Fields of Arle - General game info
Fields of Arle
1-2 players, 60-120 minutes, 13 years and older
AuthorUwe Rosenberg
IllustratorDennis Lohausen
Published byFeuerland Spiele
Z-Man Games
Online since 2021-09-25
Developed byAdrian Kügel (ak15)
Boardgamegeek159675
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Note: This online implementation uses slightly changed rules!
Fields of Arle - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

Show → summary only → detailed version only → both summary and detailed version

Rules (PDF)

Fields of Arle

A development game for 1-2 players of ages 13 and up

Welcome to East Frisia

Arle is a small village in East Frisia. Today, only the size of its village church implies its former importance.
In the past centuries, the area around Arle stood out due to its excellent farmland. It was said the best flax of all North Germany grew in Arle. As the demand for this versatile resource grew, the local farmers quickly became rich. The people of Arle had a considerably better life than the residents of any other place in East Frisia. In this game, you can share the fortune of living in Arle with the flax farmers of that time. You can decide whether you want to participate in farming flax yourself or, as a consequence of the increasing wealth in Arle, meet the demand in other areas. You can grow grain, breed animals, cut peat, colonize the moor, or build dikes. You can cultivate forests, run a vehicle fleet, or build workshops and inns. Your biggest task is to build prestigious buildings like the previously mentioned village church.
A game of “Fields of Arle” is played over nine half years – alternating between summer and winter. In summer, you can carry out different actions than in winter. At the end of each half year, there is a season-specific Inventorying. Finally, a single scoring at the end of the game will determine which player made the most out of the four and a half years he had in Arle.

For those who come from the sea, East Frisia is not at the end of the world, but rather at its very beginning.
Ewald Christophers

Adaptation for the online game:
  • If possible, the system will automatically pay with wood or clay and not ask you whether you want to pay with timber instead of wood or brick instead of clay. To prevent any disadvantage from this automatic choice, the blue buildings (Inns) which normally require two different Building Materials can also be bought with two timber or two brick.
  • The cut peat action always cuts as much peat as possible. Therefore it can happen that you have no moor tile left which you wanted to use for the travel destination Bremen, and you will have to choose one of the other options of this travel destination. If you take this into account, this special case should not have any negative impact.
  • If the barn is full, you may also discard a piece of Equipment of a different size than that of the newly acquired piece of Equipment to make room (provided that by rearranging your Equipment each piece still has a valid place).
Game Components

Game Boards

Travel Destination Tiles

2
times 9 travel destinations (9 per player, 18 total)

Building Material Tiles

24
Clay/Brick
24
Wood/Timber

Clothing Tiles

24
Linen/Summer Wear
24
Woolen/Winter Wear
24
Leather/Leather Wear

Replacement Tiles

1
5x Linen
1
5x Woolen
1
5x Leather

Tiles

(each with front/back side)

5
Forest/Park
7
Stall/Depot
3
Stable/Double Stall
14
Grain Field/Flax Field
3
Cart/Horse Cart
3
Carriage/Droshky
2
Handcart/Wagon
6
Peat Boat/Plow
10
Dike
6
Moor/Dehydrated Moor
2
Small Boardwalk
31
Building

Wooden Tokens

2
times 4 Workers (in the player colors)
40
Peat
20
Sheep
20
Cattle
20
Horse

Wooden Indicators

2
times 10 round Tool Indicators (in the player colors)
2
Grain Goods Indicators
2
Flax Goods Indicators
2
Hide Goods Indicators
2
Wool Goods Indicators
4
Food Goods Indicators

Other

1
orange Half Year Counter
2
Starting Player Marker
1
Scoring Pad
2
Overview Sheets
1
Sticker Sheets
Setup

Place the Supply Board between you. Place the depicted tiles on the appropriate spaces as indicated on the Supply Board. (The Supply Board also shows a small illustration of the reverse side of each tile.) There are Fields*, Plows and Peat Boats, Vehicles, Clothing*, Stalls and Depots, Stables and Double Stalls, as well as Forests and Parks. (If your gaming table is not big enough to accommodate all the components, you do not need to use the Supply Board at all: instead, place the stacks of tiles wherever you can.)

* There are a lot of Field and Clothing Tiles. You only need to place some of them on the Supply Board. You can add the rest later, if need be.

During the course of the game, the tiles in the top row can be acquired with either side facing up.

The tiles in the bottom row can only be acquired with their front side facing up. Their reverse sides show upgrades to their front sides.

Place the large Game Board next to the Supply Board. Then place the orange Half Year Counter on space 1 of the Half Year Track. Choose a player color. Take the round Tool Indicators of that color and place one each on each of the 10 Tool Tracks of the Game Board (Fish Traps, Fleshing Beams, etc.). Place them on the leftmost space of each track (as depicted on the right).

Familiarize yourselves with the costs of the Buildings. They are printed on the Game Board.

Randomly determine the Starting Player. This player receives the Starting Player Marker. Place 1 Worker of each color on each of the spaces “July” to “October” on the Game Board, so that the Starting Player’s tokens are on top.

The Tool Indicators keep track of the number of Tools you have. During the course of the game, you can increase that number.

Distribute the Buildings on the spaces of matching color on the Game Board. In 3 of the 5 building colors, there are 3 more Buildings than there are matching spaces on the Game Board. In these cases, randomly determine which Buildings to place on the Game Board and which ones to remove from the game.

There are two types of green Buildings. For your first play, use the 4 light green ones. When you are more experienced with the game, use 4 of the 7 dark green Buildings instead.

Take a Home Board each and place it (on your side of the table) below the Supply Board (see “Overall Layout” below). Place the depicted components on the Home Board as indicated on it (also shown in the illustration on the right), i.e. certain tiles, 1 Horse, 4 Peat Tokens and 6 Goods Indicators.

On the left side of the Home Board, there is the Travel Experience Track. In the middle, there are the Landscape Spaces, and on the right side, there is the Goods Track.

Overall Layout

Aside from your Home Board, you each receive a “Travel Destinations and Barn” Storage Board as well as a set of “Travel Destinations” in your player color. Place the Travel Destinations on the appropriate spaces of your Storage Board. (Your Barn appears below the Travel Destinations, and it starts empty.)

  • You each receive an Overview Sheet showing the various actions of the game.
  • You each take 4 Wood, 4 Clay and 3 Peat and place them next to your Home Board in your personal supply. (An illustration on the Overview Sheet reminds you of these values.)
  • Sort the remaining Building Materials, the “Wood/Timber” and the “Clay/Brick” tiles, as well as the wooden “Animal” and “Peat” tokens and place them handily on the side.
  • You (probably) will not need the Scoring Pad until the end of the game.
In Order to Get Started

In this game, you build a village and take care of the area around it. The following illustration shows the goals you try to accomplish. The wind roses indicate the number of Victory Points you get for the depicted actions. Yellow wind roses stand for Victory Points.



1
Dike the Tidal Flat Area on your Home Board to get access to more Fields, Pastures and building land. (If you do not finish this process by the end of the game, you will lose points.)
2
Build Buildings. (They have a fixed number of Victory Points.)
3
You can breed Animals in Stalls and Stables. (At the end of the game, Stalls and Stables will be worth 2 and 6 Victory Points, respectively. Animals are also worth Victory Points. See below*.) Animals can live in Stalls and Stables or graze outdoors: this is also covered below*.
4
This is your Travel Experience Track. (The more villages and towns you provide with goods, the more points you will get.)
5
Dehydrate the Moor so that you can cut peat. As soon as you remove the last Peat Token from a Moor Tile, you can cultivate that Moor Section by removing the Moor Tile from your Home Board. (Until then, you lose points for it.)
1
2
3
3
4
5
6
7
7
8
9
6
Plow Fields to increase your income of Grain and Flax.
7
Forests (worth 2 Victory Points) provide additional Wood. Later, you can upgrade them to valuable Parks (worth 6 Victory Points).
8
Some goods are represented by tiles, but most of the goods are represented by Goods Indicators and tracked on your Goods Track. Food, Grain, Hides, Flax, and Wool are indicated on the Goods Track. You can have at most 15 pieces of each of these types of goods due to the limitation imposed by the Goods Track. Only exception: Food is represented by 2 Goods Indicators (light blue), so you can have up to 30 Food.
9
At the end of the game, you will get Victory Points for each type of good that you have a certain number of (indicated by the wind rose symbols on the Goods Track). You can double these points by turning one of your Stalls into a Depot.
Try to have about the same number of Animals of each type at the end of the game, so that your Animals will be effectively worth 1 Victory Point per Animal. Empty Land Spaces (also called Pastures) can hold 2, Stalls 3 and Stables 6 Animals of the same type. Parks can hold 2 Animals of any type and each of your 5 Dikes can hold 1 Animal of any type.

Linen, Woolen and Leather are made out of the corresponding resources. (Each of these upgraded goods is worth 1 Victory Point.) You can use them to craft Clothing to increase their value.

Wood, Timber, Clay and Bricks are represented by cardboard tokens. (The upgraded goods, Timber and Bricks, are worth Victory Points.)
Peat is represented by wooden tokens.

You can build Plows, Peat Boats, and various Vehicles. These pieces of Equipment are stored in your Barn. (They are worth Victory Points at the end of the game.)
The Game Board indicates how many Tools of each type you have. (They are also worth Victory Points.)
About the Home Board and the Vehicles

This section explains basic elements of the game. The exact rules will be explained later in more detail.

