Welcome to the Fields of Green Game Rules
Hey there! I’m here to guide you through the exciting world of Fields of Green. This game will take you on a fun and challenging journey, where you’ll learn how to build and manage your very own farm.
Are you ready to dive in? Great! Let’s get started by understanding the basic rules of the game. Remember, the goal here is to have fun while learning. So, grab your thinking cap and let’s go!
Components
First things first, let’s take a look at what you’ll find in the game box. You’ll get:
- A game board
- Player boards
- Crop, livestock, and construction cards
- Resource tokens
- Victory point tokens
- Markers in different colors
Make sure you have everything laid out and ready to go. Take a moment to familiarize yourself with the components and their function. Trust me, it’ll make the game much easier to play!
Game Setup
Now that you’re familiar with the components, let’s set up the game. Each player will choose a player board of their choice and place it in front of them. The player boards represent their farm, so choose the one that appeals to you the most.
Next, you’ll need to place the game board in the center of the table. This will be the main hub where all the action happens. Make sure it’s easily accessible for all players.
Shuffle the crop, livestock, and construction cards separately, and create three face-down decks for each type. Place them on the corresponding spots on the game board. Don’t forget to keep space beside each deck for discard piles.
Lastly, distribute the victory point tokens and resource tokens to each player according to the player count. Keep them within reach, as you’ll be using them throughout the game.
Gameplay
Alright, now that we’ve set everything up, it’s time to play the game! The gameplay consists of four rounds, each with several turns. Let me break it down for you:
1. Drafting: At the start of each round, each player will select one card from the available deck, keeping it face-down in front of them. This is done simultaneously, so keep an eye on your opponents. Once everyone has chosen, reveal the cards simultaneously.
2. Planting and Construction: In this phase, you’ll take turns performing actions. You can either plant a crop card or construct a building using a construction card. Each action requires spending the required resources, which are shown on the cards. Pay attention to your resource tokens!
3. Harvesting: After the planting and construction phase, it’s time to reap the rewards! Harvest your planted crops and collect victory points. The number of victory points depends on the value of the crops you’ve harvested.
4. Cleanup: The final phase of each round involves some housekeeping. Discard any remaining cards in your hand, clear the game board of any used cards, and prepare for the next round. Make sure you’re all set before moving forward.
Scoring
The game ends after the fourth round. Now it’s time to tally up your hard-earned victory points and determine the winner. The player with the highest score wins the game and becomes the ultimate farmer!
Remember, victory points can be earned by various means, such as harvesting crops, constructing buildings, and achieving specific objectives on your player board. So, strategize wisely and make the most of your resources!
That’s it! You’re now ready to embark on your farm management adventure in the wonderful world of Fields of Green. Grab your friends, set up the game, and let the farming begin. Have a blast and may your fields always be green!


- 33 Field cards
- 1 General Aid card
- 32 Water tokens
- 33 Livestock cards
- 33 Construction cards
- 33 Building cards
- 20 Water Tower cards
- 14 Silo cards
- 4 Player Aid cards
- 30 Equipment tiles
- 4 Card Pile Indicator tiles
- 61 Money tokens
- 20 VP tokens
- 44 Food tokens
- 1 First Player tile
- 1 Year Track tile
- 1 Year token
- 1 Scoring Pad
- Rulebook
Object of the Game
Hey there! In Fields of Green, you get to pretend to be a farmer and build your very own farm. Cool, right? Here’s how it works: you’ll pick cards with fields, animals, and buildings and organize them on your playing area in the best way possible. It’s like creating your own little farm universe!
Whoever has the best farm in 4 years wins!
Getting Started
First, sort the cards by type. You should have 4 main piles of Location cards (Fields, Livestock, Constructions & Buildings) and 2 piles of Water Towers and Silos.
Step 1: Okay, let’s get started! First, shuffle the 4 main piles of cards and place them face down in the middle of the table. Each pile has an Indicator tile that goes in front of it. Oh, and don’t forget to put the Water Tower and Silo piles face-up somewhere nearby.
Step 2: Now, everyone gets 15 coins, a Water Tower, and a Silo. Make sure each player has their 2 cards placed in front of them.
Step 3: Time to load up those Water Towers and Silos! Put 3 Water tokens on each Water Tower and 1 Food token on each Silo.
Step 4: Here comes the Supply! Put the remaining money, VP tokens, and both Water and Food tokens in the center of the table where everyone can reach them.
