La Granja - General game info
La Granja
2-4 players, 90-120 minutes, 12 years and older
AuthorsAndreas Odendahl (ode)
Michael Keller
IllustratorHarald Lieske
Published byStronghold Games
Spielworxx
Online since 2020-02-29
Developed byEzra McNichols (storm1850)
Boardgamegeek146886
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!
La Granja - 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

→ Original Rules (pdf) → Farm Card Glossary (pdf)

On Yucata the following deviations from the rules apply:

  • In the German rules it states you buy all your extra deliveries up front. In the English rules it doesn't indicate this. The designer has indicated he prefers not to require this. On Yucata it is more permissive - you buy each delivery as you use it, and thus can use rewards from one delivery to pay for the next. Note however that you cannot add to the number of possible extra deliveries by buying a farm extension during this step. You would have to play that card at the latest during the preceding regular deliveries step.
  • In the rules it limits the player markers to 25. According to the designer, this was only done as a 'what happens if they run out'. On Yucata no such restriction is enforced.
Contents
1.0 Introduction
2.0 Components and important Terms
3.0 Aim of the Game
4.0 Prepare for Play
5.0 Sequence of Play
6.0 Farm Phase
7.0 Revenue Phase
8.0 Transportation Phase
9.0 Scoring Phase
10.0 End of the Game
1.0 Introduction

In La Granja, 1-4 players control small farms by the Alpich pond near the village of Esporles on the island of Majorca.

During the course of the game, players develop their farms and deliver goods to the village as they vie to earn the title of La Granja for their country estate. Timing is critical!

La Granja is a fascinating game that requires careful planning. Successful players must learn to cope with the vagaries of the dice and cards.

2.0 COMPONENTS AND TERMS

Each copy of La Granja contains:

  • 1 game board
  • 4 player tableaus
  • 66 farm cards
  • 9 revenue dice
  • 100 player markers (wooden octahedrons; 25 each in the 4 player colors)
  • 4 wooden discs (1 each in the 4 player colors)
  • 16 donkey markers (4 markers each per player)
  • 38 silver “coins” (values 1 and 3)
  • 66 victory point markers (values 1, 3, 5, 10)
  • 4 game order markers (with numbers 1 to 4)
  • 24 roof markers
  • 24 craft markers
  • 3 building order markers (with numbers 1 to 3)
  • 4 play caids
  • 2 rules booklets (English and German)
  • 2 glossaries (English and German)

2.1 The Game Board

The main game board consists of the market, the six craft buildings with their associated bonus tokens, the revenue spaces, the siesta track, and spaces for the roof tiles of the current and future rounds.

The center of La Granja’s game board depicts Esporles’ market place. It consists of hexagonal market spaces, where each space has a number (value) between 2 and 6. Market spaces featuring an “X” cannot be entered in a 2- or 3-player game (see 4.0).

Six craft buildings are located at the edge of the market. Four different rows of symbols (one per player) are assigned to each craft building. Each player may deliver farm goods or trade commodities to each craft building as denoted by the symbols. Craft markers are stacked on their respective spaces next to the symbol rows.


Revenue spaces are located on the left side of the game board (with dice depicting values from 1 to 6).

Spaces for the roof markers are located at the bottom left of the board. The markers for rounds 2 through 6 are stacked in round order as denoted on the board. The roof markers for the current round are displayed individually above these stacks.

The siesta track is located on the right side of the game board. It shows how “rested” players are in a given round, and is used to determine turn order.

2.2 The Farm Cards

La Granja contains 66 farm cards. During the game, players play cards from their hand under one of the four sides of their farm so that only one side is visible.

  • Left: Fields
  • Top: Market Barrow
  • Right: Farm Extension
  • Bottom: Helper with special abilities

La Granja contains 66 farm cards. During the game, players draw cards into their hands and then play them by tucking them under one of the four sides of their farm.

After playing a card, only the side chosen by the player is “Active” and influences the game. The information on the other three sides of the card is irrelevant for the rest of the game.

  • A card played to the left of the farm is a field. A specific harvest good grows on a field – either olives, grain, or grapes.
  • A card played to one of the three notches at the top of the farm is a market barrow.
  • A card played to the right of the farm is a farm extension .
  • A card played to one of the three notches at the bottom of the farm is a helper with special abilities.

2.3 The Revenue Dice

There are nine dice in the game, modified base on player count.

There are nine dice in the game. Depending on the number of players, a certain number of dice is used and assigned to the revenue spaces of the game board.

2.4 The Player Boards

The image below depicts the player's board:

Please note: The player board initially only has room for two pigs (all other spaces have unlimited capacity).


Farm cards may be placed at the appropriate spots on the four sides of the farm; their usage varies according to their location on the farm. At most three cards may be placed at the top and bottom of the farm.

Each player has a player board which represents his farm. On his farm are six spaces for acquired craft markers, several dens (for harvest goods and upgraded goods), costs for upgrades, purchase and selling prices for resources, a central space for trade commodities, a pig stall with two spaces, a table denoting the 9 farm goods and the costs for farm extensions (which increases with each extension), a farm house with five spaces for purchased roof markers, a space for played donkey markers, and spaces for the two revenue dice the player will choose each round.

Attention: While the space for trade commodities and dens for harvest goods and upgraded goods may hold any number of player markers, the pig stall only has room for a maximum of two pigs (hence two octagonal spaces).


Farm cards may be placed at the appropriate spots on the four sides of the farm; their usage varies according to their location on the farm. At most three cards may be placed at the top and bottom of the farm – one card in each “notch”. Cards placed to the left and right are partially tucked underneath cards that have already been played so that only the appropriate side of the card is showing. There is no limit to the number of cards in these two locations.

