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Multiplayer Game -All players start the game with food.

The starting player receives two food whi le all other players receive three. -When a player places a family member on an action space, he immediately takes t hat action. In other words, action spaces ARE NOT resolved at the end of the rou nd but are resolved immediately. -In all spaces with red arrows, the goods accumulate over the rounds, including the Fishing and the Traveling Players action (the latter is only used in games of 4+ players). When a player takes goods, animals, or food from these spaces, he tak es all of them. Note that in the Family Version, the "Starting Player" space acc umulates food each round. -Using one of the "Occupation" action spaces in the game allows a player to only play one Occupation card that turn (the only time a player can play more than o ne Occupation card from a single space is if he has a Minor Improvement or Occup ation in play that allows him to break the rule). -The actions on spaces that include two actions divided by and/or can be taken in any order. Both actions do not have to be taken, but at least one must be taken or a player cannot select the space with his family member. One example is the So w and/or Bake Bread space. -For action spaces that include two actions using After . . . also . . . , the firs t action must be taken and the second action is optional. One example is the Afte r Renovation, also 1 Major or Minor Improvement space. -In order to take the Family Growth action, a player must have more rooms than he currently has family members (including other newborns). If a player expands his family using the Family Growth even without space in your home action and later b uilds a new room in his house, that family member must be moved into the new roo m. -The "Build Room(s) and/or Build Stable(s)" space allows a player to build as ma ny rooms as he can afford and, if he has enough wood, all four of his stables. H owever, there is a "Build 1 Room or Traveling Players" space in a five player ga me that only allows a player to build a single room. -In the five player game, the action space 1 Reed, In addition, take 1 Stone and 1 Wood accumulates one reed every round. The one stone and one wood that come wit h the reed are taken from the general supply and these two additional resources are given to each player who takes the action. -From the five player family game, the action space Take 2 different Building Res ources of your choice requires that a player must take two different resources. -The Start Player Marker only moves to a new player when someone takes the ng Player action. Starti

-Fences can only be built if they form a completely enclosed pasture with fences on all sides. A fence cannot be placed unless it is part of such an enclosure. -Stables A player can only have one stable on any farmyard space, but can have t wo or more stables in a pasture - each stable doubles the capacity again. A fenc ed stable doubles the capacity of the entire pasture (not just the farmyard spac e it is on). An unfenced stable can be fenced later. When scoring, a farmyard sq uare with just a stable is considered occupied, which allows a player to avoid t he -1 penalty for an empty space (an unfenced stable is not worth any positive p

oints, however). Also during scoring, one pasture is a single fenced in area, re gardless of the number of farmyard squares in the pasture. -Renovation A player cannot renovate to clay and then to stone in the same actio n. When renovation occurs, the entire hut must be renovated at the same time. Th e amount of reed required for renovation is always just one total, regardless of the number of rooms being renovated. For example, if a player is renovating a f our-room clay hut to stone, he must pay four stone and only one reed. -When a player takes a Sow action, he can sow as many fields as he has plowed, pro vided these fields are empty and he has enough grain and/or vegetables. -When harvesting grain and vegetables, one of each good is taken from each stack in a field and the remaining goods are left in the field until the next harvest . This occurs at the beginning of the harvest phase, before a player feeds his f amily members. Grain and vegetables in a field are not consumable they must be h arvested and placed in a player s personal supply first. However, grain and vegeta bles left in the fields at the end of the game are counted for scoring purposes. -Grain can only be baked into bread when using a Bake Bread action (don't forget t hat one grain, or one vegetable, can be used as one food at any point in the gam e). Ovens convert a limited amount of grain into food while Fireplaces and Cooki ng Hearths convert unlimited amounts. A player can own multiple cooking improvem ents and use all of them when he takes the "Bake Bread" action. A player can onl y cook the grain in his personal supply, not in his fields. Immediately after a player places an oven as a major or minor improvement, he get to perform the "Ba ke Bread" action. -With a Fireplace or Cooking Hearth, animals and vegetables can be converted to food at any time, even immediately after they are taken from the board. The only limit is that animals cannot be made into food during the Breeding phase of the Harvest. Thus, a player could take animals for the sole purpose of cooking them immediately (a player can even take animals and simply let them all go if he do es not have an improvement to cook them or room to place them on his farm). -A player can keep only one animal is his house which is known as a pet. This pe t is identical to other animals in all respects it can breed, it can be eaten, a nd it is counted for scoring at the end of the game. All animals, including a pe t, can be freely moved (meaning it does not require an action) during the course of a game as long as all rules regarding animal placement are followed. The gen eral consensus on BGG is that a player is better off not naming a pet the animal will likely meet a tragic end. -A Begging Card is taken for each food that a player is short when he feeds his family, not for each family member that cannot be completely fed. -During the Breeding phase of the Harvest, a player with at least two of one typ e of animal receives only one baby animal of that type. In other words, a player with two sheep gets one lamb and a player with ten sheep gets one lamb as well. A maximum of three animals can be bred during this phase, one each of sheep, bo ars, and cows. -When a player plays a Minor Improvement or Occupation card from his hand, he do es not draw a new card to replace it. Unless playing with any of the variants li sted in the rules, a player is limited to the fourteen cards he is dealt at the beginning of the game (the only exception to this limit if when a player is requ ired to pass a Minor Improvement card to his left after playing it). -If a player "returns" a Major Improvement, the card goes back to the major impr ovement board where it can be repurchased, either by a different player or the s

ame player. The player returning the Major Improvement does not forfeit any good s he received, or will receive, from the card (this is really dealing with the w ell). When a player "returns" a Minor Improvement or Occupation, it is removed f rom the game. If a player is still to receive goods in upcoming rounds for these removed cards, those goods are removed from the board. -A card that states something like, Add 5 and 9 to the current round . . . means t hat a player adds the given numbers on the card to the current round number and places the designated goods on the corresponding round spaces. For example, if a player is to add 5 and 9 during round 4, he would place the respective goods on rounds 9 and 13. If this card was played in round 7, the player would only plac e the goods in round 12 since there is no round 16. -Any card (Major or Minor Improvements) with the word "Fireplace" in its title i s considered a Fireplace. Any card with the word "Oven" in its title is consider ed an Oven. Though both can bake bread, a Fireplace and an Oven are considered d ifferent cooking implements in this game. -As noted in the rules, resources, animals, and food are meant to be unlimited, as are plowed fields and rooms for the various houses. Only a player s family memb ers, stables, and fences are limited in number. -The main decks ny way a player all three could lso be combined that come with the game, the E, I, and K decks, can be used in a desires. They can be used separately, two could be combined, or be used at once. The Z-deck is a small expansion deck that can a with the other decks in any way a player chooses.

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