Step 5: Equipment time! Take the Equipment tiles, give them a good shuffle, and then place them face down in a stack next to the Supply.
Step 6: Who’s going first? The honor goes to whoever has most recently visited a Farm or rural area. Give them the First Player tile to put in front of them.
Now, we’re all set! It’s time to dive into the game. Are you ready?
How to Play the Game
Playing the game is simple. There are four years, and each year has its own round. In each round, I follow a series of steps to progress through the game.
1. Upkeep Phase
First, I move the Year token to the current year on the Year Track tile. The arrows around the year indicate which direction the cards will be passed between players, either clockwise or counter-clockwise.
Next, I gather resources for the round. During the first round, I skip this step. But for the rest of the rounds, I receive 1 Food token, 2 Water tokens, and 3 coins.
You should place the Water tokens on a Water Tower in your farm. Each Water Tower can hold up to 3 Water. If all the Water Towers in your farm are full, any extra Water you get will be lost. Similarly, the Food token should be placed on a Silo in your farm. Each Silo can hold up to 4 Food. If all the Silos in your farm are full, any new Food you get will be lost.
Next, each player takes turns drawing 6 cards from the 4 main piles. The start player, who has the First Player tile, goes first, and then play proceeds clockwise.
You can choose how you want to draw the cards, but you have to take cards from at least 3 of the 4 piles. For example, you can draw 3 cards from one pile, 2 cards from another pile, 1 card from a third pile, and 0 cards from the fourth pile. Or you can draw 2 cards from one pile, 1 card from another pile, 1 card from a third pile, and 2 cards from the fourth pile. Another option is to draw 1 card from one pile, 4 cards from another pile, 0 cards from a third pile, and 1 card from the fourth pile. You cannot see the cards you drew before choosing where to draw from next – all the cards are drawn at once.
Let me tell you something very important. It’s about playing cards. You probably know that when you’re playing a game, it’s crucial to keep track of how many cards are being drawn from each pile. This information needs to be shared with everyone playing, so we all know what’s going on. If one of the piles runs out of cards, you can’t draw any more cards from it for the rest of the game.
Now, let’s talk about your starting hand. At the beginning of each round, you will be dealt six cards. These cards are the ones you’ll work with to start the game.

So, you’re about to play the game for the first time, or maybe you’re introducing it to some new players. Either way, I’ve got a suggestion for you: try out the Introductory Mode.
Once we all have our six cards, it’s time to move on to the next part of the game. Let’s call it the Action Phase. This is where things get really interesting.
During this phase, we each get six turns to play. The catch is that we all play at the same time. Exciting, right?
Here’s how it works. Every turn, you pick a card from your hand, place it face down in front of you, and then pass the rest of your cards to the next player. The Year Track tile will show you who that is.
Once everyone has done this, we all reveal our chosen cards and then decide which action we want to take. You have five options:
1. Build a Location.
2. Build a Water Tower.
3. Build a Silo.
4. Go to Market.
5. Restore a Location.
Each action has its own benefits and consequences, so choose wisely. Building a Location, for example, helps you expand your empire and gain more resources. But it also opens up new challenges and responsibilities.
Remember, this is just the beginning. The Action Phase sets the stage for the rest of the game. So make sure to think strategically and plan ahead. Good luck, and may the best player win!
Hey there! Let me explain how location cards work. You can only build a new location card next to another location card. Locations are considered “next to” each other if they are placed right next to each other horizontally or vertically. But if they are placed diagonally from each other, they are not considered next to each other. Pretty simple, right? Now you know the rules for building location cards!
When I first started playing the game, I only had the Water Tower and Silo on my Farm. That meant I had to build any new Location card right next to one of those two.
Now, building a location requires paying its cost, which is measured in coins. You can find the cost in the upper, left-hand corner of the card. Some locations also have a Water or Food requirement listed right below the cost.
If there’s a Water requirement, you have to use Water from a nearby Water Tower to pay for it. The Water Tower needs to be within 2 spaces of the location you’re trying to build. To figure out the distance, just count the number of built locations between them, going either up, down, left, or right. Each card counts as a distance of 1.
When it comes to Food requirements, I have an important point to discuss. Did you know that you can pay for these requirements using Food from your Silos? It’s true! The best part is that there’s no distance requirement. This means you can use Food tokens from any Silo in your Farm to cover the cost, no matter where they are located.
