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La Granja Deluxe Ma Rulebook 190970

La Granja is a strategic board game for 1-4 players where participants manage farms near Esporles, Mallorca, aiming to expand their estates and deliver goods to earn victory points. The game involves careful planning and adapting to the randomness of dice and cards, with various components including player boards, farm cards, and revenue dice. Players earn points by supplying craft buildings and market barrows, with the winner being the one with the most points after six rounds.
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0% found this document useful (0 votes)
16 views28 pages

La Granja Deluxe Ma Rulebook 190970

La Granja is a strategic board game for 1-4 players where participants manage farms near Esporles, Mallorca, aiming to expand their estates and deliver goods to earn victory points. The game involves careful planning and adapting to the randomness of dice and cards, with various components including player boards, farm cards, and revenue dice. Players earn points by supplying craft buildings and market barrows, with the winner being the one with the most points after six rounds.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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In La Granja, 1-4 players control small farms by the Alpich pond

near the village of Esporles on the island Mallorca.

During the course of the game, players try to steadily expand their
farms into the mighty country estate La Granja. They also seek to
deliver goods to the village. Here, speed means everything.

La Granja is a fascinating game that requires careful planning.


Successful players must learn to cope with the imponderability
of the dice and cards that are available to them.

COMPONENT LIST

Each copy of La Granja Deluxe Master Set contains:


1 double-sided game board
Apart from the components above, addi-
4 player boards tional components are used by the solo
66 farm cards (numbered 1 to 66) automa as well as by other modules. All
9 revenue dice modules and module-specific components
are listed separately in the Module Book.
100 player markers (25 in each of 4 player colors)
4 siesta markers (1 in each of 4 player colors) If this is your first time playing La Granja,
it is strongly recommended that you play
16 donkey tiles (4 per player)
the game using just the base game rules
XX silver “coins” (values 1 and 3) and components.
XX victory point markers (values 1, 3, 5, 10)
4 turn order markers (numbered 1 to 4)
XX roof tiles
24 craft markers
3 building order markers (numbered 1 to 3)
XX exhaustion markers
4 player aids
3 market overlay tiles)

COMPONENT LIST

2
COMPONENT OVERVIEW

1 DOUBLE-SIDED
GAME BOARD
B
A
2
2
2A
2
2A C
D
2A 5
3 2 1
2
A craft building in detail (3-4 player board): ownership marker
area (and a building card area, if playing with the Bustling
Town module) A , 4 rows of deliverable goods B , corresponding
2A 2 2A craft markers holding area C and the building number D .
4A 6 revenue spaces (with dice numbers from 1 to 6) are
4 2A located to the left side of the board 3 .
A In the bottom part of the board, there are the spaces
3- and 4-player side of the board A for roof tiles for game rounds 2 to 6 4 , together with
4 spaces for the roof makers that are available in the
The center of La Granja’s game board depicts the mar- current round 4A .
ket place of the village Esporles 1 . It consists of hex-
agonal market spaces. Each space has a number value Finally, on the right side of the game board there is the
between 2 and 6. The 3-4 player side features spaces siesta track 5 divided into 5 sections, with a number
marked with , which may not be entered in a 3-player of victory points printed on the left of some of them.
game. Players’ position on this track will influence player or-
der during the course of the game. On the right side of
There are 6 craft buildings located along the outer the siesta track there are 3 color markings. Ignore them
edge of the market 2 . There are a number of different unless playing with the Donkey Song module.
symbol rows (one per player) assigned to each craft
building. Farm goods or trading goods shown by
symbols in the rows have to be delivered to the craft
buildings in question by players during the game. Next
to each craft building, there is a space for player markers
(placed after stocking the building in full), as well as
space for a Building card (ignore it unless playing with
the Bustling Town module). Below the craft buildings,
there are also spaces for matching craft markers 2A .

COMPONENT OVERVIEW COMPONENT OVERVIEW

3
PLAYER BOARDS

8 6
B

1 7
1
1 1

3B C
3C 1
4
2 1 5
A

D 3B 3C
2
3A 9 9 3A
2
Each player has one player board which represents their Farm cards may be placed at the appropriate spots on
farm. At their farm there are 6 spaces for acquired craft the 4 sides of the farm; their usage varies according to
markers 1 , several dens (for harvest goods and upgrad- their location on the farm (around the player board).
ed goods) 2 together with the price for upgrading 3A , At most 3 cards may be placed at the top and bottom
buying 3B or selling 3C specific resources, a cen- of the farm – one card in each notch. Cards placed to
tral space for trade commodities 4 , a pig stall with the left and right are partially tucked underneath cards
2 stables 5 , a table for farm goods and the costs for that have already been played so that only the appropri-
farm extensions (increasing in cost per extension) 6 , ate side of the card is showing. There is no limit to the
a farmhouse with 5 spaces for purchased roof tiles 7 , number of cards in these 2 locations.
a space for played donkey tiles 8 and space for each of
the 2 revenue dice 9 the player will choose each round.
FARM CARDS
Attention: While the space for trade com-
modities, the dens for harvest goods and for During the game, players draw farm cards into their
upgraded goods may theoretically hold any hands and then play them by tucking them under one
number of player markers, the pig stall has of the 4 sides of their player boards.
only room for a maximum of 2 pigs (there-
fore there are 2 octagonal spaces, or stables). After a card is played only the side chosen by the play-
er is considered active and able to influence the game.

