Mi Tierra: New Era
Mi Tierra: New Era Rulebook
Table of Contents
Table of Contents
- Credits
- Game Setup
- Initial Resources
- Phase I: Maintenance
- Phase II: Worker Placement
- Phase III: Worker Activation
- Your Farm (Area 14)
- Markets and Rodeo (Areas 15 – 16)
- Rodeo (Area 17)
- End of the Game
- Variants
- Industrial Improvement Examples
- Event Examples
- Expansions
Credits
Designer: Alberto Abudinen & Diego Benavente ([email protected]) Co-designer: Ketty Galleguillos Editorial: JcK Games (www.jck.cl), Aldebarán Games (www.aldebarangames.cl), GDM Games (http://guerrademitos.com) Illustrators: Cristián González (aka Chamán) and Alberto Abudinen Spanish Rules Editing: Ketty Galleguillos (www.jck.cl) English Rules Editing: Nathan Morse Digital Rules Editing: Italian by Fabio Piovesan, French by Thierry Trégaro, German by Kai Bettzieche, Dutch by Luk Van Baelen Contributors: Felipe Abarzúa, Ariel Claure, Fernando Cereceda, Felipe Budinich, Franco Ramorino, Carlos Infante, Anotonia Browne, Ariel Bol, José Manuel Ramírez, Patricio Petersen, Florencia Benavente, Anto Benavente, Ron Halliday, Daniel Brown, Paco Tang, Sebastian Dueñas, Pak Gallego, Ben Rosset.
We hope you enjoy Mi Tierra Nueva Era and can spend quality time with friends and family playing it. We did our best to deliver a product that will please you. Your comments are very important to us. Please let us know if you liked the game either on http://www.boardgamegeek.com/ or writing to [email protected]. Good luck and thank you very much for being a owner of a copy of Mi Tierra Nueva Era. Alberto, Diego and Ketty
Game Setup
Countryside (Areas 1 to 6)
a. Place the main board in the middle of the table. b. Place animal pen tiles in countryside area 1. c. Place the seed tiles (apple, wheat and grape) in countryside area 2. d. Place the cow tokens in countryside area 3. e. Place the sheep tokens in countryside area 4. f. Place a worker of each player in countryside area 5. g. Place the chicken tokens in countryside area 6.
Round Track
Place the round marker on the first "A" space of the Round Track.
Components
- 1 round marker
- 30 workers (5 in each player color)
- 6 money markers (1 in each player color)
- 6 turn order markers (1 in each player color)
- 2 dice
- 10 blue water markers
- 39 animals (5 horses, 10 cows, 12 sheep and 12 chickens)
- 23 seeds (9 apples, 7 wheat and 7 grapes)
- 12 animal pens
- 80 resource cards (*see note)
- 32 industrial improvements tiles (19 for deck A and 13 for deck B)
- 14 event cards
- 48 market cards (20 for deck A, 17 for deck B, and 11 for deck C)
- 6 player boards (farm)
- 1 main board
- 4 expansions (30 cards)
- 3 aid cards
Countryside Markets (Area 15)
a. Shuffle the market cards separated by type (A, B, and C). From deck A, reveal 4 cards (6 cards with 5 or 6 players) and place them face-up in the countryside market (above of the first markets (Feria Merkén, Rincon Jck, etc.)). Deck B comes into play in round 5. The C markets are used for the city markets (see area 16, on the right). Leave the remaining cards outside the gameboard near the markets. b. Separate the resource cards by type and place them near the board.
Black Market
No setup needed.
* These cards are reversible: On one side, they are worth 1 unit; on the other side, they are worth 2. You can always make change, and you are not limited to the cards; if you run out, simply use a substitute.
Event Cards
Shuffle the event cards and form a deck. Reveal the first card of the deck and place it near the round track at the top of the board. This will be the event for round 1.
City (Areas 7 to 9)
a. Place the water markers in the water mill (area 7). b. Shuffle the industrial improvement cards, separating them into decks A and B. Place 4 industrial improvement cards from deck A in the spaces provided in area 8, and leave the remaining cards face-down next to the board. Industrial improvement deck B will be used starting with round 5. c. Place the horses in area 9.
City (Areas 10 to 13)
a) Small Factories b) Large Factories
Player Setup
Each player gets the following:
- 1 farm (player board).
