Fields of Arle: Tea & Trade
Fields of Arle: Tea & Trade Rulebook
Table of Contents
Table of Contents
Components
Boards:
- 1x Action Board: front for 2 players, back for 3 players
- 2x Building Display (for 2 players)
- 2x Building Display (additional for 3 players)
- 3x Harbor Board (1 per player)
- 1x Supply Board for Trading Ships and Fishing Cutters
- 1x Overlay with Imitate, Laborer, and Rounds for 3 players
Tokens and tiles:
- 3x Tool Indicator (in the player colors)
- 30x wooden Ditch
- 1x Scoring Pad (with Tea, Fishing Cutters, and Trading Ships)
- Tiles (double-sided):
- 5x Small/Large Fishing Cutter
- 4x Small/Large Trading Ship
- 23x Building (marked with a tea cup symbol)
- Resource Tiles:
- 30x Tea/East Frisian Tea
Additional components for the 3-player game:
General components:
- 1x Stable/Double Stall
- 3x Handcart/Wagon
- 1x Cart/Horse Cart
- 1x Peat Boat/Plow
- 3x Small Boardwalk (2 Peat) for 3 players
- 10x Peat
Components for the third player (1 set of components, as in the base game):
- 10x Tool Indicator (blue)
- 4x Worker (blue)
- 6x Goods Indicators
- 1x Sticker Sheet
- 1x Home Board
- 3x Moor/Dehydrated Moor
- 5x Dike
- 1x Travel Destinations and Barn Storage Board
- 9x Travel Destinations
Before Your First Game: Attach the appropriate stickers to the third player's 6 Goods Indicators and 4 Workers.
2-Player Setup
Set up the game as described in the base game rules with the following changes:
- Place the Action Board above the large Game Board with the 2-player side faceup. You each place 1 Tool Indicator of your color on the leftmost space of the Digging Spade track.
- Place the 2-player Building Displays next to the game board.
- Before distributing Buildings, collectively decide to use the new green, yellow, and blue Buildings exclusively or to use a random selection of base game and expansion tiles. The Buildings from this expansion show a tea cup symbol in the top right corner.
- Note: 2 Minor Craft Buildings (yellow: "Smokehouse" and "Smithy") and 2 Inns (blue: "Farmer's Inn" and "Sluice Yard Inn") in this expansion are new versions of base game Buildings with the same name, which have been adjusted for this expansion. They show an * on the front side. Replace the corresponding base-game Buildings with their new versions.
- After distributing buildings on the spaces of the large Game board, distribute the 3 Major Craft Buildings (orange), 1 Large Building (red), and 1 Inn (blue) on the matching spaces of the 2-player Building Displays; you may choose which Inn to distribute or decide it randomly. Return the remaining Buildings to the game box—you will not need them this game. (See also: Building Overview on page 7.)
- You each take a Harbor Board and place it above your Travel Destinations and Barn Storage Board.
- Instead of the resources you normally take during setup, you each take 3 Clay, 3 Wood, 3 Peat, and 3 Tea and put them in your personal supply.
- Place the supply board for Trading Ships and Fishing Cutters nearby and stack the Trading Ships and Fishing Cutters on the matching spaces. Place the Ditches and Tea nearby.
The Harbor Board has 2 spaces for Fishing Cutters (left) and 2 spaces for Trading Ships (right).
New Concepts
Ditches
The "Ditcher" Action allows you to dig Ditches, which help with dehydrating your land. Ditches are placed on the spaces between orthogonally adjacent Land Spaces of your Home Board. You cannot dig Ditches on these spaces. The "Ditcher" Action lets you dig 3 to 6 Ditches.
You can also dig Ditches via the "Dehydration Mill" and "Fridericus Sluice" Building Actions.
Digging Ditches
You must place your first Ditch such that it connects to the Dike Line. Subsequent Ditches must connect to at least 1 other Ditch, so that all Ditches are connected. You cannot place Ditches above your Dike Line or on Dike tiles. Your Ditch network may have any number of "branches," but only 1 Ditch may connect to the Dike Line. Once a Ditch has been dug, it remains on your Home Board until the end of the game.
