Crazy Farmers and the Clôtures Électriques
Crazy Farmers and the Clôtures Électriques Rulebook
Table of Contents
Table of Contents
How to Win
The player with the largest field at the end of the game wins.
Content
- 1 board
- 4 tractors
- 8 hay bales
- 1 mad cow
- 14 barns
- 31 red/yellow plot tiles
- 22 blue/purple plot tiles
- 30 red fences
- 30 yellow fences
- 20 blue fences
- 20 purple fences
- 82 cards including:
- 36 Core Bonus cards
- 14 Crazy Bonus cards
- 1 Endgame card
- 13 Stadium Event cards
- 18 Mad Cow cards (solo/co-op)
- This rulebook
Online Resources
FAQ, crazy alternative versions, 7 minute video rules and news: visit the publisher's website.
Local Dialect
- Tractor — your playing piece, moved along the paths.
- Path — the line between two crossroads where a fence can be placed.
- Crossroad — a point where paths meet; a tractor stands on a crossroad.
- Fence — a wall piece pulled behind a tractor along a path.
- Barn — a bonus space on a plot; annexing it earns Bonus cards.
- Hay bale — a token that blocks a path until removed.
- Empty plot — a plot not yet claimed by any player.
- Blue plot / field — an example of a claimed plot and the connected group of plots (field) it belongs to.
Component List
- Tractors
- Board
- Plot Tiles
- Fences
- Endgame Card
- Barns
- Core Bonus Cards
- Mad Cow
- Crazy Bonus Cards
- Stadium Event Cards
- Hay Bales
- Mad Cow Cards
Setup
Build the draw pile:
- Shuffle all cards except the Endgame card and the Mad Cow cards. Recommendation for first games: only use Core Bonus cards.
- Each player draws 3 bonus cards, chooses one, and shuffles the remaining cards adding the Endgame card, then places them at the bottom of the draw pile.
The player most resembling an electric fence begins.
Two Players Game
Number of fences: 30
Number of Plot tiles:
| 23 | 27 | 31 |
|---|---|---|
| 15-30 min | 25-50 min | 40-90 min |
| Fast Game | Regular Game | Long Game |
For a two-player game, players share a common stack of red/yellow plots.
Three Players Game
Number of fences: 20
Number of Plot tiles:
| 9 | 11 | 13 |
|---|---|---|
| 15-30 min | 25-50 min | 40-90 min |
| Fast Game | Regular Game | Long Game |
Four Players Game
Number of fences: 20
Number of Plot tiles:
| 8 | 9 | 11 |
|---|---|---|
| 15-30 min | 25-50 min | 40-90 min |
| Fast Game | Regular Game | Long Game |
How to Play
Before starting the first round, place your tractor on one of the crossroads around your plot. During your turn:
- Check if you have an Acceleration and/or a Stadium Event card active. Apply the effects of the card(s) during your turn.
- Start your moves.
- Resolve actions, annexing a plot, playing a bonus card, or cutting a fence before continuing/ending your moves.
- Play bonuses any time during your turn, even after resuming all your moves.
Moves
PULL fences behind your tractor!
- 3 basic moves during your turn.
- Acceleration: You have 4 or more fences down at the beginning of your turn? Win +1 move!
- You must use all your moves at every turn, reverse moves are allowed.
- Your tractor is limited to a maximum of 5 moves per turn.
Focus
There is no need to place fences INSIDE your field or on the BORDERS of the board.
Acceleration: If you have 4 or more fences down at the beginning of your turn, your tractor is boosted up: you win an extra move. You can go faster using bonuses but your tractor will always be limited to a maximum of 5 moves per turn.
You must use all your moves whenever possible. You can however take a path from where you came in the opposite direction, removing the fence placed on it, or create a loop.
Annexing Plots and Bonus
Circle Plots to ANNEX them to your field! Collect BONUSES in BARNS!
As soon as your tractor has pulled fences connecting back to your field:
- Place your Plot tiles and replace your opponents' plots.
- Remove unnecessary fences.
- Bonuses: win 1 Bonus card per Barn (2 for an opponent's Barn): play them immediately or keep them for later during one of YOUR next turns. (Warning, you are limited to a maximum of 6 cards in hand at the end of your turn.)
Then resume your moves.
