left of the board and immediately gain the benefit listed below the name of the region (e.g., place a star on Livorno to draw a summer visitor card). Once placed, you cannot return a star to your supply.

After all of your stars have been placed, you may still use the influence action to move a star to any other region. You don't gain any immediate benefit from moving a star—you only get the benefit when you place a star. You may only place or move your stars, not other players' stars.

The bonus on the Place or Move star action is to place or move an extra star.

At the end of the game, the player with the clear majority of influence tokens in each region (compared to each other player with stars in that region) gains the victory points listed on that region. Thus, if Jamey has 2 stars in Arezzo and Jennifer has 1 star there, Jamey gets 2 victory points at the end of the game. However, if Jamey and Jennifer each have 2 stars there, neither of them get any points.

Trade Action

The "Trade" action has replaced the "Sell Grapes" action. When you place a worker on the trade action, exchange one of the options represented on that action (3 lira, 1 victory point, 2 cards, or a 1-value grape on your crush pad). For example, pay 3 lira to gain 1 victory point, discard any 2 cards and draw any 2 cards, or even discard a red grape token to gain a 1-value white grape token on your crush pad. You can trade away a grape of any value; however, if you choose to trade for a grape token, it must be a 1-value grape token. Also, the +1 bonus means that you may make an additional trade. Ignore the grape prices on your vineyard mat (unless you play a visitor card that says "sell grapes").

Sell One Wine Token Action

This is a new way to get victory points for wine. Discard a wine token from your cellar and gain the corresponding number of victory points. Only the type of wine matters, not the value. The bonus on this action lets you place or move a star.

End Game

The game is over at the end of a year in which a player has reached 25 or more victory points (not 20) by the end of winter. After all players pass at the end of that year's winter (each player must pass because other players may be holding out for the action spaces your workers are on), add in victory points from patronage cards and the influence map. The player with the most victory points is the winner. Lira is still the tiebreaker, and the VP track goes to 40 (there is no maximum point limit).

Strategy Tip: If the vine cards and wine orders you draw aren't matching up, use the trade action to either (a) exchange cards in hand for new cards or (b) trade for grape tokens. You can also ignore wine order cards and simply sell wine via the "Sell One Wine Token" action.

Special Workers

As your vineyard grows, you become more selective about the workers you hire. Some workers have unique skill sets they bring from their previous occupations that might have a positive impact on your vineyard.

Components: 11 special worker reference cards; 66 special worker meeples.

List of Special Workers: Farmer; Mafioso; Chef; Innkeeper; Professore; Soldato; Politico; Oracle; Merchant; Messenger; Traveler.

Introduction

Employees aren't identical in real life, so why should workers in a board game do the exact same thing? These new workers not only add a spark of realism to Tuscany, but they also change the value of many action spaces in relation to other players to add more variability.

Setup

Randomly shuffle the 11 worker cards and place 2 on the table (in a 2-player game, if you draw the Innkeeper card, discard it and draw another). Set the rest aside—they will not be used this game. The 2 selected worker cards represent the only special workers available to be trained in the current game.

Gameplay

When training a worker, you now have the option to pay 1 additional lira to train one of the available special workers instead of a regular worker. No matter the cost offered to you elsewhere to train a new worker (1 lira, 2 lira, 1 victory point, 2 lira discount, etc.), you always have to add 1 extra lira to train a special worker instead of a regular worker. The special workers are available to all players throughout the game—the cards stay on the middle of the table. Each player may train no more than one of each type of special worker.

Each special worker has a unique, optional ability as described on the following page and on the corresponding special worker reference card. If a worker's ability involves something that happens when you place the worker or when another worker is placed on the same action space, that ability triggers before anything else happens (unless a card says otherwise). Special workers act just like regular workers in all other regards.

You are not required to train special workers—if you prefer to have regular workers, that's fine. But the maximum limit of 6 total workers is still in place. Just like regular workers, unless a card says otherwise, you cannot use a newly trained special worker until the year after it is trained.

Just like regular workers, you may place special workers on private action spaces (your vineyard mat, any mat extensions, and structures you've built), but most special worker abilities trigger when they're placed on the board (this is noted on their cards). You may never place any of your workers on an opponent's private action spaces.

Designer notes: When we created the grande worker for Arboriculture and later added it to the core rules of Viticulture, we knew we had stumbled into an interesting area of game design: Workers in a Euro game that have vastly different abilities, giving players not just the choice of where they place their workers, but also which worker to place.

As we started to develop the special workers, we thought that each player might have access to a different special worker. So one player might be the Chef, another the Farmer. But we quickly realized that some players might end up with an advantage over other players, and it would be hard to keep track of so many abilities.

So we decided to make two of the special workers available for each player to train. This creates a multitude of combinations of special workers for players to explore.

