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	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-09-29T17:49:29Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4264</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4264"/>
		<updated>2020-05-03T18:36:08Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Selecting a delivery token */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens refresh at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4263</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4263"/>
		<updated>2020-05-03T18:34:28Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4262</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4262"/>
		<updated>2020-05-03T18:32:48Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4261</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4261"/>
		<updated>2020-05-03T18:26:04Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4260</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4260"/>
		<updated>2020-05-03T18:25:43Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4259</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4259"/>
		<updated>2020-05-03T18:25:00Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another by following the arrows left or right -- olive into food, wheat into food, grapes into wine, or pig into meat.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4256</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4256"/>
		<updated>2020-05-03T05:36:40Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for gathering/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on using extra deliveries)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into food, wheat into food, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4255</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4255"/>
		<updated>2020-05-03T05:34:25Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Revenue 4 effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
Get 4 coins&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into food, wheat into food, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4252</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4252"/>
		<updated>2020-05-03T03:40:36Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into food, wheat into food, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4251</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4251"/>
		<updated>2020-05-03T03:38:20Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.2) Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====(1.3) Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.4) Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1.5) Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into food, wheat into food, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4250</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4250"/>
		<updated>2020-05-03T03:37:10Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====1.2 Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====1.3 Producing on your fields ====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1.4 Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===1.5 Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into food, wheat into food, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4249</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4249"/>
		<updated>2020-05-03T03:32:52Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into food, wheat into food, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Food: 2, Wheat to Food: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4248</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4248"/>
		<updated>2020-05-03T03:32:16Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Craft Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into meal, wheat into meal, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| food, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Meal: 2, Wheat to Meal: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4247</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4247"/>
		<updated>2020-05-03T03:28:32Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Craft Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into meal, wheat into meal, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| meal, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| When completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Meal: 2, Wheat to Meal: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4246</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4246"/>
		<updated>2020-05-03T03:28:13Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Craft Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into meal, wheat into meal, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| meal, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| when completing a craft building, +2 points&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, +1 point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Meal: 2, Wheat to Meal: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4245</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4245"/>
		<updated>2020-05-03T03:27:08Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into meal, wheat into meal, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit. (Each player can only complete each section once.)&lt;br /&gt;
&lt;br /&gt;
