Jaliz
Jaliz Rulebook
Table of Contents
Table of Contents
Goal of the Game
Each player starts the game with a farm board (زمین) that holds two plots (جالیز), and can plant agricultural products on them and earn coins from selling those products. At the end of the game, the player with the most coins wins.
Jaliz can be played in two modes: standard and advanced. If you are playing for the first time, choose the standard mode, and after you have mastered the rules, play the advanced mode.
Setup
Each player takes one farm board (2) and the credit token (5) matching it. Return the extra farm boards and credit tokens to the box.
Separate all product cards (1) by type. Then, using the table below and based on the number of players, take out the product cards required. Return the remaining cards to the box.
Shuffle the selected product cards and deal 5 cards to each player, who holds them in their hand. Place the remaining cards face down in the middle of the table, within reach of all players. These cards form the product deck.
Take one third plot card (3) per player and one tractor token (6) per player, and place them face up beside the product cards in the middle of the table.
Take one more fertilizer token (7) than the number of players and place them face up beside the middle cards.
(Advanced mode only) Shuffle the event cards (8) and place them face down in the middle of the table. These cards form the event deck. The breeding token (9), the rain token (10) and the snow token (11) are used only in advanced mode.
The player who most recently visited a fruit shop starts the game. Play then continues in clockwise order.
Number of players, product cards and starting hand
| Number of players | Number of product cards | Selected products | Cards received at the end of the turn |
|---|---|---|---|
| 3 players | 99 | Card 7 (peas) to card 15 (beans) | 2 cards |
| 4 players | 105 | Card 6 (red pepper) to card 15 (beans) | 2 cards |
| 5 players | 121 | Card 6 (red pepper) to card 16 (onion) | 3 cards |
| 6 players | 138 | Card 6 (red pepper) to card 17 (potato) | 3 cards |
| 7 players | 156 | Card 6 (red pepper) to card 18 (cucumber) | 3 cards |
Suggestion: for a shorter game, remove one of the product groups from the cards; for a longer game, add one more group.
Components: Product Card and Farm Board
Product card and farm board (labels from the printed component diagram):
- Product title
- Product icon
- Product picture
- Product value (the coin icons on the card)
- Plant count number (عدد گیاهشمار)
- Card count number (عدد تعداد کارت)
- Tractor token location (on the farm board)
- Fertilizer token location (on the plot)
- Player token location and player colour (on the farm board)
- Price guide for equipment and its scoring value at the end of the game (on the farm board)
- First plot and second plot (on the farm board)
How to Play
On your turn, you must perform the following mandatory actions, in this order:
- Plant (play 1 or 2 cards from your hand onto your own plots)
- Market (reveal 2 cards from the product deck in the middle and start a trade)
- Receive products (fill your hand from the product deck)
At any time during the game (even when it is not your turn), you may also perform the following optional actions, as many times as you wish:
- Harvest (sell the product cards planted on your plots)
- Buy (pay coins to acquire equipment)
1. Plant (play 1 or 2 cards from your hand onto your own plots)
At the start of your turn, you must plant one or two product cards from your hand onto your plots on your farm board, according to the following notes:
- Only one type of product can be planted on each plot. (That is, identical products may be placed on the same plot, but non-identical products must be placed on two different plots.)
- If you have no card in your hand at the start of your turn, you do not have to plant a product.
- If your plots are full, you must first harvest the products from one or both plots, and then plant the new product or products in the emptied plot. (For how to harvest, see the Harvest section under optional actions.)
2. Market (reveal 2 cards from the product deck in the middle and start a trade)
You must take two cards from the product deck in the middle of the table and reveal them in view of all players. You must then do one of the following with each of those cards: plant it, trade it, or give it away. This step follows these notes:
- All cards revealed in this step, and all cards that are traded, must be planted on the plots of the players; they must not be placed in hand.
- You may take a card for yourself, in which case you must immediately plant it on your farm.
- You may trade a card with the cards in other players' hands. In that case, once the agreement is reached, the buyer must immediately plant the card they receive, and the seller must also immediately plant the card or cards they receive in return on their farm.
- You may give a card away for free. In that case, the player who receives the card must immediately plant it on their farm.
- If you cannot trade a card, and no player accepts it as a gift, you must take those two cards for yourself and immediately plant them on your farm.
- If your plots are full, you must first harvest the products from one or both of your plots, and then plant the new product or products you have acquired in the emptied plot. (For how to harvest, see the Harvest section under optional actions.)
- Only the player whose turn it is conducts the trade, and the trade must involve the cards revealed in this step.
- During a trade, the buyer may offer any number of cards from their own hand.
Example of trading (players are identified by the colours used in the printed example):
It is the turn of the player. The player plants a turnip and a carrot from their hand on their plots.