- 1 turn order marker. The first player will place it on the first space of the turn order section (at the top left of the board), second player in the second space, and so on. Determine player order by any method you choose.
- 1 money marker. Place it on the money track in the border of the main board. The first player will place it on 10 pesos, second player on 11 pesos, and so on. This way, first player will start with less money.
- The number of workers you get at the beginning of the game depends on the number of players. 2–3 players = 4 workers; 4 players = 3 workers; 5–6 players = 2 workers. Place your workers on your farmhouse.
City Markets (Area 16)
Place 4 of the city market cards (C) face-up in the city markets area to the right of the black market. Remove the remaining cards from the game.
Rodeo (Area 17)
The rodeo will only activate in rounds 2, 5, and 7, as indicated in the round track, or by an event card.
Initial Resources
In reverse turn order, each player chooses two different resources (apple seed, wheat seed, grape seed, animal pen, cow, sheep, chicken) and puts them in his farm. Each player must choose a different combination of resources.
Once everyone has chosen their starting resources, the game begins. The game lasts 7 rounds, and each round comprises three phases: Maintenance, Worker Placement, and Worker Activation.
Phase I: Maintenance
This phase is skipped during the first round.
Set up for each later round by doing the following:
- Move the Round marker one space to the right. Once the marker reaches round five, you will start using the B decks instead of the A decks, as follows: a. Remove the market A deck and market A cards on the main board. Return them to the box. b. Remove the industrial improvement A deck and any industrial improvement A tiles on the main board. Return them to the box.
- Reveal an event card. If it is revealed in one of the first 4 rounds, activate the top effect. If you are in round 5, 6, or 7, activate the bottom effect. This effect will be active during the entire round. For more details on the event effects, consult the effects section at the end of the rulebook.
- Set the turn order for the round according to the players' positions on the money track. The player in last place (the one with the least money) will be first in the turn order, then the second to last and so on. If two players have the same amount of money, they will keep their relative positions.
- Remove all market cards from the bottom row of the countryside market (rectangular spaces with an arrow, located below the markets), and return them to the box.
- Move all market cards with an arrow icon to the bottom row.
- Reveal new market cards until you have 4 markets in the two top rows (6 markets with 5 or 6 players).
- Remove all industrial improvements that weren't purchased during the previous round, then reveal four new cards to fill the spaces on the main board.
IMPORTANT: Remember that from round 5 on, you'll use the B cards instead of the A cards.
Phase II: Worker Placement
The first player in turn order starts. That player places one of his workers on any available wagon wheel on the main board or between two crops of his farm (player board). The next player places one of her workers, then the next, and so on until all players have placed their first worker. Then the starting player places his second worker. This process continues until all players have placed all of their workers.
Note: You are allowed to place a worker on an available wagon wheel in an area where you already have a worker on a wagon wheel; this allows you to perform the associated action more than once during the round.
If you want to buy an industrial improvement, place a worker in one of the five available positions (see right): either between any pair of the industrial improvements or in the center between all four. You will only be able to purchase an industrial improvement your worker is touching it, and these purchases will be made in turn order. Furthermore, the price of an industrial improvement will depend on the number of industrial improvements your worker is touching when you buy it.
If you want to sell at the countryside markets or visit the black market, you must place a worker on one of the 6 wagon wheels to the left of the markets. Note that workers will be activated from top to bottom here, and that the "later" wagon wheels grant you two actions, instead of just one. It is not necessary to fill these wheels from top to bottom.
Each city market (market with letter C) can be used only once per game. To use a city market you have to place your worker on the wagon wheel beneath the card. Once used, a city market is not refilled, so the space will remain empty. It's first come, first served in the city!
On your farm, workers can be placed in the spaces between two plantations in order for them to produce goods. If both plantations are of the same kind, that worker will produce two goods, one for each plantation. If the plantations are of different kinds, the worker can only produce one good, and you will have to choose which type of good he will produce. Note: Only irrigated plantations can produce goods.
Phase III: Worker Activation
Workers are activated following the order indicated on the game board, starting with the countryside, following the river from top to bottom; then the city, following the path from top to bottom; then the players' farms; and finally, the markets and rodeo, from left to right on the main board.