When a player completes a craft building, they remove tokens from that row and put their token by the building to indicate it&#039;s been completed. They score points equal to turn current round (so completing a craft barrow on round 4 would give 4 points), plus 1 point if they were the first to complete that building, and plus 1 point if another craft building opened up.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| meal, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| 2 points whenever a craft building is complete&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, score an additional point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Market Barrows===&lt;br /&gt;
A market barrow is a custom order that a player played to their farm, typically contain two to four goods. When a player delivers all the goods in the top row, they get a box (commodity), and however many points are in the hexagon on the second row.&lt;br /&gt;
&lt;br /&gt;
In addition, they place a token on a space with the same number on the central market board. Any tokens opponents have on adjacent spaces with lower numbers get removed, and the current player gets 1 point per removed token.&lt;br /&gt;
&lt;br /&gt;
They also can exchange the box for one of several benefits. See &amp;quot;Use a box (commodity)&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
At the end of each round, players earn some bonus points based on their siesta track position, plus one point per remaining piece on the central market. Then the tokens from the siesta track are stacked to reflect turn order and new roof tiles are dealt out. A new round begins, or after 6 rounds the player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
==Anytime actions==&lt;br /&gt;
Some actions can be taken on any time during a players turn -- meaning they can be taken before or after the usual action. Players can do several if all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
===Sell a good===&lt;br /&gt;
Sell a good at the listed price in coins -- Olive: 1, Wheat: 1, Grapes: 2, Pig: 3&lt;br /&gt;
&lt;br /&gt;
===Buy a good===&lt;br /&gt;
Buy a good at listed price in coins -- Olive: 3, Wheat: 3, Grapes: 4, Pig: 5&lt;br /&gt;
&lt;br /&gt;
===Upgrade a good===&lt;br /&gt;
Upgrade at listed price in coins -- Olive to Meal: 2, Wheat to Meal: 2, Grapes to Wine: 3, Pig to Meat: 4&lt;br /&gt;
&lt;br /&gt;
===Use a roof tile===&lt;br /&gt;
A roof tile gives a one time benefit when used, such as gaining a pig or upgrading one good. Once used, it is flipped over. Note hat roof tiles can only be used in the farm phase or revenue phase.&lt;br /&gt;
&lt;br /&gt;
===Use a box (commodity)===&lt;br /&gt;
A box (commodity) can be exchanged for any one of several benefits (revenues) listed -- four coins, two different harvest goods, a card play, a card draw, a pig, or up to two immediate upgrades.&lt;br /&gt;
&lt;br /&gt;
===Use a helper===&lt;br /&gt;
Most helpers need to be activated to trigger. If it triggers based on an action (like gaining money, or breeding pigs), then use the helper after using the action to get a benefit.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4244</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4244"/>
		<updated>2020-05-03T02:58:54Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Craft Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into meal, wheat into meal, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| meal, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| 2 points whenever a craft building is complete&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now&lt;br /&gt;
| When completing a craft barrow, score an additional point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4243</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4243"/>
		<updated>2020-05-03T02:58:27Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into meal, wheat into meal, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
Note players must chose a different token in each round for rounds 1, 2, and 3. The tokens at the start of turn 4, but similarly, players must chose a different token for rounds 4, 5, and 6. &lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;br /&gt;
&lt;br /&gt;
===Craft Buildings===&lt;br /&gt;
The rows on the main board represent sets called Craft Buildings. There are 6 different sections, each with identical rows. When a player delivers to a craft building, they mark the good they delivered with their color -- each color should be on a separate row. When a player completes a row, they get that section&#039;s craft token indicating both an immediate benefit and an ongoing benefit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
! Immediate benefit&lt;br /&gt;
! Ongoing benefit&lt;br /&gt;
|-&lt;br /&gt;
| meal, wine, meat&lt;br /&gt;
| 1 deliver immediately + score your hat track position&lt;br /&gt;
| Each of your delivery tokens has +1 donkey and +1 hat&lt;br /&gt;
|-&lt;br /&gt;
| olive, wheat, grapes, coin, pig&lt;br /&gt;
| 2 points immediately&lt;br /&gt;
| 2 points whenever a craft building is complete&lt;br /&gt;
|-&lt;br /&gt;
| box, box, box&lt;br /&gt;
| Gain a box immediately&lt;br /&gt;
| When taking income each round, also get a box&lt;br /&gt;
|-&lt;br /&gt;
| olive, olive, wheat, wheat, grapes, grapes&lt;br /&gt;
| Gain an olive, wheat, grapes, or pig immediately&lt;br /&gt;
| When taking income each round, also get an olive, wheat, grapes, or pig&lt;br /&gt;
|-&lt;br /&gt;
| pig, pig, pig&lt;br /&gt;
| 1 point per incomplete craft barrow you have now (0 to 3 points)&lt;br /&gt;