COMPONENT OVERVIEW COMPONENT OVERVIEW

4
The information on the other 3 sides of the card is irrel-
evant for the rest of the game. SILVER COINS

B Silver is the currency in La Granja. The game contains


coins with a value of 1 and 3. A player may change
3 value 1 coins against a single value 3 coin from the
supply (or vice versa) at any time during the game. If
any component mentions “X silver” it means coins of
a total value of X.
A C

D
A A card played to the left of the farm is a field.
A specific harvest good grows on a field – either
olives, grain, or grapes.
B A card played to one of the 3 notches at the top of
the farm is a market barrow. VICTORY POINT
MARKERS

Any time you earn victory points, immediately take that


number of victory point markers from the pool. There
A market barrow symbol
are markers with value 1, 3, 5, and 10 victory points.
Like silver coins, victory points can be exchanged at any
C A card played to the right of the farm is a farm time (e.g., taking a single marker of value 3 for 3 mark-
extension. ers of value 1). If any components mention “1 victory
D A card played to one of the 3 notches at the bottom point”, it means 1 victory point marker of value 1.
of the farm is a helper with special abilities.

REVENUE DICE

There are nine white revenue dice in the game.


Depending on the number of players, a certain number
of dice are used and assigned to the revenue spaces of
the game board. Please note that the game comes with
additional dice of different colors which are used by
specific modules.

COMPONENT OVERVIEW

5
CRAFT MARKERS DONKEY TILES

Each craft building in the village has its own specific Each player has an identical set of 4 donkey tiles. Players
craft marker. Each player may get 1 marker at each craft select a donkey tile each round. Each marker shows
building. The front side of each marker depicts a one- the number of deliveries (depicted by donkeys A ) and
time, instant ability gained just after receiving it. Once sometimes a number of steps a player advances on the
a craft marker is flipped, its passive ability becomes siesta track on the game board (depicted by hats B ).
available and the player may use it throughout the rest Donkey tiles of different colors, as well as a donkey tile
of the game. with 4 hats, are only used when playing with specific
modules.

BUILDING ORDER
ROOF TILES MARKERS

Each player may purchase 1 roof tile A per round.


La Granja contains 3 building order markers (numbered
A roof tile provides its owner a one-time bonus. Starting
1, 2, and 3). They are placed on 3 of the 6 craft buildings
with the second roof tile acquired, players earn victory
in the village at the start of the game and initially bar
points as shown on the player board immediately upon
access to these craft buildings.
purchase. Roof tiles with a symbol are broken B ,
and are used only when playing with their correspond-
ing module.

TURN ORDER
MARKERS
B
These markers, numbered from 1 to 4, record the player
order.

COMPONENT OVERVIEW COMPONENT OVERVIEW

6
PLAYER MARKERS SIESTA MARKERS

Each player receives 25 player markers in their color. These markers are first placed on the “0” space of the
These markers represent various items a player owns or siesta track of the game board. Siesta markers may be
have used depending on where they are located on the advanced during a game round.
farm or the game board.

EXHAUSTION
Example: MARKERS
If a player marker is on the trade commodity space,
it is a trade commodity; if it is on an olive field, it is
There are multiple abilities in the game that may be used
an olive; if it is on the village market, it is a market
only once per round. Whenever a player wants to mark
stand, etc.
it, they can place an exhaustion marker on the card that
provides the ability. All exhaustion markers should be
returned to the general supply at the end of the round.

PLAYER AID
SHEETS

This marker A indicates that the player has 1 olive. The player aid sheets summarize the sequence of a game
round and list ways players may obtain victory points.

The 25 markers are the maximum a player can have! If


a player has all 25 markers in use (this will only happen
very rarely), they may first remove any 1 player marker
from their farm or the game board to use as part of their
current action.

COMPONENT OVERVIEW COMPONENT OVERVIEW

7
EXPLANATION OF TERMS

The following terms have a special meaning in La Granja:


Upgraded good symbol. Perform an upgrade symbol.
Harvest goods: There are 3 kinds of harvest
goods—olives, grain, and grapes. They grow on
fields, may be put into dens and may be upgraded.
All harvest goods received by a player that were not upgrades into
grown on that player’s fields have to be placed in
the appropriate dens.
upgrades into

upgrades into

or

Revenue: Players get revenue via dice. Revenue


may be 1 or more resources, silver, a delivery, 1 or 2
Harvest goods: free upgrades, a number of steps on the siesta track,
olives, grain and grapes. Fields (printed on cards). and the drawing or playing of a card. Additional
revenue effects are introduced by modules.

Resources: Olives, grain, grapes, and pigs are the


resources in the game. They may be bought, sold,
or upgraded.

Resources: harvest goods (olives, grain and


grapes) and the Mallorcan black pig.

Upgraded (upgraded goods): During the game,


Resources may be upgraded into upgraded goods.
Grapes are upgraded to wine, pigs to cured meat, Revenue spaces, as printed on the side of the board.
and olives and grain are upgraded to food. An up-
grade may cost silver or be performed for free as
a result of some game effects.

EXPLANATION OF TERMS EXPLANATION OF TERMS

8
Trade commodity: Trade commodities may be
exchanged for certain goods and actions:

Trade commodity

At the top right corner of a player’s farm there is an overview


of costs of farm extensions and all available farm goods.

Trade commodities may be exchanged for: 4 silver, or Delivery: A donkey symbol represents 1 deliv-
2 different harvest goods, or the possibility of playing or ery. A delivery is defined as moving 1 good from
drawing 1 farm card, or 1 pig, or 2 free upgrades. a field or den (and sometimes a card) to either
a craft building in the village or to a market barrow
Farm: The player board and all attached farm cards on the player’s farm. Modules introduce other game
represent their farm. elements that deliveries may be made to.
Farm goods: A term that includes the following:
Ø silver
Ø victory points
Ø resources (pigs and harvest goods: olive, grain,
grape)
Ø upgraded goods (food, wine, cured meat) Delivery symbol

AIM OF THE GAME

Over the course of 6 game rounds, players will expand When a player has fully supplied a market barrow
their farms and deliver goods to the village of Esporles, on their farm (i.e. a farm card at the top of their
earning victory points. farm), that player receives victory points and a trade
commodity.
Players have 2 options to earn victory points in the
village: It is important to observe the actions of other players,
As soon as a player has fully supplied a craft build- to manipulate turn order, and to adjust for the vagaries
ing, they earn victory points and a craft mark- of the dice and the cards during the course of the game.
er which grants a bonus for the remainder of the The player who has earned the most victory points by
game. the end of the game is the winner and earns the title of
La Granja for their estate!