We included 5 blank special worker cards so you can make your own. Feel free to share your ideas with others on Board Game Geek!

Special Worker Abilities

Printed callout: Pay a 1 lira surcharge when training a special worker instead of a regular worker.

  • Farmer: When you place the Farmer on the board, you may gain one bonus of your choice among all bonuses on that action even if the Farmer is not on a bonus action space. All bonuses on each action are available regardless of player count.
  • Mafioso: When you place the Mafioso on a non-bonus action space, after you take the action, you may take the action again. You may not break the rules of the game with the Mafioso—for example, you may not harvest the same field twice in one year.
  • Chef: You may place the Chef on an action space already occupied by an opponent's worker by "bumping" that worker back to the opponent's pool of available workers. Chefs can't bump Chefs.
  • Innkeeper: When you place the Innkeeper, you may pay 1 lira to an opponent who has a worker on the same action to take 1 visitor card at random from their hand (you may choose summer or winter visitor card type). Not available in a 2-player game.
  • Professore: When you place the Professore, you may retrieve 1 of your regular workers from an action space on the board in the current season. That worker is available to be placed again this year.
  • Soldato: If the Soldato is on an action space on the board, opponents must pay 1 lira to place a worker on the same action. Opponents may place workers on the same action as your Soldato even if all action spaces are full.
  • Politico: When you place the Politico on a bonus action space on the board, after you take the action and gain the bonus, you may pay 1 lira to gain the bonus again.
  • Oracle: When you draw cards with the Oracle, draw 1 extra card of the same type and discard 1 of the cards you drew. You may not draw more than 1 extra card per turn with the Oracle.

Structures

You've worked with the same structures for many years now, so when a local carpenter starts mentioning some new ideas, you're all ears. It's time to build a better vineyard.

(Tier 2, after unlocking the extended board.)

Components: 36 structure cards (orange); extended game board (side 2); 6 construction mat extensions.

Introduction

The structure expansion lets players make permanent additions to their vineyards through a variety of structure cards.

Setup

Place the construction mat extension to the left of your vineyard mat. Flip the game board over to side 2 (the side with spaces for orange cards in the upper right), shuffle the structure deck, and place it on the board.

Gameplay

Playing (Building) Structure Cards: To build a structure card from your hand, place a worker on a "Build 1 Structure" action space. Pay the cost on the upper left corner of the structure card and place it either (a) on your construction mat or (b) on an empty field you own (empty means there are no vines or structures on it). All structures give you 1 victory point when built as indicated on the bottom of the card.

Destroying Structure Cards: If you build a structure card and later decide you don't want it, you may destroy that structure card (remove and discard) by placing a worker on the action space on your construction mat. You do not lose any victory points for destroying a structure.

Types of Structure Cards:

  • Action Structures: These have a private action space on them for you to place one worker per year (any season). Most have a cost or an action to take, as well as a benefit (shown in the middle of the action space). You must pay the cost to gain the benefit. Grande workers cannot use their special ability to be placed on an occupied action structure.
  • Enhancement Structures: These give you an ongoing bonus.
  • Residual Structures: These give you a residual bonus at the end of each year (in addition to lira residuals or end-of-year actions like aging wine). They are similar to the existing residual bonuses gained by filling wine orders, except they give you other resources instead of money.

Examples: Action Structure (Cask); Enhancement Structure (Aqueduct); Residual Structure (Statue).

Note: The Statue gives you a victory point at the end of each year, not during the year. Thus that residual VP can't trigger the last year of the game by giving a player their 25th victory point.

Drawing Structure Cards

Structure cards are kept in hand just like any other card, and they count towards your hand limit. There are several ways to draw structure cards:

  • 4th or 7th row of wake-up chart
  • Lucca region of the influence map (this region is known for construction and stone quarries)
  • Trade One for One action in summer
  • Flip 1 Property bonus
  • Sell One Wine Token bonus
  • Gain 1 lira or Draw 1 of any card (formerly "Gain 1 lira")

Strategy Tip: All structure cards give you something that will make an impact on your strategy over the course of the game, so draw them early and let them guide your strategy a bit. Visitor cards that help you build structures apply to structure tokens and structure cards, so use them to your advantage.

Tier 3 Expansions

Mafia

A new capo is moving to Tuscany, and all of the vineyard owners are trying to gain his favor in a game of deduction and protection.

Components: 9 mafia cards.

Introduction

With a new mafia boss building a summer home in Tuscany, you want to try to earn his favor by offering him a welcoming gift. You give a package (mafia card) to your finest worker (your grande worker) and ask him to protect it until the capo arrives.

You don't know what the other owners are giving the capo, so you ask your grande workers to investigate. Whenever one bumps into another, he swaps the packages in the hopes of giving the better gift. It's only after the swap that he takes a peek to see if he came out a winner.