In general, players can take their actions at a given location simultaneously. In case order matters, workers are activated in placement order, from left to right. Exceptions to this order are explained in the description of each area (Example: Countryside Markets, Industrial Improvements). When you activate a worker, take the worker back into your reserve.
Countryside (Areas 1 – 6)
Activation follows the course of the river, top to bottom (area 1 to area 6).
1. Forest
For each worker you placed in this area you can take an animal pen and place it in your farm covering two spaces. You are allowed to cover crops or horse stables, but you will lose them. Only animals of the same kind may share a pen.
2. Greenhouse
For each worker you placed in this area you can take an apple, wheat, or grape seed. Immediately plant the chosen seed on your farm in one of the defined areas. Each seed occupies one space.
3. Cow Yard
For each worker you placed in this area you must roll the black die to determine the number of cows you obtain: on a 1, 2 or 3 you get one cow, on a 4 you get two cows. If you get more cows than you can or want to put in pens on your farm, each undesired cow may be replaced by a unit of meat. Remember: Each pen can hold up to 3 animals of one kind.
4. Sheep Fold
For each worker you placed in this area you must roll the white die to determine the number of sheep you obtain: on a 1, 2 or 3 you get one sheep, on a 4 or 5 you get two sheep, and on a 6 you get 3 sheep. If you get more sheep than you can or want to put in pens on your farm, each undesired sheep may be replaced by a unit of meat. Remember: Each pen can hold up to 3 animals of one kind.
5. Plaza
If you placed a worker in this area (there is never a need to place two, because you only need to visit this area once per game), you can hire your final worker, who is waiting here at the plaza. The price to hire this worker is 2× the number of workers that are still available here (there is one of each color at the beginning of the game). In the situation that two players activated the plaza this turn, they both pay the same price. Example: At the beginning of a four-player game, if two of them placed a worker in the square, each will have to pay 8 pesos to take the worker of his color from the plaza. Take the worker of your color and add it to your reserve, then move your money marker down to pay for the worker.
6. Chicken Coop
For each worker you placed in this area you must roll the white die to determine the number of chickens you obtain: on a 1, 2 or 3 you get one chicken, on a 4 or 5 you get two chickens and on a 6 you get 3 chickens. If you get more chickens than you can or want to put in pens on your farm, each undesired chicken may be replaced by a unit of meat. Remember: Each pen can hold up to 3 animals of one kind.
City (Areas 7 – 13)
Activation follows the pathway, top to bottom (area 7 to area 13).
7. Water Mill
For each worker you placed in this area you must roll the black die to determine the number of water markers you obtain: on a 1, 2 or 3 you get one water, on a 4 you get two water. Each water marker you obtain must immediately be deployed in one of these two places:
-
You can place it as irrigation between two plantations. Irrigation must form a path from your house. The field with an apple and the one to the left of it are considered to be irrigated already.
-
You can place it on a horse training stable that does not already have a water marker.
Drought
When a player takes the last water marker from the water mill, a drought occurs. Each player must return one water marker from his farm to the water mill. If you only have one water marker (or zero, of course) on your farm, you are unaffected by the drought. Also, water obtained this round cannot be taken away (it's not added until after the drought).
For example, if Player A earns 2 water on a roll but only one water marker remains at the mill, all players who have at least 2 water markers (excluding players who are at the mill) must return one to the stock for the drought. Then Player A receives 2 water markers.
8. Industrial Improvements
Yes, the Improvement tiles are actually cards, but we called them "tiles" to differentiate them from the other cards.
Workers in this area are activated in turn order. The active player chooses one of the tiles his worker is touching, and pays 1 peso for each tile that the worker is touching (the chosen tile counts towards the cost). Note, that at first, each worker touches at least two tiles; a worker in the central position touches four. Move your money marker down the corresponding amount, take the tile, and place it on one of the three spaces available on your farm. If you have already used all three spaces, you can build it over another improvement, but the covered improvement will no longer have an effect on the game.
If you placed more than one worker on this area, you activate only one of them on your turn. Then you will have to wait until all other players have activated their worker before you activate the second one (and so on).
If there are no tiles left touching your worker, then that worker cannot acquire a tile. You are allowed to (and sometimes must) remove your worker without buying an improvement.
