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Get Off My Land!

Get Off My Land! Rulebook

Table of Contents

Table of Contents

  • Components
  • Play Area Setup
    • First Player Marker
    • Farmer & Farmhouse Setup
    • Money Setup
    • Land Tile Setup
    • Fence Cards Setup
    • Market Cards Setup
    • Month Track & Month Marker
  • Land Tile Setup
  • Sequence of Play
  • Start of Turn
  • Player Turn
    • Logging
    • Playing a Fence Card
      • Playing a Card for Actions
      • Playing a Card for Fences (Once per turn!)
      • Playing Fences on an Opponent's Controlled Tile
      • Defending with Bullet Holes
      • Additional Farmhouse Tile Rules
    • Go to Market
      • Market Cards
    • Harvest
  • End of Month
  • End of the Game
  • Game End
    • Scoring Example
  • Farmhouse Tiles
  • Fence Cards
    • Get Off My Land!
    • Midnight Raid!
    • Slash and Burn!
    • Manager's Deal!
    • Implements of Destruction!
    • Fertilizer!
    • Steroids!
    • Combine Harvester!

Components

  • 82 Money: 8x $50 cards, 12x $20 cards, 12x $10 cards, 20x $5 cards, 30x $1 cards
  • 1 Month Marker
  • 1 First Player Marker
  • 4 Farmers (1 per colour)
  • 13 Forest Tiles (forest side / logged side)
  • 8 Farmhouse Tiles
  • 8 Grass Tiles
  • 60 Fence Pieces (15 per colour)
  • 1 Month Track
  • 40 Market Cards (immature / mature sides)
  • 60 Fence Cards
  • 4 Action Reference Cards
  • 1 Market Track (2 parts)

Play Area Setup

Each player should start with:

  • 1 Action Reference Card/Scoring Card
  • 1 Farmhouse Tile
  • 15 Fence Pieces of their chosen colour
  • 1 Farmer of their chosen colour
  • $8 worth of money
  • 2 fence cards

First Player Marker

The player who most recently visited a farmer's market receives the First Player Pumpkin.

Farmer & Farmhouse Setup

Players start their farmers on top of their farmhouse tiles. Shuffle and deal 2 Farmhouse Tiles to each player. Choose one to use and put the other one back in the box.

Money Setup

Separate the money in to their own piles as shown. This is considered the 'bank'. Each player should start with $8.

Land Tile Setup

Separate the tiles as follows:

  • 2 Player Game - Use tiles marked with 2+
  • 3 Player Game - Use tiles marked with 2+ and 3+
  • 4 Player Game - All tiles (2+, 3+, 4) are used.

Place the tiles you are not using back in the box. Follow the setup charts on page 6 [sic: the setup diagrams are in the Land Tile Setup section] to prepare the play area.

Land Tile Anatomy: Mid or End Game Bonuses, Ongoing Bonus, Immediate Rewards, Number of Players.

Fence Cards Setup

Fence Card Anatomy: Bullet Holes, Title, Type (Action), Number of Fences, Number of Players.

Separate the cards as follows:

  • 2 Player Game - Use cards marked with 2+
  • 3 Player Game - Use cards marked with 2+ and 3+
  • 4 Player Game - All cards (2+, 3+, 4) should be used.

Place the cards you are not using back in the box. Shuffle the cards you are using and place them face down next to the play area. Deal 2 fence cards to each player.

Market Cards Setup

Separate the cards as follows:

  • 2 Player Game - Use cards marked with 2+
  • 3 Player Game - Use cards marked with 2+ and 3+
  • 4 Player Game - All cards (2+, 3+, 4) are used.

Place the cards you are not using back in the box. Make sure the cards are "face up" (The side with A, B, C on the bottom right).

With the cards you are using, separate them in to 3 piles according to the letter on the bottom right corner of the card (A, B, C). Shuffle each lettered pile separately, then place them below the $10 slot with the C pile on the bottom, then the B pile, and the A pile at the top. Draw the top 5 cards and place them accordingly in the market track slots starting at the $2 slot.

Market Card Anatomy:

  • Immature side: Type, Name (e.g. Cows), Mature Values, Number of Players.
  • Mature side: Type, Name, Income, Harvest, Stacking Order.

Month Track & Month Marker

Place the Month Track near the play area so all players can see it. The Month Marker starts in May.