Please note: If you choose a card but can’t afford the cost (coins or water/food requirement), you can’t build the location and must select another action.
After paying the cost, you can build the location by placing it next to a previously built location on your Farm. Then, you should check the ability on the bottom of the card.
If the ability is in a gray frame, it’s an Immediate ability and you should follow the instructions right away.
If the ability is in a green or yellow frame, it’s a Harvest or Game End ability respectively. These abilities are checked at different times.
B. Build Water Tower
To pay for the Water requirements of certain locations (mainly Fields), you might have to construct additional Water Towers.
So, here’s what you do: First, you’ll need to pick a card – any card – and reveal it at the same time as everyone else. After that, you’ll toss that card aside, pay the cost of the Water Tower (which is 2 coins), and snatch one of those Water Tower cards from the stack. Now comes the fun part: you can plonk that Water Tower down anywhere on your Farm, as long as it touches another location you’ve already built.
And wait, there’s more! You’ll also want to slap three Water tokens onto your shiny new Water Tower. Those tokens will come in pretty handy later.
Oh, one thing to keep in mind: the Water from your Water Tower can only be used for places that are within a distance of two from the Tower. So, don’t go getting any far-fetched ideas about using that Water on some faraway land.
Water Towers are like your personal Water reserves. Scope it! |
Now here’s the thing about Water Towers: they count as locations, but they don’t quite have a location type all to themselves. They’re a bit of an enigma, but that’s part of their charm.
Now, let’s say you’ve got your heart set on building a Water Tower, but there aren’t any more cards left in the pile (or maybe you’re short on coins). Don’t fret! You’ll have to go back to the drawing board and choose a different action instead.
Building Silos
When you produce food on your farm, you need a place to store it. That’s where silos come in. Each farm starts with one silo that can hold up to 4 units of food. But if you want to store more, you’ll need to build additional silos.
Building a silo is easy. First, select a card and reveal it along with the other players. Then, discard the selected card and take a silo card from the pile. You can place the silo anywhere on your farm, as long as it’s next to another built location.
Best of all, building a silo won’t cost you anything. It’s completely free!
![]() Silos are essential for storing food. You can use the food stored in the silos anywhere on your farm. |
All Silos start empty – no Food is put in them when they’re built. They simply provide more storage space for the Food you’ll make in the future. Whenever you want, you can move Food from one Silo to another, as long as you don’t go over the storage limit.
Silos are counted as locations, but they don’t have their own type of location. If there are no Silo cards left, you can’t take this action and will need to choose something else instead.
Now, let’s talk about going to the local market. With this action, you can sell some of the Food you produce.
Here’s what you do: reveal the card you picked at the same time as everyone else, then discard it. In return, you get 2 coins. You can also sell up to 2 items of your Food and receive 2 coins for each one. Look at the table for more details.
I think it’s really important to consider the cost and reward when playing this game. When you discard a card, you can get some coins in return. If you discard a card, you’ll get 2 coins. But if you discard a card and also give up 1 food, you’ll get 4 coins. And if you’re willing to give up 2 food when you discard a card, you’ll earn 6 coins. So there’s definitely a trade-off between the number of coins and the amount of food you’re willing to sacrifice.
Now let’s talk about restoring a location. Sometimes, a location card can be turned face-down and become an open area. To turn it face-up again, you’ll need to discard the card you selected along with the other players, and pay 1 coin. It’s a simple way to bring a location back into play.

Listen up! Here’s the deal: any cards that get thrown away are put in a pile for everyone to see. No secrecy here.
After 6 turns, you’ll find yourself empty-handed and moving on to the next phase.
3. Harvest Time
Now we’re into the nitty-gritty of it all. Pay attention! Check out the spots in your Farm that have a Harvest Ability (you’ll see a light green frame). Each of those abilities has a cost on the left side. You gotta cough up the dough to make things happen.
If you can’t or don’t want to pay the Harvest cost, the location gets turned face-down and becomes an Open Area. Bummer, I know.
You’re not allowed to plop another location on top of an Open Area, but you can flip it back over by throwing away a card in one of your future turns and paying up 1 coin (that’s where the Restore a Location action comes in).
When you’re working on your Farm, you have the flexibility to pay the Harvest costs for your locations in any order you choose. This means you can apply the abilities of these locations in whichever order suits you best. And to keep track of what you’ve done, you should put the resources you’ve paid on top of the Harvest cost as a reminder.