THE HOME BOARD

At the beginning of the game, you have access to 2 empty Land Spaces on your Home Board. (The other Land Spaces were covered by tiles during setup.) On these spaces, you can build Fields, Stalls, Buildings, and Forests. Directly above your Land Spaces is your Dike Line (this is what we call 3 Dike tiles lying in a row next to each other) and beyond that the Tidal Flat Area. You cannot build there, because this area is flooded by the tide. However, during the course of the game, you can dike the Tidal Flat Spaces to reclaim land and get access to more Land Spaces. To do so, you will move the Dike tiles upwards one by one. This will eventually move your Dike Line (i.e. the border between the Tidal Flat Area and the Mainland) upwards as well.

Another way to get access to more Land Spaces is to cut peat. Peat is cut in the Moor that is located below your developed Land Spaces. During the course of the game, you can flip the Moor Tiles over to show they were dehydrated. Then you can cut peat there until you have removed all of the peat from the tile. It will immediately become cultivated and the Moor Tile will be removed from your Home Board. From then on, you will have access to (1 or) 2 new Land Spaces.

THE VEHICLES

Vehicles play a special role in this game and are available for purchase on the Supply Board. Once you own them, you can put them to work once per Half Year – outside the normal course of play. (The game is played over a total of 9 Half Years. See here for more details on Vehicles.) You will need Vehicles to get access to Timber, Bricks, and Clothing, as well as to sell goods at certain Travel Destinations.

Course of the Game

A game of “Fields of Arle” is played over 9 Half Years – alternating between Summer and Winter. Each Half Year consists of 3 Phases.

Phase 1: Preparations

In June (during Summer) and in December (during Winter), you place your Workers for the subsequent Work Phase.

Phase 2: Work Phase

Over the following few months, you place your 4 Workers on the Game Board.

Phase 3: Inventorying

At the end of each Half Year, i.e. in November and May, you take stock of your belongings.

COURSE OF A HALF YEAR

PHASE 1: PREPARATIONS

Place Workers on each of the 4 Month Spaces of the current half year, with the Starting Players’s Workers on top of his opponents.

During setup, you have already placed your Workers for the first Half Year. At the beginning of each Half Year, place Workers on each of the 4 Month Spaces, with the Starting Players’s Workers on top of his opponents. (The Starting Player Marker can change hands via the “Special Action”, an action that can only be taken once per Half Year. You can find more details on this at the bottom of the page.)

PHASE 2: WORK PHASE

  • Take turns placing your Workers on empty Action Spaces of the current Half Year.
  • Immediately carry out the corresponding action depicted on the chosen Action Space.
  • Each Action Space can only be occupied by a single Worker.
  • Spaces with a white/blue Frisian pattern on the Game Board indicate costs. You have to pay the depicted goods.
  • You can always pay Timber instead of Wood.
  • You can always pay Brick instead of Clay.

Take turns placing your Workers on empty Action Spaces of the current Half Year. Take your Workers from left to right off the Month Spaces. In each Month, the player with the Starting Player Marker goes first.

The Summer Action Spaces are only available in odd-numbered Half Years, the Winter Action spaces only in even-numbered ones. In each Half Year, there are 15 different Action Spaces to choose from. After placing your Worker on an Action Space, immediately carry out the corresponding action. (See here for details on the various Action Spaces.) Each Action Space can only be occupied by a single Worker – an occupied Action Space is blocked until the end of the current Work Phase. (Placing a Worker on an Action Space is not mandatory. You can, instead, remove him from the Month Space and do nothing on your turn.)

When placing your Workers, remember the “Laborer” Action Space. This space allows you to use an already occupied Action Space again. (This space must still belong to the current Half Year.)

Spaces with a white/blue Frisian pattern on the Game Board indicate costs. You have to pay the depicted goods in order to

  • get the Building below that space (see the “1 Building” action), or
  • move one of your Tool Indicators one space to the right, or
  • use the action on that Action Space.

Please note: regardless of the action you take, you can always pay Timber instead of Wood and Brick instead of Clay.

SPECIAL ACTION AND STARTING PLAYER

  • If a player uses the Action Space of the other Half Year (possible at most once per half year), the opponent will become the Starting Player of the subsequent Half Year.
  • If no player uses an Action Space of the other Half Year, the Starting Player changes at the end of the current Half Year.

In Summer, 1 of the 8 Workers may use a Winter Action Space (instead of a Summer ones). Similarly, in Winter, 1 Worker may use a Summer Action Space (instead of a Winter one). When a player makes use of this Special Action, his opponent receives the Starting Player Marker for the subsequent Half Year. If none of the 8 Workers makes use of the Special Action, the Starting Player Marker changes hands automatically at the end of the Half Year.

ANYTIME ACTIONS

  • At any time during the game you can use the Actions of your (green) buildings which have a clock symbol.
  • At any time during the Work Phase (in addition to your actions), you can load your Vehicles. You decide when to end your Work Phase - so, even after you have placed all of your Workers, you can still load goods on the remaining free spaces of your Vehicles.
  • Also at any time during the Work Phase, you can rearrange the Animals on your Home Board (according to the “Animal Husbandry” rules).
  • If you own a Peat Boat, you can exchange Peat for goods of the Goods Track at a 1:1 ratio – at any time during the game and any number of times. Adjust the Goods Indicators on your Goods Track accordingly.

PHASE 3: INVENTORYING

When all of the 8 Workers were used and both players declared the end of the Work Phase, the Inventorying phase starts.

The Work Phase ends after all of the 8 Workers were used and both players declared the end of the Work Phase. In November (at the end of a Summer/Fall Half Year) and in May (at the end of a Winter/Spring Half Year), the players take stock of their belongings. Go through the following sub-phases one by one in the given order. (When reading the rules for the first time, you can skip this section and come back to it later.) On your “Travel Destinations and Barn” Storage Board, there is an overview of the significant values of the Inventorying.

NOVEMBER AT THE END OF A SUMMER/FALL HALF YEAR

  1. Empty Vehicles, place Travel Destination Tiles on your Travel Experience Track.
  2. Milking: Receive for your Dairy Animals up to 6 Food.
  3. Harvest: Receive 1 Grain per Grain field, 1 Flax per Flax field, 1 wood per Forest.
  4. Sustenance: 3 Food (Replace with: Grain, then Animal), 2 Peat (Replace with Wood or Timber)
    For each missing unit score -2 points (Supply Bottlenecks).

1. Empty Vehicles:
Place the Timber, Bricks, and Clothing from your Vehicles into your personal supply. Place the Travel Destination Tiles from your Vehicles on your Travel Experience Track.

2. Milking:
You receive 1/2/3 Food for 2/5/8 Sheep and 1/2/3 Food for 1/3/5 Cattle on your Home Board. (You cannot get more than 6 Food this way.) Indicate the Food on your Goods Track.

3. Harvest:
You receive 1 Grain per Grain Field and 1 Flax per Flax Field on your Home Board. Indicate the Grain and Flax on your Goods Track. You also receive 1 Wood per Forest on your Home Board. (You do not receive Wood for your Parks.)

4. Sustenance
Pay 3 Food and 2 Peat (as fuel for the upcoming Winter).

  • For each missing Food, pay 1 Grain instead. If you run out of Grain, pay 1 Animal per missing Food instead.
  • For each missing Peat, pay 1 Wood (or Timber) instead.
  • If you are still missing Food (because you ran out of Food, Grain, and Animals) or Fuel (because you ran out of Peat, Wood, and Timber), you lose 2 Victory Points per missing item. Keep track of the Victory Point losses in the “Supply Bottlenecks” category of the Scoring Pad.

You can only eat Grain if you run out of Food. (The same applies to Animals.) Also, you can only burn Wood if you run out of Peat.

MAY AT THE END OF A WINTER/SPRING HALF YEAR

  1. Empty Vehicles, place Travel Destination Tiles on your Travel Experience Track.
  2. Baby Animals: Pairs of animals in stalls/stables breed (you get another animal of the kind if there is room for it)
  3. Sheering: You receive 1/2/3 Wool for 1/4/6 Sheep on your Home Board.
  4. Sustenance: 3 Food (Replace with: Grain, then Animal)
    For each missing unit score -2 points (Supply Bottlenecks).

1. Empty Vehicles:
Place the Timber, Bricks, and Clothing from your Vehicles into your personal supply. Place the Travel Destination Tiles from your Vehicles on your Travel Experience Track.

2. Baby Animals:
In each of your Stalls with exactly 2 Animals of the same type, you receive a third Animal of that type (from the general supply). In each of your Stables with 2, 3 or 5 Animals of the same type, you also receive another Animal of that type. In Stables with exactly 4 Animals of the same type, you receive 2 Animals of that type (instead of 1). Double Stalls (upgrades to Stables) are considered two separate Stalls. Place the newborn Animals with their parents. (Animals outside of your Stalls and Stables, e.g. those in your Parks, do not breed.)

3. Sheering:
You receive 1/2/3 Wool for 1/4/6 Sheep on your Home Board. Indicate the Wool on your Goods Track. (You cannot get more than 3 Wool this way. Your newborn Sheep can be shorn right away, i.e. they count towards those numbers.)

4. Sustenance:
Pay 3 Food.

  • For each missing Food, pay 1 Grain instead. If you run out of Grain, pay 1 Animal per missing Food instead.
  • If you are still missing Food, you lose 2 Victory Points per missing Food. Keep track of the Victory Point losses in the “Supply Bottlenecks” category of the Scoring Pad.

HALF YEAR END

At the end of each Half Year, move the orange Half Year Counter one space forward onto the next Half Year and start that Half Year. The game ends after a total of 9 Half Years.

TRAVEL EXPERIENCE

Whenever you empty your Vehicles, place the used Travel Destination Tiles face down on the Travel Experience Track on the left side of your Home Board. The first such tile is placed at the bottom of the track so that the depicted coastal path is running from bottom to top. Every subsequent Travel Destination Tile is placed above the previous ones. (The first empty space above those tiles indicates the number of Victory Points you will get for your Travel Experience at the end of the game.)