The player then reveals two cards from the product deck: turnip and eggplant. The player takes the turnip for themselves and plants it on the turnip already planted on their plot.
The green player wants the eggplant and offers a carrot in exchange for it. The red player does not accept.
The player offers again: the red player has a watermelon, and the green player offers two turnips and one carrot in exchange for the eggplant and the watermelon. The red player accepts and the trade is carried out.
Immediately, the red player plants the two turnips and the carrot received from the green player on the red player's farm, and the green player plants the eggplant and the watermelon received from the red player on the green player's farm.
Trade using a credit token:
Players may also use credit tokens in trades. A player who holds another player's credit token may, during that other player's turn, take one of the cards revealed in the market step before anyone else, even before that player does. After doing so, the player must return that player's credit token to them.
- A credit token may be traded alone, or in combination with other cards.
- Players may also trade credit tokens that they received from others in earlier trades.
- A credit token has no value at the end of the game; it is used only for trading during play.
- If you have not yet learned the game well, you may choose not to use credit tokens.
Example of trading with a credit token:
The active player (yellow) plants a pumpkin and a carrot from their hand. The player reveals two cards from the middle for trade: red pepper and tomato.
The red player offers a carrot and their credit token in exchange for the tomato. The green player has no suitable card to offer, but is willing to give their credit token, which they obtained in an earlier trade, in exchange for the red pepper.
The yellow player accepts both offers. The yellow player takes the credit tokens, and all players plant the product cards they have traded.
Example of a trade where a player takes a card ahead of its owner:
The active player plants a melon from their hand. The player reveals two cards: carrot and watermelon.
Another player, who holds the active player's credit token, may take the carrot before the active player does. Even if the active player wants the carrot, priority still belongs to the player who holds the credit token. That player takes the carrot and returns the credit token to the active player.
3. Receive products (fill your hand from the product deck)
At the end of your turn, after completing the market step, you must take two or three cards from the product deck, according to the table in the setup section, and add them to your hand. (There is no limit on the number of cards in a player's hand.) After this, your turn ends and the next player begins their turn.
Optional Actions
Each player may perform the following optional actions at any time during the game (even when it is not their turn), as many times as they wish.
Harvest (sell product cards planted on your plots)
At any time during the game, you may harvest the product cards you have planted on your plots and receive coins in exchange.
After harvesting the cards of one plot, count how many cards you have harvested. The plant count number printed on the card shows how many coins that number of cards is worth. Using this, you determine how many coins you should receive.
Coins in Jaliz are drawn on the backs of the cards. So, keep as many cards as the number of coins you should receive, and burn (discard into the burned-card pile) the rest.
- If the number of cards falls between two of the stated numbers, count the coins using the lower number.
- If the number of cards is not enough to reach the lowest coin value, you receive no coins.
- To harvest, you must harvest all of the product cards on one plot. You may not harvest only part of them and leave the rest.
Example of harvesting:
The player wants to harvest the peas and potatoes they planted. The player has eight potatoes and four peas planted. According to the plant count, eight potatoes are worth three coins. The player places three of the potato cards face down beside their farm (these act as three coins), and places the other five potato cards face up in the burned-card pile.
For the peas, because the player does not have five peas, they count the peas at the value of three peas and receive two coins for them. The player keeps two of the pea cards as coins, and burns the rest of the pea cards.
Buy (pay coins and receive equipment)
At any time during the game, you may pay the number of coins required for a purchase, and in exchange buy one of the following equipment items. Place the coins you pay face up on the burned-card pile, and then take the equipment token you want.
- Buy a third plot (3 coins): each player may buy only one additional plot during the game. With a third plot, the player has more space to plant their products. In addition, a third plot is worth 2 coins at the end of the game.
- Buy a tractor (2 coins): each player may buy only one tractor during the game. A player who owns a tractor may, on their turn and during the planting step, plant up to three products on their farm instead of two. In addition, each tractor is worth 1 coin at the end of the game.
- Buy fertilizer (2 coins): each player may buy one fertilizer for each of their plots during the game. Players can place a fertilizer on a plot to increase the growth rate of the products on that plot. In effect, each fertilizer token is counted as one additional card of that plot's product at harvest. (For example, if a plot has two peas and one fertilizer, at harvest it is as if there were three peas on that plot.) Each plot may hold only one fertilizer, and each fertilizer stays on its plot until the end of the game. At the end of the game, fertilizer is burned and has no value.
- Buy a product card (1 coin): each player may buy product cards only once during the game. Pay 1 coin and take 3 product cards from the product deck into your hand. (You may use them on your turn, as the game rules allow.)
End of the Game
During the game, whenever the product deck runs out, shuffle the burned-card pile, form a new product deck, and continue the game. The game ends when the product deck runs out for the third time.