9. Clock Tower Activation
For each worker you placed in this area, you must choose one of the following two options:
-
Look at (and optionally rearrange) the top 4 cards of the market deck.
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Take a horse and place it immediately in one of the two available training stable spaces of your farm. The two individual stables on your farm can only house horses, and only one each. You can cover them with animal pens, but once covered, they can no longer be used to train horses.
10. Small Factory: Plant Products
If you placed a worker in this area (there is never a need to place two), you can produce as many of the two kinds of level 2 plant products as your supply of plants allows (wheat, grape). To do so, you must pay 5 pesos total, no matter how many products or types of products you produce at once.
For every three units of wheat you return to the reserve, you get a unit of flour. For every three units of grapes you return to the reserve, you get a unit of wine. The flour and wine units are represented by cards. Place these cards in front of you with the correct side up (one or two unit).
11. Small Factory: Animal Products
If you placed a worker in this area (there is never a need to place two), you can produce as many of the three kinds of level 2 animal products as your animals are able. To do so, you must pay 5 pesos total, no matter how many products or types of products you produce at once. Each animal can only be involved in producing level 2 products once per round.
For every two cows you get a unit of milk. For every three sheep you get a unit of wool. For every three chickens you get a unit of eggs. In all three cases, you need to have the animals but you don't lose them, so you will keep them after they produce (but they will not be able to produce again this round).
The units of milk, wool, and eggs are represented by cards. Place these cards in front of you with the correct side up (one or two unit).
Example: If you used this factory to...
12 and 13. Large Factories: Vest and Dessert / Cake and Chicha
If you placed a worker in this area (there is never a need to place two), you can produce as many of the two kinds of level 3 products as your supply of products allows.
12. For every four units of wool you return to the reserve, you get 35 pesos and a vest. For every two units of eggs and one unit of flour you return to the reserve, you get 35 pesos and a dessert.
13. For every two units of milk and one unit of flour you return to the reserve, you get 35 pesos and a cake. For every two units of apples and two units of wine you return to the reserve, you get 35 pesos and a chicha.
Advance your money marker accordingly. The vests, desserts, cakes and chichas are represented by cards. Place these cards in front of you with the correct side up.
Your Farm (Area 14)
Players will activate their farms in turn order. Within your farm, you will decide in which order you will do their available actions. For each good you produce you will take a card from the supply. Place this cards in front of you.
Workers placed next to irrigated fields:
A field is considered to be irrigated if there is a water marker on at least one of its sides. The apple field drawn on your board is considered to be irrigated. If you place another field to the left of that apple field, that field will also be irrigated. A field that is not irrigated will not produce, even if you placed a worker on it.
During this activation, an irrigated field that has a worker next to it will produce one good. A worker placed between two irrigated fields will produce two goods, one per field, but only if both fields are of the same kind. If the fields are of a different kind, you will have to choose which field produces a good.
You can choose to return a water marker to the water mill in order to double the production of one worker (i.e. two or four identical goods). The water marker has to be at the end of a branch of your irrigation system (you can't take it out of the middle). You are allowed to return the water marker that irrigated that particular field.
Example: If a player returns 1 water to double the production of a worker placed between 2 apple fields, that worker will produce 4 apples instead of the regular 2. As always the field must be irrigated.
Note: A worker can never produce more than four units of products at the farm in one round. If the player has the improvement that allows a worker to cultivate three adjacent plantations, when you remove a water marker he will produce four goods, and not six.
Industrial Improvements
They can be activated in any order. They do not require workers. Improvement cards A, can be activated once per turn, improvement cards B are activated at the end of the game. More details on page 11.
Horse Training
If you have a horse in a training stable and there is water in it, you can discard one apple card to level up your horse (this is necessary in order to compete in the rodeo).
A horse always starts at level 0 in the training stable. When you level up the horse, move it to the next numbered "huaso" (cowboy) image in the stable.
You can instead level up your horse by two levels. To do so you must pay not only two apples instead of one, but you must also remove the water marker from the horse's training stable. Return that marker to the water mill.
