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# Getting abilities and improvements for creating/delivering
# Getting abilities and improvements for creating/delivering


==Gathering goods==
==Gathering goods (Farm Phase)==
There are several ways to gather goods during the game. Ultimately, you'll want to gather goods that correspond to a particular set, as that's the main way to get victory points. See Craft Buildings and Market Barrows below for more information on the sets.
There are several ways to gather goods during the game. Ultimately, you'll want to gather goods that correspond to a particular set, as that's the main way to get victory points. See "Craft Buildings" and "Market Barrows" below for more information on the sets.


The first phase of each round is the farm phase, where your farm produces. You'll start each round by playing a card (or two cards for the first round) to one of 4 places.
The first phase of each round is the farm phase, where your farm produces. You'll start each round by playing a card (or two cards for the first round) to one of 4 places.


===Playing a card as a farm extension===
===Playing a card as a farm extension===
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)
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)


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.
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.


====Getting Income====
====Getting Income====
After you've played your cards, you can get income, depending on how many blue coins you have on the extensions.
After you've played your cards, you can get income, depending on how many blue coins you have on the extensions. You'll also draw up to your hand size.
 


===Playing a card as a field===
===Playing a card as a field===
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====Producing on your fields====
====Producing on your fields====
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't be stored anywhere to make room for new goods.
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't be stored anywhere to make room for new goods.


===Playing a card as a helper===
===Playing a card as a helper===
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.
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.
 
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.


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.


===Playing a card as a market barrow===
===Playing a card as a market barrow===
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.
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.


To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.
To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.
===Producing Pig Offspring===
After your fields produce, if you have at least two pigs, you get another pig for free. (If you don't have enough room, you'll have to sell it immediately.) To get additional room, see "Playing a card as a farm extension"
===Buying Roof Tiles===
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.)
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 "Use a Roof Tile" below for more info.
==Gathering Goods (Revenue Phase)==
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.
===Revenue 1 effect===
Gain a pig. Note if you don't have room, you will need to sell it immediately.
===Revenue 2 effect===
Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See "Playing a card as __" for more info on playing a card.
===Revenue 3 effect===
Take olive + wheat, or olive + grapes, or wheat + grapes
===Revenue 4 effect===
===Revenue 5 effect===
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.
A siesta (hat) helps improve turn order, and moves you up the hat track. See "Recalculating turn order" below.
===Revenue 6 effect===
Take a delivery (donkey) or 2 coins. See below "Delivering goods" for more info.
==Delivering goods==
In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.
===Selecting a delivery token===
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.
===Recalculating turn order===
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.
===Carrying out deliveries===
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 "Craft Building" or "Market Barrow" below for more info.
A player does all their deliveries before the next player goes.
===Extra deliveries===
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.
A player does all their extra deliveries before the next player buys extra deliveries.

Версія ад 03:31, 3 мая 2020

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!

The game revolves around doing 3 main things:

  1. Gathering goods for your personal farm
  2. Delivering resources to central buildings (craft buildings) or your own personal orders (market barrows)
  3. Getting abilities and improvements for creating/delivering

Gathering goods (Farm Phase)

There are several ways to gather goods during the game. Ultimately, you'll want to gather goods that correspond to a particular set, as that's the main way to get victory points. See "Craft Buildings" and "Market Barrows" below for more information on the sets.

The first phase of each round is the farm phase, where your farm produces. You'll start each round by playing a card (or two cards for the first round) to one of 4 places.

Playing a card as a farm extension

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)

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.

Getting Income

After you've played your cards, you can get income, depending on how many blue coins you have on the extensions. You'll also draw up to your hand size.


Playing a card as a field

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.

Producing on your fields

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't be stored anywhere to make room for new goods.


Playing a card as a helper

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.

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.


Playing a card as a market barrow

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.

To play a card as a market barrow, tuck it at the top of the farm, so only the top two rows are showing.


Producing Pig Offspring

After your fields produce, if you have at least two pigs, you get another pig for free. (If you don't have enough room, you'll have to sell it immediately.) To get additional room, see "Playing a card as a farm extension"


Buying Roof Tiles

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.)

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 "Use a Roof Tile" below for more info.

Gathering Goods (Revenue Phase)

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.

Revenue 1 effect

Gain a pig. Note if you don't have room, you will need to sell it immediately.

Revenue 2 effect

Play a card, draw a card, get an olive, get a wheat, or get a grapes. These are kept from round to round. See "Playing a card as __" for more info on playing a card.

Revenue 3 effect

Take olive + wheat, or olive + grapes, or wheat + grapes

Revenue 4 effect

Revenue 5 effect

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.

A siesta (hat) helps improve turn order, and moves you up the hat track. See "Recalculating turn order" below.

Revenue 6 effect

Take a delivery (donkey) or 2 coins. See below "Delivering goods" for more info.

Delivering goods

In order to turn your goods into points, you need to deliver them one by one. Each donkey represents one delivery.

Selecting a delivery token

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.

Recalculating turn order

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.

Carrying out deliveries

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 "Craft Building" or "Market Barrow" below for more info.

A player does all their deliveries before the next player goes.

Extra deliveries

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.

A player does all their extra deliveries before the next player buys extra deliveries.