At the end of the game, the vineyard owner who presents the best gift to capo gains his favor in the form of 2 victory points, and the vineyard owner with the worst gift loses 1 victory point.

Mafia Cards

The mafia cards are inspired by goods produced in Tuscany and Italy, listed below from least to greatest value:

  1. Pasta
  2. Oranges and lemons
  3. Cheese
  4. Wine glass
  5. Olive oil
  6. Bottle of wine
  7. Silk tie
  8. White truffle
  9. Leather shoes

Example: the silk tie mafia card, one of the better cards to have.

Setup

Shuffle the mafia cards, remove 1 at random from the deck face down, and deal 1 card face down to each player. You may look at your card. Mafia cards do not count towards your hand size.

Gameplay

When playing with the mafia expansion, you may place your grande worker only on the game board, not on private action spaces. You may not pass for the year without placing your grande worker on the board.

Whenever you place your grande worker on an action NOT shared by an opponent's grande, you MAY choose to discard your mafia card face-down and then draw the top card of the remaining mafia deck. This option is no longer available when the mafia deck runs out (it does not get reshuffled).

Whenever you place your grande worker on an action that IS shared by at least one opponent's grande, you MUST switch mafia cards with one opponent of your choice who has a grande worker on that action. The switched cards remain face-down, and you may each look at your new card.

The mafia cards have no other in-game use.

At the end of the game, all players reveal their mafia cards. The player with the highest-value card (9 is the best) gains a bonus of 2 victory points. The player with the lowest-value card (1 is the worst) loses 1 victory point.

Arboriculture

The market is booming and competition is stiff, so you decide to expand operations to include apples, tomato sauce, and olive oil. Your workers aren't happy about the extra work, though...

Components: 18 arbor cards (6 each of apple tree, tomato vine, and olive tree); 4 visitor cards (wedding party, volunteer crew, guest speakers, and caravan)—these may be permanently added to Tuscany; 6 arboriculture mat extensions; 6 morale tokens (hearts).

Introduction

Having mastered the craft of running a vineyard, you can now diversify your production to stay ahead of competitors by producing olive oil, tomato sauce, and apples. Wine is still your primary product, so you will package the new goods with wine orders, thus enhancing your overall reputation.

With the new arbors (trees), structures, and actions, workers start to grumble that they are overworked. To maintain your excellent reputation, you can give workers gifts at the end of the year to keep them happy.

Some of the rules of Arboriculture have slightly changed since the original version. These are the current and definitive rules for Arboriculture.

Setup

Place the arboriculture mat extension to the right of your vineyard mat, and place a morale heart token on the START space on the morale slider. Shuffle the arbor cards and place them face-down next to the board.

Gameplay

Morale: Whenever you place your grande worker, move your morale token down one level on the morale slider. If the morale token descends to the -1 level, immediately lose 1 victory point. Placing a grande worker when your morale is already at the bottom level has no effect (you don't lose further victory points).

At the end of the year when you retrieve your workers, you may discard any number of glass tokens from your crush pad, cellar, or warehouse to increase your morale by 1 level per token. If the morale token ascends to the 3 level, immediately gain 1 victory point. Discarding a token when your morale is already at the top level has no effect (you don't gain an additional 1 victory point).

Drawing Arbor Cards: Whenever you would draw a vine card, you may instead draw an arbor card. This includes any vine cards granted by mama cards.

Using Arbor Cards—Planting: Whenever you would plant a vine card (action space, visitor card, structure card, etc), you may instead plant an arbor card on a field you own that does not already have an arbor. Arbor cards do not have structure requirements and do not count towards the max vine value of a field. Arbor cards count as vines for planting bonuses (e.g., the Windmill, visitor cards, Patronage cards, etc).

Using Arbor Cards—Harvesting: When you harvest a field with an arbor, move the appropriate grape(s) to your crush pad and place either 1 apple token on your warehouse (if there is space), 1 tomato token on your refinery (no limit), or 1 olive token on your millstone (no limit), depending on the arbor card. The arbor card—along with the vine cards—remain on the field after harvesting tokens from them.

Using Arbor Cards—Uprooting: You may use a Yoke action or certain visitor cards to return a planted arbor card from your field to your hand.

Scoring Points

Sell Refined Goods: You may use the "Sell One Wine Token" to sell 1 tomato sauce or 1 olive oil token (refined goods) for the victory point value indicated at the bottom of the arboriculture mat (1 for tomato sauce, 2 for olive oil).

Wine Order: When you fill a wine order, you may also discard up to 1 tomato sauce token and/or up to 1 olive oil token to gain 1 (tomato sauce) and/or 2 (olive oil) victory points in addition to the victory points gained from the wine order. Apples can't be sold this way.