AIM OF THE GAME AIM OF THE GAME

9
SETUP STEPS

1. Place the game board in the center of the table. 6. One player sorts all roof tiles using the round
When playing with 2 players, flip the board to the numbers on their backs, and prepares 6 stacks -
solo and 2-player side. Otherwise, flip it to the 1 for each round of the game 6 .
3 and 4-player side 1 . 7. Place a number of roof tiles equal to the number of
2. Each player receives a player board, 25 player mark- players on each roof space from 2 to 6.
ers of 1 color 2A , 1 set of donkey tiles 2B (4 mark- 8. A number of round 1 roof tiles equal to the number
ers; with 1, 2, 3, and 4 donkey symbols), 1 victory of players is flipped face up and placed in a row
point, and 1 silver 2C . above the roof tile stacks 8 .
3. Each player puts 1 of their player markers on the 9. All roof tiles that were not placed on the main
trade commodity space of their farm 3 . The rest board are returned to the game box.
of the player components are their supply.
10. The players put 1 craft marker per player on the
4. One player shuffles all farm cards and deals each respective craft buildings plus 1 victory point each
player 4 cards 4 . A player may look at their own on the player ownership marker areas next to the
hand of cards, but should keep it secret from their buildings 10 .
opponents.
Now 1 player rolls a die. The number rolled deter-
5. The rest of the farm cards are placed face down mines where the building order marker 1 is placed.
next to the main board, forming the draw deck 5 . Afterwards the die is rolled 2 more times. The num-
bers rolled determine which buildings are occupied
by building order markers 2 and 3. If a building
Attention: The instance the draw deck is already has a marker, the die is rolled again until
empty, all discarded cards are shuffled to a building without marker has been determined. It
form a new draw deck. is best to put the markers in the center of the sym-
bol rows. In addition, 1 victory point each is put
next to the 3 building order markers. 11

The farm of a player at the start of the game.

The building number A determines where


building order markers are placed.

SETUP STEPS SETUP STEPS

10
12. Randomly determine the start player and give them
the turn order marker with the number 1. In clock-
wise order the other players get turn order markers Attention: In 3-player games some of the
with ascending numbers 12 . If there are fewer than outer market spaces may not be entered.
4 players, the markers which are not used are put These spaces have an in their center.
back into the game box.
13. Set aside a number of white revenue dice 13 based
on the number of players:
4 players 9 dice
3 players 7 dice A A
2 players 5 dice
14. According to their turn order, each player places
1 of their player markers on the central market
spaces of the game board (with the numbers 2, 3, 4,
5). The first player places their marker on the mar- A A
ket space with the lowest number, the other players
follow in ascending order 14 . In a 3-player game
spaces 2, 3, 4; in a 2-player game spaces 2 and 3 are
occupied.
15. In reversed turn order each player puts their sies-
ta marker on the space at the bottom of the siesta A A
track. The marker of the start player should be on
the top 15 .
16. Victory points, silver, and exhaustion markers are
placed next to the main board and form the general No access in 3-player games A .
supply 16 .

11
14 10 15
10
8 5
2A
6
1 3
13 2C

16
4 12
16 16 2B

SETUP STEPS SETUP STEPS

11
SEQUENCE OF PLAY

La Granja is played over 6 game rounds. A game round


consists of these 4 phases: USING TRADE
COMMODITIES
Farm Phase ( page 14)
From time to time during the game a player receives
Revenue Phase ( page 18) trade commodities (most of the time via completed
Transportation Phase ( page 19) market barrows). Each trade commodity is represented
by a player marker on the central space of the farm.
Scoring Phase ( page 25)

Attention: La Granja does not contain


a game round record marker. However, you
can track rounds by looking at the roof tile
stacks on the board to easily determine the The player owns 1 trade commodity.
current game round.
A player may return a trade commodity to the supply to
conduct 1 of the following actions:
Take 4 silver: The player takes 4 silver from the
pool.
ANYTIME ACTIONS Take 2 different harvest goods: The player takes
2 different harvest goods and places 2 of their play-
er markers on the corresponding dens of their farm.
La Granja is a very flexible game – most of the time the
Draw 1 card or play 1 card: The player either
active player may perform various actions in the order
tucks 1 of their cards from their hand under their
of their choosing. This is especially important for cer-
farm (paying farm extension costs) or they draw the
tain actions that may be conducted anytime during the
top card from the draw deck to their hand.
game independent of the phase of a game round. These
actions include returning trade commodities, buying Take 1 pig: The player takes 1 pig and places 1 of
and selling resources, and upgrading resources. their player markers on a stable (pig stall space).
Upgrade 2 resources free of charge: The player
may upgrade any 2 of their resources free of charge
and transfer them from their dens or fields into the
respective dens for upgraded goods. To do so, they
move a marker from a den or field in the direction
of the arrow into the corresponding den of the up-
graded good. The costs shown on the arrow are not
paid. Alternatively, the player may transport trade
commodities to 1 of the craft buildings of the vil-
lage in the Transportation Phase, see page 19.

ANYTIME ACTIONS

12
BUYING AND SELLING UPGRADING RESOURCES
OF RESOURCES
A player may upgrade harvest goods and pigs – hence-
When a player buys resources, they place 1 of their forth they are upgraded goods. To do so, the player
player markers per purchased resource in the respective marker is moved from its resource space to the appro-
den or stall. priate upgraded good space.