Markets and Rodeo (Areas 15 – 16)
15. Countryside Market
Workers are activated from top to bottom. A worker will carry out all his available actions, and then the next worker will be activated. Workers in the first and second spaces can make one transaction in the established market. Workers in the third and fourth spaces can make two transactions in the established market. Workers in the fifth and sixth spaces can also make two transactions, but the player will choose whether each transaction is in the established market or in the black market. A worker is allowed to make fewer transactions than he is entitled to.
For each transaction you make in the established market, you must return the corresponding goods and/or animals to the reserve, and immediately advance on the money track. Then discard the market card. If the market card was in the first or second row, then immediately replace it with a new one from the deck.
For each transaction you make in the black market, you can sell or buy 1, 2, or 3 products of the same kind. The sale/purchase prices for the black market are displayed at the bottom of the main board. Note that level 2 and 3 goods may not be bought at the black market.
Simple Market — This kind of market buys only one kind of good, with a maximum of "X" goods, each at the price indicated on the card. Example: Each cow is sold for $6. You can sell at most 2 cows.
Generic Market — You can sell all the Resource Cards you want for $3 each and all the animals you want for $4 each.
16. City Market
Players who have a worker on one of the city markets (blue markets) can fulfill the order (Markets card C). To fulfill an order, you must return the indicated goods to the reserve, and immediately advance on the money track. Once you have fulfilled the card, take and keep it until the end of the game. Remember that these markets are not replaced in the maintenance phase; they are first come, first served!
Product Pack — Buys a combination of products and pays the amount indicated on the card for the package. Example: 3 apples and 1 unit of wheat are sold for $22.
Rodeo (Area 17)
The rodeo will be activated in rounds 2, 5, and 7, as indicated in the round track. It can also be activated by the effect of an event card.
The rodeo will be activated automatically for every player that wishes to participate, which is why there are no wagon wheels on which to place workers.
When the rodeo is active, each player in turn order decides whether to participate, and with how many horses: one or two (there are only two training stables on your farm).
The winner of a rodeo will be the player who presents the highest-level horse, second place will go to the second-highest level, and so on. It is possible for both of one player's horses to win prizes.
The prize for first place will be the number of pesos indicated above the round track; second place will receive half that amount rounded down; third place, half the amount of second place rounded down, and so on.
In case of a tie, players should add the prizes for their corresponding places and divide the sum between them, always rounding down.
In a standard game there are 3 rodeos, but the event cards may increase or decrease the number of rodeos in a game. The prize for each rodeo increases with each event, as indicated in the round track. So the rodeo in round 2 will have a prize of 15 pesos, the rodeo in round 5 will have a prize of 20 pesos, and the rodeo in round 7 will have a prize of 25 pesos. Prizes for rodeos activated by event cards are indicated on the card. In case an event card activates a rodeo on round 2, 5, or 7, there will be only one rodeo that round and the prize for first place will be the normal prize for that round plus 5 pesos (other places divide this +5 prize as usual).
Example: 3 players present 1 horse at the first rodeo, whose prize is 15 pesos. First place will receive 15 pesos; second place 7 pesos; and third place 3 pesos.
Tie Example: In the first rodeo, 2 players tied for second place. First place receives 15 pesos, and both tied players receive 5 pesos (7 + 3 divided by 2).
Standard Game with 3 Rodeos — rodeo prize reference table (place 1–5):
| Rodeo prize (1st place) | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 15 | 15 | 7 | 3 | 1 | — |
| 20 | 20 | 10 | 5 | 2 | 1 |
| 25 | 25 | 12 | 6 | 3 | 1 |
Additionally, there is a bonus for first and second place: First place receives her choice of any two of the following items: level 1 goods (apples, wheat, grapes) and/or animals from the countryside (cows, sheep, chickens). Second place receives her choice of one level 1 good or one animal. In case of a tie for first or second, all tied horses receive this bonus. Other competitors will not receive additional bonuses. After the rodeo, the first place horse(s) must return to the reserve. The second place horse(s) will level down to level 1 (if a second-place horse is already at level 1 nothing happens). All the other participating horses will level down to half their level rounded up.
End of the Game
The game ends after the rodeo of round 7. To the money remaining on the money track each player must add the following, in order:
Level 3 goods sets Each good can only be part of one set
-
Set of identical goods: With one good $0, with two goods $4, with three goods $9, with four goods $15, with five goods $22. Any additional identical goods must be used for another set.