New Structures

All structures on the arboriculture mat are pre-constructed (you don't have to build them).

Refinery: When you harvest a field with a tomato vine on it, place a tomato token (glass token) on the refinery. The refinery can hold an unlimited number of tomato tokens.

Millstone: When you harvest a field with an olive tree on it, place an olive token (glass token) on the millstone. The millstone can hold an unlimited number of olive tokens.

Warehouse: When you harvest a field with an apple tree on it, place an apple token (glass token) onto one of the available spots on the far left section of the warehouse. The warehouse has limited capacity for all three goods as shown by the icons (3 apples, 2 tomato sauce, 1 olive oil).

New Actions on the Arboriculture Mat

These are private action spaces that may be used in any season.

  • Cask: Age 1 wine token in your cellar (increase the value of that token by 1 if you have space in your cellar).
  • Leisure: Move your morale token up one level on the morale slider. If the morale token ascends to the 1 level, immediately gain 1 victory point. Placing a worker on the leisure action when your morale is already at the top level has no effect (you don't gain 1 victory point). You may not place a grande worker on the leisure action space.
  • Make Tomato Sauce: Transfer up to 2 tomato tokens from the refinery to the middle section of the warehouse (if there is space for those tokens—the warehouse can hold no more than 2 tomato sauce tokens). These are now tomato sauce tokens. Excess tomato tokens remain on the refinery.
  • Make Olive Oil: Transfer 1 olive token from the millstone to the far right section of the warehouse (if there is space for that token—the warehouse can hold no more than 1 olive oil token). This is now an olive oil token. Excess olive tokens remain on the millstone.

Strategy Tips: It's important to decide if you want to gain points from morale early in the game, because once you start to lose morale, it becomes very difficult to get it back up to the lucrative top level.

Because the arbor cards don't have any structure requirements to plant them, it's really easy to plant them early in the game. It's always good to find ways to plant two vines with one worker, and the arbor cards increase the chances for you to do that in the early game.

Formaggio

Business is booming on your vineyard, so you decide to expand into an emerging market: cheese. You start off with a dairy cow and a pasture and expand the operation from there.

Components: 18 cow tokens; 6 cheese cellar tokens (1 per player); 6 formaggio mat extensions; 18 glass tokens.

Introduction

The Formaggio expansion gives players new paths to victory by using cheese—both by itself and with wine—to improve your reputation. To do so, you need to influence local cheese experts who can control the aging process of your cheese (cheese can go bad) and can help to market and sell your cheese.

Setup

Place the formaggio mat extension to the right of your vineyard mat and put 1 cow token on your pasture. Also place a cow token on the "Trade One for One" action to show that cows can be traded there.

Gameplay

Make Cheese: To make cheese, place a worker on the "Make Cheese" action space on your pasture in any season. For each cow on your pasture, place a cheese token (glass token) on an open space in the first column of your small cheese cellar. You choose the type of cheese you make, and just like in the wine cellar, only one token can occupy each space.

The bonus for placing a worker on the "Make Cheese" action space is to place or move 1 star on a cheese expert or the influence map.

Age Cheese: At the end of each year, age cheese tokens just like you age wine tokens. However, if a cheese token reaches a rotten cheese, the cheese goes bad and you immediately discard that token. Just like with the wine cellar, there is a medium cellar upgrade that you can build (or upgrade using visitor cards that refer to your cellar). Once you've built the medium cheese cellar, Reggiano and Bitto cheese tokens skip the first rotten cheese icon in those rows when aging and go directly to the medium cheese cellar.

New Icons: cheese (a 1-value cheese token) and rotten cheese.

Trading Cows

You may trade for cows or trade away cows like the other resources using the "Trade One for One" action. 1 cow = 3 lira, 1 victory point, 2 cards, or a 1-value red grape. Thus, since you start with 1 cow, you could trade it away without using it to make any cheese.

You may have at most 4 cows on your pasture, and the total number of cows available to all players is limited to the 17 cow tokens (the 18th token remains on the trade action). You may not trade cheese.

Influencing Cheese Experts

The Formaggio expansion mat includes 3 cheese experts that may be influenced in a manner similar to the influence map on the main board. Whenever you choose an action, receive a bonus, or activate a visitor card that allows you to place a star, you may place that star on the influence map OR on one of your cheese experts in order to gain the ongoing benefit of that expert (as long as the star remains on the expert). Unlike the influence map, there is no additional benefit for placing more than 1 star on a single expert, and none of the cheese experts provide any additional victory points at the game's end.

After all your stars have been placed on the board and/or cheese experts, you may take the influence action to move influence tokens to or from the experts (i.e., from 1 expert to another or to/from the influence map). When you move a star from a cheese expert to the map (canceling the cheese expert ability), it acts just like a star moved within the map (i.e., you don't gain an immediate benefit).