2.5 The Game Markers

2.5.1 Silver “Coins”

Silver is the currency in La Granja. The game contains “coins” with a value of 1 and 3, which can be exchanged at any time.

Silver is the currency in La Granja. The game contains “coins” with a value of 1 and 3. A player may change three “1” coins against a single “3” coin from the “bank” (or vice versa) during the game. If the rules booklet mentions “1 silver” it means one silver coin of value 1.

2.5.2 Victory Point Markers

There are markers with value 1, 3, 5, and 10 victory points. When earned, victory points markers are taken immediately. The players may keep the number of their victory points secret.

When a player has earned victory points, he immediately takes that number of victory point markers from the pool. There are markers with value 1, 3, 5, and 10 victory points. A player may “take change” for their markers at any time (e.g., taking a single marker of value 3 for three markers of value 1). The players may keep the number of their victory points secret. If the rules booklet mentions “1 victory point”, it means one victory point marker of value 1.

2.5.3 Craft Markers

Each craft building in the village has its own specific craft marker. The lightning side of the marker shows its "instant effect".

Each craft building in the village has its own specific craft marker. Each player may get one marker at each craft building. The front side of the marker shows its “instant function”, see 8.3.1.

2.5.4 Roof Markers

Roof markers can be bought each round and provide one-time bonuses and (from the second roof tile onward) points.

Each player may purchase one roof marker per round. A roof marker provides its owner a one-time bonus. Players earn victory points for roof markers as shown on the player board immediately upon purchase (starting with the second roof marker).

2.5.5 Donkey Markers

Each player selects a donkey marker each round. Donkey markers provide the indicated siesta movement (hats) and deliveries (donkeys).

Each player has an identical set of four donkey markers. Players select a donkey marker each round. The marker shows the number of deliveries (depicted by donkeys) and sometimes the number of steps a player advances on the siesta track of the game board (depicted by hats).

2.5.6 Building Order Markers

There are 3 building order markers to block 3 craft buildings initially.

La Granja contains three building order markers. They are placed on three of the six craft buildings in the village at the start of the game and initially bar access to these craft buildings.

2.5.7 Turn Order Markers

These markers record the player order.

These markers record the player order.

2.6 Player Aids

The player aids summarize the sequence of a game round and the ways players may obtain victory points.

The player aids summarize the sequence of a game round. The opposite side lists the ways players may obtain victory points.

2.7 The Wooden Components

2.7.1 Player Markers

Each player receives 25 player markers in his color, which represent a variety of different things.

On Yucata, the markers are not limited.

Each player receives 25 player markers in his color. They represent various items a player owns or have used depending on where they are located on the farm or the game board.

Example: If a player marker is on the trade commodity space, it is a trade commodity; if it is on an olive field, it is an olive; if it is on the village market, it is a market stand, etc.

The 25 markers are the maximum a player can have!

If a player has all 25 markers in use (this rarely happens!), he may remove any one marker from his farm or the game board to use as part of his current action.

2.7.2 The Discs

The player discs start at the "0" space on the siesta track and may be moved up during the round.

The player discs are placed on the “0” space on the siesta track on the game board. Player discs may be advanced during a game round.

2.8 Explanation of Terms

Special Terms:

Harvest goods: olives, grain, and grapes. They are placed in fields and dens and may be upgraded.

Resources: Olives, grain, grapes and pigs. They may be bought, sold, or upgraded.

Upgrade (upgraded goods): Grapes are upgraded to wine, pigs to cured meat, and olives and grain are upgraded to food. An upgrade may cost silver.

Revenue: A player gets revenue via a die and can be one or more resources, silver, a delivery, one or two free upgrades, one or two steps on the siesta track, and the drawing or playing of a card.

Color Labeling: The four phases of a game turn:

I
Farm Phase – blue
II
Revenue Phase – green
III
Transportation Phase – grey
IV
Scoring Phase – red

Trade commodity: Trade commodities may be returned for resources and actions.

Farm: A player´s tableau (plus attached farm cards).

Farm goods:

  • silver
  • victory points
  • harvest goods (olive, grain, grape)
  • upgraded goods (food, wine, cured meat)
  • pigs
At the top right corner of a player´s farm there is an overview of the costs for farm extensions and all available farm goods.

Delivery: A donkey symbol represents one delivery, defined as moving one good from a field or den (and sometimes a card) to either a craft building in the village or to a market barrow.

The following terms have a special meaning in La Granja:

Harvest goods: There are three kinds of harvest goods - olives, grain, and grapes. They are placed in fields and dens and may be upgraded. All harvest goods taken by a player that were not grown in his fields must be placed in the appropriate dens.

Resources: Olives, grain, grapes and pigs (the traditional porc negre) are the resources in the game. They may be bought, sold, or upgraded.

Upgrade (upgraded goods): Grapes are upgraded to wine, pigs to cured meat, and olives and grain are upgraded to food. An upgrade may cost silver.

Revenue: A player gets revenue via a die. Revenue may be one or more resources, silver, a delivery, one or two free upgrades, one or two steps on the siesta track, and the drawing or playing of a card.

Color Labeling: The four phases of a game turn and its various steps are labeled by color.

I
Farm Phase – blue
II
Revenue Phase – green
III
Transportation Phase – grey
IV
Scoring Phase – red

Trade Commodity

Trade commodity: Trade commodities may be returned for resources and actions.

Farm: A player´s tableau (plus attached farm cards) represent his farm.

Farm goods: An overriding term that includes the following:

  • silver
  • victory points
  • harvest goods (olive, grain, grape)
  • upgraded goods (food, wine, cured meat)
  • pigs
At the top right corner of a player´s farm there is an overview of the costs for farm extensions and all available farm goods.

Delivery: A donkey symbol represents one delivery. A delivery is defined as moving one good from a field or den (and sometimes a card) to either a craft building in the village or to a market barrow on the player´s farm.