Focus
When your tractor returns to the edge of your field while pulling a fence, you annex the plot(s) surrounded by your fences and your field. Mark your new plot(s) with your colored plot tile(s). If some of the plots annexed belonged to an opponent, hand him/her back his plot tiles. Remove the fences that are no longer needed at the edge of your new expanded field.
If annexing a plot ends up dividing an opponent's field into several parts, read Fallow Land below.
Draw 1 or 2 Bonus cards for each plot annexed that contains a Barn (2 if on an opponent's plot). Leave the Barn on the plot. Play any number of bonuses immediately or later at any time during one of your turns.
If you have more than 6 cards in hand at the end of your turn, play them or discard the cards in excess. Bonuses can only be played during your turn.
Discard Bonus cards once played.
IMPORTANT: You cannot eliminate or end the game with a Bonus card.
Resume your remaining moves after annexing a plot.
If you are missing plot tiles to fill in all the plots you annexed, the game ends (see End of the Game below) but plots without tiles will not count.
Elimination: If a player has annexed the last plot you had on the board, you are eliminated. Remove your tractor and fences from the board.
Cutting Fences
CUT your opponent's fences!
- Reach an opponent's fence to cut it.
- Remove it entirely immediately.
- Protection: the 2 fences behind your tractor cannot be cut and are an OBSTACLE, other players cannot go through.
- If your fence has been cut, connect back to your field to be able to cut your opponents' fences or pull new fences.
Focus
By touching an opponent's fence, including the starting point, you cut it off. Same thing if you annex the plot where the fence starts. Your opponent's fence is lost: remove it entirely.
Protection: At all times, the 2 fences behind your tractor are protected. In other words, opponents cannot cut or go through the 3 crossroads around them. The crossroad where your 3rd fence behind your tractor ends is therefore the first weak point.
When outside of your field and without fences, you are Powerless. You can no longer pull fences when moving your tractor nor cut your opponents' fences but can however pass through them when not protected by their tractor. It is actually the only situation that allows a tractor to pass through or even end its turn on a fence without cutting it.
You will no longer be Powerless once connected back to your field, allowing you to pull new fences and cut opponents' fences again.
End of the Game
The game ends immediately as soon as a player:
- Places the last plot tile of his/her draw pile (3-4 players) or the common pile (2 players) or
- Draws the Endgame card or
- Eliminates all other players.
The player with the most plots in his main field (see Fallow Land below) wins the game. In the event of a tie, include Fallow Lands.
Bonus
Core Bonus Cards
All bonuses can only be used once. Discard after use.
Nitro +1/+2 Get 1 or 2 extra moves during his turn. Reminder: max. 5 moves per turn.
Rut Give this card to an opponent; he/she will have two fewer moves during his next turn.
1/2 Hay Bale(s) Place 1 or 2 Hay Bale(s) on any path(s). Hay Bales block the path for all players until removed by another bonus. You cannot place a Hay Bale on a fence in progress, on the edge of the board or with another Hay Bale. It is forbidden to lock in an opponent. If there are no Hay Bales left, pick any one from the board.
Dynamite Remove 1 Hay Bale of your choice. Bang!
High voltage Protects the entire length of the fence, even the starting point until your next turn. Opponents' tractors cannot go through or cut your fence.
Watchdog Protects your plots and Barns from being annexed as well as from bonus effects until your next turn. Annexations by opponents leave the plots and barns of the protected player in place.
Helicopter This bonus can only be used if you have no fences. Move your tractor from one crossroad to another in your field (main field of Fallow land) without an opponent's fence. Once you have moved, you cannot cut any more fences until the end of the turn.
Bribe Choose a plot of an opponent's field adjacent to your field... now it belongs to you, he replace it with a plot of your color! Careful, you need to be discreet. You cannot take over a plot that would create an immediate effect: Barn, cutting a fence, Fallow land, eliminating a player, immediate victory.
Endgame The game ends. It's time to count you plots.
Fallow Land
Your field has been cut into pieces?! It's not the end of the world, you are now the not-so-proud owner of fallow land.
- The part of the field where your tractor is (or is connected to with fences) then becomes your main field, the remaining parts of your field are fallow.
- Your fallow plot tile remains on the board but behaves like an empty plot.