When your Dike Line moves closer to the ocean, leaving your Ditch network disconnected from the Dike Line, you may immediately (and without using an Action or paying any resources) dig a ditch to connect your ditch network to your Dike Line. Whether or not spaces next to a Ditch have been built on does not matter.
By moving a Dike, your Dike Line moves and your Ditches no longer connect to it. When this happens, you may dig a new Ditch to close the gap at no cost.
Using Ditches
Each Land Space bordered by at least 2 Ditches is considered "dehydrated" and provides benefits in 3 different ways:
- Sheep Husbandry: An empty dehydrated Land Space can hold up to 3 sheep. Consequently, if you have 2 Sheep in an empty dehydrated Land Space during the May Inventorying, you will get 1 sheep in that space.
- Cultivation: When using the "Farmer" Action, you may plow 2 fields per Plow (instead of 1) on empty dehydrated Land spaces. The Fields may be of the same or different types.
- Dehydrating Moors: As soon as a Moor tile is adjacent to 2 Ditches, turn it over (and place Peat on it).
During May Inventorying, you get 1 Sheep on each empty dehydrated Land Space with 2 Sheep.
Fishing Cutters and Trading Ships
Your Harbor Board has 2 spaces for Fishing Cutters and 2 spaces for Trading Ships. It also shows which Trading Actions you can take with your Trading Ships.
The "Sailmaker" and "Boat Builder" Actions on the Action Board allow you to build Trading Ships and Fishing Cutters and place them on your Harbor Board.
Like Vehicles, Fishing Cutters and Trading Ships can be loaded at any time during the Work Phase. Their spaces work like vehicle spaces for upgrading resources. However, you may not visit Travel Destinations with Trading Ships or Fishing Cutters.
Fishing Cutter Special Ability
Before you empty your Fishing Cutters during the "Empty Vehicles (and Ships)" phase of May and November Inventorying, you get 1 Food for each of your uncovered Fishing Cutter spaces.
Trading Ship Special Ability
Before you empty your Trading Ships during the "Empty Vehicles (and Ships)" phase of May and November Inventorying, you can choose to send each to a location to trade. For each of your Trading Ships, resolve an effect based on where you sent it:
- India: Pay 3 Food to place 1 Tea on each uncovered space on the Trading Ship.
- England: Pay 1 Tea (or 1 East Frisian Tea) to place 1 Winter Wear on the Large Trading Ship. (You must have 3 uncovered spaces on the Trading Ship.)
- Norway: Pay 3 Flax or 3 Grain to place 1 Wood on each uncovered space on the Trading Ship.
- Finland: Pay 1 Winter Wear to place 1 Timber on each uncovered space on the Trading Ship.
Trades are simultaneous; upgraded resources cover spaces for trading.
You cannot trade using Fishing Cutters.
Tea and East Frisian Tea
Tea is a new resource that can be upgraded to East Frisian Tea. When you place a worker to take an Action, you may pay Tea or East Frisian Tea to improve that Action in 1 of 3 different ways:
-
If the Action corresponds to a Tool Track, you may pay 1 Tea to take the Action as though your Tool Indicator were 1 space further to the right.
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If the Action corresponds to a Tool Track, you may pay 1 East Frisian Tea to take the Action as though your Tool Indicator were 2 spaces further to the right.
- Exception: Tea cannot improve the Oven, and East Frisian Tea improves it by only 1 space. Important: You may pay only 1 Tea or 1 East Frisian Tea per Action to improve that Action. Tea and East Frisian Tea cannot improve an Action beyond the last space of the corresponding Tool Track.
-
You may pay 2 East Frisian Tea to take an Action twice. If the Action has a cost (like the Forester), you must pay the cost again. If you take an action that corresponds to a tool track twice, you cannot pay additional Tea or East Frisian Tea to improve either Action. If the Action gives you choices, you can choose differently the second time you take it. (E.g., if you imitate twice, you can imitate 2 different Actions; or, you can take 2 different animals at the Grocer. You are allowed to carry out anytime actions during your 2 actions.)
Similar to Wood and Clay, whenever you would pay Tea, you can pay East Frisian Tea instead.