3.0 AIM OF THE GAME

Over the course of six game rounds, players will expand their farm and deliver goods to the village of Esporles, earning them victory points. These are earned from completed craft buildings and market barrows.

The player who has earned the most victory points by the end of the game is the winner and earns the title of La Granja for their estate!

Over the course of six game rounds, players will expand their farm and deliver goods to the village of Esporles, earning them victory points.


Players have two options to earn victory points in the village:

  1. When a player has fully supplied a craft building, he receives victory points and a craft marker which grants a bonus for the remainder of the game.
  2. When a player has fully supplied a market barrow on his farm (i.e. the farm cards at the top of his farm), he receives victory points and a trade commodity.

It is important to observe the actions of the other players, to manipulate turn order, and to adjust for the vagaries of the dice and the cards during the course of the game.

The player who has earned the most victory points by the end of the game is the winner and earns the title of La Granja for their estate!

4.0 GAME SETUP

1. Personal Setup:

  • Each player takes their board, tokens, donkey markers, 1 point, 1 silver, and 1 trade commodity.
  • Shuffle the deck and deal each player 4 cards.

2. Main Board Setup:

  • Set out the roof tiles for this and future rounds.
  • Set out the craft markers and initial victory point tokens by their respective buildings. Roll a die 3 times and place the building order markers and points as indicated.
  • Select dice equal to 2n + 1, where n is the number of players.
  • Determine turn order. Each player takes their initial market spot and place on the Siesta track.

Place the game board in the center of the table. Each player receives a player board (farm), 25 player markers of their color, and one set of donkey markers (four markers containing one, two, three, and four donkey symbols).

The farm of a player at the start of the game

Each player receives one victory point and 1 silver, placing them next to their farm. Each player also places a player marker on the trade commodity space on their farm. The remainder of the player markers makes up their pool.

One player shuffles all 66 farm cards and deals each player four concealed cards. The other cards are placed face down on the table forming the draw deck.

Attention: If and when the last card is drawn from the draw deck, all discarded cards are shuffled together to create a new draw deck.

One player sorts the roof markers by their game round number and stacks them face down. If there are less than four players, randomly remove roof markers from each stack until the number of roof markers left is equal to the number of players. Place the stacks on the game board in the corresponding space denoted on the board (organized by game round number). The roof markers for round 1 are placed face up above them in the provided spaces.

Place the craft markers on the board in the space designated for them near their respective craft buildings on the game board. Place 1 victory point on each of the light gray spaces adjacent to the craft buildings (the ones with the four spaces for player markers).

Roll a die. Place building order marker 1 and a victory point on this craft building. Roll the die two more times, placing building order markers 2 and 3 respectively. Place a victory point with each marker. Re-roll as necessary if the building already has a building order marker. NOTE: Building order numbers should be placed in the center of the symbol rows. Randomly determine the start player. He receives turn order marker 1. In clockwise order from the start player, each player takes the next turn order marker. Return any unused markers to the game box.

Select dice depending upon the number of players. The number of dice used is equal to two multiplied by the number of players plus one.

2 players 5 dice
3 players 7 dice
4 players 9 dice

In turn order, each player places one of his player markers on a central market space (with values of 2, 3, 4, and 5) on the game board. The first player places his marker on the market space with a value of 2; the remaining players follow in ascending order. In a 3-player game, spaces 2, 3, 4 are occupied; in a 2-player game spaces 2 and 3 are occupied.

No access in 2- and 3-player games.

In reverse turn order, each player places his siesta disc on the space at the bottom of the siesta track. They should be stacked – the disc of the starting player should be on top.

Victory points and silver are placed nearby and form the pool.

Attention: In 2- and 3-player games most of the outer market spaces may not be entered. These spaces have an “X” in their center.

5.0 SEQUENCE OF PLAY

La Granja is played over six game rounds. One game round consists of four phases:

I
Farm Phase (see 6.0)
II
Revenue Phase (see 7.0)
III
Transportation Phase (see 8.0)
IV
Scoring Phase (see 9.0)

La Granja is played over six game rounds. One game round consists of four phases:

I
Farm Phase (see 6.0)
II
Revenue Phase (see 7.0)
III
Transportation Phase (see 8.0)
IV
Scoring Phase (see 9.0)

Attention: La Granja does not contain a game round track. Players may use the backs of the roof markers and the empty roof marker spaces to determine the current game round.

5.1 Anytime Actions

La Granja is a very flexible game – most of the time only the active player may perform various actions in the order of his choosing.

La Granja is a very flexible game – most of the time only the active player may perform various actions in the order of his choosing. This is especially important for certain actions that may be conducted anytime during the game independent of the phase of a game round. These actions include returning trade commodities, buying and selling resources, and upgrading resources.

5.1.1 Using Trade Commodities

A player may return a trade commodity to his pool to conduct one of the following actions:

  • Take 4 silver
  • Take two different harvest goods
  • Draw one card or play one card
  • Take one pig
  • Upgrade two resources free of charge
The player owns one trade commodity.

From time to time during the game a player receives trade commodities (most of the time via completed market barrows). Each trade commodity is represented by a player marker on the central space of the farm.


A player may return a trade commodity to his pool to conduct one of the following actions:

  • Take 4 silver
    The player takes 4 silver from the pool.
  • Take two different harvest goods
    The player takes two different harvest goods and places two of his player markers on the corresponding dens of his farm.
  • Draw one card or play one card
    The player either tucks one of his cards from his hand under his farm (taking the costs for farm extensions into account, see 6.0) or he draws the top card from the draw deck to his hand.
  • Take one pig
    The player takes one pig and places one of his player markers on a pig stall space.
  • Upgrade two resources free of charge
    The player may upgrade any two of his resources free of charge and transfer them from their dens or fields into the respective dens for upgraded goods. To do so, he moves a marker from a den or field in the direction of the arrow into the corresponding den of the upgraded good. The costs shown on the arrow are not paid.