| When completing a craft barrow, score an additional point&lt;br /&gt;
|-&lt;br /&gt;
| coin, coin, coin, coin, coin, coin&lt;br /&gt;
| Gain 3 coins immediately&lt;br /&gt;
| When taking income each round, also get +3 coins&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4242</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4242"/>
		<updated>2020-05-03T02:31:52Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods (Farm Phase)==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See &amp;quot;Craft Buildings&amp;quot; and &amp;quot;Market Barrows&amp;quot; below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See &amp;quot;Delivering Goods&amp;quot; for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions. You&#039;ll also draw up to your hand size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see &amp;quot;Terminology&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see &amp;quot;Anytime Action&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see &amp;quot;Market Barrows&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Producing Pig Offspring===&lt;br /&gt;
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don&#039;t have enough room, you&#039;ll have to sell it immediately.) To get additional room, see &amp;quot;Playing a card as a farm extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying Roof Tiles===&lt;br /&gt;
After taking income, producing in fields, and pig offspring, each player may buy a roof tile. The roof tiles in round 1 always cost 1, in round 2, they cost 2, and so on. (Note buying a roof tile is optional.)&lt;br /&gt;
&lt;br /&gt;
The first roof tile you buy gives you 0 points, but the next gives 1 point, the next gives 2 points, and so on, up to a maximum of 5 roof tiles. Roof tiles also give various one-time abilities -- see &amp;quot;Use a Roof Tile&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
==Gathering Goods (Revenue Phase)==&lt;br /&gt;
&lt;br /&gt;
After production and roof tiles, players can draft additional goods and benefits. Roll dice equal to two times the number of players plus one -- so 5 dice with two players, 7 dice with three, and 9 dice with four. Then go around in turn order twice, each picking a die and doing its effect. Finally, everyone gets to do the effect on the remaining die.&lt;br /&gt;
&lt;br /&gt;
===Revenue 1 effect===&lt;br /&gt;
Gain a pig. Note if you don&#039;t have room, you will need to sell it immediately.&lt;br /&gt;
&lt;br /&gt;
===Revenue 2 effect===&lt;br /&gt;
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See &amp;quot;Playing a card as __&amp;quot; for more info on playing a card.&lt;br /&gt;
&lt;br /&gt;
===Revenue 3 effect===&lt;br /&gt;
Take olive + wheat, or olive + grapes, or wheat + grapes&lt;br /&gt;
&lt;br /&gt;
===Revenue 4 effect===&lt;br /&gt;
&lt;br /&gt;
===Revenue 5 effect===&lt;br /&gt;
Take 2 upgrades, an upgrade + siesta, or 2 siestas. An upgrade (star) allows you to convert a resource into another (by following the arrows) -- olive into meal, wheat into meal, grapes into wine, or pig into meat. Note olives, wheat, and grapes can come from the fields on the left, or your stockpile dens on the right.&lt;br /&gt;
&lt;br /&gt;
A siesta (hat) helps improve turn order, and moves you up the hat track. See &amp;quot;Recalculating turn order&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
===Revenue 6 effect===&lt;br /&gt;
Take a delivery (donkey) or 2 coins. See below &amp;quot;Delivering goods&amp;quot; for more info.&lt;br /&gt;
&lt;br /&gt;
==Delivering goods==&lt;br /&gt;
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.&lt;br /&gt;
&lt;br /&gt;
===Selecting a delivery token===&lt;br /&gt;
Each player has 4 delivery tokens, featuring some mix of donkeys and hats. Each player will pick one of the tiles secretly, and reveal once everyone has picked. Then players will do their deliveries in turn order.&lt;br /&gt;
&lt;br /&gt;
===Recalculating turn order===&lt;br /&gt;
In turn order, each player moves up one space on the hat track for every hat on their delivery token, going on top of any tokens on the space they land on. Then redistribute the turn order markers, with tokens on top going earlier than tokens below. Wait to reset the siesta track until later.&lt;br /&gt;
&lt;br /&gt;
===Carrying out deliveries===&lt;br /&gt;
For each donkey a player has, they can move one resource from their farm to a row on the central board, called a craft building, or to a market barrow already on their farm. See &amp;quot;Craft Building&amp;quot; or &amp;quot;Market Barrow&amp;quot; below for more info.&lt;br /&gt;
&lt;br /&gt;
A player does all their deliveries before the next player goes.&lt;br /&gt;
&lt;br /&gt;
===Extra deliveries===&lt;br /&gt;
After all players do their deliveries, each player may buy deliveries up to their extra delivery limit (as listed on their farm extension side) by paying one coin per delivery they want. For example, they could pay 2 coins for 2 extra deliveries.&lt;br /&gt;
&lt;br /&gt;
A player does all their extra deliveries before the next player buys extra deliveries.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4241</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4241"/>
		<updated>2020-05-03T01:33:15Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See Craft Buildings and Market Barrows below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See Delivering Goods for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on. Then tuck it on the right side of the board, so only the right side is showing.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a helper===&lt;br /&gt;
