Turf War
Turf War Rulebook
Table of Contents
Table of Contents
Objective
Play cards to build up points in your Yard, and sway Neighbors for extra points. When the last Neighbor is swayed, the player with the most points wins.
Learn by video at turfwar.info
Setup
- Give each player a Home, a Garage, a Piggy Bank, and a Yard (3x3 grid of Dirt).
- Give each player a Rake, a Toolbox, and a Watering Can as their starting hand.
- Shuffle the Store Deck. Put the top 5 cards face-up next to it (the Store.) Put the Trash nearby.
- Shuffle the Neighbor Deck. Put the top 5 cards face-up next to it (the unswayed Neighbors.)
- Each player starts with $0 in their Piggy Bank.
Your Turn
- Do all Start (at the start of each of your turns) actions in your Yard (in any order).
- Turn your Home / Away card to Home or to Away (you always choose which side you want face-up.)
- When you go from Away to Home, pick up all cards from your Garage and put them into your hand.
- Do any or all actions on Home / Away's face-up side:
Home
- You may play one card from your hand.
- You may sway one Neighbor.
Away
- You may work (gain $5.)
- You may buy one card from the Store.
- Do all End (at the end of each of your turns) actions in your Yard (in any order.)
The player who most recently did yard work goes first.
Working
When you work, add $5 to your Piggy Bank.
Buying Cards
- Select a card from the Store and pay its $ (in the card's upper right corner) from your Piggy Bank,
- Put that card into your Garage.
- Restock the Store. (Reveal the top card of the Store Deck and then put it into the empty Store slot.)
- When a card leaves the Store for any reason, restock.
- When you reveal an Event, do its action and put that Event card onto the bottom of the Store Deck.
Playing Cards
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Tools – Reveal the card, do its Play action, and then put it into your Garage. (The page's illustrations show a Tool played onto two Yards, with two other examples crossed out as incorrect; no caption text is printed.)
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Ornaments, Plants & Features – Put the card face-up on top of any unoccupied Place. (Any one card occupies one Place.) Do the card's Play action if it was played onto your Yard.
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Pests – Put the card face-up onto any card or Pile. Do the card's Play action if it was played onto your Yard.
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Only play a card on a rival's Yard when they're Away.
Swaying Neighbors
- If the Neighbor has Criteria, your Yard must contain everything listed. (For example, swaying Amelia requires 3 or more Ornaments in your Yard.)
- If the Neighbor has Bribe, do the Bribe. You must complete the Bribe in full. (For example, swaying Thomas requires that you pick up 2 cards from your Yard and put them into another player's Garage.)
- Put the Neighbor in front of you ("in your Sway.")
- You can't sway a Neighbor away from a player.
- Don't restock after swaying a Neighbor.
Trashing Cards
To trash a card, put that card face-up in the Trash.
Game End & Scoring
When the last of the 5 Neighbors in the row is swayed, the game is over. Add up Victory Points from your Yard and Sway to determine your score.
- The VP value of some cards changes based on the cards in your Yard. (For example, Garden Gnome is worth 2 VP for every Plant in your Yard.)
- The highest total VP wins.
- In a tie, the person with more Neighbors in their Sway wins.
Questions? Go to turfwar.info for a full card-by-card guide, videos, and variant rules.
Icon Key
- Home player's...
- Away player's...
- Neighbor
- Pile
- Victory Points (VP)
- Dollar value
- Event
- Ornament
- Plant
- Feature
- Pest
- Tool
- Start: At the start of each of your turns...
- End: At the end of each of your turns...
- Play: When you play this...
- When you go from Away to Home...
- Criteria: To sway this, your Yard must contain...
- Bribe: To sway this, you must do...