Features of Your Home Board

The landscape on your Home Board consists of a Tidal Flat Area (above the Dike Line, i.e. above the 3 Dike tiles that are lying in a horizontal line) and the Mainland (below the Dike Line).

THE MAINLAND

Land Spaces can be used to build on, e.g. Fields, Forests, Stalls, Stables and Buildings.

At the beginning of the game, you have 2 Land Spaces that you can build on by placing tiles of appropriate size on them, like Fields, Forests, Stalls, Stables and Buildings. 4 Land Spaces are already covered by tiles.

DIKE BUILDING

  • When you are allowed to move a Dike, you move one of the bottom Dikes up into the next gap between two spaces.
  • Three adjacent Dikes in a line show the transition between Tidal Flat Area and the Mainland.
  • The top three spaces score -1 points unless they are covered with a Dike.

At the beginning of the game, there are 9 potential Land Spaces in the Tidal Flat Area. The Dike Line indicates the border between this area and the Mainland. You have 5 Dike tiles. Each such tile is lying in the gap between 2 vertically adjacent spaces. Whenever you use a „+1 “ action, you move one of the bottom Dikes up into the next gap between two spaces (see the illustrations below). (Some actions allow you to move more than one tile. See the “Dike Builder” action for details.)

Whenever you create a new Dike Line above your old one, i.e. when there is a new horizontal line consisting of 3 adjacent Dike tiles, you immediately gain 3 new Land Spaces (also known as “polder spaces”). The following illustrations should shed some more light on this process:

This is how your Dike tiles are laid out at the beginning of the game. The 1st Dike you build in the game already provides 3 new Land Spaces. The 2nd Dike initiates the next step of the land reclamation process. The 3rd Dike still does not result in more Land Spaces.
Only the 4th Dike provides access to 3 more Land Spaces. The 5th Dike prevents the loss of a Victory Point. The 6th and 7th Dike also prevent the loss of Victory Points. Additionally, the 7th Dike unlocks the remaining 3 Land Spaces.

A row consisting of one or two Dike tiles is irrelevant to the distinction between the Tidal Flat Area and the Mainland.

CUTTING PEAT IN THE MOOR AREA

  • Moor Tiles can be turned to its reverse side through certain actions, thereby creating a dehydrated Moor.
  • A dehydrated moor starts with 4 Peat Tokens on top, which can be cut with “Cut Peat” actions.
  • When the last piece of Peat is cut, the Moor Tile is removed from play.

At the bottom of your Home Board, there are 3 Moor Tiles. Use a “Dehydrate a Moor Section” or “Warden” action to dehydrate one of these Moor Sections so that you can cut peat there: turn the Moor Tile to its reverse side and immediately place 4 Peat Tokens on it. Afterwards, you can use “Cut Peat” actions to take the Peat Tokens off the Moor Tile and place them in your personal supply. (The Peat Cutter Action Space lets you do multiple consecutive “Cut Peat” actions depending on how many Spades you have.) As soon as you remove the last Peat Token from a Moor Tile, immediately remove that Moor Tile from play. This way you gain more Land Spaces on your Home Board to build on.

ANIMAL HUSBANDRY RULES

  1. Dike: 1 Animal
  2. empty Land Space: up to 2 Animals of the same type
  3. Stall: up to 3 Animals of the same type
  4. Double Stall = 2 Stalls
  5. Stable: up to 6 Animals of the same type
  6. Park: up to 2 Animals (also different)

There are 3 types of Animals in this game: Sheep, Cattle, and Horses. You can get these Animals via various actions during the Work Phase and as newborns at the end of each Winter Half Year. You can only keep your newly gained Animals if you can accommodate them on your Home Board. You can return Animals to the general supply (without substitution) at any time. During the Work Phase, you can rearrange the Animals on your Home Board at any time according to the following rules:

  1. Each of your Dikes can hold 1 Animal of any type.
  2. Each empty Land Space of your Home Board can hold up to 2 Animals of the same type.
  3. Each Stall can hold up to 3 Animals of the same type. (Do not forget to get a pair of Animals into each of your Stalls before the end of Winter to get a newborn Animal during the Inventorying in May;)
  4. Double Stalls (reverse side of Stables) are considered two separate Stalls. (You can get them via the “Warden” and “Dike Warden” actions.)
  5. Each Stable can hold up to 6 Animals of the same type. (As with Stalls, try to have pairs of Animals in your Stables before Winter ends to maximize the number of newborn Animals you get. You can get Stables via the “Carpenter” action in Winter.)
  6. Each Park (reverse side of a Forest) can hold up to 2 Animals of the same or of different types. (You can get Parks via the “Warden” and “Dike Warden” actions)

MOVING COMPONENTS ON YOUR HOME BOARD

  • Animals can be moved at any time.
  • Other Tiles can only be moved/turned/removed if a specific action allows this.
  • Equipment from the Barn can be returned to the Supply Board.
Animals can be moved at any time during the Work Phase of a Half Year, but they must always be accommodated on your Home Board. Dike tiles can only be moved as a result of specific actions. All the other tiles on your Home Board (including Fields) can only be placed, turned, or removed via certain actions. (The tiles on your Home Board cannot change their position, except Dikes.) As the space in your Barn is limited, you can return Equipment to the Supply Board at any time (without substitution).

THE GOODS TRACK

  • Goods Indicators cannot go above 15 or below 0.

Indicate the amounts of Food, Grain, Hides, Flax, and Wool you have with the Goods Indicators on your Goods Track. The Goods Indicators cannot go above 15 or below 0.

You may move one of the Food Goods Indicators down on the track to move the other Food Goods Indicator up by the same number of spaces (i.e. you may distribute the total amount of Food you have between the two Food Goods Indicators any way you like). You may want to do this at the end of the game to maximize the number of points you get for goods.

LIMITED COMPONENTS

  • Unlimited: Animals, Clothing, Building Materials and Peat Tokens.
  • All other components are limited.

The Animals, Building Materials, Clothing, and Peat Tokens are considered to be an unlimited supply. Please improvise or use the Replacement Tiles if you run out of any of these goods. Every other type of tile is limited by the provided supply. (If it runs out, you cannot get more. This is especially true for Grain/Flax Fields, Stalls, Stables, Peat Boats/Plows, and all the Vehicles.) Of course, when a player returns one of these tiles to the supply, it becomes available again.

Loading Vehicles

As mentioned earlier, Vehicles play a special role in this game. You can build them via the “Wainwright” action and then put them to work once per Half Year.

SPACE IS LIMITED IN THE BARN.

  • 4 Parking Spaces designated for Small Vehicles and other pieces of Equipment
  • 2 Parking Spaces for Large Vehicles
  • 1 Parking Space for either Large Vehicles, Small Vehicles or other pieces of Equipment

During the course of the game, you can build one or more Vehicles. There are 4 Parking Spaces in your Barn designated for Small Vehicles and other pieces of Equipment (like Plows and Peat Boats), and 3 spaces for Large Vehicles. (Alternatively, the bottommost Parking Space can be used for a small piece of Equipment instead of a Large Vehicle.) You can have multiple copies of the same piece of Equipment.

There are 6 types of Vehicles with different costs and uses. The costs are some amount of Wood and Horses. (You do lose the Horses that you pay this cost with. Thematically, this means the Horse is no longer used for breeding but for pulling the Vehicle.)

  • You can load your Vehicles at any time during the Work Phase.
  • Load Vehicles with: Wood, Clay, Linen, Woolen, Leather or Travel Destination Tiles.

At any time during the Work Phase, you can load your Vehicles (even right after you got them). This is not considered an action – you can do this on top of your actions. Please note, the tiles you put on your Vehicles will only be removed from there at the end of the Work Phase.

You can load your Vehicles with…

  • Building Materials, i.e. Wood and Clay, to upgrade them (to Timber/Bricks)
  • Fabrics, i.e. Linen, Woolen and Leather, to upgrade them (to Summer/Winter/Leather Wear)
  • Travel Destination Tiles of your color to receive Food at the given destination

THE SINGLE SPACES ON VEHICLES

  • Single Spaces can be loaded with Wood and Clay tiles.
  • Travel Destinations Hage, Dornum or Beemoor require only one Single Space.
  • Multiple adjacent Single Spaces can be considered as one large space (exception: Wagon).

Single Spaces can be loaded with Wood and Clay tiles. When placing Wood or Clay on a Vehicle, immediately turn them to their reverse side, “Timber” or “Bricks” respectively. When placing Clay on a Vehicle, you must also pay 1 Peat (as indicated on the Clay Tile).

Alternatively, you can load Single Spaces with the Travel Destinations Hage, Dornum and Beemoor, which are of the smallest available size. On the Large Vehicles, you can consider multiple adjacent spaces as one large space to place the bigger tiles on them – this way, you can fit tiles of sizes 2, 3 and 4 on your Large Vehicles.

Combining spaces on Large Vehicles does not only make sense to fit big Travel Destination Tiles, but also to upgrade Fabrics (Linen, Woolen and Leather): this is how you make Summer, Winter and Leather Ware.

THE DOUBLE SPACES ON VEHICLES

Double Spaces cannot be split.

Double Spaces can be joined with adjacent Single Spaces.

Double Spaces on Vehicles limit your options. You may not place Timber, Bricks, or small Travel Destinations on them. They can only be used for bigger Travel Destinations and Clothing Tiles.

You may, however, combine Double Spaces with adjacent Single Spaces to fit even bigger tiles.