The middle and bottom of each card shows a special ability you can use once in play. Most helpers can only be used once per round, as shown by the 1x at the bottom. For details on common terms helper cards use, see Terminology below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a helper, tuck it at the bottom of the farm, so only the helper text is showing. To use a helper, see Anytime Action below.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a market barrow===&lt;br /&gt;
Market Barrows are special orders you can deliver to. The order is the two to four goods in the top row at the top of the card. For more information, see Market Barrows below.&lt;br /&gt;
&lt;br /&gt;
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4240</id>
		<title>Gamehelplagranja</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplagranja&amp;diff=4240"/>
		<updated>2020-05-03T00:41:43Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In La Granja, players earn points by getting goods and delivering them to central buildings, or their own personal orders. The game is played over 6 rounds as players try to use their cards effectively, as every card can be played four different ways!&lt;br /&gt;
&lt;br /&gt;
The game revolves around doing 3 main things:&lt;br /&gt;
&lt;br /&gt;
# Gathering goods for your personal farm&lt;br /&gt;
# Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)&lt;br /&gt;
# Getting abilities and improvements for creating/delivering&lt;br /&gt;
&lt;br /&gt;
==Gathering goods==&lt;br /&gt;
There are several ways to gather goods during the game. Ultimately, you&#039;ll want to gather goods that correspond to a particular set, as that&#039;s the main way to get victory points. See Craft Buildings and Market Barrows below for more information on the sets.&lt;br /&gt;
&lt;br /&gt;
The first phase of each round is the farm phase, where your farm produces. You&#039;ll start each round by playing a card (or two cards for the first round) to one of 4 places.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a farm extension===&lt;br /&gt;
Cards played as farm extension can increase your hand size, extra delivery limit, income, or pig limit. (See Delivering Goods for more info on the extra delivery limit)&lt;br /&gt;
&lt;br /&gt;
To play your first farm extension, you first need to pay 1 resource -- either a good, a coin, or a victory point. The next extension costs 2 unique resources, the third costs 3, and so on.&lt;br /&gt;
&lt;br /&gt;
====Getting Income====&lt;br /&gt;
After you&#039;ve played your cards, you can get income, depending on how many blue coins you have on the extensions.&lt;br /&gt;
&lt;br /&gt;
===Playing a card as a field===&lt;br /&gt;
To play a card as a field, tuck it under the left side of your personal farm board, so only the left side of the card is showing.&lt;br /&gt;
&lt;br /&gt;
====Producing on your fields====&lt;br /&gt;
After taking any income, any fields you have will produce. Each card played as a field will fill its slot when your farm produces, but only if the slot is empty. Goods on fields can&#039;t be stored anywhere to make room for new goods.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3065</id>
		<title>Tips rollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3065"/>
		<updated>2018-05-20T20:49:26Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are low on money, make sure you have several dice you will get next turn. Or if you use all your dice, make sure you have some income.&lt;br /&gt;
&lt;br /&gt;
It&#039;s frequently hard to start up again if you have little money.&lt;br /&gt;
&lt;br /&gt;
Selecting dice to Scout/Stock currently has a bug -- For example, for Alien Archaeology it may use your yellow die first, regardless of which die you select to explore with. After more testing, maybe this can be updated.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=3064</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=3064"/>
		<updated>2018-05-19T18:25:47Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Roll dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(BETA rules summary)&lt;br /&gt;
&lt;br /&gt;
== Roll dice ==&lt;br /&gt;
&lt;br /&gt;
You will see dice lined up below your black strip. First, assign a die to one of the 5 roles on the black strip at the top (click the die, then the black strip role). This role will definitely happen. &lt;br /&gt;
&lt;br /&gt;
Dice you have under role will (and the die on the black strip) can be used to perform that role&#039;s action(s). Dice you have on other roles may be usable as well, but only if an opponent picks that role. &lt;br /&gt;
&lt;br /&gt;
For each die you have on a role that at least one person picked, you can do an action. Any dice for actions not chosen go back to the cup.&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Put tiles back after drawing.&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add one die per world.&lt;br /&gt;
|See &amp;quot;Consume&amp;quot; for discussion of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a built world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a built world. Get +1 victory point.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice go into your citizenry (your personal dice pool) -- you will have to spend 1 money per die to buy them back.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
