Farland
Farland Rulebook
Table of Contents
Table of Contents
Components
- 1 Game Board
- 4 Player Boards (double-sided)
- Upgrade Tokens of 4 colors, 12 each (48 in total)
- 4 Starting House Tiles
- Resource Tokens of 5 colors (75 in total)
- 1 First Player Marker
- 12 Building Tiles
- 4 Pond Tiles
- 70 Land Cards
- Improvements (wood pieces) of 3 colors, 44 each (132 in total)
- 1 Score Pad
- This Rulebook
Setup
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Place the Game Board in the central area. For your first play, it is recommended to start with the basic rules, using only the bottom half of the board.
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The player who has planted crops farthest away from their own home is designated as the first player (or randomly selected). Place the First Player Marker in front of them.
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Each player selects their preferred color and takes the Player Board to place in front of them with the basic side facing up (the one with 5-4-3 on top). Place the Starting House Tile of that color in front of them as the starting point for their farm.
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Shuffle all 70 Land Cards into a single pile and place it face down beside the Game Board. Then, reveal the cards and lay them on the Upper and Lower market spaces. Only place cards on the market spaces with player number equal to or less than the number of players in the game, one card per space. (Observe the numbers indicated at the bottom right corner). The remaining market spaces will not be used. (For the first few plays, you may place unused upgrade tokens in the unused spaces as reminders.)
- Example: In a game with 3 players, only place Land Cards on spaces marked for 2 and 3 players (a total of 6 spaces).
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Shuffle the 12 Building Tiles as a single pile. Place them face down in the "+First Player" space on the Game Board. Then, flip the top tile over so that the illustrated side with the building image is facing up. (Return all 4 Pond Tiles into the game box. They are not used in the basic rules.)
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Take the Improvements (wooden pieces) in all three colors, 4 each, totaling 12 pieces. Randomly place them on the ROUND track, one piece per space, until all 12 spaces are filled.
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Each player takes any 2 Improvements and places them on their own Starting House Tile. Players can choose either the same color for both Improvements or mix colors.
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Place the Improvements as a supply beside the Game Board, according to the quantities in the table below. Improvements that are not used should be returned into the game box.
Now you're ready to play!
Example Setup for a 3-Player Game: the printed example on page 5 shows the board, the Land Card market and the Starting House Tiles laid out with numbered positions 1 to 10.
How to Play
A game of Farland consists of 12 rounds of play. Players take turns to play, starting with the First Player. When each player has taken a turn, a round is finished.
Scoring occurs twice during the game: once after Round 6 and again after Round 12. After the second scoring, the game ends. The player with the highest total score is declared the winner.
On Your Turn
Each turn, take either a Land Card or the Building Tile.
Take a Land Card
- If you take a card from the market:
- Cards in the Lower Market can be taken for free.
- Cards in the Upper Market can only be taken if you can pay any one Improvement to the supply.
- If you pick up a card with 4 spaces (without a building), you can take any 2 Improvements from the supply and place them on your Starting House Tile.
Take a Building Tile
- If you take the Building Tile:
- Take all the Improvements on the tile.
- OR steal the "First Player Marker" from the current owner and place it in front of yourself. If you already own the First Player Marker, you must pass it to the player on your left.
- You cannot take a facedown Building Tile.
After taking a card/tile, use it immediately to expand your farm. Additionally, accumulate any Improvements received on your Starting House Tile, which will be used during the Scoring Phase (explained later in the Scoring Phase section).
Rules for Farm Expansion
The card/tile taken in this turn must be placed on your own farm according to the following rules:
- You can rotate it to any orientation you want.
- Must be placed "adjacent" or "over" at least 1 space of the existing area.
- In the first round, your farm area consists only of the Starting House Tile. You must place the new tile directly adjacent to the Starting House Tile. The Starting House Tile cannot be overlapped.
- You must place it in a way that the dividing lines form an even grid.
- Placing a tile on top must cover the entire space, making the overlapped space disappear entirely. You cannot overlay only half a building.