Here you can see one way to load a Droshky. You cannot load it with two Summer Ware Tiles, since you cannot split the Double Space in the middle to use it for two tiles.

LOADING TRAVEL DESTINATIONS

  • Travel Destination Tiles will be used immediately, but remain in the Vehicle until the Vehicle is emptied.
  • Sell at least one of the depicted items, but each item at most once.

When you place a Travel Destination Tile on a Vehicle, you must use it immediately: sell at least one of the depicted items and receive the given amount of Food. Each item can only be sold once per Travel Destination. (When you sell goods, return the tokens to the general supply or adjust the Goods Indicators on your Goods Track. Then adjust the Food Goods Indicator(s) on your Goods Track according to your proceeds.)

When you are done selling, turn the Travel Destination Tile to its reverse side and leave it on your Vehicle. It remains there and blocks the spaces of the Vehicle until the end of the current Work Phase. Only then can you place it on your Travel Experience Track. (Consequently, you can only use a Travel Destination once. You cannot return to it later to sell more goods.)

LOADING BUILDING MATERIALS AND FABRICS

  • Building Materials and Fabrics are placed into Vehicles with their upgraded side facing up.
  • You can only access them after the end of the current Work Phase.

When placed on a Vehicle, the basic Building Materials (Wood and Clay) as well as the Fabrics (Linen, Woolen, and Leather) are placed with their upgraded side facing up (i.e. Timber/Brick and Summer/Winter/Leather Wear, respectively). However, you cannot access them until after the end of the current Work Phase, when you empty your Vehicles.

Details on Vehicles

  • You cannot combine the Single Spaces of the Wagon to fit bigger tiles.
  • At the Travel Destinations, you can only sell goods that you have in your supply – including the goods indicated by your Goods Track. In a few special cases, you can sell a Plow or Peat Boat from your Barn, or a Field or Moor Tile from your Home Board (Again, you cannot sell goods from your Vehicles.)
  • “Bremen” can only be accessed by Horse Cart or Droshky due to its size of 4. It requires 4 Single Spaces, or 2 Single Spaces and 1 Double Space.
  • Plows and Peat Boats are not considered Vehicles, although – like Vehicles – they must be kept in the Barn.
The Action Spaces
  • Please keep in mind that, at any time during the Work Phase, you may visit a Travel Destination to get Food that you may use immediately (e.g. for a “Building” action). (You do not have to wait until you empty your Vehicles; you get the Food immediately.)

General rules:

  • Whenever you may take something, take it from the general supply or move the Goods Indicators on your Goods Track up (unless stated otherwise).
  • Whenever you have to pay something, return it to the general supply or move the Goods Indicators on your Goods Track down (unless stated otherwise).

There are 3 different types of Conversion Arrows in the game.

  • Brown arrows, like in “1 Hide --> 1 Leather,” indicate that you may carry out the depicted conversion immediately a number of times equal to the number of appropriate Tools you have. (For instance, if you have 3 Fleshing Beams, you can convert up to 3 Hides to 3 Leather, at a rate of 1 Leather per Hide.)
  • Grey arrows, like in “Field --> Forest,” also indicate that you may carry out the depicted conversion immediately, but the number of times you may do so is not limited by Tools. This type of conversion can be found on the Game Board (Carpenter) and on Buildings (like the Farmer’s Inn).
  • Yellow arrows, like in “1 Grain + 1 Peat --> 3 Food,” indicate that you may carry out the depicted conversion at any time and any number of times. This type of conversion can only be found on buildings (like the Schnapps Distillery).

THE ACTION SPACES OF THE SUMMER/FALL HALF YEAR

Fisherman

Take 1 Sheep. Also, move your Fish Trap Tool Indicator one space to the right. Then take 1 Food per Fish Trap you have (i.e. up to 6 Food). (⇒ 8)

Grocer

Take one of the following goods: Timber, Brick, Sheep, Cattle, or Horse. Additionally, take 1 Grain and 1 Leather.

Woolen Weaver

Per Weaving Loom you have (i.e. up to 2, 3, 4, or 5 times), you may convert 1 Wool to 1 Woolen. (⇒ 8)

Colonist

Take 1 Horse and/or dehydrate a Moor Section by flipping over one of your Moor Tiles to show the Boardwalk illustration is visible at the top of the tile. Then place exactly 4 Peat Tokens from the general supply on it.

Peat Cutter

Per Spade you have (i.e. up to 3, 5, or 7 times), you may take 1 Peat Token off one of your Moor Tiles. (You may take the Peat from different Moor Tiles, but not from the general supply.) (⇒ 8)

Dike Builder

Take 1 Sheep or 1 Cattle. Additionally or alternatively, carry out a “Dike Building” action: for each Pair of Shovels you have, move 1 Dike (i.e. 1/2/2/3 Dikes with 3/4/5/6 Shovels.) (⇒ 8)

Clay Worker

Take 1 Clay per Shovel you have (i.e. 3, 4, 5, or 6 Clay). (⇒ 8)

Farmer

Build a Plow (⇒ 1) and place it in your Barn. Additionally or alternatively, you may plow 1 Field (⇒ 2) per Plow you have. (You may plow fewer fields than Plows owned.) For each new Field, decide which side to display on your Home Board (Flax or Grain).

Forester

Pay 1 Food (⇒ 6) and either take a Forest (⇒ 2), or build a Building (⇒ 2) by paying the costs depicted on the Game Board. In either case, place the tile on an empty Land Space of your Home Board.

Woodcutter

Take 1 Wood per Axe you have (i.e. 3, 4, 5, or 6 Wood). (The number of Forests you have does not matter here.) (⇒ 8)

Master

Per Workbench you have (i.e. up to 2, 3, or 4 times), you may move one of your Tool Indicators on the Game Board 1 space to the right. (⇒ 5) You cannot move a Tool Indicator more than once – you may only move different ones. The costs are depicted on the Game Board.

Carpenter

Either build a Building (⇒ 2) by paying the costs depicted on the Game Board, or build a Stall (⇒ 2) for 2 Clay and 1 Grain. In either case, place the tile on an empty Land Space of your Home Board.

Builder

Build a Building (⇒ 2) by paying the costs depicted on the Game Board. Place the new tile on an empty Land Space of your Home Board. For instance, the Inns each cost 2 different Building Materials and 9 Food.

Warden

Flip over a tile with the arrow Symbol for free. (⇒ 4)

Laborer

Pay 2 Food (⇒ 6) and either build a Vehicle (⇒ 3) by paying its costs, or imitate (⇒ 7) an occupied Summer Action Space (regardless of who occupies it). (You cannot imitate an occupied Winter Action Space.)

This illustration stands for 1 Animal of any type: These illustrations stand for Sheep , Cattle and Horses

In particular:

  • An expression like “Take 1 Cattle/Horse” indicates that you may choose whether to take 1 Cattle or 1 Horse (in this case).
  • An expression like “Pay 1 Grain (Flax)” indicates that you have to pay 1 Grain. Only when you have no Grain may you pay 1 Flax instead.
  • In expressions with “per” (like in “1 Clay per Shovel” at the Clay Worker), you do not lose whatever is written after “per”. (For instance, at the Clay Worker you get Clay, but you keep your Shovels.)
  • An expression like “Action A and/or Action B” indicates that you may carry out both actions or just one of them. A single “or” (without “and”) indicates that you must choose one action or the other – you may not use both. If there is no conjunction between the actions, assume there is an “and/or” (like at the Colonist or Farmer).
  • Some Action Spaces show two actions separated by a long brown line (like at the Fisher). This line serves two purposes: it increases the readability, but it also indicates that you have to carry out the top part before you carry out the bottom part.
  • To “Cut Peat” means that you take a number of Peat Tokens off your Moor Tiles. (Reminder: immediately remove a Moor tile from your Home Board as soon as you remove the last Peat Token from it.) To “Take Peat” (like in “+3 Peat” at the Peat Boatman), on the other hand, means you get the Peat from the general supply.
  • A “Land Space” is any space on your Home Board below the Dike Line (including the Moor Spaces). The spaces above the Dike Line are called “Tidal Flat Spaces” and cannot be used.

THE ACTION SPACES OF THE WINTER/SPRING HALF YEAR

Peat Boatman

Take 3 Peat and, additionally, 1 Peat per Peat Boat you have (for a total of 3/4/5/… Peat if you have 0/1/2/… Peat Boats). (You may not take the Peat off your Moor Tiles.)

Tanner

Per Fleshing Beam you have (i.e. up to 3, 5, or 6 times), you may convert 1 Hide to 1 Leather. (⇒ 8)

Linen Weaver

Per Weaving Loom you have (i.e. up to 2, 3, 4, or 5 times), you may convert 1 Flax to 1 Linen. (⇒ 8)

Butcher

Per Slaughtering Table you have (i.e. up to 2, 3, or 4 times), you may convert 1 Animal of any type to 3 Food and 2 Hides. You get 1 more Food per Cattle you convert. (⇒ 8)

Cattle Trader

Take 2 Grain and 1 Sheep. Additionally, take 1 Cattle or 1 Horse.

Grocer

Take 1 Peat off one of your Moor Tiles. (You may not take the Peat from the general supply.) Additionally, take 1 Animal of any type, 1 Wood, and 1 Clay.

Builder's Merchant

Take 2 Hides. Additionally, take 1 Wood or 1 Clay, and 1 Timber or 1 Brick.

Potter

Per Pottery Wheel you have (i.e. up to 2, 3, or 4 times), you may convert 1 Clay to 3 Food and 1 Peat. (You may not take the Peat off your Moor Tiles.) (⇒ 8)

Baker

Per Oven you have (i.e. up to 1, 2, 3, or 4 times), you may convert 1 Grain and 1 Peat to 6 Food. You may replace Grain with Flax and Peat with Wood if you have no Grain or Peat, respectively.