Alternatively, the player may transport trade commodities to one of the craft buildings of the village in the transportation phase, see 8.3.1.

5.1.2 Buying and Selling of Resources

When a player buys resources, he places one player marker per purchased resource in the respective den or stall.

When he sells resources, he removes the respective player markers from his dens or stalls. Harvest goods cannot be sold from fields!
Exception: Card 35 Agricultural Worker.

Attention: Upgraded goods may not be directly bought or sold. A player may buy an upgraded good indirectly by purchasing a resource at its purchase price and then spending silver to upgrade it.

Purchasing olives or grain costs 3 silver. Selling these two resources earns the player 1 silver each.

When a player buys resources, he places one player marker per purchased resource in the respective den or stall.

When he sells resources, he removes the respective player markers from his dens or stalls. Harvest goods cannot be sold from fields!
Exception: Card 35 Agricultural Worker.

Attention: Upgraded goods may not be directly bought or sold. A player may buy an upgraded good indirectly by purchasing a resource at its purchase price and then spending silver to upgrade it.

5.1.3 Upgrading Resources

A player may upgrade harvest goods and pigs – henceforth they are upgraded goods. To do so, the player marker is moved from its resource space to its space as upgraded good.

The costs for upgrades are listed on the farm between the dens and fields of the harvest goods and the pig stall and the dens for upgraded goods.

Upgrading the grape from the field or from the den into wine costs 3 silver each.

The corres­ponding player marker is moved to the wine den.

A player may upgrade harvest goods and pigs – henceforth they are upgraded goods. To do so, the player marker is moved from its resource space to its space as upgraded good.

The costs for upgrades are listed on the farm between the dens and fields of the harvest goods and the pig stall and the dens for upgraded goods.

5.1.4 Harvest Goods on Fields

Harvest goods are never moved between a field and a den. They remain on the fields until one of the following occurs:

  • Upgraded
  • Used as payment for the cost of a farm extension
  • Used as a delivery

Harvest goods are never moved between a field and a den. They remain on the fields until one of the following occurs:

6.0 FARM PHASE I

The farm phase consists of four steps.


1. Play a farm card and draw new card(s)

Each player may play one card and draw one or more new cards at the end of this step.

Exception: In the first round all players play two cards!


Players should place their cards on their farm according to how they wish to use them:

  • Field: A card placed on the left side of the farm becomes a field. Later, a harvest good will be produced on each empty field.
  • Market Barrow: A card placed in one of the three slots on the top of the farm becomes a market barrow. Specific goods are displayed that must be delivered. When fully supplied, it earns the player a trade commodity and victory points.
  • Farm Extension: A card placed on the right side of the farm becomes a farm extension with various benefits.
  • Helper: A card placed in one of the three slots at the bottom of the farm becomes a special helper that gives the player special abilities.
    Helpers are color coded to show in which phase(s) they can be used.
    Some helpers can only be used once per round. Usage is shown by putting a marker on the helper which will be removed again at the end of the round.

Market barrows, helpers, and field are always free. You are limited to three helpers and three market barrows at a time.

Playing a card as a farm extension is not free. Each farm extension card played on the farm costs one more unique farm good than the previous one.

Cards may be used immediately after placing them at your farm

If a player uses a card, this card has to be utilized completely, before any other card may be used.

At the end of this step, each player draws to their hand limit (initially 3, modified by farm extensions and helpers).

The farm phase consists of four steps. One step is always conducted completely by all players before the next step is started. After players are comfortable with the game, the first three steps of the farm phase may be conducted simultaneously.

Otherwise, the farm phase is played in game turn order.


1. Play a farm card and draw new card(s)

Each player may play one card and draw one or more new cards at the end of this step.

Exception: In the first round all players play two cards!


Players should place their cards on their farm according to how they wish to use them:

  • Field: A card placed on the left side of the farm becomes a field. A harvest good will be produced on an empty field – either olives, grain, or grapes (see step 3 of the farm phase). Tuck a card played as a field underneath the left side of the player’s farm board so that only the left side of the card is displayed. A player may have any number of fields. A field always enters the game “empty” (i.e. without a harvest good)!
  • Market Barrow: A card placed in one of the three slots on the top of the farm becomes a market barrow. Tuck the card underneath the top of the player’s farm board so only the information at the top of the card remains visible. Specific goods are displayed by their corresponding symbols. These goods must be delivered to the barrow by the player. When the market barrow has been fully supplied, it is sent to the village market and earns the player a trade commodity and victory points according to line 2 below the symbols (see 8.0).
  • Farm Extension: A card placed on the right side of the farm becomes a farm extension. Tuck a card played as a farm extension underneath the right side of the player’s farm board so that only the right side of the card is displayed. A farm extension offers various benefits.
  • Helper: A card placed in one of the three slots at the bottom of the farm becomes a special helper that gives the player special abilities. Tuck the card underneath the bottom of the player’s farm board so only the information at the top of the card remains visible! The helpers and their functions are listed in detail in the → Glossary (pdf)
    The color(s) of some card titles show in which phase or phases they may be used. Card titles without color(s) may be used anytime during the owner´s player turn.
    Some cards may be used only once (1x) per game turn. To denote this, a player marker is put onto the card after usage. At the end of the game turn all markers are removed from cards to show that they may be used again.

Playing a card as a market barrow, helper, or field is always free. If a player already has three market barrows (or three helpers) on his farm and would like to play another one, he must discard an existing one to make room for the new market barrow (or helper).

