Family Edition. Components. Substitute Markers
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1 Family Edition Component 2 Game Board Extenion (with additional pace on both ide) Round Counter Rooter 5 Begging Marker Game Board (with action pace) 37 Food Marker 7 5 Food Marker 4 Starting Houe 2 Wood/Clay Room 20 Small Pature/Field 9 Subtitute Marker 6 Large Pature Improvement 20 People (5 per color) 0 Stable 8 Sheep 5 Boar 3 Cattle 25 Grain 30 Wood 25 Clay 5 Reed Subtitute Marker The following component are limited: people, table, room, pature, and field. If they run out, they are gone. Good and food are unlimited; if you run out of them, you can ue the ubtitute marker provided in the game.
2 Setup Place the game board in the middle and place the round counter on pace. You will rarely need the begging and ubtitute marker. Place them omewhere along the edge of the game board. Attach the appropriate game board extenion. The ymbol hould match the number of player. In thi example, the board i et up for a three player game. Place all the animal (heep, boar, and cattle), reource (wood, clay, and reed), grain, table, and food marker next to the game board. Thee will act a the general upply for all player. Each player hould place a tarting houe in front of them. Place the room next to the game board. The wood room ide hould be facing up. Each player hould chooe a color and take two people of their choen color, placing one in each room of their tarting houe. Place the remaining people in the general upply; you will gain acce to them a the game goe on. Place the Windmill, Baketmaker Workhop, Pottery, Joinery, and Depot next to pace 7, 9, 0,, and 4, repectively. Place the remaining improvement above the game board. Place the field and pature next to the game board. The pature can be organized by their ize if you wih. Determine the tarting player randomly. That player receive the rooter token and 2 food. Give 3 food to each other player. 2
3 What I Thi Game About? Your goal i to build a farm for yourelf and your family. At the tart, you jut have a wooden houe with only two room, providing helter for your firt two people (the farmer and hi poue). During the coure of the game, you can add more room to your houe in order to grow your family. The more people you have, the more action you can take. But you alo have to feed your people during the harvet. To do o, you will need to plow field and breed animal. Certain improvement may help you with that. After 4 round, the game end. The player whoe farm i worth the mot point win. Coure of Play Agricola Family Edition i played over 4 round and each round ha three phae: preparation, work, and returning home. Between ome round there i a harvet. Preparation Phae At the tart of each round (including round ), you mut place new good on the game board wherever a colored arrow i pictured. Place a number of good equal to the number to the left of the good. Do thi even if there are already good there. Exception: Do not place boar and cattle until the round counter ha reached them (in round 6 and 8, repectively). Start placing them from then on. Tip: Only one player hould do thi o you do not mi a pace or replenih ome pace twice. Work Phae Starting with the player who ha the rooter, player place one of their people on an action pace on the game board. Proceed clockwie in order until all player have placed their people on action pace. The action pace how the action they provide. You mut carry out the action immediately. If an action pace i occupied, it i blocked and will not be available until the next round. Returning Home Phae At the end of the round, take your people off the action pace and place them back on your houe. Now move the round counter one pace forward. Thi unlock a new action pace. (Action pace along the path that the round counter ha not reached yet are not available.) Harvet When the round counter pae a harvet ymbol, the game paue until the harvet i reolved. Thi happen at the end of round 4, 7, 9,, 3, and 4. During the harvet, you mut feed your people but there are alo ome advantage. (See page for detail.) 3
4 The Action Space You can develop your farm in five area: family planning and houing, utenance, farming, animal hubandry, and improvement. To do o, you take action by placing your people on action pace. The icon will remind you what each pace doe, but the following provide expanded decription of each action pace. Reource Space Many action pace require you pay certain building reource. To get thee, you can take the following action. If an action pace ha an arrow, take all of the good that have accumulated there and place them in your upply. On an action pace like thi, take the number of good hown on the pace and place them in your upply. The icon on thi action pace mean that you may chooe one of the hown reource, twice. For example, you