Land Tile Setup

LAND TILES - Once you have selected the tiles based on the number of players, separate them in to these 3 types (forest tiles, grass tiles, farmhouse tiles). Shuffle the two types of forest tiles separately. Place all tiles face down according to the diagrams to set up the game board. The grass tiles are placed in specific spots according to the diagrams.

FARMHOUSE TILES - Each player should have been dealt 2 Farmhouse Tiles and chosen 1 to keep. Each Farmhouse has a different bonus. These bonuses are a side goal you can work towards throughout the game. Place each player's Farmhouse Tile according to the diagrams. (See Farmhouse Tiles for individual bonus details.)

Make sure to leave enough space in between the tiles to place your fences.

(Diagrams: 2 Players Setup, 3 Players Setup, 4 Players Setup.)

Sequence of Play

  1. START OF TURN: At the beginning of each month, all players receive income for all their mature crops and livestock cards on land tiles they control.
  2. PLAYER TURN: Starting with the First Player, each player takes their turn in clockwise order. One month on the track equals a full round and all players should have had a turn.
  3. END OF MONTH: After all players finish their turns in the current month, move the Month Marker to the next month.

Start of Turn

At the beginning of each month, all players should receive income for mature or active market cards they control, and any Fishing Hole land tiles they control. Skip this step on the first Month as no one has any income to gain yet.

You do not gain income for a market card if:

  • An opponent's farmer is on your market card.
  • Your market card is on its immature side.

Example:

Yellow player would gain:

  • $2 for the Orchard.
  • $0 for the Potatoes because it's immature. The fertile land bonus only works for mature cards.
  • $0 for the Ducks because Teal player's farmer is stealing the income and bonuses.

Teal player would gain:

  • $3 for the Chickens.
  • $1 for the Workhorse.
  • $1 for the Fishing Hold [sic] land tile.
  • $2 for the Ducks because Teal player's farmer is stealing the income and bonuses.

Player Turn

Each player turn consists of up to 2 actions. Starting with the first player, each player may choose two of the following actions (in any order or combination, including the same action twice except the "Playing a fence card for fences" action):

Logging

This action allows you to flip over a forest tile to reveal its logged side. Some tiles will have icons on the logged side with the rewards for logging that tile (mid/end game bonuses, ongoing bonus, immediate rewards).

  • You cannot log a land tile that is fully fenced by another player.
  • If the fence card deck runs out, reshuffle the discarded cards to form a new fence deck.

Some Land Tiles have immediate rewards. Collect the rewards when you take the logging action:

  • Fence Card - Draw a Fence Card. (When drawing cards, keep them secret in your hand.)
  • Buried Treasure - Gain $2.

Some Land Tiles have ongoing, mid game or end game bonuses:

  • Fishing Hole - Gain $1 income every turn unless there is a market card on this tile.
  • Fertile Land - This bonus increases the income and harvest values of a mature crop placed on this tile. (The tile shows +1 income and +3 harvest.)
  • Oil Strike - At the end of game, the player(s) controlling Oil Strike tiles will gain $2 per Oil Tile for each Land Tile they control.

Playing a Fence Card

This action allows you to play a fence card for the action or for the fences.

Playing a Card for Actions

This action allows you to play a fence card for the action on the card. (See the Fence Cards section for detailed card explanations.)

  • When using an action on a card, resolve the effects in order from top to bottom.
  • Actions on the fence cards can only be used on your turn. The only time you can play cards out of turn is if you are using them for the bullet holes to defend against an attack. (See Defending with Bullet Holes.)
  • Discard the used fence card(s) when you are finished with it.

Placing Your Farmer: Your farmer starts on your farmhouse tile. You can only use farmers with certain fence cards. (See Fence Cards for details.)

  • At the beginning of each month, if your farmer is on another player's controlled land tile, you gain the income and bonuses of the market card instead of the player controlling that tile. You may never harvest an opponent's market card even if your farmer is on it.
  • If your farmer is on one of your controlled land tiles, it protects that tile. Other players cannot try to break a fence or place fences to try to take over that specific land tile.
  • There can never be more than one farmer on a single land tile.
  • When removing a farmer from any land tile, simply return it to its owner's farmhouse tile.

Playing a Card for Fences (Once per turn!)

This action allows you to play a fence card to place or move as many fence pieces as depicted on the card.

  • Please note the difference between "Fully Fenced" and "Controlled". As long as there are fences on all sides of a land tile, it is considered to be fully fenced. You would not control the market card on a land tile unless all fences surrounding this card belongs to the same player. (fig.1: Teal controls A. Orange controls B. fig.2: Teal does not control A, but it is considered to be fully fenced. Orange controls B.)