Playing a card as a farm extension requires the appropriate payment. Farm extensions are paid for with farm goods. Each farm extension card played on the farm costs one more unique farm good than the previous one. The cost of the first farm extension is one farm good, the second is two farm goods, the third is three unique goods, etc.

Farm extension costs and an overview of all farm goods.

Note: Starting with the second farm extension card, unique farm goods must be used as payment.
Players can find an overview of the farm goods and farm extension costs in the top right corner of their farm.

This player has a hand limit of 4 cards.

Cards may be used immediately after placing them at your farm

If a player uses a card, this card has to be utilized completely, before any other card may be used.


At the end of this step, each player draws cards until his hand limit is reached. Each player starts the game with a hand limit of three cards. This is indicated on the player´s farm. Each farm extension a player owns and a few helpers increase the hand limit.

Attention: The hand limit is only in effect at this time; during the rest of the round a player may have more cards in his hand than his hand limit allows. If a player must discard surplus cards, he may choose which of his cards to discard in order to get back to his hand limit.

2. Take income

Each player takes his income. At the start of the game no player has any regular income. Blue craft markers at a farm and farm extensions with a blue part produce income for a player, in the form of silver, harvest goods, pigs, or trade commodities.

Each player takes his income from the pool.

At the start of the game no player has any regular income. Blue craft markers at a farm (three of them, see 8.3.1) and farm extensions with a blue part produce income for a player. Income may be silver, harvest goods, pigs, or trade commodities.

3. Growth on fields and pig offspring

One harvest good is placed on each empty field of a player. He takes one of his player markers and places it on the field.

If a player has at least two pigs and space for a third, he gets one pig as offspring.

Each player receives new harvest goods on fields and offspring for his pigs.

One harvest good is placed on each empty field of a player. He takes one of his player markers and places it on the field.

If a player has at least two pigs, he gets one pig as offspring.

Note: To receive this additional pig, a player must have the necessary space in his den(s). If he does not have the space, he does not get offspring (a player may not sell the newborn pig immediately!).
The farm has space for two pigs, the appropriate farm extensions have space for one pig each. Even with several pigs a player only gets one pig as offspring.

4. Purchase roof markers

Each player may purchase one roof marker from the current round in turn order. They cost silver equal to the current round and award points as indicated in the space filled.

Attention: In the first round, players purchase roof makers in reverse turn order!

Each roof marker provides a special one-time benefit, which may be used at the player’s discretion during one of his turns and then turned face down.

Each player may purchase one roof marker from the current round in turn order.

Attention: In the first round, players purchase roof makers in reverse turn order!

A roof marker depicts its costs in silver. Note: The price corresponds to the current round, starting at 1 silver in round 1 and increasing to 6 silver by the sixth and final round.

Purchased roof markers are placed on the leftmost empty roof marker space on the player’s farm (this space may not correspond to the current game round!). When a player covers up a roof marker space with victory points printed on it, he immediately receives those victory points.

Each roof marker provides a special one-time benefit, which may be used at the player’s discretion during one of his turns. All roof markers are colored according to the phase(s) they may be used. After they have been used they are turned face down.

Note: Each player may buy one roof marker per round. Since a farm only has five roof marker spaces, a player may buy a maximum of five roof markers (see farm card Storage Builder for the lone exception). A purchased roof marker may not be discarded.

Roof markers have the following functions:

Take one olive (take one grape)

The player takes one olive/grape and places his player marker in the corresponding den on his farm.

Take one grain or one olive

The player takes one olive/grape and places his player marker in the corresponding den on his farm.

Take any harvest good

The player takes any harvest good (olive, grain, grape) and places his player marker in the corresponding den on his farm.

Take two different harvest goods

The player takes two different harvest goods and places two of his player markers in the corresponding dens on his farm.

Take one pig

The player takes one pig and places his player marker in one of his pig dens. If the player has no empty space for the pig, he has to sell it immediately.

Upgrade one resource free of charge

The player may upgrade any one of his resources free of charge and move it from its field or den to the corresponding den for upgraded goods.

Carry out one delivery

The player may carry out one delivery (see 8.3).

Play one card or draw one card

The player plays one of his cards from his hand to his farm (keeping the cost for farm extensions in mind, see 6.0!) or draws the top card from the draw deck into his hand.

Receive 1 victory point

The player receives 1 victory point from the pool.

Receive 2 silver

The player receives 2 silver from the pool.

Flip over one roof marker

The player flips a used roof marker so it is face up, making it available to be used a second time.

Advance one or two steps on the siesta track

The player may advance one or two steps on the siesta track (see 8.2). He advances his marker disc accordingly by one or two spaces on the track.

7.0 REVENUE PHASE II

7.1 Take Revenue Dice

The start player takes the dice, rolls them, and places them to the left of the corresponding revenue spaces.

In turn order, each player takes a die, places it on his farm, and performs the respective action. When each player has done so, each player, in turn order, takes a second die, places it on his farm and performs the respective action.

All players then conduct the action of the final die in turn order.

The start player takes a number of dice according to the number of players (see 4.0), rolls them, and places them to the left of the corresponding revenue spaces.

In turn order, each player takes a die and places it on the left die space of his farm and performs the respective action. When each player has done so, each player, in turn order, takes a second die, places it on the right die space of his farm and performs the respective action.

One die should be left next to a revenue space. All players now conduct the action of that die in turn order.

7.2 The Revenue Spaces

Die number 1: Take one pig

Die number 2: Play a card, draw a card or take a harvest good

Die number 3: Take two different harvest goods

Die number 4: Take 4 silver

Die number 5: Upgrade two resources free of charge, upgrade one resource free of charge and advance one step on the siesta track, or advance two steps on the siesta track

Die number 6: Carry out one delivery or take 2 silver

Die number 1: Take one pig

The player takes one pig and places one of his markers on a pig den space. If a player does not have an empty pig den space, he has to immediately sell the pig.