Wood Trader

Pay 1 Food and either take 4 Wood, or build a Building by paying the costs depicted on the Game Board. If you cannot pay the Food because you have none left, you may pay 1 Grain instead. (⇒ 6)

Master

Per Workbench you have (i.e. up to 2, 3, or 4 times), you may move one of your Tool Indicators on the Game Board 1 space to the right. (⇒ 5) You cannot move a Tool Indicator more than once – you may only move different ones. The costs are depicted on the Game Board.

Wainwright

Build a Vehicle (⇒ 3) by paying its costs. Additionally or alternatively, you may build 1 Peat Boat. (The costs of the Vehicles are printed on the tiles; a Peat Boat costs 1 Wood.) Place the new pieces of Equipment in your Barn.

Dike Warden

Flip over a tile with the arrow Symbol for free (⇒ 4). Additionally, build 1 Dike.

Carpenter

Either build a Stall (⇒ 2) for 2 Clay and 1 Grain, or exchange a Stall for a Stable by paying 2 Bricks. (You cannot build Stables directly.)

Laborer

Pay 2 Food (⇒ 6) and either build a Building (⇒ 2) by paying the costs depicted on the Game Board, or imitate (⇒ 7) an occupied Winter Action Space (regardless of who occupies it).

FURTHER DETAILS ON THE ACTION SPACES

  • 1
    You can get Plows at the Farmer. A Plow costs 1 Wood and either 1 Cattle or 1 Horse. (You do lose the Animal. Thematically, this means the Animal will no longer be used for breeding but for work. If you have no space left in your Barn, you have to get rid of another piece of Equipment before you get the Plow. Return the old piece of Equipment to the Supply Board.)
  • 2
    You have to place Fields, Forests, Stalls, and Buildings on empty Land Spaces of your Home Board (i.e. on empty spaces below your Dike Line). (Stalls are not considered Buildings. You can upgrade Stalls to Stables at the Carpenter. Double Stalls, Depots, Parks, and Stables cannot be built directly; they can only be upgraded via either of the Warden actions.) In this game, it does not matter on which particular Land Space you place your tiles. You may build any of the available Buildings on the Game Board. The costs of each Building are depicted there as well: the first four Buildings at the top each cost any 1 Building Material and 1 Grain, the next two Buildings each cost 1 Timber and 1 Brick. The Buildings in the middle have individual costs. Each of the Buildings at the bottom left costs 2 different Building Materials (e.g. 1 Wood and 1 Timber) and 9 Food. Each of the Buildings at the bottom right is considered a Large Building and costs 3 Timber, 3 Bricks, and 15 Food. (As indicated at the Carpenter, each Stall costs 2 Clay and 1 Grain.)
  • 3
    There are 6 different types of Vehicles. They have different costs (and different Victory Point values – VP):
    Handcart (0 VP) Wagon (1 VP) Cart (1 VP)
    2 Wood 4 Wood 5 Wood, 1 Horse
    Horse Cart (2 VP) Carriage (4 VP) Droshky (5 VP)
    7 Wood, 1 Horse 4 Wood, 2 Horses 6 Wood, 2 Horses
    If you have no space left in your Barn for a new Vehicle or Peat Boat, you must first get rid of another piece of Equipment of equal size. (Return the old piece of Equipment to the Supply Board.) Carts and Horse Carts only have Single Spaces. They are more versatile than Carriages and Droshkies, which also come with Double Spaces. On the other hand, Carriages and Droshkies are worth more points.
  • 4
    See back side of the Overview for a list of tiles that have an Arrow Symbol. There is no cost for flipping over these tiles. (For instance, when you upgrade a Cart to a Horse Cart, you do not need to pay any Wood or Horses.)
  • 5
    Example of a Master action: Currently, you have 2 Workbenches. The Master action allows you to move 1 Tool Indicator per Workbench you have – including the Workbench Tool Indicator. This costs 2 Clay, but now you have 3 Workbenches. The additional Workbench counts immediately, so you can still move 2 more Tool Indicators (for a total of 3 movements). Alternatively, you can keep your 2 Clay, not move the Workbench Tool Indicator and still move 2 other Tool Indicators (e.g. Axes and Ovens). The costs of each movement are depicted on the Game Board. Moving the Axe Tool Indicator costs 1 Wood; moving the Oven Tool Indicator costs 1 Brick. You pay for the movement (and not for the individual tool)- moving the Spade Tool Indicator increases the number of Spades by 2, but it still only costs 1 Wood per movement. You may not move the same Tool Indicator more than once per Master action.
  • 6
    At the Wood Trader, you may pay Grain instead of Food once you run out of Food. This is not possible on any other Action Space.
  • 7
    Whenever you use the Laborer Action Space to imitate another Action Space that is occupied by your opponent, use that other Action Space according to your belongings (and not your opponent’s). Two examples: Your opponent has 7 Spades – you only have 3. You imitate the Peat Cutter Action Space occupied by your opponent. You get 3 Peat (not 7). Alternatively, you could imitate one of your own actions: if you occupy the Forester Action Space, you can imitate it to get another Forest for a total of 3 Food (2 Food for the “Imitation” action + 1 Food for the Forest).
  • 8
    There are no additional costs involved with these types of actions. In particular, you do not have to pay the costs printed in front of the Tool Tracks. (The costs in front of the Tool Tracks are paid when moving the Tool Indicators, but not when using the Tools.)
The End of the Game and the Winner

You can skim this section when reading this rule book for the first time. However, make sure you read the “Animals on Home Board” section carefully: it provides information on how to score your Animals. Every other source of Victory Points is indicated by yellow wind roses on the tiles or boards.

  • The game ends after 9 rounds after the November Inventorying.
  • Points for Clothing Tiles and Building Materials according to their printed VPs.
  • Points for Equipment in the Barn according to their printed VPs. -3 VP if no large vehicle was built.
  • Points for Travel Experience: first empty space of the Travel Experience Track.
  • Points for tools according to the position of the markers on the tool tracks.
  • Points for Goods Track according to the positions of the Goods Indicators. (with Depot, double the points)
  • VP on Home Board: per tile according to their printed VPs. Score -1 VP for (up to 3) Tidal Flat Spaces not covered with a Dike.
  • Animals on Home Board: The animal kind you have most of scores 0 VP per animal, the one where you the second most scores 1 VP per animal, the one where you have least of scores 2 VP per animal.

The game ends after 9 rounds at the end of the last Summer Half Year, after the November Inventorying. (Your Animals will not breed anymore, because they only do so in May.) Then each player may use his Peat Boat (if he has one) to exchange his remaining Peat for other goods that might provide Victory Points on the Goods Track (see the “Goods Track” scoring category below).

Use the Scoring Pad to write down your Victory Points (VP) in the various scoring categories.

Clothing Tiles and Building Materials:
Add up the VP of your goods tiles. Bricks, Linen, Woolen, and Leather are each worth 1 VP. Summer, Winter, and Leather Wear are each worth 2 VP. Each Timber is worth ½ VP. (Do not round the total.)

Equipment in the Barn:
Add up the VP from your Plows, Peat Boats, and Vehicles. Then, subtract 3 VP unless you have at least one Large Vehicle in your Barn.

Travel Experience:
The first empty space (from the bottom) on your Travel Experience Track indicates the number of VP you get for traveling. Travel Experience can be worth up to 10 VP.

Tools:
Add up the VP of your Tools on the 10 Tool Tracks on the Game Board.

Goods Track:
Each Goods Indicator on space 15 of your Goods Track is worth 3 VP. Each Goods Indicator on one of the spaces 11-14 is worth 2 VP. Each Goods Indicator on one of the spaces 7-10 is worth 1 VP. (You may distribute the total amount of Food you have between your two Food Goods Indicators to optimize the number of VP you get for them.) If you have a Depot, double the total number of VP in this category. (You cannot double them more than once even if you had multiple Depots.)

VP on Home Board:
Add up the VP from your Buildings, Stalls, Stables, Forests, and Parks. Then, subtract 4 VP for each hydrated Moor Section, 1 VP for each dehydrated Moor Section and 1 VP for each Tidal Flat Space (of the top row) left on your Home Board. (Animals have their own scoring category.)

Animals on Home Board:
Each Animal of the type you have the least of is worth 2 VP (see here for details on Animal Husbandry). Each Animal of the type you have the second least of is worth 1 VP. Animals of the third type are not worth any VP.
Examples:
6 Sheep, 5 Horses, and 4 Cattle are worth 0+5+8=13 VP.
5 Horses, 4 Cattle and 0 Sheep are worth 0+4+0=4 VP.
3 Horses, 3 Cattle, and 3 Sheep are worth 0+3+6=9 VP.
Horses and Cattle you paid when acquiring Plows and Vehicles are not considered in this category – they are not worth any VP.

Supply Bottlenecks:
This category was used during the course of the game. Here, you kept track of VP losses due to missing Food and Fuel at the end of each Half Year (which should happen rarely, if at all). During scoring, you do not lose any additional VP in this category.

Finally, the player with the most Victory Points wins. In case of a tie, the Starting Player of a hypothetical 10th Half Year breaks the tie (i.e. the player who would be Starting Player if another round were played).

The Solo Game Variant

In the solo game, there is no Special Action. This means you cannot use an Action Space of the other Season. Other than that, simply place your Workers one by one and try to score as many points as you can. We consider 110 Victory Points a remarkable score.

Appendix

THE INDEXES

INDEX OF BUILDING TILES

During setup, place the Small Houses on the four spaces at the top of the Game Board (indicated by their green color). All of the Small Houses have the same building costs and are each worth 1 Victory Point (VP).