- If you overlay any Improvements, retrieve those Improvements and place them on your Starting House Tile.
- Once placed, the card/tile cannot be moved or rearranged.
- You can make the entirety of any cards/tiles overlaid.
Example of farm expansion (illustrated in the rulebook).
Resource Tokens
When overlaying a space with any resource icon, you may take a Resource Token corresponding to the icon in that space. The player can only take a maximum of 1 Resource Token from each space that disappears. Immediately place these tokens in your farm. (Treat this as resource relocation.)
Be cautious, if you overlay a space with more than one animal, you can only take one animal token of that type.
Resource Tokens must be immediately placed on a space with the matching resource icon or on an empty space in the farm. However, each square in the farm can hold a maximum of 1 Resource Token. If there is no available space in the farm, the overlapped resources are returned to the supply.
Note: Players do not gain anything from overlaying buildings.
End of Round
When all players have taken their turns, the round is complete. Before starting a new round, do as follows:
- Discard all cards in the Lower Market, then slide all cards from the Upper Market down to the Lower Market slots below those cards. Afterward, draw cards from the pile to fill the remaining slots used in this game.
- If the topmost Building Tile is facedown, flip it face-up.
- Pick up the Improvement from the next ROUND space and place it on the top Building Tile.
Only after the completion of Round 6: After the completion of Round 6, refill the Improvements supply with the remaining Improvements from the game box to match the quantities during the setup.
Scoring Phase
After Rounds 6 and 12, the scoring phase occurs. Each player installs the accumulated Improvements from their Starting House Tile into their farm before scoring based on various criteria.
Rules for Installing Improvements
There are 3 types of Improvements in the game:
- Fences
- Pipes
- Troughs
When entering the scoring phase, each player installs any of their accumulated Improvements into their farm under the following rules:
Fences
- Must be placed along the lines of the grid in the farm and cannot be laid across the spaces.
- Must be placed precisely on a side of a space and cannot overlap at the intersection points.
- An enclosed area will be counted as one Pasture.
- Printed fences on the farm (both on the Starting House Tile and Land Cards) serve as if there were wood pieces. They can be used in conjunction with the wood pieces to create Pastures.
Pipes
- Must be placed along the lines of the grid in the farm and cannot be laid across the spaces.
- Must be placed precisely on a side of a space and cannot overlap at the intersection points.
A space is considered "Irrigated" when one side of the space has a pipe connected to a pipe network that leads to the Starting House Tile, or when a technology explicitly states that the space is "Irrigated" (Advanced Rules).
Fences and pipes can be placed together on the same grid line. Fences and pipes are considered to be on both edges of the two spaces where the fence/pipe is attached. If any of these spaces is overlaid, you may retrieve the Improvements and place them on the Starting House Tile to reuse.
Example of placing fences and pipes (illustrated in the rulebook).
Troughs
- Must be placed on any table on your Player Board.
- Must be placed on the bottommost available space of that table.
- The more troughs placed on a grid, the higher the score for that type of animal (explained in the next section).
After all players have finished installing their Improvements, scoring begins. Once installed, Improvements cannot be moved unless they are overlaid, allowing players to retrieve and reuse them.
Scoring
Record the scores of each player on the score sheet. Players will earn points based on various criteria as follows:
1. Livestock
Each individual animal (both the printed images on the cards and the Resource Tokens) that is in a Pasture with only that type of animal, scores points equal to the number in the bottommost space of that animal type's table without an overlying trough.
Warning! If you pasture an animal without having any troughs on its table, you will lose points instead.
Player Board livestock tables (basic side, as printed): the table headed 5 has values 4, 3 and 2 above three empty yellow spaces; the table headed 4 has values 3, 2 and 1 above two yellow spaces; the table headed 3 has values 2, 1, 0 and -2. The board's printed figures are pictorial and are not further explained in the text.