Die number 2: Play a card, draw a card or take a harvest good

The player may choose between the following options:

  1. He tucks one of his cards from his hand under his farm (taking into account the costs for farm extensions!) or he draws the top card from the draw deck and adds it to his hand.
  2. He takes any harvest good (olive, grain, grape) and places one of his player markers on the respective den of his farm.

Die number 3: Take two different harvest goods

The player takes two different harvest goods and places two of his player markers on the respective dens of his farm.

Die number 4: Take 4 silver

The player takes 4 silver from the pool.

Die number 5: Upgrade two resources free of charge, upgrade one resource free of charge and advance one step on the siesta track, or advance two steps on the siesta track

The player may choose between the following options:

  1. He may upgrade any two of his resources free of charge and move them from their respective fields or dens to their new dens for upgraded goods.
  2. He may upgrade any one of his resources free of charge and move it from its respective field or den to its den for upgraded goods. In addition he may advance one step on the siesta track.
  3. He may advance two steps on the siesta track.

Die number 6: Carry out one delivery or take 2 silver

The player either carries out one delivery (see 8.3) or takes 2 silver from the pool.

8.0 TRANSPORTATION PHASE III
The transportation phase consists of four steps.

The transportation phase consists of four steps. Step 1 is conducted simultaneously; the remaining steps are conducted in turn order. Each step must be fully completed before the next step is started.

8.1 Choose Donkey Marker

Each player secretly chooses one of his available donkey markers, then all reveal. In rounds 1-3, a used donkey marker becomes unavailable until the start of round 4. In rounds 4-6, a used donkey marker is unavailable for the rest of the game.

Each player secretly chooses one of his available donkey markers and places it face down in front of him. In the first round, the players have all four donkey markers available. In the second round, the previously chosen marker is unavailable; in the third turn the donkey markers selected in turns 1 and 2 are unavailable.

At the start of the transportation phase in the fourth round, all donkey markers reset and are returned to the players, allowing them to once again choose from all four donkey markers. Afterwards, game rounds 5 and 6 are handled like rounds 2 and 3.

When all players have chosen a donkey marker, all players turn their donkey markers over simultaneously.

8.2 Advancing on the Siesta Track

In turn order, players advance on the siesta track according to their chosen donkey marker, stacking if necessary. The new turn order is determined based on the siesta track and the turn order markers change accordingly. The new turn order takes effect immediately. Leave the discs where they are on the siesta track.
The player advances two steps on the siesta track.

In turn order, players advance on the siesta track according to their chosen donkey marker (0, 1, 2, or 3 steps). If a player ends on a space occupied by another player, he stacks his disc on top of any disc(s) already there.

Note: One of the craft markers increases the number of steps a player moves on the siesta track (see 8.3.1).

A player may not advance beyond the topmost space of the siesta track. The new turn order is determined - the player who has advanced furthest on the siesta track is the new start player and takes turn order marker 1. The player who is second receives turn order marker 2, etc. If two or more players occupy the same space on the track, the player whose disc is on top gets the turn marker with the lower number. The new turn order takes effect immediately. Leave the discs where they are on the siesta track.

8.3 Carry out Deliveries

Players now carry out their deliveries using the new turn order. Each player will carry out all of his deliveries before the next player makes his deliveries. A delivery is defined as moving one farm good from a field or den (and sometimes a card) to either a craft building in the village or to a market barrow on the player´s farm.

Players now carry out their deliveries using the new turn order.
Each donkey symbol on a donkey marker represents one delivery.
The number of donkey symbols on a marker is the maximum number of deliveries a player may carry out.

Note: One of the craft markers increases the number of deliveries a player may make (see 8.3.1).

Each player will carry out all of his deliveries before the next player makes his deliveries. A delivery is defined as moving one farm good from a field or den (and sometimes a card) to either a craft building in the village or to a market barrow on the player´s farm. A player continues making deliveries until he has used as many of his deliveries as desired.

When a player has carried out all his deliveries, he places his donkey marker face down in the top left corner of his farm. This marker is no longer available until the donkey markers reset (see 8.1).

8.3.1 Deliveries to craft buildings

Each player may carry out deliveries to all six craft buildings. However, at the start of the game, three of the six buildings are “blocked”. Players may not make deliveries to blocked buildings.

Each craft building has a symbol row for each player.

To carry out a delivery, the player takes the farm good or the trade commodity from his farm and places one of his player markers on the symbol in “his” row at the craft building. Deliveries may be in a different order than depicted and may be spread out over as many rounds as necessary.

When a player has fully supplied a craft building he immediately transfers one of these markers to one of the spaces at the building highlighted in light-gray. The player may no longer make deliveries to this craft building. The first player to fully supply a craft building takes the victory point from the gray spot.

The player also takes the associated craft markers from the building and places it, front side (the side with the lightning symbol) up, on his farm and receives a number of victory points according to the current game round.

The player may immediately use the function of the front side of the marker once! Note: The front side of the markers has a lighning symbol, the back side has an symbol. Craft markers are flipped to their back side at the end of the current round.

Four of the six markers allow the owner to use the craft marker´s function once in its respective phase starting with the next game round. The color of the marker corresponds with the color of the phase(s) in which the marker may be used:

  • Blue: These markers provide increased income.
  • Gray/Green: These markers may be used in the Revenue or Transportation Phase.
  • Gray: These markers provide a bonus function the Transportation Phase.

Each player may carry out deliveries to all six craft buildings. However, at the start of the game, three of the six buildings are “blocked” and have a marker to denote this (see 8.3.2). Players may not make deliveries to blocked buildings.

Each craft building has a symbol row for each player. Symbol rows are separated by lines. A player chooses an empty row when he carries out his first delivery. He is now assigned to that row. The symbols show which farm goods must be delivered to a craft building.