A B
B
A B A

Purchasing olives or grain costs 3 silver each A . Selling these Upgrading the grape from the field A or from the den B
2 resources would earn the player 1 silver per resource sold B . into wine costs 3 silver each. The corresponding
player marker is moved to the wine den C .
When a player sells resources, they remove the respec-
tive player markers from their dens or stalls. Harvest The costs for upgrades are listed on the farm between
goods cannot be sold from fields! the dens and fields of the harvest goods and the pig stall
stables, and the dens for upgraded goods.

Attention: Upgraded goods may not be HARVEST GOODS


directly bought or sold. A player may ON FIELDS
buy an upgraded good indirectly by first
purchasing the resource at buying price, Harvest goods are never moved between a field and
and then spending silver to upgrade it. a den. They stay on the fields until one of the following
occurs:
They are upgraded (see page [XX])
They are used as payment for the costs of a farm
extension (see page [XX])
They are delivered (see page [XX])

SEQUENCE OF PLAY ANYTIME ACTIONS

13
GAME PHASES

Every round is played following 4 phases explained in A card placed in 1 of the 3 slots on the top of the
detail below. farm becomes a market barrow. Tuck the card
underneath the top of the player’s farm board so
only the information at the top of the card remains
visible. Specific goods are displayed by their corre-
FARM PHASE sponding symbols. These goods must be delivered
to the barrow by the player. When the market bar-
row has been fully supplied, it is sent to the village
The Farm Phase consists of 4 steps. One step is always market and earns the player 1 trade commodity and
conducted completely by all players before the next step a number victory points, as printed directly under
is started. After players become comfortable with the the symbols (see page [XX]).
game, the first 3 steps may be conducted simultaneous- A card placed on the right side of the farm be-
ly. Otherwise, the Farm Phase is played in turn order comes a farm extension. Tuck a card played as
a farm extension under the right side of the player’s
farm board so that only the right side of the card is
1. PLAY A FARM CARD displayed. A farm extension offers various benefits,
AND DRAW NEW CARD(S) such as extra silver income, a larger hand size or
more space to keep pigs.
A card placed in 1 of the 3 slots at the bottom of
the farm becomes a special helper that allows the
player to use their special ability. Tuck the card
underneath the bottom of the player’s farm board
so only the information in the bottom-center part
of the card remains visible. The helpers and their
Each player may play 1 card and draw 1 or more new
functions are listed in detail in the glossary.
cards at the end of this step.
Playing a card as a market barrow, helper, or field is
always free. If a player already has 3 market barrows (or
3 helpers) on their farm, and would like to play another
Exception: In the first game round all play- one, they must discard a corresponding card from their
ers play 2 cards! farm make room for the new market barrow or helper.
Playing a card as a farm extension requires payment.
Farm extensions are paid for with farm goods. Each
farm extension card played on the farm costs 1 more
Players should place their cards on their farm according unique farm good than the previous one. The cost of
to how they wish to use them: the first farm extension is 1 farm good, the second is
A card placed on the left side of the farm becomes 2 farm goods, the third is 3 unique goods, etc.
a field. A harvest good will be produced on an
empty field – either olives, grain, or grapes (see
step 3 of the Farm Phase). Tuck a card played as
a field underneath the left side of the player’s Note: While the first farm extension card
farm board so that only the left side of the card is may be paid for with any single farm good,
displayed. A player may have any number of fields. the second and subsequent extensions re-
quire unique farm goods as payment.
A field always enters the game empty (i.e. without
a harvest good)!

GAME PHASES FARM PHASE


14
Players can find an overview of the farm goods and
farm extension costs in the top right corner of their 2. TAKE INCOME
farm.

Each player takes their income from the supply.


At the start of the game no player has any regular
income. Some craft markers and farm extensions
Farm extension costs, and an overview of all farm goods.
produce income for a player. Income may be silver,
At the end of this step each player draws cards until harvest goods, pigs, or trade commodities.
their hand limit is reached. Each player starts the game
with a hand limit of 3 cards. This limit is printed on
each player board.
B
Each farm extension a player owns (as well as some
helpers) increase the hand limit.
A
A

This player has an income of 4 silver A and 1 trade


commodity B . The player places the silver into their pool
next to the farm and 1 player marker as a trade commodity
onto the central area for trade commodities at their farm.

This player has a hand limit of 4 cards A . 3. GROWTH ON FIELDS


AND PIG OFFSPRING

Attention: The hand limit is only in effect


at this specific moment. During the rest of
the round a player may have more cards in
their hand than their hand limit allows. If
a player must discard surplus cards, they
may choose which cards to discard in order Each player receives new harvest goods on fields and
to go back to their hand limit. offspring for their pigs.
1 harvest good is placed on each empty field. To mark
this, each player takes their markers from the supply
and places them on empty field spaces on their farm.

GAME PHASES FARM PHASE


15
4. PURCHASE ROOF TILES

A
Each player may purchase 1 roof tile from the current
round in turn order.

Attention: In the first round, players pur-


chase roof makers in reverse turn order!
New harvest goods appear on these 2 empty fields A .

If a player has at least 2 pigs, they receive 1 pig as off-


spring. Each roof tile has a printed cost in silver. The price
corresponds to the current round, starting at 1 silver in
round 1 and increasing to 6 silver by the sixth and final
round of the game. A purchased roof tile is placed on
Note: To receive this additional pig, a play- the leftmost empty roof space on the player’s farm When
er must have the necessary space in their
a player covers up a roof space with victory points print-
pig den. If a player does not have the nec-
ed on it, they immediately receive those victory points.
essary space, they do not receive pig off-
spring (a player may not sell the newborn
pig immediately). The farm has space
for 2 pigs. Some farm extensions provide B
more space for pigs. Even with several pigs
a player only receives 1 pig as offspring.
A

A
The player purchases a roof tile in turn 2 A .
They pay 2 silver B and receive 1 victory point C .

