La Granja Deluxe Ma Rulebook 190970
La Granja Deluxe Ma Rulebook 190970
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.
COMPONENT LIST
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 .
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.
4
The information on the other 3 sides of the card is irrel-
evant for the rest of the game. SILVER COINS
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
REVENUE DICE
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
TURN ORDER
MARKERS
B
These markers, numbered from 1 to 4, record the player
order.
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.
7
EXPLANATION OF TERMS
upgrades into
or
8
Trade commodity: Trade commodities may be
exchanged for certain goods and actions:
Trade commodity
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
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!
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
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
11
SEQUENCE OF PLAY
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.
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)!
A
Each player may purchase 1 roof tile from the current
round in turn order.
A
The player purchases a roof tile in turn 2 A .
They pay 2 silver B and receive 1 victory point C .
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.
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]).
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.
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.
A B
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.
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.
26
CREDITS
CREDITS CREDITS
27