Examples (from the rulebook's illustrations):
- Using Tea for the Dike Builder does not provide any benefit. Either way, you could move only 2 Dikes. You could not pay Tea to get more animals either, because Tea can improve only the (Pairs of) Shovels. If you choose the Clay Worker, you can pay 1 Tea to get 5 Clay instead of 4.
- Even if you pay 1 East Frisian Tea, you will get only 6 Wood, because you cannot improve the Axe Track by 2 spaces.
- If you pay 2 East Frisian Tea, you can use the Master twice to upgrade 2×3 Tool Indicators. If you upgrade the Workbenches as your first upgrade, you can upgrade a total of 8 Tool Indicators. You must pay all upgrade costs.
- By paying 2 East Frisian Tea at the Builder, you can build 2 Buildings by paying their costs.
3-Player Setup
Set up the game as you would a 2-player game with the "Tea & Trade" expansion with the following changes. The third player follows all of the same setup rules as the other players:
- Place the Action Board with the 3-player side (showing the 3-player icon) faceup. Place the third player's Tool Indicators on top of the others.
- Place the Overlay (with Imitate, Laborer, Rounds, and Worker Preparations) over the bottom part of the large Game Board, covering the old Laborer and Worker Preparation spaces.
- Randomly determine the Starting Player; with 3 players, play proceeds clockwise in order. Place 1 Worker of each color on each of the "July" to "October" spaces of the Overlay, with the starting player's Workers on top and the other players' Workers descending in play order. Place the Half Year Counter on space 1.
- Place the 3-player Building Displays (showing the 3-player icon) next to the 2-player Building Displays (all 4 of the Building Displays are used).
- After distributing buildings on the spaces of the 2-player Building Displays, distribute the 1 Major Craft Building (orange), 1 Large Building (red), 2 Small Houses (green), and 1 Minor Craft Building (yellow) on the matching spaces of the 3-player Building Displays; you may choose which Small Houses and Minor Craft Building to distribute or decide them randomly. Return the remaining Buildings to the game box—you will not need them this game. (See Building Overview on page 7.)
- You each place your Goods Indicators (Food, Grain, Flax, Wool, and Hide) 1 space higher than in a 2-player game.
- Instead of the Small Boardwalk showing 4 Peat, you each place a Small Boardwalk showing 2 Peat on your Home Board and 2 Peat on that Boardwalk.
- You each take 1 Cart and place it in your Barn.
Starting resources, goods, and vehicles with 3 players: the rulebook shows these in an illustration (the same resource tiles, goods, and vehicles as the 2-player setup, with the note "All indicators +1"); they are not listed in the text.
Preliminary Round and Specialization
Before the game begins, each player can choose 2 specializations. The last player in play order chooses his 2 specializations first, followed by the middle player, and finally the starting player. There are 2 types of specializations:
- Upgrade Tools: Choose a Tool Track that has not yet been chosen by any player; move your Tool Indicator 1 space to the right on that track at no cost. Each other player gets the resources this upgrade would normally cost.
- Build a Small House (green): Build any Small House; you can choose this specialization only once. The building cost is doubled (2 Building Materials and 2 Grain). You cannot use the action of the Small House until after the Preliminary Round.
You can either upgrade 2 Tools, or upgrade 1 Tool and build 1 Small House.
As the Red player, you choose to upgrade your Workbenches as your first specialization. Blue and Yellow each get 2 Clay.
As your second specialization, you build the Chicken Farm, paying 1 Wood, 1 Clay, and 2 Grain.
Blue is the starting player, followed clockwise by Yellow and Red.
3-Player Gameplay
Special Action
In the 3-player game, 2 different players may take a Special Action (i.e., take an Action of the other Season) during a Half Year. This affects the next starting player as follows:
- If no player takes a Special Action, the next player in counterclockwise order becomes the starting player.
- If only 1 player takes a Special Action, the next player in counterclockwise order that did not take the Special Action becomes starting player.
- If 2 players take a Special Action, the player who did not do so becomes starting player.
Imitation
There are 3 Imitate Action spaces on the Overlay; each player can take up to 1 Imitate Action per Half Year. The first Imitate Action in a Half Year costs 1 Food, and each later Imitate Action costs 2 Food.