A player may deliver farm goods to various craft buildings in one transportation phase.

To carry out a delivery, the player takes the farm good in question or the trade commodity from his farm and places one of his player markers on the symbol in “his” row at the craft building. Farm goods may be delivered in any order to a craft building; a player does not have to deliver goods in the order shown in his row. Deliveries to craft buildings may be spread out over as many rounds as necessary.

The player delivers one wine to the merchant house.

When a player has fully supplied a craft building (i.e. his player markers occupy each space in his row), he immediately transfers one of these markers to one of the spaces at the building highlighted in light-gray. The player may no longer make deliveries to this craft building. His remaining player markers are returned to his pool. If the player is the first one to fully supply a craft building, he immediately takes the victory point from the gray spot.

The player also takes one of the craft markers from the building and places it, front side (the side with the lightning symbol) up, on the corresponding space of his farm and receives a number of victory points according to the current game round. Each player keeps his craft markers until the end of the game.

The player may immediately use the function of the front side of the marker once! Note: The front side of the markers has a lighning symbol, the back side has an symbol. Craft markers are flipped to their back side at the end of the current round.

Four of the six markers allow the owner to use the craft marker´s function once in its respective phase starting with the next game round. The color of the marker corresponds with the color of the phase(s) in which the marker may be used:

  • Blue: These markers provide increased income.
  • Gray/Green: These markers may be used in the Revenue or Transportation Phase.
  • Gray: These markers provide a bonus function the Transportation Phase.

These four craft markers have the following effects:

Merchant House

The merchant house provides the player 3 additional silver in step 3 of the farm phase.

When the marker is taken, the player immediately takes 3 silver.

Deli

The deli earns the player one trade commodity in step 3 of the farm phase.

When the marker is taken, the player immediately takes one trade commodity.

Wainwright

The wainwright allows the player an additional step on the siesta track in step 2 of the transportation phase and an additional free delivery in step 3 of the transportation phase (but not in step 4 – extra deliveries!).

When the marker is taken, the player immediately carries out a free delivery and takes victory points (one time) as determined by the location of his disc on the siesta track.

Greengrocer

The greengrocer allows the player to take any one resource in step 3 of the farm phase.

When the marker is taken, the player immediately takes any one resource.


The following two markers provide extra victory points for their owner every time their respective condition is fulfilled (starting in the next round):

Village Store

The village store gives the player 2 victory points when he receives a craft marker in future rounds (but not the current round!).

When the marker is taken, the player immediately takes 2 victory points.

Normally the village store is used in step 4 of the transportation phase – however, it may be used in the revenue phase if a player gets a craft marker after a delivery following the use of a die with number 6.

Butcher

The butcher gives the player 1 additional victory point when he scores a market barrow.

When the marker is taken, he immediately takes victory points equal to the number of market barrows at his farm (0 to 3).

Normally the butcher is used in step 3 of the transportation phase – however, he may be used in the revenue phase if a player has scored a market barrow after a delivery following the use of a die with number 6.

8.3.2 Blocked Craft Buildings

At the start of the game, three craft buildings are "blocked" and occupied by building order markers. These buildings may not receive any deliveries until a player has fully supplied an available craft building.

When a player is the first to fully supply an unblocked craft building, building order marker 1 is removed. This new craft building is immediately available to be supplied by all players (even in the same player turn).

The player who triggered this effect takes the victory point from the symbol rows as a reward for unlocking a craft building.

Building order marker 2 and 3 are removed in similar fashion when a player fully supplies a second and thirdcraft building. These new buildings are similarly immediately available to be supplied by all players and provide a point to the player for unlocking them.

At the start of the game, three craft buildings are "blocked" (i.e. access to them is barred) and occupied by building order markers. These buildings may not receive any deliveries until a player has fully supplied an available craft building.

When a player is the first to fully supply an unblocked craft building (and one of his player markers has been moved to the light gray space), building order marker 1 is removed and returned to the game box. This new craft building is immediately available to be supplied by all players (even in the same player turn).

This craft building is the first to be completely supplied by a player. The building order marker will be removed.

The player who triggered this effect takes the victory point from the symbol rows as a reward for unlocking a craft building.

Building order marker 2 is removed in similar fashion when a player fully supplies a second craft building; building order marker 3 likewise when a player fully supplies a third craft building. These new buildings are similarly immediately available to be supplied by all players. The player who unlocks building 2 and 3 also receives the victory point from the symbol rows for unlocking the respective craft buildings.

8.3.3 Deliveries to Market Barrows

A player may supply one or more of his market barrows.

The symbols on a market barrow determine which farm goods must be delivered to the barrow. The farm goods may be supplied to the market barrows in any order and over multiple game rounds.

When making a delivery to a market barrow, the player removes the farm good from his farm and places the player marker on the corresponding symbol on the market barrow.

When a player has fully supplied a market barrow he takes the number of victory points shown on the card (2 to 6) and earns a trade commodity. The card is removed from the farm and placed in the discard pile face up. The player markers on the card are returned to the pool.

The player then takes a player marker from his pool and places it on an empty space of the market space whose number corresponds with the victory point number on the market barrow he just completed. All opponent markers on adjacent market spaces which have a lower value are removed and returned to the players’ respective pools. The player takes 1 victory point for each marker he removes.

Attention: When all market spaces corresponding to the number of the market barrow are already occupied, the player chooses another player´s marker on a space that matches the number on the scored market barrow and removes it from the board, replacing it with his own marker. All opponent markers on adjacent spaces which have a lower value are removed and returned as normal, and the player receives 1 victory point for each marker he removes (including the marker he replaced).

A player may supply one or more of his market barrows.

The player may carry out two deliveries. He takes the olive from the field and one grain from his den and delivers both to the market barrow.