-
Set of different goods: With one good $0, with two goods $10, with three goods $25, and with all four goods $50.
Money for industrial improvements B Some of the industrial improvements from deck B give you extra money if you meet the requirements defined on the improvement card.
Unsold Goods Finally, you can sell all your remaining level 1 and 2 goods at black market prices, and the sum must be divided in half (rounded up).
The player who is in the lead on the money track is the winner. In case of a tie, the tie goes to the player with more level 3 cards. If the tie persists, the tie goes to the player with the highest level horse (after the rodeo effects!). If the tie persists, the player who is in third place wins. If even this is a tie, just play again!
Variants
2-player variant
In the areas 1-7 and 9 only one wagon wheel is available to place workers. But any player can use the second, whitened wagon wheel if he places 2 workers at once on it. Example: If a player has already placed a worker in the chicken coop, the other player (or even the same player) can take the second wagon wheel if he places two workers at the same time on it (to use only one time this action). Every time you reveal a new countryside market, shift the previous ones so you know which ones have been available the longest time. In the Maintenance phase, remove the two oldest cards, shift the remaining market cards, and add two new ones.
6-player variant
If both wagon wheels of an area on the main board are occupied, another player can use a third imaginary wagon wheel to place workers there. To do this, the player needs to place 2 workers at the same time on this imaginary third wheel. There is no fourth imaginary wheel.
More speed, less luck
For faster, and less luck-dependent games, you can remove the dice from the game. In this case, workers in area 3 will always get one cow; in area 4, two sheep; in area 6, two chickens; and in area 7, one water. Additionally, in the first round when you reveal the event card, also reveal a second event card. The second event card will apply on the second round. In other rounds you must remove the event card that took place, move the second event card to the left and reveal a new event card on the right. In this way for the rest of the game, every time you reveal an event card, two event cards will always be visible (the current round and the next round). Now players can plan for next turn's event!
Simpler game
For a simpler game, simply do not use areas 7, 8, 16, or 17, and do not use event cards. Skip the rodeos, and if an improvement card B (or anything else) talks about horses or water, replace it with another.
Industrial Improvement Examples
Sheep Breeding: If you have at least 3 sheep, you get one additional sheep.
Animal Production: If you have at least 3 sheep, they produce one unit of wool. You don't lose the sheep.
(A worker placement tile pair) You must have the improvement on the left (cover it with this one). You need only 2 sheep to produce one wool.
Wine Cellar: Return 3 units of grapes to receive one unit of wine.
Insurer: During the game you will not be affected by negative events.
Tractor: One worker can harvest 3 orthogonally connected fields (instead of 2).
Bank: Each turn, you receive $3 when your farm is activated (area 14).
Mill: Return 2 units of wheat to receive one unit of flour, or return 5 units of wheat to receive 2 units of flour.
School: You can reroll one die roll each turn. You must keep the second roll.
Vegetarian: $2 for each plant unit in cards (apple, wheat, grape) you have. Keep the cards.
Rancher: $2 for each animal in your farm, except horses. Keep the animals.
Collector: $2 for each level 3 card (cake, dessert, vest, chicha).
Greedy: $1 for every $15 you have, after evaluating the other improvements.
Veterinarian: $13 if you have all four types of animals on your farm. Keep the animals.
Sower: $10 if you have all 3 types of plantations in your farm.
Inventor: $2 for every industrial improvement you have or have covered during the game, including this one.
All B industrial improvements award their pesos at the end of the game.
Water Bearer: $10 if you have at least 4 water markers on your farm.
Merchant: $3 for every City market card you have.
Trainer: $4 for every horse.
Event Examples
National holiday: There is a rodeo at the end of the round with a prize of $20. If there is already one according to the round marker, only the main rodeo is carried out, but first prize is increased by $5 (and the other prizes are affected accordingly).
Strike: One of your workers refuses to work this round.
Taxes: At the end of the current round, for every $10 you have on the money track, you lose $1.
Small factory changes: Pay $2 less for using small factories (pay $3 instead of the usual $5).
Market changes: Receive $1 extra for each wheat and each chicken you sell this round in the established market.
Animal thief: At the end of the round, lose two animals of your choice (chicken, sheep, cow, and/or horse).
Market fluctuations: Vests, chicha, cakes and desserts are sold at $42 (regular price goes up by $7).