1-Player Setup
Follow the same setup steps as the 2-player game.
The Action Spaces
The Action Spaces of the Summer/Fall Half Year
- Ditcher (2 and 3 players): Dig 1 Ditch on your Home Board for each Digging Spade you have (3 to 6 per Action). (see page 4)
- Sailmaker (2 and 3 players): You get 1 Wool and 1 Peat. Build 1 Fishing Cutter or 1 Peat Boat by paying its costs.
- Grandmother (2 player game: Winter/Spring Half Year): You get 1 East Frisian Tea and 4 Food.
- Laborer (3 players only): Pay 2 Food and build 1 Vehicle or 1 Trading Ship by paying its costs.
The Action Spaces of the Winter/Spring Half Year
- Driver (3 players only): You get 1 Clay for each Peat Boat you have and 1 Clay for every 3 Ditches on your Home Board.
- Boat Builder: 2 player: Build 1 Trading Ship or 1 Peat Boat and/or 1 Fishing Cutter by paying the costs. 3 player: Build 1 Trading Ship by paying the costs.
- Woodcutter (3 players only): You get 3 Wood plus 1 additional Wood for each Forest on your Home Board.
- Laborer (3 players only): Pay 2 Food and build 1 Building by paying its costs.
The New Buildings
Small Houses (Green) | Building Cost: Any 1 Building Material, 1 Grain | Value: 1 VP
There are a total of 11 Small Houses (7 from the base game + 4 new ones) in the game. (Experienced players will not need the 4 light green Small Houses.) Place 4 Small Houses in a 2-player game and 6 Small Houses in a 3-player game on the designated spaces of the Building Displays (randomly or by choosing).
Small Houses provide ANYTIME-ACTIONS that you can take at any time (even multiple times in a row) during the course of the game (especially during the Work Phase).
- Animal Market (1 VP) — Ability: You may exchange any 3 Animals for 4 Tea and 3 Food.
- Chicken Farm (1 VP) — Ability: You may exchange 1 Wood and 1 Grain for 4 Food.
- Tea Office (1 VP) — Ability: You may exchange 2 different Fabrics (Leather / Linen / Woolen) and 1 Food for 4 Tea.
- Dehydration Mill (1 VP) — Ability: You may pay 1 Wood and 1 Food to dig 2 Ditches.
Minor Craft Buildings (Yellow) | Building Cost: 1 Timber, 1 Brick | Value: 3 to 5 VP
Replace the "Smokehouse" and "Smithy" from the base game with the corresponding expansion Buildings of the same name (marked with an asterisk *). There are a total of 10 Minor Craft Buildings (5 from the base game, including the 2 replaced ones, + 5 new ones) in the game. Place 2 or 3 of them (with 2 and 3 players, respectively) on the designated spaces of the Building Displays (randomly or by agreement).
- Smokehouse* (4 VP) — Ability: You get 2 "Cut Peat" Actions for each Fishing Cutter and 1 "Cut Peat" Action for each Fish Trap you have. (You do not lose any Fishing Cutters or Fish Traps from this, and you may not take the Peat from the general supply.)
- Smithy* (5 VP) — Ability: For each Workbench you have, you may pay 2 Food to turn a Ship or Vehicle (Trading Ship, Fishing Cutter, Peat Boat, Vehicle, Cart).
- Moor Farmer's House (5 VP) — Ability: Discard a Moor Tile from your Home Board and place Grain Fields on the 1 or 2 former Moor Spaces you uncovered. You may discard a Moor Tile, a Dehydrated Moor Tile (2 spaces), or the Small Boardwalk (1 space). If there was Peat on the Moor Tile, return it to the general supply.
- Small Wharf (5 VP) — Ability: For every 3 Ditches on your Home Board, you may pay 1 Timber to get your choice of a Small Fishing Cutter or Peat Boat. (Keep the Ditches.)
- Fridericus Sluice (3 VP) — Ability: For each Workbench you have, you may dig 3 Ditches. (You can dig at least 6 and at most 12 Ditches this way.)
- Homestead (5 VP) — Ability: You get 1 Grain for each Horse and 1 Flax for each Cattle on your Home Board.