could take wood and clay, or 2 reed. Family Planning and Houing You mut grow your family in order to take more than two action. Thi action pace allow you to get a new peron. However, you mut have enough room for all of your people. You may only take thi action if you have more room than people. The new peron i placed on the action pace, and you retrieve the new peron at the end of the round when your people return home. Your tarting houe ha jut enough room for the two people you tart the game with. To get a third peron, you mut add at leat one room to your houe. Your people require room in your houe even when they are not home becaue they have been placed on action pace! Thi action pace become available in round 2. It provide a new peron regardle of how many room you have. Thi i the only way to have more people than room. Place the new peron on the action pace to be retrieved during the returning home phae. On either action pace, you only get a ingle new peron per action, even if you have free room for more. Alo, your family i limited to five people. If you have all five people in play, you cannot ue thee action pace any longer. Alo note that your new people cannot take action on the ame round they are born! 3 Each peron i worth 3 point at the end of the game. 4
5 Houing Thee action pace allow you to add one or more room to your houe. The firt pace let you build wood room for 5 wood and 2 reed each. The econd pace let you build clay room for 3 clay and reed each. Your entire houe mut be made of the ame material. So, you need to renovate your wood room before you can add clay room (ee below). Take the room from the general upply and add them to your houe (with the appropriate ide facing up). Thee action pace can alo be ued to build any number of table. Each table cot 2 wood and i placed in a pature or next to your diplay of tile. Each pature can only have one table. (For more information, ee the rule for animal hubandry on page 7.) You do not have to build room in order to build table, and vice vera. You may do both but you do not have to. If you urround your houe completely with other tile, you may not add any more room to it. Renovation Thi action pace convert your wood houe to clay. For 3 clay and reed, flip all your room to the clay ide. Thi action alo give you a free table. Each clay room i worth point at the end of the game. Normally, a black arrow allow you to take an action any number of time. (However, you only need to renovate once.) A plu ign mean you take the lited number of item from the general upply at no cot. For example, on the renovation pace you take one table. If there i more than one action on a pace, you may take both or only one of them in any order. You build the table a decribed in Houing. If you jut want the table, you do not have to renovate. Sutenance You need food to feed your people during the harvet (ee page ). The following action pace provide food for free. Start Player If you place a peron on thi pace, you take the rooter and food. You will go firt during the next round. The player with the rooter alway goe firt until another player take it from them, which i only poible on thi action pace. 5
6 Fihing Thi pace allow you to take all the accumulated food. Farming Grain Thi pace allow you to take exactly grain from the general upply. Grain in your upply i worth no point at the end of the game, though it doe act a a tie breaker. Although grain i worth food if you eat it directly, it i much better ued a a eed crop in farming. Farming i tireome: not only do you need grain, but you mut alo plow a field and then ow. All of thee cot action. Your grain i harveted automatically during the harvet (ee page ). Plow a Field Thi action allow you to take exactly field from the general upply and place it next to one of your tile. Sow Here you can place one grain from your upply on up to 3 of your empty field. Then, add two grain from the general upply to each of thee field. Planted grain remain in your field until it i harveted (ee page ). You cannot acce it until then. Plow a Field and Sow Thi action allow you to do both: add a new field and ow in up to three empty field. You are not required to take both action (but you mut take at leat one). Each field and each grain on a field tile i worth point at the end of the game. Animal Hubandry Like farming, animal hubandry i a very important part of thi game. There are three type of animal: heep, boar, and cattle. You mut keep them in table and pature. And if you have enough pace, they will breed and produce offpring (ee page 2). 6