Cheese Experts

  • Cheesemonger: You may sell 1 cheese token for 1 victory point on the "Sell One Wine Token" by itself or with a wine token.
  • Affinatore: Choose 1 type of cheese at the end of each year. Instead of aging once, age all tokens of that type once, twice, or not at all (i.e., if you have cheese tokens on both Fontina 2-value spaces, you could choose to use the Affinatore for Fontina and age neither of them). All other cheese tokens age normally.
  • Fromager: Once per year, you may discard 1 cheese token when you fill a wine order to gain victory points equal to the value of that cheese token.

Strategy Tip: There is no randomness to the cheese expansion, so you have complete control over your strategy. Make sure to decide early if you're going to pursue a short-term cheese strategy (selling mozzarella and fontina) or a long-term cheese strategy (including reggiano or bitto with wine orders). Or ignore cheese altogether and see if you can keep up!

Designer notes: The idea of a cheese expansion was conceived by backers during the original Kickstarter campaign for Viticulture when Jamey revealed his love of cats. After spending a year trying to design a cheese expansion that used cats (the closest we got was one where mice threaten to eat the cheese, so you can stock up on cats to eat the mice), we opted for the much more streamlined formaggio expansion found here.

Jamey's cats aren't impressed.

Viticulture Automa

This is the official solo version of Viticulture & Tuscany.

Components: 24 Automa cards; 3 aggressive variant cards.

Introduction

Sometimes getting your gaming group together is hard, but that doesn't mean that you can't play Viticulture. This expansion provides rules for playing Viticulture and Tuscany solitaire against an artificial opponent called the "Automa". You can play one-off games or a campaign against the Automa which is represented by an Automa VP token and Automa workers.

Goal

Have more victory points (a better reputation) than the Automa at the end of the game, which consists of 7 years.

Setup

Set up your own vineyard as usual.

  1. Choose a player color for the Automa and place that VP marker on the win space on the victory point track. This token doesn't move unless there are end-game points to account for.
  2. Take the 6 Automa workers of another player color and place them within reach. They represent Automa workers.
  3. Place one glass token on each of the 7 wake-up chart spaces (first column).
  4. Shuffle the Automa deck and place it next to the wake-up chart. If, later in the game, there are no cards remaining in the Automa deck, shuffle the discarded Automa cards to create a new deck.

Gameplay

The game plays out season by season using the 2-player action spaces (the far-left space on each action).

Wake-Up Chart: Place your rooster token as usual except that you can only place it on a space where there is a glass token. Remove the glass token and place it to the side of your player mat. This becomes a bonus action token.

Automa Cards: At the beginning of each season where you are to place workers first, draw 1 Automa card from the deck. Then place either 0, 1, 2, or 3 Automa worker tokens on action spaces on the board in the current season as indicated on the Automa card (match colors with seasons on the extended board; on the original board, both green/yellow count as summer and red/blue count as winter). Some actions are specific to expansions from Tuscany. These are marked with a "T" on the Automa card and they should be ignored if you're not using the corresponding expansion.

Automa workers do not actually take any actions, nor do they gain bonuses. They simply block action spaces to simulate an opponent.

If all 6 Automa worker tokens are placed on the extended board in the spring, summer, and fall, it's out of workers, so you should not draw an Automa card for the winter. If 5 Automa workers are placed in those earlier seasons and the winter Automa card would have you place 2 Automa workers, select the first winter action on the card.

Grande Workers: The grande worker is used just like in multi-player games: You may use it as a regular worker OR you may place it on an action that already has your worker or an Automa worker on the action space.

Bonus Action Tokens: Whenever you choose your wake-up slot at the beginning of the year, remove the glass token from the slot and place it to the side of your vineyard mat. You may accumulate these bonus action tokens from year to year. You may spend one of those tokens per turn when you place one of your workers on the board. Discard a bonus action token and in addition to taking the action, also gain any one bonus on any of that action's spaces. If you do, you may take the action and the bonus in any order.

If your worker was already going to gain a bonus action that turn (e.g., on the extended board there are some 2-player action spaces with bonuses), you may still discard at most one bonus action token to gain an additional bonus only if it is a different bonus. For example, on the extended board's summer visitor action, you could place a worker to play a summer visitor, gain a bonus lira, and then discard a bonus action token to then play a second summer visitor.

Year End: In addition to the usual end-of-year upkeep, retrieve all Automa workers from the board.

Game End & Winning/Losing

At the end of the 7th year, the game ends. First account for any end-game victory points (Patronage cards or influence VPs). The Automa also gets VPs from influence. If your VP marker is ahead of the Automa VP token, you win the game! Otherwise you lose.