Place fences in between tiles, not on top of them.

  • You do not need to completely fence a land tile in one turn. (fig.1)
  • Fence pieces must be placed connected to your Farmhouse Tile or a fence piece you already have in play. (fig.2)
  • When placing fences to control a land tile, it must be orthogonally connected to a land tile you control. (fig.3)
  • Your fences must fully surround a land tile for you to control it. (fig.4)
  • You may control larger fenced areas to maximize the use of your fences. (fig.4+5 Tiles A, B, and C are considered fully fenced)
  • You may fence a logged or unlogged land tile. (fig.6)

Playing Fences on an Opponent's Controlled Tile

To attempt to steal land from an opponent, follow these steps in order:

  1. Play a fence card just like you normally would to place fences.
  2. Place the depicted number of fences on the land tile you wish to steal. Place fences on the inside of the opponent's fences. (fig.7 Teal is trying to steal Orange's land tile)
  3. Give your opponent the opportunity to defend. To defend, the defending player must discard fence cards to total 3 or more bullet holes. (fig.8)

If the defending player chooses not to defend, you would now control that tile and you would remove any opponent's fences that are inside your controlled area. (fig.9 Teal now controls tile B and will remove Orange's fence that is inside their controlled area.)

If the defending player chooses to defend, you would not gain control of the tile and you would remove the fences you just placed. (fig.10 Orange player defends against Teal's attack and Teal must remove the fences he placed to try and steal tile B.)

  • When you take control of an opponent's tile, opponent's fences within your newly controlled tiles are removed immediately. (fig.11)
  • If an opponent's fence could be considered to belong to an adjacent land tile, it is not removed and it is positioned outside your controlled area. (fig.12)
  • You can move your fences from other tiles you control when making an attempt at taking over an opponent's land tile. However, if your fence placement gets defended against, the fence pieces you moved are returned to your personal stash instead of where you took them from.
  • If a tile you control becomes disconnected from your farmhouse, you still control the tile. If this happens, you cannot expand your farm from the separated land tile until you reconnect it to your farmhouse.
  • Control is considered infinite on the edge of the play area and any fence belonging to an opponent would be considered in your controlled area and therefore removed from play. (fig.13)
  • If the land tile you placed fences on has opponent's fences but they don't control that tile, they cannot defend even if your fence placement would remove their fence(s). (fig.14)
  • You may never control an opponent's Farmhouse Tile.

Example:

Teal player plays a 3 fence card and places the fences on Tile A and C. He then gives Orange player a chance to defend.

  • Orange player chooses to play cards to defend. Teal player would only remove the fences he placed on Tile C. The fence Teal placed on Tile A would not be removed because this was not used in the attempt to steal Tile C.
  • Orange player chooses not to play cards to defend. Teal would now control Tile C. Two of Orange player's fences would be removed and one of them would be repositioned. The fences outlined in red are removed because one is within Teal's controlled area and Tile C is considered the edge of the play area. The fence outlined in yellow is repositioned because no one controls Tile B and therefore that fence is considered to be used for Tile B.

Defending with Bullet Holes

There are only 2 instances where you are able to defend:

  1. If you are going to lose control of a land tile.
    • If an opponent tries to steal your land by placing fences.
    • If a broken fence would cause you to lose control of a land tile.
  2. If a broken fence would cause your mature livestock to eat your mature crop.

Additional Farmhouse Tile Rules

Farmhouse Tiles are like secret objectives that will gain you extra money at the end of the game. You don't necessarily need to follow them but money is how you win the game so trying to complete the requirements is generally a good idea.

  • You may never control an opponent's Farmhouse Tile.
  • You may never place their farmer on an opponent's Farmhouse Tile.
  • You may never place a market card on your Farmhouse Tile.
  • You won't receive the extra money for your Farmhouse Tile bonus if you don't control it at the end of the game.

Go to Market

This action allows you to buy one market card from the market track or purchase lumber. Lumber is available to all players and is unlimited. You must pay the corresponding cost shown on the market track (unless an action card says otherwise).

  • In order to purchase from the market, you must be able to place the market card on a fully fenced and logged land tile that you control.
  • You must immediately place the card you buy, you cannot hold on to it.
  • Place the card immature side up as you must wait for the next Growth in order to start collecting the income/harvest values on the mature side. (The only exception is when buying equipment cards, place them grey border side up.)
  • You may replace an existing market card on a land tile that you control. Put the replaced card in a discard pile next to the market track.
  • After purchasing a market card, slide the remaining market cards on the market track to the left of the market track and replenish the track with cards from the top of the $10 deck. If the $10 slot ever becomes empty, shuffle all the market cards that were removed from the game and make a new market deck.