- Reunify your main field and Fallow lands by annexing the plots between them.
Focus
You can only annex plots by connecting 2 points of your Main Field.
If you are outside of your field AND without a fence, you temporarily no longer have a Main Field. Quickly reach a Fallow Land to convert it into your Main Field.
If you own Fallow Land at the end of the game, only the plots of your Main Field will be taken into account to determine the winner!
Move to Fallow Land using a Helicopter bonus card to change it into your Main Field.
Solo/Co-op Game
Holy crap! A Mad Cow has managed to make her way through into the arena's field. Everyone runs off, of course. Take this opportunity to show off your talents and electrify the crowd!
For 1 solo player or 2/3/4 co-op players.
Setup
Build 2 different draw piles:
- Core Bonus cards,
- Mad Cow cards.
Play solo or co-op, with 30 fences and all plot tiles. In Co-op mode, play using the same tiles and all start from the same plot.
Prepare 12 plot tiles, and place one in the center of the board, with the Cow on it.
How to Win
Capture the Cow before it destroys too many plots while having the largest field possible.
How to Play
The Cow plays 1st. When 1 or 2 players, the Cow plays between each player's turn. When 3 or 4 players, the Cow plays after two players' turn.
Players move exactly the same way as in a regular game unless indicated otherwise. The Cow however follows its own particular rules.
How Does a Mad Cow Move
Moves
Unlike tractors, the Cow stands in the middle of the plots and has a defined direction towards one of the 6 adjacent plots.
When it is the Cow's turn to play, draw a Mad Cow card and move the Cow as indicated. You can align the card with the cow to find the right direction.
There are 9 different moves: Turn Left, Turn Right, Rear Left, Rear Right, Slide Left, Slide Right, Turn Around, Straight Forward, Repeat.
If the card indicates Repeat, draw a new Mad Cow card, move the Cow as indicated twice. If you draw another Repeat card, move the Cow as indicated 3 times, and so on.
Multiple Moves
In the event of a combination of a Nitro bonus card and the Cow, the Cow can go into a spin and make many moves during a same turn:
- Make the moves one by one following the order they were drawn, stacking them into a pile. Each new Mad Cow card drawn is placed UNDER the pile.
- A Repeat card means playing the card next in the pile.
- When the Cow gets a bonus (Barn), apply its effect before making the remaining moves.
Annexing and Bonuses
The Cow annexes all plots it moves onto (and is therefore not concerned by Fallow Land). If it moves to a Barn (that may already belong to the Cow), it draws a bonus and triggers the Backlash Mode.
When playing a co-op game, touching a partner's fence leads to annexing plots if circled by the fence AND fields. Otherwise the fence is cut.
Cutting Fences
The Cow can cut a fence by crossing it or simply being blocked by (for example at the edge of the board) a path that contains a fence that is not protected.
Redirection
If the Cow cannot move as indicated from its current direction, either because it is on the edge of the board, or because of a fence protection, a High voltage or a Hay Bale, the Cow turns towards the opposite direction indicated on the card. If it still can't move, the Cow turns one notch clockwise until it finds a way out. If there is no way out, the Cow stays put and loses its move.
Bonus
Collect bonuses as in a normal mode game. However, in solo mode, playing a bonus might backfire on you.
When playing the bonus, draw a Mad Cow card (that you will discard right after) and check the number indicated:
- If your number of fences is greater or equal to it, play it normally.
- If your current number of fences is lower than the number shown on the card, you will suffer the Backlash effects.
When the Cow triggers a bonus, the Player always suffers the Backlash effects.
Normal Mode Bonuses
For this game mode, some rules and bonuses have been adapted. All bonuses that are not indicated below do not change.
Rut The Cow does not move.
High Voltage The Cow is blocked by a fence, that is of course entirely protected. See Redirection.
Watchdog The Cow cannot go on the plot guarded by the watchdog, it is blocked. See Redirection.
Bribe Same. You however cannot annex the plot where the Cow is located.
Backlash Mode Bonuses
Nitro Draw 1 or 2 additional Mad Cow cards and place them after the Cow's initial moves.
Rut The player playing next loses 2 moves at his/her turn.
Hay Bale Choose a tractor and place a first Hay bale on one of the 3 paths around it. If 2 Hay Bales, place the second one path further. If there is not enough space, try a path further away.