Campaign Play

We recommend you play Viticulture Automa in campaign mode. Start with Viticulture and the Mamas & Papas expansion. If you win the game, unlock a new Tier 1 expansion and add it to the game. If you lose, start with 1 extra bonus action token. If you lose again, start with 2 bonus action tokens and so on until you win, at which point you unlock a new expansion and start again with no extra bonus action tokens. Once you get to the Tier 3 expansions, only play with one at a time. When you've won with all expansions, count up the number of games you played to complete the campaign. That is your final score (lower is better).

Notes on Compatibility with Tuscany Expansions

The solitaire game can be played with any combination of expansions based on the tiered system in Tuscany, with the following exceptions:

  • Patronage: Before shuffling, remove the patronage cards with secret goals that are relative to other players.
  • Special Workers: These special workers can be used in Automa: Farmer, Mafioso, Professore, Politico, Oracle, Messenger, and Traveler.
  • Mafia: The Mafia expansion isn't compatible with Automa.
  • Extended Board/Structures: At the beginning of the game, place 1 Automa star (color doesn't matter) on each of the influence map territories worth 1 victory point and 2 Automa tokens on each territory worth 2 victory points. Score points for both you and the Automa at the end of the 7th year.

Increasing the Difficulty

You may make Automa harder to beat with the aggressive cards, which will make the VP goal higher as you add expansions. During setup, select a row of buildings from the aggressive cards according to the difficulty you want (Normal or Hard) and the amount of expansions in the game (1 to 9). Place the Automa VP marker in the number of VP stated beneath year 7 in that row instead of in the Win space. Play as normal otherwise (return the aggressive cards to the box).

For even more of a challenge, use a moving VP marker. During setup, choose a row of buildings as above, set aside an extra vineyard mat for the Automa, and place the Automa VP marker in the -5 VP position of the track. At the beginning of each year, the Automa builds (places on its mat) the building, if any, stated by the chosen row and then scores VPs for all structures it has built. The medium cellar generates 2 victory points per year, the large cellar generates 4 victory points per year, and all other structures generate 1 victory point each per year. The Automa scores every year, even if no new structure was built; as a reference, the correct amount of VP after scoring each year is stated below the corresponding building of the row. If any year ends with the Automa VP token ahead of yours, you lose the game.

Example: If you draw the Automa 2 card (draw, build one structure, plant, make up to two wine tokens) in the summer on the original board, you would place Automa workers on the "Draw" action, the "Build One Structure" action, and the "Plant" action. If drawn in the winter on the original board, you would place an Automa worker on the make wine action. For the extended board, you would only place Automa workers in the exact season as indicated on the card.

Glossary for Viticulture & Tuscany

  • Action Space: A dashed oval where a single worker can be placed. Workers can only be placed in the current season, and each worker can only be placed once a year. Some action spaces are private—they are on your player mats or on structures you've built. Only you can place workers on your private action spaces.
  • Age Grapes & Wine: Increase the value of all grape tokens on your crush pad and wine tokens in your cellar. Wine tokens cannot advance into cellars that you haven't built.
  • Bonus: An extra benefit indicated inside an action space. You may place a worker on a bonus even if you don't use it (you must take the action, but the bonus is optional). Take the bonus and the action in any order.
  • Crush Grapes: See "Make Wine."
  • End-Game Threshold: When any player reaches or exceeds the end-game goal of 20 victory points (or 25 victory points with the extended game board) during any season, the current year is deemed the final year of the game (even if the player who reached the end-game threshold subsequently loses victory points that take him below the end-game threshold). Play continues until all players have passed at the end of that year's winter season. Players still take end-of-year upkeep after the final year.
  • Flip 1 Property: Pay the cost in the upper left of the property tile and gain the bonus at the bottom. A property cannot be flipped if it has a vine, arbor, or structure on it, and you cannot plant or build on a field if you do not own it. Each property tile has a different max vine value.
  • Gain 1 Lira Action Space: Place a worker here in any season to gain 1 lira. Any number of workers may be placed here by any number of players (1 worker per turn, as your action). This action space is expanded to "Gain 1 lira or draw 1 of any card" for the structure expansion.
  • Grande Worker: The grande worker acts as a regular worker, but it can be placed on an action even if all action spaces are full (this ability can only be used on the board). The only way for a grande worker to gain a bonus is to place it on a bonus action space. When playing with the Mafia expansion, the grande worker must be placed on the board each year.