After the game ends, players perform the last planting and harvesting steps as follows:
- Each player may plant up to two cards from their hand (three cards if they own a tractor) onto their plots.
- All players harvest the products planted on their plots and sell them.
- Finally, the player with the most coins (counting the value of the third plot, the tractor and the Model Farmer card in advanced mode) is the winner of the game.
Tie-breaking: If players are tied, the winner is the player who bought a third plot. If they are still tied, the winner is the player who spent more coins on equipment (tractor and fertilizer). If still tied, both players are declared winners.
Advanced Mode
The rules and end of the game for the advanced mode are the same as for the standard game, and only event cards are added to the game. The advanced mode can be played with a maximum of 6 players, and it does not have a 7-player mode.
At the start of each round (except the first round), one of the event cards is turned over and the players carry out the instructions written on the card. After carrying out the event, the game continues as before. Event cards have two types:
- Instant events: the effect of these events applies only at the moment they are revealed, to one or all players. Examples are the Crow, Thief, Tax, Gardener, and so on.
- Seasonal events: when these events are revealed (including Rain, Snow and Breeding), the token for that event is placed on one of the farms or products, and the event remains in place until the end of that round of the game and the revealing of the next event card.
In special circumstances, some events may cause no change in the game. (For example, in the Recycling event, if there are no burned cards, no player can take a card to recycle, and the game continues as before.)
If the event deck runs out (which is very unlikely), shuffle the event cards and place them face down again.
When an event card is revealed, players have no right to harvest or buy products. (For example, if the Crow event is revealed, each player takes one product card planted by the player to their left and places it in the burned-card pile. A player may not harvest their cards after the Crow event is revealed, until the crow has eaten them.)
Event Cards
- Crow (mandatory, instant): each player must take one of the products planted on the farm of the player to their left and place it in the burned-card pile. If all of the plots of the player to the left are empty, the crow cannot steal anything.
- Gardener (optional, instant): all players may plant one product card from their hand on their farm.
- Snow (mandatory, seasonal): each player places a snow token on one of the plots of the player to their right. That plot is frozen until the next event: no product may be planted on it, and no product may be harvested from it. If snow settles on a plot in the last round of the game, products may not be planted on it, but they may be harvested. When the next event starts, the snow token is removed. Snow also settles on an empty plot; in that case, no product may be planted on that plot in that round.
- Drought (mandatory): each player chooses one of their plots and places all the cards on that plot into the burned-card pile. If a player's plots are empty, the drought has no effect on that player.
- Rain (mandatory, seasonal): each player places a rain token on one of their plots. Until the next event, the rain adds one to the product on that plot (like fertilizer, but temporary). Rain does not settle on plots that have fertilizer, nor on empty plots. The rain token is removed when the next event starts.
- Shopping Day (optional): all players may trade with the product cards in their hand or with their credit tokens. Unlike a normal trade, the cards traded on Shopping Day are not planted on the farm; the players keep them in their hand.
- Model Farmer (card): the player who has planted the most product cards on a single plot (at least 3 cards) takes the Model Farmer card, which is worth 1 coin at the end of the game. If two or more players have planted the same largest number, the products on their other plots are compared, and the player with the longer set wins. If the situation is still equal, no one receives the Model Farmer card.
Summary of the Game
(The rulebook's closing summary, translated. It repeats the rules above.)
Setup: Prepare the product cards according to the table in the rulebook, based on the number of players, shuffle them, and give each player 5 cards, together with a farm board and a credit token of matching colour. Place the third-plot cards, the tractor tokens (one per player) and the fertilizer tokens (one more than the number of players) in the middle.
Turn:
- Mandatory: Plant (plant one or two cards from your hand on your plots); Market (reveal two cards from the middle, then plant, trade or give away each of them); Receive products (take two cards in a 3- or 4-player game, or three cards in a 5-player or larger game, from the product deck into your hand).
- Optional, at any time: Harvest (sell the product cards on your plots for coins); Buy equipment: a third plot for 3 coins, a tractor for 2 coins, a fertilizer for 1 coin (see the note below); Buy product cards (once in the game, pay 1 coin and take 3 product cards from the product deck).
End of the game: The game ends when the product deck runs out for the third time. Then each player may plant up to two cards from their hand (three with a tractor), and all players harvest and sell the products on their plots. At the end of the game the third plot is worth 2 coins and the tractor 1 coin. The player whose total of coins is greatest wins.
Note on the summary: the closing summary prints the fertilizer price as 1 coin, while the detailed purchase rule above (and the rule in the buy section of the printed rulebook) gives 2 coins for fertilizer. Both figures are printed in the source as they are; the translator has not changed either. Players should check the printed rulebook's detailed rule for the price.