For your first play, we recommend you use the light green Starter Houses. If you build more than one of these Houses, you may decide in which order you use them right before the November Inventorying. The Small Houses in detail:

Farmer’s House

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
Before November (at the end of each Summer Half Year), you receive 1 Clay. Additionally, you may cut 1 Peat before each November (including the one before final scoring). (You may not take the Peat from the general supply. You must take it off one of your Moor Tiles.)

Plow Maker’s Workshop

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
Before November (at the end of each Summer Half Year), you may place 1 Field of your choice on an empty Land Space of your Home Board (below your Dike Line). You are not required to place a Field. (If you do not, you cannot do so later, retroactively.)

Novice’s Hut

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
Before November (at the end of each Summer Half Year), you receive 1 Grain and 1 Dike (i.e. move the bottommost Dike to the next free gap above the Dike Line).

Workshop

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
Before November (at the end of each Summer Half Year), you receive 1 Wood and 1 “Master” action (i.e. you pay the costs and move exactly one Tool Indicator 1 space to the right).

For subsequent plays, choose 4 of the following dark green Small Houses to play with. (Their back side allows you to differenciate between both types of green.)

Each of the Small Houses can be used at any time during the game (especially the Work Phase). (Their abilities may seem a little challenging when using them for the first time. Therefore, we recommend you use the Weaving Parlor, Colonist’s House, Carpenter’s Workshop, and Schnapps Distillery in your first game with the dark green Buildings.)

Weaving Parlor

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
At any time during the game and any number of times, you may pay 3 Flax to receive 1 Linen and to cut 1 Peat (i.e. take 1 Peat off one of your Moor Tiles; you may not take the Peat from the general supply).

Colonist’s House

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
At any time during the game (and any number of times), you may pay 2 Wool to receive 1 Clay and to cut 1 Peat (i.e. take 1 Peat off one of your Moor Tiles; you may not take the Peat from the general supply).

Carpenter’s Workshop

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
At any time during the game (and any number of times), you may pay 4 Food and 1 Brick to upgrade one of your Stalls to a Stable. (You do not need to pay the usual 2 Bricks on top of that. Keep in mind, there are only 3 Stables available.)

Schnapps Distillery

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
At any time during the game and any number of times (even in-between Harvest and Sustenance), you may exchange 1 Grain plus 1 Peat for 3 Food.

Litter Storage

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
At any time during the game (and any number of times), you may exchange 3 Flax for 1 Horse if you already have at least 2 Horses.

Loading station

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
At any time during the Work Phase, you may place 1 Peat on an empty Single Space (but not Double Space) of one of your Vehicles. You may do so any number of times and for any number of Vehicles. As usual, you only receive the Peat from the Vehicles when emptying them. (The Peat you place on the Vehicles comes from the general supply. You may not take it off your Moor Tiles.)

Wood Trader

Costs any 1 Building Material and 1 Grain
Worth 1 VP
Ability
At any time during the game (and any number of times), you may exchange 1 Timber plus 1 Food for 2 Wood. (This Building provides easy access to Wood provided you have enough Vehicles.)

The following Buildings provide an immediate benefit, i.e. you receive a one-time reward as soon as you build them. After you have received your reward, you can ignore them for the remainder of the game. They also provide Victory Points (VP) at the end of the game.

On the Game Board, below the 4 spaces for the Small Houses, there are 2 spaces for the Minor Craft Buildings (indicated by their yellow color). All of the Minor Craft Buildings have the same building costs. At the beginning of the game, determine which 2 of those Buildings you will play with.

Turnery

Costs 1 Timber and 1 Brick
Worth 5 VP
Ability
Immediately (and only once), per Forest you have, receive 1 Wood and 2 “Cut Peat” actions. (Keep your Forests. You may not take the Peat from the general supply.)

Smokehouse

Costs 1 Timber and 1 Brick
Worth 5 VP
Ability
Immediately (and only once), receive 1 “Cut Peat” action per Fish Trap you have. (Keep your Fish Traps. You may not take the Peat from the general supply.)

Cooperage

Costs 1 Timber and 1 Brick
Worth 4 VP
Ability
Immediately (and only once), determine the number of Dairy Animals you have. Dairy Animals are Sheep and Cattle. For 5/10/15 Dairy Animals, you may move each of your six Goods Indicators up by 1/2/3 spaces.

Smithy

Costs 1 Timber and 1 Brick
Worth 3 VP
Ability
Immediately (and only when building the Smithy), you may exchange Peat Boats, Handcarts, and Wagons (which are called “small pieces of Equipment”) for Plows. Exchange at a 1:1 ratio and any number of times. (Return the exchanged pieces of Equipment to the Supply Board.)

Bakehouse

Costs 1 Timber and 1 Brick
Worth 4 VP
Ability
Immediately (and only when building the Bakehouse), per Oven you have, you may exchange 2 Grain and 1 Flax for 8 Food. (Keep the Ovens.)

At the beginning of the game, place the 6 Major Craft Buildings according to their names on the orange building spaces of the Game Board. Each of the Major Craft Buildings has individual costs and is available in every game of “Fields of Arle.”

Mill

Costs 1 Timber and either 8 Flax or 8 Grain
Worth 6 VP
Ability
Immediately (and only once), receive 8/10/12 Food if you have 3/5/6 Fields. (Keep the Fields.) The type of Field does not matter, both Grain and Flax Fields count. (If you have 2 or fewer Fields, you do not receive any Food.)

Weaving Mill

Costs 2 Bricks and either 10 Flax or 10 Wool
Worth 7 VP
Ability
Immediately (and only once), receive 1 Winter Wear and move your Weaving Loom Tool Indicator (up to) 2 spaces to the right for free.

Textile House

Costs 1 Brick and 2 different pieces of Clothing (Summer/Winter/Leather Wear)
Worth 9 VP
Ability
Immediately (and only once), receive 1 Linen, 1 Woolen, and 1 Leather.

Saddlery

Costs 2 Timber and 3 Leather
Worth 8 VP
Ability
Immediately (and only once), receive 1 “Cut Peat” action per Horse you have. (Keep the Horses. You may not take the Peat from the general supply.) Afterwards, move your Fleshing Beam Tool Indicator 1 space to the right for free.

Joinery

Costs 2 Timber and 5 Grain
Worth 6 VP
Ability
Immediately (and only once), receive 2 Peat per Peat Boat you have, and 1 Horse per Plow you have. (Keep the Peat Boats and Plows. You must accommodate the Horses on your Home Board immediately. You must take the Peat from the general supply.)

Waterfront House

Costs 2 Bricks and 25 Food
Worth 10 VP
Ability
Immediately (and only once), receive 10 Food (back from the 25 Food you paid), 2 Dikes (i.e. move the 2 bottommost Dikes to the next free gaps above the Dike Line), and move your Fish Trap Tool Indicator (up to) 3 spaces to the right for free.

At the beginning of the game, determine which 3 of the blue Inn Tiles to play with and place them on the blue spaces at the bottom left of the Game Board. All of the Inns have the same building costs.

For your first play, we recommend you use the Potter’s Inn, Farmer’s Inn and Junk Dealer’s Inn.

Potter’s Inn

Costs 2 different Building Materials and 9 Food
Worth 5 VP
Ability
Immediately (and only once), receive 1 Animal of any type per Pottery Wheel you have. (Keep the Pottery Wheels. You may choose the same or different Animals. You must accommodate them on your Home Board immediately.)

Farmer’s Inn

Costs 2 different Building Materials and 9 Food
Worth 3 VP
Ability
Immediately (and only once), you may replace up to 3 of your Fields with Forests. (Return the Fields to the Supply Board. Keep in mind there is only a limited supply of Forest Tiles.)

Junk Dealer’s Inn

Costs 2 different Building Materials and 9 Food
Worth 4 VP
Ability
Immediately (and only once), either receive 1 Handcart or 1 Peat Boat for free. (Place the new piece of Equipment in your Barn – make room if needed. If there are no more Handcarts or Peat Boats left on the Supply Board, you do not receive any.) Additionally or alternatively, receive 1 Leather Wear and 1 Woolen.

Gulf House Inn

Costs 2 different Building Materials and 9 Food
Worth 5 VP
Ability
Immediately (and only once), receive 1 Timber per Stall you have, and 1 Brick per Stable you have. (You may not take Timber instead of Bricks.) Double Stalls are considered 2 separate Stalls, so you receive 2 Timber per Double Stall.

Milk House Inn

Costs 2 different Building Materials and 9 Food
Worth 5 VP
Ability
Immediately (and only once), receive 1 Cattle, and afterwards, 1 “Cut Peat” action per Cattle you have. (Keep the Cattle. You may not take the Peat from the general supply.)

Sluice Yard Inn

Costs 2 different Building Materials and 9 Food
Worth 4 VP
Ability
Immediately (and only once), move the Fish Trap Tool Indicator 2 spaces to the right for free. Then take 1 Wood per Fish Trap you have (i.e. 2, 3, 4, 5, or 6 Wood).

At the beginning of the game, place the red Large Buildings next to the Inns. All of the Large Buildings have the same building costs and are each worth 15 Victory Points (VP).

Village Church

Costs 3 Timber, 3 Bricks, and 15 Food
Worth 15 VP
Ability
Immediately (and only once), receive 1 (Wedding) Carriage for free and place it in your Barn (provided there is still a Carriage left on the Supply Board).

Lütetsburg Castle

Costs 3 Timber, 3 Bricks, and 15 Food
Worth 15 VP
Ability
Immediately (and only once), receive 1 Forest Tile and place it on an empty Land Space of your Home Board (if available) and move each of your Tool Indicators for Spades, Pottery Wheels, and Workbenches 1 space to the right for free.