ROOF TILE FUNCTIONS

Each roof tile provides a special one-time benefit,


Green receives 1 pig A as offspring. which may be used at the player’s discretion during one
of their turns. If a roof tile lists phase numbers, it may
be used only during the phases listed. Otherwise, it may
be used anytime. After a roof tile has been used it is
turned face down.
GAME PHASES FARM PHASE
16
Carry out 1 purchased delivery
The player may carry out 1 purchased
Note: Each player may buy up to 1 roof delivery (see page [XX]).
tile per round. Since a farm only has 5 roof
tile spaces, a player may buy a maximum Play 1 card or draw 1 card
of 5 roof tiles throughout the game. A pur- The player plays 1 card from their hand
chased roof tile may not be discarded. to their farm (paying possible farm ex-
tensions cost) or draws the top card
from the draw deck into their hand.
Receive 1 victory point
Take 1 olive/grape
The player receives 1 victory point
The player takes 1 olive/grape and from the supply.
places their player marker in the corre-
sponding den on their farm. Receive 2 silver
Take 4/3 silver The player receives 2 silver from the
The player takes 4/3 silver. supply.

Flip over 1 roof tile


Take 1 grain or 1 olive The player flips a used roof tile so it is
The player takes 1 grain or 1 olive and face up, making it available to be used
places their player marker in the corre- a second time.
sponding den on their farm. Advance 1 or 2 steps on the siesta
Take any harvest good track
The player takes any harvest good (ol- The player may advance 1 or 2 steps on
ive, grain, grape) and places their play- the siesta track (see page [XX]).
er marker in the corresponding den on Receive 1 upgraded good.
their farm.
The player receives 1 upgraded good,
Take 2 different harvest goods placing their marker in the upgraded
The player takes 2 different harvest good den of their choice.
goods and places 2 of their player Modify a revenue die
markers in the corresponding dens on
The player may change the value of the
their farm.
revenue die they take by 1 or 2 (accord-
Take 1 pig ing to the roof tile).
The player takes 1 pig and places their Receive income
player marker in one of their pig dens.
The player receives the income from
If the player has no empty space for the
their farm (see pge [XX]).
pig, the pig must be sold immediately.
Upgrade 1/2 resources free of Place a marker on the market
charge
The player places one of their markers
The player may upgrade 1 or any 2 of on any unoccupied space of the mar-
their resources free of charge and move ket, but earns no victory points.
them from its field or den to the corre-
sponding den for upgraded goods. Double victory points
Receive double the amount of victory
Carry out 1 delivery
points when placing a roof tile. This
The player may carry out 1 delivery tile may be used when it is placed or
(see page [XX]). when a subsequent roof tile is placed
on the farm.

GAME PHASES FARM PHASE


17
THE REVENUE SPACES
REVENUE PHASE
Take 1 pig.
During this phase, players perform most of their actions The player takes 1 pig and places their
in a round. marker on a pig stall stable space. If a player
does not have an empty pig stall stable
space, the pig must be sold immediately.
TAKE REVENUE DICE
Play a card, draw a card, or take
a harvest good.
The player may choose between the fol-
lowing options:
Ø The player tucks 1 of their cards from
hand under their farm (paying exten-
sion costs, if necessary), or draws the
The start player takes all revenue dice, rolls them, and
top card from the draw deck and adds
places them to the left of the corresponding revenue
it to their hand.
spaces.
Ø The player takes any 1 harvest good
(olive, grain, grape) and places their
marker on the respective den on their
farm.
Take 2 different harvest goods.
The player takes 2 different harvest goods
and places their markers on the respective
dens on the farm.
Take 4 silver.
The player takes 4 silver from the pool.

Upgrade 2 resources free of charge,


upgrade 1 resource free of charge and
advance 1 step on the siesta track, or
Then, in turn order, each player takes a die and places advance 2 steps on the siesta track.
it on the left die space of their farm, and performs the The player may choose between the fol-
action depicted on the appropriate revenue tile. When lowing options:
each player has done so, each player, in turn order, takes Ø Upgrade any 2 of their resources free
a second die, places it on the right die space of their of charge and move them from their
farm and performs their second action. respective fields or dens to their new
dens for upgraded goods.
Ø Upgrade any 1 resource free of charge
and move it from its respective field
or den to its den for upgraded goods.
In addition the player may advance
1 step on the siesta track.
Ø Advance 2 steps on the siesta track.
Carry out 1 delivery or take 2 silver.
A single die should be left next to a revenue space. All The player either carries out 1 delivery or
players now resolve the action of that die in turn order. takes 2 silver from the pool.

GAME PHASES REVENUE PHASE


18
TRANSPORTATION 2. ADVANCING ON
PHASE THE SIESTA TRACK

The Transportation Phase consists of 4 steps. Players


may resolve the first step simultaneously. The remaining
steps should always be resolved in turn order. Each step
must be fully completed before the next step is started.
In turn order, players advance on the siesta track
1. CHOOSE A DONKEY TILE according to their chosen donkey tiles (0, 1, 2, or 3 steps).
A player may not advance beyond the topmost space of
the siesta track. If a player ends in a space occupied by
another player, their siesta marker is stacked on top of
any markers already there.

Each player secretly chooses 1 of their available donkey Note: One of the craft markers increases
tiles and places it face down on the table. In the first the number of steps a player moves on the
round, the players have all of their donkey tiles available. siesta track (see page [XX]).
In the second round, the previously chosen donkey tile
is unavailable. In the third turn the donkey tiles selected
during the first and second round are unavailable to
players.
At the start of the Transportation Phase of the fourth
round, all donkey tiles are returned to their owners,
allowing players to once again choose from all their
donkey tiles. Afterwards, during the fifth and sixth
game rounds, players use their donkey tiles the same
way as during the first 3 rounds of the game.