When it comes to following the rules, there are a few important things to keep in mind. Let me break it down for you:
- Firstly, if you want to use water, make sure you’re near a Water Tower. You can’t just take it from anywhere.
- Next, there’s a limit to how much food you can store in a Silo. It can only hold up to 4 units of food. If you produce more food than your Silo can handle, be sure to use up the food you already have before the new food comes in. Otherwise, you’ll lose the excess.
Now, during the Action phase, you have some flexibility. You can build a location even if you can’t pay the Harvest cost right away. For example, if the location requires water but there are no Water Towers nearby, you can still build it. However, you’ll need to provide the necessary resources during the Harvest phase. If you can’t, the location will become an Open Area.
If a Harvest Ability helps me get a new Equipment in my Farm, I can use it right away if it applies during the Harvest phase.
When the Harvest phase ends, I remove all the resources I used to pay the Harvest costs from the cards. Then, the player who has the First Player tile passes it to the player on their left.
Equipment
There are some cards in the game that let me get Equipment for my Farm.

When you acquire an equipment, I get to draw three tiles. From those tiles, I select one to add to my farm, and put the remaining two at the bottom of the pile. Each equipment tile has a designated location where it can be placed.
For instance, if the equipment tile indicates “Field,” then it can only be placed on a field card. If there are additional keywords mentioned after the location type, they must also be considered. An example would be “Field – Harvest,” which means the equipment can only be placed on a field card that has a harvest ability.
If for any reason I cannot or do not wish to place the chosen equipment tile in my farm, I have the option to keep it to the side. Then, for the remainder of the game, whenever I build a location where the equipment tile can be placed, I can choose to do so.
But here’s the catch – you have to do it as you build the location, not afterwards. And at the end of the game, if you still have any Equipment left unused, you’ll get 1 VP for each one of them.
Now, each location can hold up to 2 Equipment tiles. But remember, they have to be different – you can’t place the same Equipment on the same location twice.
Once you’ve placed the Equipment on your locations, they grant you additional abilities. Some abilities are always active, while others only come into play during specific phases. If nothing is specified, the ability applies as soon as you place the tile.
Here’s an important thing to keep in mind. If a location with Equipment on it becomes an Open Area, you have to discard the Equipment. And even if you restore the location later on, you won’t get that Equipment back.
The Game’s Conclusion
After the 4th round is finished, which means the Harvest phase is done, the game comes to an end. It’s time for you to tally up your score using the score-pads that were given to you. Here’s how you do it:
- Add up the VP points written on the cards in your Farm. These points can be found in the lower right corner, just above the card’s ability. You should also include any VP tokens you might have earned from using abilities.
- Calculate the VP points from Equipment tiles that have Game End abilities. Additionally, score 1 VP point for each Equipment tile that you set aside but didn’t end up using.
- Earn 1 VP point for every 3 coins you have left at the end of the game.
- Gain 1 VP point for every 2 Food tokens that you have stored in your Silos.
- Receive 1 VP point for each empty Water Tower that you have on your Farm.
- Calculate the VP points from the locations on your Farm that have Game End abilities. To make it easier, you can use the smaller squares on the score-pad to write down the points for each card and add them up.
The player who has the most VP becomes the winner!
If there is a tie, the winner will be the player who has the most locations in their Farm. If the tie persists, the player who has the most money at the end of the game becomes the winner.
If there is still a tie after considering all these factors, the victory will be shared among the tied players.
Rules for 2 Players
When playing with only 2 players, there are a few changes:
– During the Upkeep phase, both players draw 6 cards, but they don’t look at them. Instead, they shuffle all 12 cards together and create a face-down pile. Then, they reveal the first 6 cards from the pile and place them face-up on the table.
During the Action phase, we take turns instead of playing simultaneously. The one who has the First Player tile goes first. They choose one of the 6 face-up cards and perform an action with it. Then it’s the other player’s turn. They choose one of the remaining 5 cards and take an action as well. After both players have taken their first action, 2 more cards are revealed from the pile and added to the face-up cards. We continue choosing cards this way until all 12 cards have been taken. If there are no more cards to draw, we keep going without adding new ones. Once all 12 cards have been used, the Action phase ends and we move on to the Harvest phase.
When multiple players want to do something simultaneously, like taking an Equipment, the order is determined by the First Player token.
The player who is closest in turn order to the player with the token gets to go first. Then, the order proceeds in a clockwise direction from there.