Berum Castle

Costs 3 Timber, 3 Bricks, and 15 Food
Worth 15 VP
Ability
Immediately (and only once), move each of your Tool Indicators for Ovens and Weaving Looms 1 space to the right for free. Additionally, you receive 1 “Tile Upgrade” action.

INDEX OF TRAVEL DESTINATION TILES

Keep in mind that you may only place a Travel Destination Tile on one of your Vehicles if you immediately sell at least one of the depicted items. Each item on the tile can only be sold once. You cannot sell things that are not depicted on the tile. The proceeds from the sale are always some amount of Food. (Keep in mind that you cannot store more than 30 Food.) Food is needed primarily for the “Waterfront House” Building, the Large Buildings and Inns, and, of course, for Sustenance.

The Travel Experience Track on the left side of your Home Board has 19 spaces. Each space has the same size as one Single Space on a vehicle. When you remove a Travel Destination Tile from a Vehicle and place it on that track, it will cover 1-4 of these spaces according to its size.

The Travel Destination Tiles in detail::

Hage

Covers 1 space on the Travel Experience Track. Immediately remove a Field from your Home Board and receive 1 Food.

Beemoor

Covers 1 space on the Travel Experience Track. Remove 1 Peat from your supply (but not from your Home Board) and receive 2 Food.

Dornum

Covers 1 space on the Travel Experience Track. Return a Plow from your Barn to the Supply Board and receive 8 Food.

Norden

Covers 2 spaces on the Travel Experience Track. Sell 1 to 3 of the depicted items. You receive 4 Food for a Sheep and 7 Food for Winter Wear. Additionally or alternatively, return a Peat Boat from your Barn to the Supply Board and receive 5 Food.

Aurich

Covers 2 spaces on the Travel Experience Track. Sell 1 to 3 of the depicted items. You receive 4 Food for Leather (which you cannot replace with Leather Wear), 5 Food for a Horse, and 4 Food for an Animal of any type (which may be another Horse).

Esens

Covers 2 spaces on the Travel Experience Track. Sell 1 to 3 of the depicted items. You receive 4 Food for 2 Grain (you cannot sell a single Grain), 2 Food for a Hide, and 4 Food for Woolen.

Emden

Covers 3 spaces on the Travel Experience Track. Sell 1 to 4 of the depicted items. You receive 7 Food each for Winter and Leather Wear, and 6 Food for Summer Wear. Additionally or alternatively, you can remove 1 Peat from your supply (but not from your Home Board) and receive 3 Food.

Leer

Covers 3 spaces on the Travel Experience Track. Sell 1 to 4 of the depicted items. You receive 2 Food for Flax, 3 Food for Linen (which you cannot replace with Summer Wear), 5 Food for Cattle, and 6 Food for either Summer, Winter or Leather Wear.

Bremen

Covers 4 spaces on the Travel Experience Track. Sell 1 to 5 of the depicted items. You receive 5 Food for Timber, 9 Food for 2 Animals of the same type, 12 Food for a set of Linen, Woolen and Leather, and 30 Food (any excess Food is lost) for a set of Summer, Winter and Leather Wear. Additionally or alternatively, you may remove a Moor Tile from your Home Board (regardless of which side is facing up and whether there is still Peat left on it or not, including the small Moor Tile that had Peat since the beginning of the game). Remove the tile immediately. The Peat from the tile, if any, is lost. You do not receive any Food for this but, on the other hand, you will not lose points for the tile.

INDEX OF EQUIPMENT AND TOOLS

You keep your pieces of Equipment in your Barn. The space is limited. You have 4 Parking Spaces for small pieces of Equipment (including the Small Vehicles) and 3 Parking Spaces for Large Vehicles. (Alternatively, the bottommost Parking Space for Large Vehicles can be used to store a fifth small piece of Equipment.)

Peat Boat

Category Small piece of Equipment
Costs 1 Wood
VP 1
Function allows you to exchange 1 Peat for 1 good of the Goods Track at any time
Flip over Tile Plow

Plow

Category Small piece of Equipment
Costs 1 Wood and 1 1 Horse/Cattle
VP 3
Function provides Fields with the “Farmer” action
Flip over Tile not possible

Handcart

Category Small Vehicle
Costs 2 Wood
VP 0
Function 1 Single Space for loading
Flip over Tile Wagon

Wagon

Category Small Vehicle
Costs 4 Wood
VP 1
Function 2 Single Spaces for loading that cannot be combined
Flip over Tile not possible

Cart

Category Large Vehicle
Costs 5 Wood and 1 Horse
VP 1
Function 3 Single Spaces for loading
Flip over Tile Horse Cart

Horse Cart

Category Large Vehicle
Costs 7 Wood and 1 Horse
VP 2
Function 4 Single Spaces for loading
Flip over Tile not possible

Carriage

Category Large Vehicle
Costs 4 Wood and 2 Horses
VP 4
Function 1 Single Space and 1 Double Space for loading
Flip over Tile Droshky

Droshky

Category Large Vehicle
Costs 6 Wood and 2 Horses
VP 5
Function 2 Single Spaces and 1 Double Space for loading
Flip over Tile not possible

The Game Board keeps track of the number of Tools you have. There are 10 types of Tools. You may get Victory Points (VP) at the end of the game if you have a lot of Tools of a certain type (see below).

Tool Number at the Beginning of the Game Costs per Increase Increments
Fish Traps 2 1 Wood 3, 4, 5, and finally 6 (3 VP)
Fleshing Beams 3 1 Wood 5 (1 VP) and finally 6 (3 VP)
Weaving Looms 2 2 Wood 3 (1 VP), 4 (3 VP), and finally 5 (4 VP)
Slaughtering Tables 2 1 Clay 3 (1 VP) and finally 4 (2 VP)
Spades 3 1 Wood 5 and finally 7 (2 VP)
Shovels * 3 1 Wood 4, 5, and finally 6
Pottery Wheels 2 1 Clay 3 and finally 4 (2 VP)
Ovens 1 1 Brick 2 (1 VP), 3 (5 VP), and finally 4 (7 VP)
Axes 3 1 Wood 4, 5, and finally 6
Workbenches 2 2 Clay 3 (1 VP) and finally 4 (4 VP)

* Used to determine the number of Pairs of Shovels you have.

Turning Tiles

FRONT REVERSE POINTS EFFECT
Peat Boat Plow +2 Increases the efficiency of the Farmer action (Summer)
Handcart
Cart
Carriage
Wagon
Horse Cart
Droshky
+1 An additional Single Space
Hydrated Moor Dehydrated Moor +3 Alternative to the Colonist action (Summer) (though the latter also provides a Horse)
Stall Depot* +? Doubles the point values of the goods on the Goods Track. (Additional Depots do not further increase the value of the goods on the Goods Track).
Stable Double Stall* +3 Provides room for 2 types of Animals instead of just 1
Forest Park* +4 Provides room for 2 Animals (but does no longer provide Wood during the November Inventorying)

* The only way to obtain these structures is to use a tile turning action.

What do I need … for?

Do not read this section before your first game, but consult it if the need arises.

Goods

Food
Needed to build the Waterfront House, the Inns, and the Large Buildings, as well as for Sustenance each Half Year and for certain actions (like Imitation at the Laborer). Remaining food scores victory points according to the Goods Track (3 points for 15, 2 points for 11-14, 1 point for 7-10). Those victory points can be doubled once if you have a depot.
Flax
Needed to produce Linen, to use the Weaving Parlor and the Litter Storage, and to build the Weaving Mill and the regular Mill, and for sale in Leer. Remaining flax scores victory points according to the Goods Track (3 points for 15, 2 points for 11-14, 1 point for 7-10). Those victory points can be doubled once if you have a depot.
Grain
Needed to use the Schnapps Distillery, for the Baker, sometimes as a replacement for Food, as well as to build the green buildings, the Joinery, and the Mill, for sale in Esens. Remaining grain scores victory points according to the Goods Track (3 points for 15, 2 points for 11-14, 1 point for 7-10). Those victory points can be doubled once if you have a depot.
Wool
Needed to produce Woolen, to build the Weaving Mill, and to use the Colonist’s House. Remaining wool scores victory points according to the Goods Track (3 points for 15, 2 points for 11-14, 1 point for 7-10). Those victory points can be doubled once if you have a depot.
Hides
Needed to produce Leather, and for sale in Esens. Remaining hides score victory points according to the Goods Track (3 points for 15, 2 points for 11-14, 1 point for 7-10). Those victory points can be doubled once if you have a depot.
Leather
Needed for processing into leather wear, for sale in Aurich or Bremen, and to build the Saddlery. Each leather is worth 1 victory point.
Woolen
Needed for processing into winter wear, and for sale in Esens or Bremen. Each woolen is worth 1 victory point.
Linen
Needed for processing into summer wear, and for sale in Leer or Bremen. Each linen is worth 1 victory point.
Summer Wear
Needed to build the Textile House, and for sale in Emden, Leer or Bremen. Each summer wear is worth 2 victory points.
Winter Wear
Needed to build the Textile House, and for sale in Norden, Emden, Leer or Bremen. Each winter wear is worth 2.5 victory points.
Leather Wear
Needed to build the Textile House, and for sale in Emden, Leer or Bremen. Each leather wear is worth 2.5 victory points.
Depot
Doubles (once) the victory points for the Goods indicators. (You cannot double them more than once even if you had multiple Depots.) You cannot directly build a Depot, you get it by flipping over a stall tile. Worth 2 victory points.