Lumber is another option you can purchase from the Market Track. It is available to all players but you must still use the "Go to Market" action to purchase it. When you buy lumber from the Market Track:

  1. You pay $3. (Unless otherwise specified)
  2. You may place or move 1 of your Fence Pieces.
  3. You draw 2 Fence Cards.
  4. You remove the market card in the $2 slot from the game and slide the remaining market cards on the market track to the left. (If the $10 slot ever becomes empty, shuffle all the market cards that were removed from the game and make a new market deck.)

If the fence piece you place is cancelled by another player defending with bullet holes, you still draw the 2 Fence Cards.

Market Cards

There are 3 different types of Market Cards:

  • CROPS include grain, corn, potatoes, vegetables, and orchards.
  • LIVESTOCK include ducks, chickens, cows, and pigs.
  • EQUIPMENT include stills and the workhorse.

Income is the top number shown on the mature side of a market card. Each player will receive income at the start of every month for market cards they control.

Harvest is the bottom number shown on the mature side of a market card. When you take a harvest action, this is the harvest value you collect.

Some market cards have income and/or harvest bonuses. These bonuses will affect ALL market cards YOU control.

Card anatomy: Immature side - Type, Name, Mature Values, Number of Players. Mature side - Type, Name, Income, Harvest, Stacking Order.

LOOSE ANIMALS!

  • If at any point mature livestock is on a land tile that is not fully fenced, it runs away. Flip it to its immature side.
  • If at any point mature crop is on a land tile that is not fully fenced, it does not flip to its immature side. It simply means it is uncontrolled until a player fully fences it again.

Please remember "Fully Fenced" and "Controlled" are not the same. See Playing a Card for Fences for clarification.

OM, NOM, NOM!

  • If at any point mature livestock is in the same fenced area as mature crop, it will eat the crop. If this happens, you must immediately flip the crop to its immature side.
  • There are exceptions to this rule on certain market cards: Ducks - Do not eat. Orchards - Cannot be eaten.

Equipment cards (Active side / Exhausted side: Type, Name, Income, Harvest, Stacking Order, Number of Players):

  • Equipment cards are the only market cards that are placed active side up when bought from the market track.
  • If you control an equipment card, you may spend a harvest action to flip it to the exhausted side to draw 1 fence card.

Harvest

This action allows you to gain money or a card for harvesting crops or livestock they control. Flip a market card you control from its mature side to its immature side to collect the harvest value shown on the card.

  • You may only harvest one market card per action used.
  • You may never harvest an immature market card.
  • You may never harvest an opponent's market card.
  • You can still harvest a market card you control even if an opponent's farmer is on it.
  • When harvested, a market card will not gain you any income until it matures again.

(Diagram: Mature, Immature, Active, Exhausted sides, with the harvest value. The numbers on the immature side reference the mature values on the mature side.)

At any point during the game, you may ask an opponent how much money they have. Your personal stash of money is public knowledge.

End of Month

If you have more than 6 cards, you must discard down to a hand size of 6 Fence Cards at the end of each turn.

Once all players have had a turn, move the month marker to the next month. The icon row shown on the month track is not considered as a player turn.

Special events happen when the month marker passes these icons:

  • CROPS! Flip all crop market cards on land tiles to their mature side.
  • LIVESTOCK! Flip all livestock market cards on land tiles to their mature side.
  • EQUIPMENT! Flip all equipment market cards on land tiles to their active side.
  • WINTER! (Discard Crops!) After November, all crop cards are removed from land tiles. Place them in a discard pile near the Market Deck. Note that crops will not mature after November as there is no icon for crops.
  • FIRST PLAYER! Pass the first player marker to the player to the left.

Designer's Note: It's best not to buy crops right before Winter because all crops get discarded at the end of November.

End of the Game

The game ends after the month of April. All players should finish their actions for the month of April and prepare to collect bonus end game money.

Game End

  1. The bonus from the Oil Strike land tiles are collected at the end of the game. If you control an Oil Strike land tile, you gain money for each land tile you control.
    • 1 Oil Strike = Each land tile you control is worth $2.
    • 2 Oil Strike = Each land tile you control is worth $4.
    • 3 Oil Strike = Each land tile you control is worth $6.
  2. Receive $5 for each equipment market card you control.
  3. Each player should also collect the bonus money gained from their farmhouse tile.