If everyone has fewer than 12 tiles built (players start with 3 tiles) and not all the VP chips are used up, then another round is played.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=3063</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=3063"/>
		<updated>2018-05-19T18:25:09Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(BETA rules summary)&lt;br /&gt;
&lt;br /&gt;
== Roll dice ==&lt;br /&gt;
&lt;br /&gt;
You will see dice lined up below your black strip. First, assign a die to one of the 5 roles on the black strip at the top (click the die, then the black strip role). This role will definitely happen. &lt;br /&gt;
&lt;br /&gt;
Dice you have under role will (and the die on the black strip) can be used to perform that role&#039;s action(s). Dice you have on other roles may be usable as well, but only if an opponent picks that role. &lt;br /&gt;
&lt;br /&gt;
for each die you have on a role that at least one person picked, you can do an action. Any dice for actions not chosen go back to the cup.&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Put tiles back after drawing.&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add one die per world.&lt;br /&gt;
|See &amp;quot;Consume&amp;quot; for discussion of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a built world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a built world. Get +1 victory point.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice go into your citizenry (your personal dice pool) -- you will have to spend 1 money per die to buy them back.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
If everyone has fewer than 12 tiles built (players start with 3 tiles) and not all the VP chips are used up, then another round is played.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3062</id>
		<title>Tips rollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3062"/>
		<updated>2018-05-19T17:13:50Z</updated>

		<summary type="html">&lt;p&gt;Contig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Archaeology has a bug -- it may use your yellow die first, regardless of which die you select to explore with. After more testing, maybe this can be updated.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3061</id>
		<title>Tips rollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_rollforthegalaxy&amp;diff=3061"/>
		<updated>2018-05-19T17:08:22Z</updated>

		<summary type="html">&lt;p&gt;Contig: Created page with &amp;quot;Alien Archeology has a bug where it may use your yellow die first, regardless of which die you select to explore with.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Archeology has a bug where it may use your yellow die first, regardless of which die you select to explore with.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2291</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2291"/>
		<updated>2017-03-20T00:24:47Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Power cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets any treasure and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ejection&#039;&#039;&#039; -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*&#039;&#039;&#039;Jetpack&#039;&#039;&#039; -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*&#039;&#039;&#039;Alternate Route&#039;&#039;&#039; -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.) Dice with a red outline will not be rerolled.&lt;br /&gt;
*&#039;&#039;&#039;Wind Gust&#039;&#039;&#039; -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*&#039;&#039;&#039;Spyglass&#039;&#039;&#039; -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*&#039;&#039;&#039;Grappling Hook&#039;&#039;&#039; -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2288</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2288"/>
		<updated>2017-03-18T17:05:41Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Power cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets any treasure and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ejection&#039;&#039;&#039; -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*&#039;&#039;&#039;Jetpack&#039;&#039;&#039; -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*&#039;&#039;&#039;Alternate Route&#039;&#039;&#039; -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*&#039;&#039;&#039;Wind Gust&#039;&#039;&#039; -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*&#039;&#039;&#039;Spyglass&#039;&#039;&#039; -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*&#039;&#039;&#039;Grappling Hook&#039;&#039;&#039; -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2287</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2287"/>
		<updated>2017-03-18T17:03:47Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* 3. Captain&amp;#039;s announcement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets any treasure and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*Ejection -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*Jetpack -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Wind Gust -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Spyglass -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*Grappling Hook -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2286</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2286"/>