- Peat Barn (3 VP) — Ability: You get 1 Cart for every 3 Ditches on your Home Board. You also get 1 Cart for each Peat Boat you have.
Major Craft Buildings (Orange) | Building Cost: Various | Value: 5 to 8 VP
Place the Major Craft Buildings on the designated orange spaces of the game board and the new Building Displays. There are 10 Major Craft Buildings (6 from the base game + 4 new ones) in the game. In a 2-player game, only 9 of these are used. In a 3-player game, all 10 are used.
- Slaughterhouse (8 VP) — Building Cost: 2 Bricks. Ability: Immediately (and only once) move your Slaughtering Table Tool Indicator 1 space to the right for free. For the remainder of the game, you get 1 more Food per animal you convert.
- Caroline Sluice (5 VP) — Building cost: 2 Timber, 12 Food. Ability: You get 1 Clay for each Ditch on your Home Board. Also, dehydrate 1 Moor Tile.
- Tea Factory (6 VP) — Building Cost: 5 Tea, 2 Bricks. Ability: You get 5 East Frisian Tea.
- Schnapps Factory (3 players only) (5 VP) — Building Cost: 6 Grain, 1 Brick. Ability: You get 4 Food for each (Small or Large) Trading Ship in your Harbor, as well as 4 Food for each Inn (blue Building) on your Home Board.
Inns (Blue) | Building Cost: 2 different building materials, 9 Food | Value: 3 to 5 VP
Replace the "Farmer's Inn" and "Sluice Yard Inn" from the base game with the corresponding expansion Buildings of the same name (marked with an asterisk, *). There are a total of 10 Inns (6 from the base game, including the 2 replaced ones, + 4 new ones) in the game. Place 4 of them on the designated spaces of the Building Displays (randomly or by agreement).
- Ale house Inn (4 VP) — Ability: You get 2 Food and 2 Wool for each Major Craft Building (orange) on your Home Board.
- Old Brickworks Inn (5 VP) — Ability: For each Field on your Home Board, you may exchange 1 Tea for 1 Brick and 1 Flax.
- Vossenhus Inn (5 VP) — Ability: You get 3 Peat for each Vehicle in your Barn (plows and boats are not vehicles).
- Farmer's Inn* (5 VP) — Ability: Immediately and only once, you may replace 1 Field with 1 Forest. For each Forest on your Home Board, you may exchange 1 East Frisian Tea for 9 Food.
- Sluice Yard Inn* (4 VP) — Ability: You get 1 Large Fishing Cutter. Also, you get 1 Wood per Axe (as though you took the "Woodcutter" Craft Action).
- Old Smithy Inn (3 VP) — Ability: You get 3 Horses and 1 Plow.
Large Buildings (Red) | Building Cost: 3 Timber, 3 Bricks, 15 Food | Value: 15 VP
Place the Large Buildings on the designated spaces. There are 5 Large Buildings (3 from the base game + 2 new ones) in the game. In a 2-player game, only 4 of these are used. In a 3-player game, all 5 are used.
- Mennonite Church (15 VP) — Ability: You immediately get 1 Large Trading Ship. Also, you may exchange 1 Linen for 5 Food up to 3 times.
- Norderburg Castle (3 players only) (15 VP) — Ability: Discard 4/6/8 Fields from your Home Board to get 14/19/24 Food, respectively. Move your Digging Spade Indicator 1 space to the right at no cost.
Building Overview
| Type | Color | Number with 2 players | Number with 3 players |
|---|---|---|---|
| Small House | Green | 4 (same as base game) | 6 |
| Minor Craft Building | Yellow | 2 (same as base game) | 3 |
| Major Craft Building | Orange | 9 | 10 |
| Inn | Blue | 4 | 4 |
| Large Building | Red | 4 | 5 |
The End of the Game and the Winner
Use the Scoring Pad to write down your Victory Points (VP) as usual. You can score additional VP in this expansion for:
- Tea and East Frisian Tea (½ and 1 VP).
- Fishing Cutters and Trading Ships (2, 3, or 4 VP).
- Digging Spade Tools (0, 2, or 3 VP).
Note: the rulebook gives these values only as printed; the per-quantity breakdown is not reproduced in the rulebook text.