Building materials and peat

Wood
Needed as a building material for Buildings, as a resource for Timber and Equipment or tools. Sometimes can also be used as a replacement for missing peat.
Clay
Needed as a building material for Buildings, as a resource for Bricks and Stalls, and for tools. To produce brick, you need to pay one peat.
Timber
Needed as a building material for Buildings (the Large Buildings in particular), to use the Wood Trader, and for sale in Bremen. Each timber is worth 0.5 victory points. Timber can be used as a replacement for wood.
Brick
Needed as a building material for Buildings (the Large Buildings in particular) and to upgrade Stalls to Stables, and for tools. Each brick is worth 1 victory point. Brick can be used as a replacement for clay.
Peat
Needed for sustenance at the end of a Summer Half Year, to produce Bricks, for the Baker, to trade for other goods (if you also have a Peat Boat), as well as to use the Schnapps Distillery or for the Baker. Can be sold in Beemoor and Emden.

Animal husbandry

Sheep
Needed to receive Food at the end of a Summer Half Year, to receive Wool at the end of a Winter Half Year, for the Butcher, and to use the Cooperage. Can be sold in Norden, Aurich or Bremen. Each sheep is worth 0, 1 or 2 victory points (see animal scoring).
Cattle
Needed to receive Food at the end of a Summer Half Year, for the Butcher, to build Plows, and to use the Cooperage or to use the Milk House Inn more efficiently. Can be sold in Aurich, Leer or Bremen. Each cattle is worth 0, 1 or 2 victory points (see animal scoring).
Horse
Needed for the Butcher, for Large Vehicles and Plows as well as for the function of the Saddlery or the Litter Storage. Can be sold in Aurich or Bremen. Each horse is worth 0, 1 or 2 victory points (see animal scoring).
Stall
Needed for animal husbandry and for the function of the Carpenter’s Workshop. Each Stall can hold up to 3 Animals of the same type. If you have a pair of Animals in a Stall and one empty space, you get a newborn Animal during the Inventorying in May. Worth 2 victory points. Flip over tile: Depot
Stable
Needed for animal husbandry, to use your Land Spaces more efficiently, and as a prerequisite for a Double Stall, to use the Gulf House Inn. Each Stable can hold up to 6 Animals of the same type. If you have a pair of Animals in a Stable and one empty space, you get a newborn Animal during the Inventorying in May. For two pairs of Animals and two empty spaces, you get two newborn Animals. Worth 6 victory points. Flip over tile: Double Stall.
Double stall
Needed for animal husbandry, to use your Land Spaces more efficiently, to use the Gulf House Inn. You cannot directly build a Double stall, you get it by flipping over a stable tile. A double stall is considered two separate stalls. Each stall can hold up to 3 Animals of the same type (it doesn't have to be the same kind for both stalls). If you have a pair of Animals in a Stall and one empty space, you get a newborn Animal during the Inventorying in May. Worth 9 victory points.

Landscape tiles

Forests
Needed to receive Wood at the end of a Summer Half Year, as a prerequisite for a Park, and to use the Turnery. Worth 2 victory points. Flip over tile: Park.
Parks
Needed for additional Victory Points (if you do not need the Wood income anymore towards the end) and to hold two (also different) Animals (no offspring possible). You cannot directly build a Park, you get it by flipping over a forest tile. Worth 6 victory points.
Grain Field
Needed to receive Grain at the end of a Summer Half Year, to use the Mill at all (at least 3 grain/flax fields are needed), and to use the Farmer’s Inn more efficiently. Can be sold in Hage.
Flax Field
Needed to receive Flax at the end of a Summer Half Year, to use the Mill at all (at least 3 grain/flax fields are needed), and to use the Farmer’s Inn more efficiently. Can be sold in Hage.
Moor
Needed to transform into dehydrated moor. Can be sold in Bremen. Worth -4 victory points. Flip over tile: dehydrated moor.
Dehydrated Moor
Needed for cutting peat (each dehydrated moor contains 4 peat). Can be sold in Bremen. Worth -1 victory points.
Small Dehydrated Moor
Needed for cutting peat (each dehydrated moor contains 4 peat). Can be sold in Bremen. Worth -3 victory points.

Equipment

Plow
Needed to plow Fields at the Farmer, to use the Joinery and Mill more efficiently. Can be sold in Dornum. Worth 3 victory points.
Peat Boat
Needed to exchange Peat for goods of the Goods Track, to receive more Peat at the Peat Boatman, to use the Joinery or Smithy more efficiently, and for sale in Norden. Worth 1 victory point.
Handcarts and Wagons
Needed to produce Timber and Bricks continuously, to sell a Plow for Food in Dornum or for selling at other "small" travel destinations, and to receive Plows when building the Smithy. Worth 0 or 1 victory points, respectively.
Large Vehicles
Needed for Timber, Bricks, and Clothing, as well as for all of the large Travel Destinations. Horse Cart or Droshky are needed for the travel destination "Bremen".

Tools

Fish Traps Needed for the Fisherman and to use the Smokehouse and the Sluice Yard Inn more efficiently.
Fleshing Beams Needed for the Tanner.
Weaving Looms Needed for the Woolen Weaver and the Linen Weaver.
Slaughtering tables Needed for the Butcher.
Spades Needed for the Peat Cutter.
Shovels Needed for the Dike Builder and the Clay Worker.
Pottery Wheels Needed for the Potter and to use the Potter’s Inn more efficiently.
Ovens Needed for the Baker and to use the Bakehouse more efficiently.
Axes Needed for the Woodcutter.
Workbenches Needed for the Master action spaces.

Game Views

On the left of the game window you can switch between different game views

  • The own Home Board
  • The own Storage Board "Travel Destinations and Barn"
  • The Home Board of the other player
  • The Storage Board "Travel Destinations and Barn" of the other player
  • The overview of all Buildings which are in play
  • The Supply Board with the available tiles.

If you click on a tab, the view in the lower left changes accordingly. If there is a single view in which you can perform an action, the game will automatically switch to that view. If there are several views, in which you can click on something, the tabs which you can click in order to switch to an "active" view will be marked with .

Player Info

The Player Info shows all Building Material Tiles, Clothing Tiles, Animals, Goods and Peat which are owned by the player. If an action (the Wood Trader) allows you to choose Wood, you can click the Wood Tile in your Player Info in order to decide to take the Wood.

In addition to that, the Player Info also shows the points you would score if in that moment the final scoring is performed. To see an overview of the scoring categories, you can click on the "i"-Symbol next to the points.

Vehicle Loading

The implementation allows you to load vehicles during the Work Phase either at the beginning or at the end of your turn. You would click on a vehicle, then on either a Travel Destination tile in the "Travel/Barn" view, or on one of your Tiles in the player info, which you want to upgrade. If you have the building Loading Station, you can also click on Peat in your Player Info in order to load Peat (from the general supply). If you want to load more than one item, you will first need to click on the vehicle to load each time.

After all workers haven been placed, each player gets an extra turn with the possibility to load vehicles, before the end of the Work Phase is declared and the Inventorying begins. This extra turn is done in the player order of the next Half Year. This ensures that the next start player doesn't have an advantage because they already know what the other player will load onto their vehicles.

Rearrange Animals

The implementation only allows to rearrange animals if it is necessary. It is necessary in these cases:

  • During the extra turn before declaring the end of the Work Phase of the Winter Half Year, immedietely before Baby Animals are born in May
  • Whenever there is no space for a newly obtained animal without rearranging animals
  • Whenever a Tile is placed on a space that contains animals, and the automatic placement of animals doesn't find a new space for them

This is how rearranging animals works: Animals which currently don't have a space on the Home Board are on the Travel Experience track on the left. Now you can either click on one of the animals on your Home Board in order to put it (temporarily) on the Travel Experience track. Or you click on one of the animals on the Travel Experience track, and then on a space on the Home Board, where the animal should be placed.

If you want to confirm the rearrangement of the animals, you click on the button "Confirm" in the lower right corner. Animals which are still on the Travel Experience track will be returned to the supply. It is sometimes unavoidable to return animals to the supply, but at least the rearrangement allows you to choose which animals are returned.

Peat Boat Usage

The implementation allows the trade action of the peat boat during the Work Phase either at the beginning or at the end of your turn. Additionally you can use the peat boat also during the extra turn before the Inventorying, also immediately before the sustenance (e.g. if you suddenly realise you need food).

In order to start the trading, click on (one of) your peat boat(s), then on the goods in your player info which you want to receive in exchange for peat, and to finish the trades click the "Pass" button in the lower right.

Immediately before the game ends it is a good idea to trade remaining peat for goods which might give you additional points via the Goods Track.

Active Half Year

There are several ways how the active Half Year is indicated: First, during the Work Phase, the action spaces of the current Half Year are highlighted in blue, while the action spaces of the other Half Year (if it is still possible to choose on of them) are highlighted in light blue.

Second, you can see in the Travel/Barn view which kind of Inventorying will be done after the Work Phase. (the one that doesn't apply is grayed out).

Third, you can take a look at the round marker in the upper right. If it is on one of the sunny spots in the top row, it means it is currently the Summer Half Year, which corresponds to the action spaces on the left. If the round marker is on one of the cloudy spots in the bottom row, it means it is currently the Winter Half Year, which corresponds to the action spaces on the right.

Settings

If you click on the symbol with the three lines in the upper right, and choose the entry Settings, you switch to a view which allows to configure the game.

It is recommended to experiment with the settings "Minimum width of game window in px" and "Maximum width of playing area in px" to check what looks best on your monitor. If the window width is chosen badly, it can lead to a "flicker" problem (the browser cannot decide whether it needs to display a scrollbar or not).

 
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