2. Crops
Count the number of crops separately for each type (both printed images on the cards and Resource Tokens) in any irrigated spaces and not in pastures with animals (since animals trample crops). Each type of crop scores points according to the total number as shown in the following table:
| Number of crops | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Points | 1 VP | 3 VP | 6 VP | 10 VP | 15 VP | 21 VP |
Agro-Optimizer (Advanced Rules). This extended table is used for Advanced Rules:
| Number of crops | 7 | 8 | 9 | 10, 11, 12 ... |
|---|---|---|---|---|
| Points | 28 VP | 36 VP | 45 VP | +5 VP per additional crop |
Note: the printed extended row shows the columns "10, 11, 12, ..." under a single "+5VP" entry; it is transcribed here as shown.
3. Pastures
If the fences are connected to form a closed area, it counts as a Pasture, which scores 3 VP per Pasture, regardless of size or contents.
4. Buildings
Count the number of unique Buildings in your farm (excluding the Starting House) and score according to the following table:
| Number of unique Buildings | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Points | 3 | 6 | 10 | 15 | 21 | 28 |
Note: When playing with the basic rules, disregard the row marked with the printed icon (the row used for technology points on the score sheet).
Game End
After the second scoring phase (after Round 12), the player with the highest total score wins. In case of a tie, the player with more Improvements in their farm is the winner. If it is still a tie, the players share the victory.
Advanced Rules "Tech Board"
If you are familiar with the basic rules of Farland and wish to add complexity to the game, you can play using these advanced rules.
In general, the gameplay remains the same, but there are changes in steps 1 and 3 of the setup process as follows:
- Unfold the full-sized board instead.
- Place the 4 Pond Tiles in a stack on the yellow space at the top left.
- Each player begins the game with 12 Upgrade Tokens of their respective colors.
- Flip Player Boards so that the advanced side is facing up (4/3/2).
During the game, every time you add a new Building to your farm, you get to place one of your Upgrade Tokens on an available slot on the Tech Board to indicate that you have that technology in your farm.
Upgrading level 1 technologies (bottom row) can be chosen freely. However, to upgrade to a level 2 technology (top row), you must have at least one level 1 technology in that tech tree before you can do so.
The slots for placing upgrade tokens on level 2 technologies are limited. In a 2-player game, there is only one slot for each level 2 technology. Otherwise, there are two slots. On the other hand, the slots for level 1 technologies are sufficient for each player. Each player can only have one Upgrade Token per technology.
The +10 VP slot is the only slot on the Tech Board where Upgrade Tokens can be placed without limitation. At the end of the game, each of your tokens in this slot will count as 10 VP.
Some technologies will grant additional scoring criteria for players. The points from these technologies should be recorded in the row shown on the score sheet.
Level 1 Technologies
- Irrigation: Receive a Pond Tile to expand the farm immediately. All 10 spaces surrounding the Pond Tile are irrigated.
- Nimbus Generator: When installing Improvements, you can place 2 Pipes in a + shape at an intersection of the farm grid. All 4 spaces surrounding it are irrigated.
- AquaSphere: Crops in pastures are irrigated.
- Efficient Construction: Each time you take a building, also take an Improvement from the supply.
- Free Range: Livestock in an open field (not in any pasture) scores points as if it were in a pasture if that open field only has one type of livestock. (An open field is separated by fences and farm edges.)
- Symbiosis: Different types of livestock can coexist in the same Pasture. (Not affecting livestock in open fields, in the case you have Free Range.)
- Fence Sprinkler: Pipes can be part of Pastures just like fences.
Level 2 Technologies
- Agro-Optimizer: Expands the Crops Scoring Table. (Affects Scoring Phase.)
- Land Prep: All Pastures and Crops in the farm that scored points give an additional 1 VP. (Affects Scoring Phase.)
- Flexible Installation: All Improvements can be freely moved around even after they have been installed.
- Resource Conversion: Every time you take a Resource Token, you can choose any type of Resource Token regardless of the type of icon overlapped (the quantity remains the same).
- Growth Enhancer: Each livestock in the farm that scored points gives an additional 1 VP. (For example, -2 VP becomes -1 VP, 2 VP becomes 3 VP, etc.) (Affects Scoring Phase.)