Once each player has collected money for 1, 2 and 3, you add all your money gained throughout the game for your final score.

The winner is the player with the most money. In a tie, the tied player who owns the most plots of land is the winner.

Scoring Example

  • Yellow Player: 1) $24, 2) $10, 3) $16, money $77. Final Score $127.
  • Teal Player: 1) $12, 2) $5, 3) $25, money $76. Final Score $118.
  • Orange Player: 1) $0, 2) $0, 3) $20, money $94. Final Score $114.
  • Red Player: 1) $0, 2) $0, 3) $15, money $88. Final Score $103.

Farmhouse Tiles

Farmhouse bonuses are a side goal you can work towards throughout the game. You collect the bonus money at the end of the game. The maximum you can gain from this bonus is $30.

  • COMMUNITY GARDEN: Receive $5 for each immature crop you control. Receive $10 for each mature crop you control.
  • FIREWOOD FOR SALE: Receive $5 for each unused fence card in your hand at the end of the game.
  • PETTING ZOO: Receive $5 for each immature livestock you control. Receive $10 for each mature livestock you control.
  • HOARDER: Receive $0/8/18/30 for market cards you control with the same name. If you had 2 cows and 2 grain you would receive $16 total.
  • ROADSIDE MARKET: Receive $0/4/9/15/22/30 for differently named market cards you control. If you had 4 differently named market cards you would receive $15 total.
  • SPECIALTY SHOP: Receive $30 for 1, $20 for 2, $10 for 3, $0 for 4+ differently named market card you control at the end of the game. If you had 2 cows and 3 grain you would receive $20 total.
  • USED PARTS SHOP: Receive $5 for each exhausted equipment you control. Receive $10 for each active equipment you control.
  • NATURE PRESERVE: Receive $6 = 1, $13 = 2, $21 = 3, $30 = 4+ for land tiles you control that have no market cards on them at the end of the game.

Fence Cards

Get Off My Land!

This card allows you to remove an opponent's farmer from a land tile you control. Then you may place your farmer on a land tile you control. When your farmer is on a land tile you control, that tile (this includes any fences surrounding this tile, any market card on this tile, and the tile itself) cannot be targeted by any opponent's attacks.

Midnight Raid!

This card allows you to place your farmer on an opponent's market card and immediately collect it's income. When your farmer is on an opponent's market card, you gain the income and card bonuses on the market card for as long as your farmer stays there. Also, the owner of the card will not receive the income or bonuses from that card until your farmer is removed. The player who controls the market card is the only player who can harvest it. Under no circumstance can you ever harvest an opponent's market card.

Slash and Burn!

This card allows you to flip 2 Forest Tiles to their logged side and draw 3 fence cards. (Do not collect the rewards shown)

OR

Break 1 opponent's fence piece. Place or move 1 of your fence pieces. If an opponent defends against you breaking their fence piece, you still get to place or move 1 of your fence pieces.

Manager's Deal!

This card allows you to purchase any market card on the market track for $2. If you control a workhorse, the discount for crops still applies. The same rules for placing the market card still apply. (See Go to Market.)

Implements of Destruction!

This card allows you to choose 2 of the following options (You cannot choose the same option twice):

  • Remove 1 market card from the market track.
  • Break 1 opponent's fence piece.
  • Remove a farmer from any tile.

You may remove a market card from anywhere on the market track. You may remove any opponent's fence piece. The rules for crops & livestock interaction still apply. (See Market Cards.) You may choose to remove any player's farmer from any land tile.

Fertilizer!

This card allows you to choose 2 of the following options:

  • Purchase a Market Card.
  • Mature a crop you control.
  • Mature a crop you control.

The same rules for purchasing a market card still apply. (See Go to Market.) The same rules for crops & livestock interaction still apply. (See Market Cards.)

Steroids!

This card allows you to choose 2 of the following options:

  • Purchase a Market Card.
  • Mature a livestock you control.
  • Mature a livestock you control.

The same rules for purchasing a market card still apply. (See Go to Market.) The same rules for crops & livestock interaction still apply. (See Market Cards.)

Combine Harvester!

This card allows you to perform 2 harvest actions. You must discard one of the market cards harvested with this card. (The discarded card is placed in the market card discard pile.) The same rules for harvesting still apply. (See Harvest.)