Rain: Each player, in turn order, takes a water marker from the water mill. If the water markers run out, the rules of drought apply as usual (page 6), and then continue taking markers.
Crop changes: At the end of the round destroy a seed of your choice (return it to the board).
Spring: If you have at least two cows, and/or three chickens, and/or three sheep in your farm, receive another animal of the same kind(s). This animal is in addition to the one you receive for your industrial improvements.
Subsidy: The player who is in last place at the end of the round moves 7 spaces forward on the money track. In case of a tie, all those tied for last place receive the subsidy.
Expansions
Players may agree to use none, some, or all of these expansions to the base game.
International Markets
Components: 8 International Markets cards.
Setup: Shuffle the 8 cards and form a deck. Place the deck at the left side of the board, beside the forest (area 1).
Gameplay: International Market cards will become Area 0a.
On the backs of the cards there is a wagon wheel. During the Worker Placement Phase a player can place one of their workers on the wagon wheel of the upper card in the deck.
On the Worker Activation Phase, the first worker that will become active will be the worker placed on the International Market. The owner will draw two cards from the deck, choose one, and put the other one face-down under the deck. The chosen card must be placed face-down in that player's area.
Each one of these cards has 3 goods: one level 1, one level 2, and one level 3.
The fulfillment of an International Market card will be verified during the Maintenance Phase on round 7, after setting up the turn order for that round.
To successfully fulfill a "contract" the player must have every good indicated on the card, but it's not necessary to pay them. The same good can be used to fulfill several contracts. For every contract you successfully fulfill advance $9 on the money track.
Merchant
Components: 8 Merchant cards.
Setup: Shuffle the 8 cards and form a deck. Place the deck at the left side of the board, beside the forest (area 1). Reveal two cards and place them near the deck. This will be the offer of Merchant cards.
Gameplay: Merchant cards will become Area 0b.
During the Maintenance Phase refill the offer with Merchant cards so there will be two open cards.
On the backs of the cards there is a wagon wheel. During the Worker Placement Phase a player can place one of their workers on the wagon wheel of the upper card in the deck.
During the Worker Activation Phase the worker owner will choose one of the two cards in the offer and will place it face-up beside his farm. At that moment he must fill at least one of the spaces in the card. He won't be able to fill the remaining ones later.
Place 1, 2 or 3 wooden tokens (seeds/animals). Place 1 or 2 resource cards.
When another player activates one of his workers he can take one of the resources on the Merchant card. To do so he must pay the owner the price printed in the corresponding space. This effect is in addition to the normal effect the worker triggers.
At Game End the player who has the most Merchant cards will earn a $5 bonus. In case of a tie all tied players will receive this bonus. If any good remains on a Merchant card, the player will not be allowed to sell that good in the final sale.
Village
Components: 6 Village cards.
Setup: Each player receives a Village card at random. The card must be placed face-up in front of the player. Return any unused cards to the box.
Gameplay: Village cards give a special ability to the player that owns it. This ability will be used in the game each time the indicated conditions are met.
Examples:
When buying industrial improvements you get a $2 discount. This discount applies to every industrial improvement you buy during the game.
When you use small factories you get a $3 discount (pay only $2).
Earn $1 more for each market you use to sell apples, wheat and/or grapes. This bonus applies to all markets.
Objectives
Components: 8 end game Objective cards.
Setup: Each player receives a face-down Objective card. Return any unused cards to the box.
Gameplay: This card does not affect gameplay rules.
At game end, before adding the income indicated in the End of the Game section, each player verifies whether he accomplished the objective in his card. If he did he advances his money marker the corresponding amount.
This expansion's cards are:
- Complete all the spaces in your Farm: $10.
- Have the most animals: $9 (in case of a tie the prize is not awarded).
- Have the fewest animals: $17 (in case of a tie the prize is not awarded).
- Have the most crops: $8 (in case of a tie the prize is not awarded).
- Have the fewest crops: $12 (in case of a tie the prize is not awarded).
- Have the most industrial improvements: $10 (in case of a tie the prize is not awarded).
- Have the fewest industrial improvements: $18 (in case of a tie the prize is not awarded).
- Have the most empty spaces on personal farm: $20 (in case of a tie the prize is not awarded).