Note: Some modules add new types of


donkey tiles, often with their own special
rules. Even if players have other donkey
tiles available, they still regain all used
regular donkey tiles during the fourth The player may advance 2 steps on the siesta track.
round of the game.
Once all players have resolved their siesta track move-
ments, the new turn order is determined; the player who
has advanced furthest on the siesta track is the new
Once all players have chosen a donkey marker, all start player and takes the turn order marker with the
players turn their donkey tiles over simultaneously, to number 1. The player who is second receives the turn
reveal their contents. order marker 2, etc. If 2 or more players occupy the
same space on the siesta track, the player whose siesta
marker is on top gets the turn marker with the lower
number. The new turn order takes effect immediately.
Make sure to leave the siesta markers where they
are for now!

GAME PHASES TRANSPORTATION PHASE


19
3. CARRY OUT FREE DELIVERIES TO CRAFT BUILDINGS
DELIVERIES IN THE VILLAGE

Each player may carry out deliveries to all 6 craft build-


ings. However, at the start of the game, 3 of the 6 build-
ings are blocked, as denoted by appropriate markers (see
page [XX]). Players may not make deliveries to blocked
buildings.
Players now carry out their deliveries using the new Each craft building has a symbol row for each player.
turn order. Each donkey symbol on a donkey tile Symbol rows are separated by lines. A player chooses an
represents exactly 1 delivery. The number of donkey empty row when carrying out the first delivery to a giv-
symbols on a tile is the maximum number of free deliv- en craft building. From now on, the player is assigned
eries a player may carry out. that row. The symbols indicate which farm goods must
be delivered to a craft building. As with a barrow mar-
ket card, goods do not have to be delivered in any order.
Note: One of the craft markers increases
the number of deliveries a player may make
(see page [XX]). Also, some modules intro-
Attention: A player may deliver farm goods
duce more ways of gaining free deliveries.
to various craft buildings in one transpor-
tation phase.

Each player will carry out all of their free deliveries be-
fore the next player makes their first delivery. A delivery To carry out a delivery, the player removes a farm good
is defined as moving 1 farm good from a field or den or a trade commodity from their farm, and places their
(and sometimes a card) to either a craft building in the marker on the appropriate symbol in their assigned row
village or to a market barrow. A player continues mak- (effectively moving the marker from their farm to the
ing deliveries until they have used as many of their free craft building). Deliveries to craft buildings may be
deliveries as desired. spread out over as many rounds as the player finds nec-
essary.
When a player has fully supplied a craft building (i.e.
Note: Some modules introduce more ways has player markers in each space in their row), they im-
for and places resources can be delivered mediately transfer one of these markers to one of the
to. Unless such a move is specifically de- appropriate spaces thus marking that they have indeed
fined as not a delivery, it is considered to fully supplied the building. From now on, the player
be a delivery. may no longer make deliveries to this craft building.
Their remaining player markers are returned to their
supply. If the player is the first to fully supply a craft
building, they immediately earn 1 victory point.
When a player has carried out all their deliveries, their
donkey tile is placed face down in the used donkey tile
space in the top left corner of their player board. This
tile is no longer available until the donkey markers reset
at the start of the Transportation Phase of round 4 (see
page [XX]).

GAME PHASES TRANSPORTATION PHASE


20
CRAFT MARKER EFFECTS

Merchant House
The merchant house provides the player
3 additional silver in step 3 of the Farm
Phase. When the marker is taken, the
player takes 3 silver
Wainwright
The wainwright allows the player an
additional step on the siesta track in step
2 of the Transportation Phase, as well as
1 additional free delivery in step 3 of the
transportation phase (but not in step 4).
Green delivers 1 wine to a craft building.
When the marker is taken, the player im-
The player also takes the craft markers from the build- mediately carries out a free delivery and
ing, receives its immediate benefit, and then flips it, takes victory points as determined by the
and places the craft marker on the appropriate space on location of their siesta marker.
their farm. The player also receives a number of victory
points equal to the number of the current round (1 to Deli
6). Each player then keeps their craft markers until the The deli earns the player 1 trade com-
end of the game. modity in step 3 of the farm phase.
When the marker is taken, the player
Out of the 6 craft markers, 4 allow the owner to use
immediately receives 1 trade commodity.
their function once in its respective phase starting with
the next game round. Greengrocer
The greengrocer allows the player to
take any 1 resource in step 3 of the Farm
Phase. When the marker is taken, the
player immediately takes any 1 resource.

After completely supplying the village store (a craft building), the


player receives its craft marker and a number of victory points.

Note that every marker comes with one or more Ro-


man numerals, corresponding to the phase (or phases)
in which the marker may be used.

GAME PHASES

21
The following 2 markers provide extra victory points
for their owner every time their respective condition Example:
is fulfilled (starting from the round immediately after
a player receives them).

Village Store
The village store provides the player with A
bonus 2 victory points whenever they
receive a craft marker in future rounds D
(but not the current round). When the
marker is taken, the player immediately
earns 2 victory points.
Normally the village store is used in step B
4 of the Transportation Phase. However,
it may be used in the Revenue Phase, if
a player gets a craft marker after a deliv-
ery following the use of a revenue die.
Butcher
The butcher provides the player with C
a bonus victory point when scoring
a market barrow. When the marker is During the second round of the game Purple carries
taken, the player immediately takes victory out all 3 deliveries of upgraded goods to the wain-
points equal to the number of market wright (a craft building). Purple uses 1 of their mark-
barrows they have on their farm (0 to 3). ers to show that they have already fully supplied this
building A . Since Purple was first to fully stock this
Normally the butcher is used in step 3 building, they receive a bonus of 1 victory point B .
of the Transportation Phase. However, Then Purple also receives 2 victory points (since it
it may be used in the Revenue Phase, is round 2), as well as 1 victory point C from the
if a player has scored a market barrow building that becomes unlocked (see below). Purple
after a delivery following the use of also uses the craft marker’s immediate ability D to
a revenue die. carry out a delivery and receive victory points from
the position of their siesta marker.