Dynamite The Cow blasts everything on its plot and paths: fences (i.e. the fence is cut), Hay Bales and Barns.
High Voltage Remove your (or the next player's) entire fence.
Watchdog Immediately protects the Cow's plots from being annexed until the start of the player's (or the Cow's) turn that played the bonus. Warning: this card can prevent you from capturing the Cow during this turn.
Helicopter The Cow goes straight to the farthest plot of its field (if several, choose one) without cutting the fences it may cross path with. Once there, the Cow reverses its direction.
Bribe Lose any one of your plots adjacent to the Cow.
End of the Game
The Cow wins immediately as soon as it reaches 12 plots or if you are eliminated (see Annexing plot => Elimination).
You win if you lock the Cow down by annexing at least 3 plots.
Score
Calculate the difference between your and the Cow's number of plots.
Score Board
| Score | Result |
|---|---|
| 20 or more | Undisputed UFC Champion |
| 15 to 19 | Aspiring UFC Champion |
| 10 to 14 | Crazy Farmer |
| 5 to 9 | Not bad at all! |
| 1 to 4 | You can do so much better |
| 0 | Do you really believe this can be called a victory? |
| Below 0 | You won, but you still lost... |
Example: 20 (player(s)) - 3 (Cow) = 17
Credits
- Authors: Jérémie Chassaing & Quentin de Cagny
- Publisher: The Freaky 42
- Illustrator: ChaBD
- Communication: Kévin Jost
- Layout Design: Maxime Baillon
Authors' acknowledgements: Marine et Roman, Léonie, Zach et Aglaé, Alexis et Manon, Julien M., Pier Pow, Quentin F., Juliette C., Nicolas et Natalia, Thomas R., Ludo, Jab, Jérémy C., Guérand R., Émile F., Alex B., Manu L., Marie E., Gizmo, Clo, Tico, Régis R., Iris L., Stéphane B., les Pigs !, Pierre S., Grégory I., Cyril H., Andrew S., Cyril G.
Publisher's acknowledgements: The publisher thanks, Axel K. and Olivier D., Melvin Z who is at the origin of the design and has put us on the right track with his advice, Borderlines, Myke, the Drink Doctor and Thyll Games always there and since the beginning! Equipe Ludique that holds a special place in our little hearts. Our families & loved ones who support us while we spend so much time on wild projects. A special thanks from Gab to Nathan and from PY to Colin, who, if they still don't know it, are a source of inspiration and motivation at all times.
A game proudly manufactured in France by VictoriaGame's small hairy hands using recycled materials as much as possible.
Quick Start Guide for a Regular Game
Setup
For a regular game with 4 players:
- Each player takes 20 Fences and 9 Plots.
- First play with Core Bonus cards only.
- Each player draws 3 bonus cards to only keep one of their choice.
- Place the Endgame card anywhere with the last 8 bonus cards.
- Each play in turns. For your first turn, choose the plot you wish to start from.
Moves
PUll fences behind your tractor!
- 3 basic moves per turn.
- Acceleration: 4 or more fences down at the beginning of your turn => + 1 move.
- You must use all your moves at every turn, reverse moves are allowed.
- Maximum of 5 moves per turn.
Annexing
Circle plots to annex them to your field and collect bonuses in barns.
As soon as your tractor has pulled fences connecting back to your field:
- Place your Plot tiles and replace your opponents' plots.
- Remove unnecessary fences.
- Bonuses: win 1 Bonus card per Barn (2 for an opponent's Barn). Play them immediately or keep them for later during one of YOUR next turns. Maximum 6 cards in hand at the end of your turn.
Then resume your moves.
Cutting
Cut your opponent's fences:
- Reach an opponent's fence to cut it.
- Remove it entirely immediately.
- Protection: the 2 fences behind your tractor cannot be cut and are an OBSTACLE. Other players cannot go through.
- If your fence has been cut, connect back to your field to be able to cut your opponents' fences or pull new fences.
End of the Game
The game ends immediately as soon as a player places his/her last plot tile or draws the Endgame card.
The player with the largest Main Field wins the game.
Extra Material
Core Bonus Cards, Hay Bale Tokens, Tractors, Fences, Endgame Card