7 Pature Thi action allow you to build any number of pature. Each pature cot a certain amount of wood, which i printed on the tile. Pay the wood to the general upply and place the pature in front of you, next to one or more of your tile. Pature alo have a paw ymbol, which indicate how many animal they can hold. Whenever you build a new pature, you may move a table that i next to your diplay of tile into that pature. Each pature i worth point at the end of the game. Each table on a pature i alo worth point. Here, you can take all animal that have accumulated on one of thee action pace. You mut accommodate them, or convert them to food immediately. Converting animal to food require pecific improvement, a explained on page 8. For example, thi pature cot 3 wood and allow you to keep 2 animal of the ame type in it. Each animal i worth point at the end of the game. Sheep Boar Cattle Each pature can hold a limited number of animal, a indicated by the number next to the paw on the tile. All animal in a pature mut be of the ame type. Special cae: A pature with a table can hold twice a many animal a i printed on the tile. Each table outide of a pature (i.e., next to your diplay) can hold exactly one animal. In thi example, the pature can hold up to eight animal of the ame type. A cattle live in thi table. You can keep exactly one animal in your houe (not one animal per room). Each table in a pature i worth point at the end of the game. Stable outide of pature are not worth anything. 7
8 If you build a Fireplace or Cooking Hearth, you can exchange animal for food at any time, even right after you take them from an action pace. See below on how to build Fireplace and Cooking Hearth a well a other improvement. Fireplace A Fireplace allow you to exchange heep and boar for 2 food each and cattle for 3 food. It alo allow you to trade grain and wood for 2 food. Cooking Hearth A Cooking Hearth allow you to exchange heep for 2 food, boar for 3 food, and cattle for 4 food. It alo allow you to trade grain and wood for 3 food. You can ue your Fireplace and Cooking Hearth any number of time. If you take animal from an action pace that you cannot accommodate or exchange for food, you mut return the exce animal to the general upply. Improvement Improvement like the aforementioned Fireplace and Cooking Hearth help you feed your people by exchanging animal for food and baking bread. The Wind Mill turn grain into food without needing wood to bake it. To build an improvement, place one of your people on the appropriate action pace and pay the cot, a hown in the top right corner of the improvement tile. Then take the tile and place it next to another tile in front of you. Improvement tate their cot in the top right corner. Thi Clay Oven cot 3 clay. For intance, thi i where you can build the Wind Mill. On thi action pace, you can build one of the improvement above the game board: a Fireplace, Cooking Hearth, or Clay Oven. Pleae note that Fireplace, Cooking Hearth, and Clay Oven differ in cot even among themelve. You may build both copie of an improvement but only one improvement can be built per action. Thee action pace only provide the improvement that i placed on them. If an improvement tile ha been taken from an action pace, the action pace become uele, of coure. Each improvement i worth (at leat) point at the end of the game. 8
9 There are two type of action in thi game: Anytime Action action that you can only take when you place a peron on an action pace, action that you can take at any time, whenever you want, without placing a peron. Ue an Improvement (at any time) If you have an improvement, you can ue it at any time, even right after you built it. Some improvement can only be ued during the harvet. To ue an improvement, you do not have to place a peron. There are eight different improvement. Improvement above the Game Board Fireplace Thi improvement allow you to exchange animal for food at any time: heep and boar for 2 food and cattle for 3 food each. You can alo bake bread by trading grain and wood for 2 food. Cooking Hearth Thi improvement allow you to exchange animal for food at any time, a indicated on the tile: heep for 2 food, boar for 3 food, and cattle for 4 food each. You can alo bake bread by trading grain and wood for 3 food. Clay Oven Thi improvement allow you to bake bread by trading grain and wood for 5 food. Improvement on the Game Board Wind Mill Baketmaker Workhop Each harvet, thi improvement allow you to exchange grain for 3 food. You may only do thi once per harvet. At the end of the game, you get point for every 2 grain in your upply. (Grain in your field doe not count for thi.) Each harvet, thi improvement allow you to exchange reed for 3 food. You may only do thi once per harvet. At the end of the game, you get point for every 2 reed in your upply. The illutration on the tile how how to get point from it: at the end of the game, every pair of reed i worth point. Show thi by placing one reed from each pair on the tile and dicarding the other. 9