		<updated>2017-03-18T16:54:48Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* 1. Captain&amp;#039;s roll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a black compass token by their player name) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets anything and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*Ejection -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*Jetpack -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Wind Gust -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Spyglass -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*Grappling Hook -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2285</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2285"/>
		<updated>2017-03-17T03:13:54Z</updated>

		<summary type="html">&lt;p&gt;Contig: /* Power cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a compass on the right side) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets anything and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*Ejection -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*Jetpack -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Wind Gust -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Spyglass -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
*Grappling Hook -- (Promo) Any player not on the ship may play this after the captain&#039;s announcement that the ship won&#039;t crash. That player may rejoin the ship but must give up the treasure they got when they disembarked that round.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2284</id>
		<title>Gamehelpcelestia</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcelestia&amp;diff=2284"/>
		<updated>2017-03-17T03:03:39Z</updated>

		<summary type="html">&lt;p&gt;Contig: Created page with &amp;quot;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Celestia is a push/press your luck style game, where players are explorers, travelling to various lands, avoiding troubling events with Equipment, and trying to get treasures worth 50 points in total or more.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each turn has 3 phases:&lt;br /&gt;
&lt;br /&gt;
===1. Captain&#039;s roll===&lt;br /&gt;
&lt;br /&gt;
On each player&#039;s turn, they become the &amp;quot;captain&amp;quot; (marked by a compass on the right side) and will roll 2 or more dice. These represent the &amp;quot;hazards&amp;quot; the captain faces.&lt;br /&gt;
&lt;br /&gt;
===2. Passenger&#039;s decision===&lt;br /&gt;
&lt;br /&gt;
Then, each other player in turn &#039;&#039;&#039;makes a decision&#039;&#039;&#039; if they want to stay on or disembark.&lt;br /&gt;
&lt;br /&gt;
* If a player decides to disembark, they get a treasure from that land, and thus gain points equal to the land&#039;s number. However, players who disembark are out of the round. &lt;br /&gt;
* If a player decides to stay on, then they stay in the round.&lt;br /&gt;
&lt;br /&gt;
(The captain can only disembark if he is the only one on the ship, and only before rolling the dice. Lands with a + have some higher point cards and a spyglass mixed in their treasure deck.)&lt;br /&gt;
&lt;br /&gt;
===3. Captain&#039;s announcement===&lt;br /&gt;
&lt;br /&gt;
Then the captain &#039;&#039;&#039;makes an announcement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the captain does have the cards exactly matching the dice, they must play those cards and the round continues, with the captain passing to the next player.&lt;br /&gt;
* If the captain does not have cards matching the dice, the ship will crash (unless anyone plays special cards to save it -- see Power Cards later). If the ship crashes, no one still on the ship gets anything and the round is over.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Blanks are &amp;quot;free&amp;quot; and don&#039;t require a card. If the captain has one or more wilds (called &amp;quot;Turbo&amp;quot; cards), they may choose to play them or not. However if they don&#039;t satisfy the dice, the ship will crash as usual.&lt;br /&gt;
&lt;br /&gt;
The round continues with a new captain until everyone disembarks or the ship crashes. At the end of each round, players get an additional random card from the deck (either an Equipment, Power, or Turbo card) and the ship resets to the first city.&lt;br /&gt;
&lt;br /&gt;
==Power cards==&lt;br /&gt;
&lt;br /&gt;
Power cards can be played to help or hinder the journey&lt;br /&gt;
&lt;br /&gt;
*Ejection -- A player onboard the ship may forcibly eject another non-captain player on the ship, before the captain&#039;s announcement. That other player must disembark (and take a treasure as usual).&lt;br /&gt;
*Jetpack -- A player onboard the ship may disembark after the captain&#039;s announcement when the ship is about to crash. That player may take a treasure as usual.&lt;br /&gt;
*Alternate Route -- A player onboard can allow the captain to reroll any or all dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Wind Gust -- Any player may force the captain to reroll blank dice, after all players&#039; decision or the captain&#039;s announcement. (However players must stay with their decision.)&lt;br /&gt;
*Spyglass -- Any player may play this after the captain&#039;s announcement that they will crash. This allows all dice to be turned to blanks, and continue the journey without the captain playing any cards. (These cards are found in the first 4 cities with the +.)&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
When at least one player has 50 or more points at the end of a round, the game ends. The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Contig</name></author>
	</entry>
</feed>