GAME PHASES TRANSPORTATION PHASE


22
When a player has fully supplied a market barrow
BLOCKED CRAFT BUILDINGS (i.eThere is a player marker on each symbol), they take
a number of victory points as shown on the card (2 to
At the start of the game, 3 craft buildings are blocked 6) and move 1 of their markers from their supply to the
(i.e. access to them is barred) and occupied by build- central space of their farm, to represent a trade com-
ing order markers. These buildings may not receive any modity. The card is removed from the farm and placed
deliveries until a player has fully supplied an available, in the discard pile face up. The player markers on the
already open craft building. card are returned to the supply.

When a player is the first to fully supply an unlocked


craft building, the building order marker 1 is removed Example:
and returned to the game box. This new craft building
is immediately available to be supplied by all players
(even on the same round). A player who unlocks C
a new craft building receives 1 victory point. Once all
craft buildings are unlocked, this bonus is not granted
anymore.

A B

Green may carry out 2 deliveries. Green takes 1 olive


from the field A and 1 grain from a den B on their
farm and delivers both to the market barrow C .
The market barrow is now completely supplied – the
This craft building is the first to be completely supplied by player receives 4 victory points and a trade commod-
a player. The building order marker will be removed A . ity as reward.

A player may supply one or more of their market barrow


cards. The player then takes 1 of their player markers from
their supply and places it on an empty space of the mar-
The symbols on a market barrow (farm card) determine
ket space with a value equal to the number of victory
which farm goods must be delivered to the barrow.
points received for fully supplying the card. All oppo-
Farm goods may be supplied to the market barrows in
nent markers on adjacent market spaces with values
any order and over multiple game rounds.
lower than that of the space the player has just started
When making a delivery to a market barrow, the player to occupy are removed and returned to the players’ re-
removes a farm good from the farm and places the play- spective supplies. The player takes 1 victory point for
er marker on the corresponding symbol on the market each marker they remove this way.
barrow.

GAME PHASES TRANSPORTATION PHASE


23
4. PURCHASED DELIVERIES
Attention: When all market spaces
corresponding to victory point value of
a completed market barrow are already
occupied, the player may choose another
player’s marker on a space of value equal
to the number of victory points printed on
the market barrow card, and then remove it In turn order, each player may purchase extra deliveries
from the board, replacing it with their own (at a cost of 1 silver per delivery). Players are not re-
marker. All opponent markers on adjacent quired to use any of these purchasable deliveries avail-
spaces of lower value are displaced and able to them.
returned as normal, and the player receives
1 victory point for each marker removed this
way (including the marker they replaced).
Attention: The number of extra deliveries
available to a player is equal to the num-
ber of extra delivery symbols on the player
board (far right) plus the grey rows of farm
Example: extensions.
After fully supplying a market barrow, Green places
a player marker on a value 4 market space A .
An opponent’s marker from a value 3 space B is Each extra delivery allows the player to carry out one
removed, but the marker on value 5 space remains C . delivery to a craft building or a market barrow (see page
The player earns 1 victory point for the single [XX}). Each player starts the game with 1 extra delivery
displaced marker. (as shown on the upper right of their player board). Cer-
tain farm extensions provide the player with additional
purchased deliveries.
A On their turn, a player purchases as many of their extra
deliveries as they desire, and carries them out. Again,
a player does not have to buy all extra deliveries that are
B available to them!

The player may purchase up to 2 extra deliveries A .


The player decides to buy one, pays 1 silver, and
delivers a farm good to a craft building.

GAME PHASES TRANSPORTATION PHASE


24
4. Turn over the roof tiles for the next round.
SCORING PHASE

Players return exhaustion markers from used helpers


to the supply and perform end of round scoring and
cleanup. The last 2 steps are omitted in the sixth and
final round.
1. Each player takes 1 victory point for each of Example:
their player markers in the market (players do not
take victory points for player markers on craft
buildings).
C
B

2. Each player receives 0, 1, 2 or 3 victory points as


A C
determined by their position on the siesta track.
3. The siesta markers on the track are returned to its
starting space as follows: markers are stacked on
the starting space with the starting player’s marker
on top and the other siesta markers stacked below
in turn order. Blue receives 2 victory points from the siesta track A
and 4 victory points for blue player markers on the
market B . The markers on craft buildings C earn
no victory points.

GAME END

La Granja ends after 6 rounds. fields may not be converted into silver – just the
harvest goods located in players’ dens.
At the end of the sixth round all players perform the
following scoring steps: 2. Exchange silver into victory points at a rate of 5:1
(5 silver for 1 victory point).
1. Sell their player markers on the farm for normal
sales prices (resources) or conversion prices (trade The player with the most victory points is the winner. If
commodities), and convert them into silver. Note there is a tie, the player with the most silver remaining
that upgraded goods cannot be converted into sil- among the tied players is the winner. If there is still a tie,
ver. Also note that any harvest goods still in the all remaining tied players share the victory.