The market barrow is now completely supplied – the player receives 4 victory points and a trade commodity as reward.

The symbols on a market barrow (farm card) determine which farm goods must be delivered to the barrow. The farm goods may be supplied to the market barrows in any order and over multiple game rounds.

When making a delivery to a market barrow, the player removes the farm good from his farm and places the player marker on the corresponding symbol on the market barrow.

When a player has fully supplied a market barrow (i.e., there is a player marker on each symbol), he takes the number of victory points shown on the card (2 to 6) and moves a player marker from his pool to the central space of his farm, representing a trade commodity. The card is removed from the farm and placed in the discard pile face up. The player markers on the card are returned to the pool.

After supplying the market barrow, the player places a player marker on space “4”.

He removes the opposing player´s marker from space “3”.

The marker on space “5” is “safe” and stays.

The player gets 1 victory point for the removed marker.

The player then takes a player marker from his pool and places it on an empty space of the market space whose number corresponds with the victory point number on the market barrow he just completed. All opponent markers on adjacent market spaces which have a lower value are removed and returned to the players’ respective pools. The player takes 1 victory point for each marker he removes.

Attention: When all market spaces corresponding to the number of the market barrow are already occupied, the player chooses another player´s marker on a space that matches the number on the scored market barrow and removes it from the board, replacing it with his own marker. All opponent markers on adjacent spaces which have a lower value are removed and returned as normal, and the player receives 1 victory point for each marker he removes (including the marker he replaced).

8.4 Purchasing and conducting extra deliveries

In turn order, each player may purchase extra deliveries (at a cost of 1 silver per delivery). Purchases are voluntary and limited by the delivery symbols shown on the farm extensions.

On his turn, a player purchases as many of his extra deliveries as he desires and carries them out.

In turn order, each player may purchase extra deliveries (at a cost of 1 silver per delivery). Players are not required to use any or all of the extra deliveries available to them.

Attention: The number of extra deliveries available to a player is equal to the number of extra delivery symbols on the farm tableau (far right) plus the gray rows of farm extensions. Each extra delivery allows the player to carry out one delivery to a craft building or a market barrow (see 8.3).

Each player starts the game with 1 extra delivery (as denoted on the upper right of their farm board). Certain farm extensions provide the player with additional extra deliveries.

On his turn, a player purchases as many of his extra deliveries as he desires and carries them out. Again, a player does not have to buy all extra deliveries that are available to him!

9.0 SCORING PHASE IV

Players return player markers from used helpers to their pool and perform end of round scoring and cleanup.

  1. Each player takes 1 victory point for each of his player markers in the market.
  2. Each player receives 0, 1, 2 or 3 victory points as determined by his position on the siesta track.
  3. The marker discs on the siesta track are returned to the starting space and stacked in reverse player order, start player on top.
  4. Turn over the roof markers for the next round and flip the newly purchased craft markers to the opposite side, showing the permanent benefit.

Players return player markers from used helpers to their pool and perform end of round scoring and cleanup. The last two steps are omitted in the sixth and final round.

  1. Each player takes 1 victory point for each of his player markers in the market (players do not take victory points for player markers on craft buildings).
  2. Each player receives 0, 1, 2 or 3 victory points as determined by his position on the siesta track.
  3. The marker discs of the players on the siesta track are returned to the starting space as follows - player discs are stacked on the starting space with the starting player’s disc on top and the other player discs stacked below in turn order.
  4. Turn over the roof markers for the next round. Players flip the craft markers they purchased this round to the opposite side, allowing players to benefit from them when appropriate for the remainder of the game.
10.0 END OF THE GAME

La Granja ends after six rounds.

At the end of the sixth round all players perform the following:

  • Exchange player markers on the farm according to the normal sales prices (resources) or conversion prices (trade commodities) into silver. Note that upgraded goods cannot be converted into silver. Also note that any harvest goods still in the fields may not be converted into silver – just the harvest goods located in a player’s dens.
  • Exchange silver into victory points at a rate of 5:1 (5 silver for 1 victory point).

The player with the most victory points is the winner. If there is a tie, the player with the most silver remaining among the tied players is the winner.

La Granja ends after six rounds.

At the end of the sixth round all players perform the following:

  • Exchange player markers on the farm according to the normal sales prices (resources) or conversion prices (trade commodities) into silver. Note that upgraded goods cannot be converted into silver. Also note that any harvest goods still in the fields may not be converted into silver – just the harvest goods located in a player’s dens.
  • Exchange silver into victory points at a rate of 5:1 (5 silver for 1 victory point).

The player with the most victory points is the winner. If there is a tie, the player with the most silver remaining among the tied players is the winner. If there is still a tie, all remaining tied players share the victory.

Automatic Actions

La Granja allows many possible Anytime Actions. Because of this, there are very few actions handled 'automatically'. This allows the players to perform anytime actions before each possible step.

Helpers

The helpers are logically divided into several categories:

  • Automatic Helpers: These helpers are always positive and are used automatically. For instance, Card 1 Chef gives a discount on all upgrades, and the game automatically provides this discount.
  • Triggered Helpers: These helpers are triggered by specific game conditions. The game will prompt to use them when applicable. For instance, when completing a market barrow, Card 63 Barterer allows keeping 1 good delivered. The game allows you to activate this when applicable.
  • Anytime Helpers: These helpers are allowed to be used anytime (or at least anytime in specific phases of the game) but aren't responding to a specific in-game trigger. For example, Card 4 Farm Worker lets you spend a point to play a card. To activate these, choose to do an 'Anytime Action' via the button, then choose a helper.
  • Other Helpers: There are a few other miscellaneous helpers, such as ones that go out of turn. The game handles these on an ad-hoc basis, triggering them or offering to use them when appropriate.
 
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