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This War of Mine: Farmers

Expansion for This War of Mine: The Board Game

This War of Mine: Farmers Rulebook

Table of Contents

Table of Contents

  • Setup
    • Setting Up the Main Part
    • Setting Up the Market Part
    • Note
  • Main Part Cards
    • Desperate People (Night Raid Card)
    • Desperate People (Encounter Card)
    • Village Folk
    • Arrival of Local Refugees
    • Goat
    • Rooftop Garden
    • Farmers

Setup

Setting Up the Main Part

At the beginning of a playthrough, during Setup, place the two Fitting cards from the main part on the board in accordance with the description provided on the backs of the cards.

Shuffle the remaining cards from the main part of the module into their corresponding decks.

The Farmers and the Thug miniatures will enter the game when a game component instructs you.

Setting Up the Market Part

All Setup instructions as well as the rules for using this part and its accompanying components can be found on the Market sheet.

Note

If you choose to include this module in your playthrough or Campaign, you have to use the basic side of the board. Additionally, the Farmers scripts are already included in the Book of Scripts, while the Market scripts triggered by the Wares cards can be found in the Wartime Diary I, in the Farmers chapter.

Main Part Cards

The main part of the module adds seven cards. The card texts are listed below in the order shown on the page; each card's own text states which deck it returns to.

Desperate People (Night Raid Card)

This card has the same printed name as the encounter card below.

  • DAMAGE: any 2 tokens (starting with yellow)
  • WOUNDS: 3

OR

If you choose not to roll any Combat dice for the guards:

  • DAMAGE: any 8 tokens (starting with yellow)
  • WOUNDS: 0

Afterwards, shuffle this card back into the Night Raids deck.

Desperate People (Encounter Card)

We encounter a new group of local farmers plundering the area. The conversation is really tense.

Determine the number of Desperate People encountered – roll the Black die: 1-3 – one, 4-8 – two, 9-10 – three, and draw their tokens [grey token icon]. They are armed with: (A) nothing, (B) Knife, (C) Hatchet.

Choose one of the Characters present and roll the Black die. If the result is greater than their Empathy – Combat begins automatically (see Journal: COMBAT sheet).

If there is no Combat: You may return 1 Exploration card to TRADE with them – see 355.

If there is Combat: You may try to STOP the fight – see 880. After defeating all Enemies – see 33.

Afterwards, shuffle this card back into the Residents deck.

Village Folk

Strangers are dragging some bags behind them. Even though their eyes are hopelessly empty, they look well-fed. They must be new in town...

You may perform a TRADE (see Journal: TRADE sheet) to exchange any tokens from the Findings Pile for any green tokens. TRADING COMMISSION: 1.

Afterwards, shuffle this card back into the Residents deck.

Arrival of Local Refugees

Add 2 Cold tokens to the Cold space.

Place this card on the Findings Pile (if any card is already there, remove that card from the game):

From now on, during Scavenging performed in the Far Location, add 1 Vegetable to the Findings Pile.

Goat

GET SOME MILK [red icon]: 1 Vegetable + 1 Water → Lower the Hunger of 2 chosen Characters by 1.

KILL THE GOAT [red icon]: Set the Hunger of all Characters present to 0 and add 6 Raw Food to the Storage. Then roll the Black die and compare the result with the Empathy of each Character present. A result that is equal to or lower than a Character's Empathy = raise their Misery by 1.

Afterwards, remove this card from the game.

Rooftop Garden

GROW VEGETABLES [red icon]: 2 Chems → Place a WAIT token here. Then roll the Black die. Result = 1 – the Character placed here is hit by a sniper bullet and suffers 2 Wounds.

When WAIT tokens are resolved, roll the Black die and consult the table below, adding that amount of Vegetables to the Storage:

  • Result = 1-2 – 1 Vegetable
  • Result = 3-5 – 2 Vegetables
  • Result = 6-10 – 3 Vegetables

Farmers

Two strangers offer help in exchange for shelter.

If you decide to take them in, place 2 Farmer miniatures in the Shelter and keep this card. As long as you have this card, you cannot decide to visit the Market.

Each Farmer may perform 3 actions during the Day Actions phase, just like the Characters.

Each Farmer must eat at least 1 Raw Food during the Dusk phase, otherwise he leaves (discard his miniature).

Each Farmer may be sent on Guard Duty (Prowess 1). However, if he suffers any Wounds, he leaves (discard his miniature).

Remove this card from the game when there are no Farmer miniatures in the Shelter.

Script references printed on this card: 173, 726, 329, 602, 449.