GAME END GAME END

25
THE SOLITAIRE GAME
(original solo mode)

La Granja may be played solitaire, especially to learn 2. Transportation phase: If they are the start player,
key mechanics. All rules are in effect with the following they carry out their complete Transportation Phase.
exceptions. Note that you will find a full, automa-based Afterwards one card is drawn from the draw deck.
solo mode in the Module Rules booklet. Now the neutral player places a marker on a space
of the market corresponding to the victory point
value of the drawn card (market barrow section).
SET UP These rules are in effect:
a. The neutral player removes as many markers of
1. The components of one player plus the player the player as possible.
marker in a second color are needed (for the “neu- b. If there are several spaces that comply with this
tral player”). guideline, they place their marker in such a way
2. 5 dice are used. that it is as difficult as possible to remove them
(i.e., as far apart as possible from other markers
3. Player order markers 2 and 3 are in use. These are
or next to spaces being adjacent to high num-
shuffled (hidden), afterwards the player draws one
bered ones).
marker and places a player marker on the space in
the center of the market that corresponds to the c. If there is no marker of the player on the mar-
number of the player order marker. The marker ket (or no one that may be removed), the neu-
of the neutral player is put on the other hexagonal tral player places their marker so that it is most
space in the center of the market. difficult to remove this marker (see above).
4. The player places 2 roof tiles. If the player is not the start player, a card is drawn from
the draw deck and the neutral player places one of their
markers on a space of the market corresponding to the
GAME PLAY victory point value of the drawn card (market barrow
section) before the player carries out their Transporta-
tion Phase.
1. Revenue phase: If the player is the start player
(has player order marker 2), they choose one die. 3. Scoring phase: If the player reaches at least the
Afterwards one die is discarded – in the first, sec- third space of the siesta track, they are the first
ond, and third game round the die with the lowest player in the next game round. Otherwise they play
number, in the fourth, fifth, and sixth game round second.
the die with the highest number. Now the player
selects a second die.
As explained above, a second die is discarded next. Fi-
nally, the last remaining die is used. If the player is not
the start player, one die each is discarded before the
player selects a die according to the above rule. If the
player removes a marker of the neutral player from the
market, they receive 1 victory point per marker.

THE SOLITAIRE GAME

26
CREDITS

LA GRANJA Board&Dice would like to thank the following for


Game Design: their invaluable play testing, advice, and feedback:
Andreas “ode” Odendahl, Michael “MiKe” Keller Claudia Odendahl, Thorsten Hanson, Robert Bachmann,
Ralph Bruhn, Gesa Bruhn, Uwe Rosenberg, Horst
Modules Design: Sarchow, Thorsten Tolzmann, Karsten Esser, Grzegorz
Adam Kwapiński (Bustling Town), Stefan Feld (Counselors & Kobiela, Silke Hüsges, Christian Stöhr, Julius Kündiger,
Outlaws), Andrei Novac (Betwixt, Donkey Song, Trade Boards), Tobias Miliz, Uta Dohlenburg, Till Ullrich, Matthias
Błażej Kubacki (Hired Hands), ode (Broken Roofs, Colchonera, Cramer, Susanne Cramer, Stefan Molz, Johanna Engels,
Long Distance Trade, Grand Markers, Ladies of La Granja), Tony Herbert Harengel, Henning Schröder, Stefan Heine, Tim
Boydell, David Waybright, Rainer Åhlfors (cards) Melkert, Johanna Moratz, Jens Grotholtmann, Jonas
Advanced Solo Mode: Blohm, Mathias Saurer, Selim Hamdani, Michael Keller,
Dávid Turczi & John Albertson Andre Ruch, Marcel Ruch, Thomas Schmitz, Daniel Bader,
Roan Weber, Marc Schmitz, Peter Raschdorf, Nicole Vogt,
Additional solo testing, development, and general André Schröder, Monika Harke, Rainer Harke, Jan Degler,
good stuff: Gary Perrin, Aleksandar Saranac, Chuck Case, Marlies Strassburger, Rolf Raupach, Dirk Schröder, Will
Leanne Weaver. Mandella, Carsten Büttemeier, Dagmar Bock, Dirk Bock,
Game Development: Jörg Schröder, Martina Weidner, Katharina Bock, Markus
Henning Kröpke, Uli Blennemann, Andrei Novac, „Kusi“ Haldemann, Richard Büchi, Alexander Blaser, Dario
Błażej Kubacki, Małgorzata Mitura. Manzone, Markus Krug, Steffen Rieger, Eva Hein, Stefan
Trümpler, Stefan Peterhoff, Kerstin Wollschläger, Kathrin
Illustrations: Gerber, David Gerber, Hardy Krüger, Sven Graumann, Ilja
Agnieszka Dąbrowiecka Mett, Thyra Puls, Elmar Grubert, Kaspar Wyss, Manta,
Graphic Design: Kaleb Åhlfors, Alexa Åhlfors, and the testers at Bödefeld
Zbigniew Umgelter and Mallorca.
Rulebook: BOARD&DICE
Błażej Kubacki, Małgorzata Mitura, Rainer Åhlfors
Executive Manager: Andrei Novac
Rulebook editing: Operations Manager: Aleksandra Menio
Rainer Åhlfors, Błażej Kubacki Head of Marketing: Filip Głowacz
Rulebook DTP: Head of Sales: Ireneusz Huszcza
Agnieszka Kopera, Zuzanna Kołakowska Art Direction: Kuba Polkowski
Head of Development: Błażej Kubacki
Designers’ note:
Michael Keller’s “Dice for the Galaxy” formed the basis
for the design of La Granja. The dice distribution mechanic LIVING RULES PLEDGE
originates in the unpublished design “Arriba” by Matthias We pledge to support every game well
“Matze” Cramer and was the inspiration for the dice after its initial release. Despite rigor-
distribution system of this game. In “Glory to Rome” ous play testing and multiple rounds of
(2005) Carl Chudyk demonstrated an outstanding way to both internal and external proof read-
use cards; hopefully we came up with a nice variation. ing and editing, occasionally the need
for rules corrections or minor game
The central element in the center of the table was inspired by
play adjustments are discovered only
the temple in “Luna” (H@ll Games, 2010) by Stefan Feld.
several months or years after the game was manufactured.
The designers would especially like to thank Stefan Feld, We promise to produce timely rules updates as necessary,
H@ll Games, Uwe Rosenberg, and—last, but not least— along with expanded FAQ clarifications if needed, avail-
their significant others Linda and Claudia for their support. able for download from our website in digital PDF format.

© 2022 Board&Dice. All rights reserved.


For more information about La Granja Master Set please visit:
www.boardanddice.com

CREDITS CREDITS

27

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