Legacy Variants

As you can see on page 2 of the rule book, we recommend a specific method for unlocking and adding new expansions to Tuscany. However, the key is that we want to maximize the fun people have with the legacy experience. Here are some alternative methods that might appeal more to your group:

  • The Quick Unlock Method: Unlock each expansion in tiered order every time you play, with the winner of the previous game choosing the new expansion to unlock.
  • Lock and Key Method (Bradley Zakany): The winner chooses a new expansion to unlock for the next game, and the loser may choose an expansion to lock (he/she can't lock the expansion unlocked by the winner).
  • The Campaign Method: Use any of the other unlocking methods, but at the end of each game, each player chooses an element of their vineyard from the following list to keep for the next game with the same group. The person with the fewest victory points picks first, and the winner picks last. The same element may not be kept by more than one person.
    • Keep a wine token in your small cellar
    • Keep a grape token on your crush pad
    • Keep a structure token you built (you may not keep a large cellar)
    • Keep a planted vine card (even though you won't start the next game with the required structure)
    • Keep 2 cards in hand
    • Keep all lira you have
    • Keep a regular worker you have
  • The Narrative Method (Rahdo): Trigger expansion unlocks based on the end-game condition of the winner's vineyard as follows. If no expansion unlock is triggered, the winner chooses a new expansion to unlock.
    • Mamas and Papas: Unlock after a game ends in a tiebreaker.
    • Property: Unlock if the winner has planted vines on only one field.
    • Patronage: Unlock if the winner has 1 lira residual or none.
    • Advanced Visitors: Unlock if the winner scores exactly 20 points.
  • Setup
  • Gameplay
  • Advanced Visitors
    • Introduction
    • Setup
    • Gameplay
    • Advanced Variant
  • End of Year Upkeep
  • Spring
  • Summer
  • Fall
  • Winter
  • New Actions
    • Influence Action
    • Trade Action
    • Sell One Wine Token Action
    • End Game
  • Special Workers
    • Introduction
    • Setup
    • Gameplay
  • Special Worker Abilities
  • Structures
    • Introduction
    • Setup
    • Gameplay
    • Drawing Structure Cards
  • Formaggio
    • Introduction
    • Setup
    • Gameplay
    • Trading Cows
    • Influencing Cheese Experts
    • Cheese Experts
  • Zymologist: Make up to 2 wine tokens of value 4 or greater, even if you haven't upgraded your cellar. Thus, if you use this card to make a 5-value red token, you may place it on the 5-value space even if you don't have the medium cellar. For that token to age past the 6-value, you need to build both a medium cellar and a large cellar. (You cannot build a large cellar without a medium cellar.)
  • Merchant: If you place the Merchant on the board after all opponents have passed to the next season, after you take the action, you may draw 1 of any card.
  • Traveler: You may place the Traveler on any open action space in a previous season, regardless of the action spaces available based on player count. Immediately take that action.
  • Messenger: You may place the Messenger on an action space in a future season. Take the action during your first turn that season (in wake-up order as usual).
  • Harvest: Choose a field on your vineyard mat that you have not already harvested this year (each field may only be harvested once per year). Add up the total value of all red vines on that field and place a grape token on the space with the corresponding value on your red crush pad. Then do the same for white vines. The vine cards remain planted on the fields (you're simply plucking grapes from those vines).
  • Influence: When you place a star on a region on the map (extended board), gain the non-victory-point benefit of that region. After you've placed all stars, you may still take the influence action to move a star, but you do not gain an immediate benefit (you may only move influence stars after you have placed all 6 stars). At the end of the game, the player with the most influence in each region gains the victory points indicated there. No one gains victory points in a region if there is a tie for the most influence.
  • Make Wine: The first edition "Crush Grapes" action is now "Make Up to Two Wine Tokens." Using the grapes on your crush pad, make 2 wine tokens (the type of wine may be different for each token). You cannot combine 2 same-color grapes to make a wine of the same color—1 red grape token becomes 1 red wine token of the same value (devalue it if you don't have the cellar space). To make 1 blush wine token, combine 1 red grape token and 1 white grape token—add the values of the 2 grape tokens to determine the value of the blush wine token (must be at least 4). To make 1 sparkling wine token, combine 2 red grape tokens and 1 white grape token—add the values of the 3 grape tokens to determine the value of the sparkling wine token (must be at least 7).
  • Patronage: Each player has one patronage card that they can activate by filling a wine order with any wine token worth 5 or more once per game. When a patronage card is activated, you are eligible to fulfill the secret goal on the back of your card. Gain 2 victory points at the end of the game if you achieve that goal (ties are okay).
  • Place Grape Tokens on Crush Pad or Wine Tokens in Cellar: Some visitor cards, trade actions, or special workers enable you to "place" a specific type of token onto your vineyard mat. This is distinctly different than harvesting vines (to gain grape tokens) or making wine tokens (moving grape tokens to your cellar to become wine tokens). When you "place" a grape or wine token, it is as if you are buying a grape or wine from a source outside of your vineyard. So you will take a glass token and place it directly on your crush pad (grape) or cellar (wine).