10 Pottery Each harvet, thi improvement allow you to exchange clay for 2 food. You may only do thi once per harvet. At the end of the game, you get point for every 2 clay in your upply. Joinery Depot Each harvet, thi improvement allow you to exchange wood for 2 food. You can only do thi once per harvet. At the end of the game, you get point for every 2 wood in your upply. At the end of the game, you can tore your remaining wood, clay, reed, and grain in thi improvement. You get point for every 3 good of any type. Eat Muh (at any time) You can exchange grain for food at any time. Jut to be clear: thi i not true for animal! Without a Fireplace or Cooking Hearth, you do not get any food if you dicard an animal. Alo note that you cannot ow food. So do not exchange your grain for food unle you really have to. Reditribute Animal (at any time) You may reditribute the animal on your farm at any time to make better ue of the pace in your table and pature (ee page 7). Jut make ure all of your animal are accommodated afterward, or they will run away. Reminder: All of the above action do not require placing a peron. You may own both copie of the ame improvement. You can only pend grain in your upply. You cannot acce the grain in your field. End of Round Returning Home Phae When the work phae end, your people come back home. Take them from the game board and place them into their room. Toward the end of the game, you may need to place multiple people into the ame room (if you grew your family via the action pace of round 2). Thi ha no conequence for you. 0
11 Then move the round counter one pace forward and replenih the action pace with an arrow (during the preparation phae of the next round). The player with the rooter goe firt. If no player took the rooter action lat round, the ame player goe firt again. Thi continue until a player place a peron on the rooter action pace. Harvet Any time the round counter move over the harvet ymbol, paue the game and reolve the harvet a detailed below. During thi, you harvet grain from your field and your animal breed. Alo, you mut feed your people. The harvet come after the 4th, 7th, 9th, th, 3th, and 4th round. It goe through three phae.. Field Phae Firt harvet grain from your field. Take exactly grain from each of your field and place it in your upply. If grain remain on a field, leave it there until the next harvet. (Until then, you cannot acce it.) 2. Feeding Phae Next you mut feed your people. Each peron require 2 food. If you had 2 people tanding on the ame action pace thi round (ee illutration below), thee two people only require a total of 3 food intead of 4. Reminder: You may exchange grain in your upply for food. Baking bread i worth more. If you cannot pay enough food, you mut take begging marker for each miing food. Remember that you may ue your improvement at any time, even during the feeding phae. So you can till bake bread or exchange animal for food when you are about to feed your people. Since you loe 3 point per begging marker, you hould really make ure to have enough food. -3 At the end of the game, you loe 3 point per begging marker.
12 3. Breeding Phae Finally, your animal breed. If you have two or more animal of a given type, you get exactly one additional animal of that type. You mut accommodate thi newborn animal or et it free. Here you get boar, even though the parent animal are not living together. It doe not matter where your animal live on your farm. Alo, you get at mot new animal of each type, not animal per pair of animal. If you cannot place the newborn animal, you will not get it, nor will you get food for it, even if you have an appropriate improvement. There are 4 heep in thi pature, which ha pace for 4 more heep. You get newborn heep (not 2). Game End and Scoring After round 4, there i one final harvet. Then the game end. Add up your point: Each peron in your houe i worth 3 point. You loe 3 point for each begging marker. Each clay room and each other tile in front of you i worth point. (Wood room are not worth any point.) Thi include pature (regardle of ize), field, and all improvement. Each grain in your field and each animal on your farm i worth point. Reource and grain in your upply are not worth any point, unle you have the appropriate improvement. Each table in a pature i worth point. (Stable next to your diplay are not worth any point.) Each improvement i worth point per e becaue it i a tile (ee above). The following improvement can provide additional point: Wind Mill, Baketmaker Workhop, Pottery, Joinery, and Depot (ee page 9-0). The player with the mot point win. In cae of a tie, the player with the mot food win. If there i till a tie, multiple player hare the victory. 206 Lookout GmbH Elheimer Straße Schwabenheim Germany Quetion, uggetion or criticim? Contact u at: buero@lookout-game.de If you have any damaged or miing part, pleae contact u at: part.amodeena.com 2
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