  • Plant 1 Vine Card: Choose a vine card in your hand for which you have already built the required structure(s) indicated on the upper left corner of the vine card. Place that vine card on a field you own as long as the total value of all vine cards on that field would not exceed the max vine value (standard is 6 value). Beyond those requirements, you may plant any type of vine card in any combination with other vine cards. Once planted, vines remain on that field for the duration of the game unless intentionally uprooted.
  • Play 1 Visitor Card: Choose a visitor card in your hand, pay the cost if necessary, gain the benefit (you must be able to fully pay the cost and fully gain the benefit), and place it face-up on its discard pile.
  • Private Action Space: This is any action space on your vineyard mat, player mat extension, or structure card. Only you may place workers on your private action spaces. You may not use the grande worker's special ability on private action spaces to repeat an action you've already taken. You may place the grande on a private action space as a regular worker (unless you're playing with the Mafia expansion, in which the grande worker must be placed on the board each year).
  • Residual Payment: A payment—usually money—that you receive at the end of every year. Residual lira payments do not reset each year—they can only go up, not down (unless a visitor card says otherwise).
  • Special Worker: A worker with a unique, optional ability. Two special workers are selected at the beginning of the game, and each player has the option of training one or both of those workers. Training a special worker is exactly the same as training a regular worker except there is a 1 lira surcharge for training a special worker.
  • Temporary Worker: The player who selects the last row of the wake-up chart gets the grey temporary worker to use that year. The temporary worker is considered to be that player's worker in all regards for the remainder of the current year, including any reference to "your workers" or "your regular workers." When you retrieve workers at the end of the year, retrieve the temporary worker token and place it back on the wake-up chart.
  • Tiebreakers: If, after all end-game victory points are accounted for, two or more players are tied, the winner among those two is the player with the most lira (including any lira gained from residual payments after the final year). If players are still tied, first look at the total value of wine in the cellar of the tied players, then (if still tied), the total value of grapes on the crush pads of the tied players. If you're somehow still tied after that, each tied player must submit a two-paragraph essay to [email protected] on the topic, "Why I deserve to win this tiebreaker."
  • Tier: Each tier of Tuscany must be completely uncorked (unlocked) before any expansion in the next tier can be uncorked. There are three tiers: the first two are cumulative, and the third is modular (only one of the third-tier expansions can be included each time Tuscany is played). If you've introduced Tuscany to someone new after you've already uncorked some of the more complex expansions, you could choose to include one of the more basic expansions and then let that person choose the next expansion to unlock in the following game.
  • Trading: There is no trading between players in Viticulture/Tuscany. The only trading that occurs is goods conversion on the "Trade One for One" action in the summer on the extended game board.
  • Train a New Worker: Pay a certain amount (standard cost is 4 lira) to train a new worker. Unless some element in the game says otherwise, you can't use the worker until the following year. Also see "Special Worker."
  • Uncork: Unlock a new expansion. We recommend that every 1–4 games of Tuscany, before you start the final game of the set, state clearly that the winner of that game will get to select a new expansion to unlock at the end of the game. After all expansions have been uncorked, you could start over from the beginning with a new group, opening expansions in a completely different order than the first time.
  • Universal Action Space: This term is used to describe an action space that may be used in any worker-placement season (the Yoke, action spaces on player-mat extensions, the "Gain 1 lira" action space on the board, and any action space on a structure card).
  • Uproot: This is an action you can take by using the Yoke or some visitor cards. Choose a planted vine card on your vineyard mat and return it to your hand.
  • Wake-Up Chart: The player at the top of the wake-up chart takes the first turn (i.e., place 1 worker or pass) each season, followed by each other player in wake-up order. Your wake-up order stays the same throughout the year. Use wake-up order when players must make any sequential decision (e.g., drawing cards in the fall or making a decision based on an interactive visitor card).
  • New Visitors: Unlock if the winner was last in wake-up order the final year of the game.
  • Special Workers: Unlock if the winner only has 3 or 4 total workers.
  • Extended Board: Unlock if the winner has 15 lira or more.
  • Structures: Unlock if the winner scores 35 or more points.
  • Arboriculture: Unlock if the winner built 9 or more structures.
  • Formaggio: Unlock if the winner has 3 or fewer stars on the board.
  • Mafia: Unlock if the winner ends the game with at least 2 special workers (the grande counts) on the "Gain 1 lira" action.
  • The Modular Method: Randomly pick a few expansions to use each game, or let each player pick one expansion to use.
  • The Tier-by-Tier Method: Unlock all expansions in Tier 1 at the same time, play with them a few times, then unlock all expansions in Tier 2, followed by Tier 3 (which remains modular).