How to play La Granja Official Rules

By: Dennis B. B. Taylor

Contents

Rules for Playing La Granja

Playing the game La Granja can be a lot of fun, but it’s important to understand the rules so you can play correctly. In this guide, I’ll explain the basics of how to play and give you some tips to improve your game. Let’s get started!

Setup

Before you begin playing La Granja, you’ll need to set up the game. First, give each player a player board, a wheelbarrow card, and a starting card. Shuffle the market cards and deal three face-up next to the market board. Sort the goods cards by type and place them next to the market board as well. Give each player six resource markers and ten meeples, and you’ll be ready to start!

Objective

The objective of La Granja is to run the most successful farm by the end of the game. You’ll score points for many different things, such as delivering goods, hiring helpers, and completing objectives. The player with the most points at the end of the game wins!

Gameplay

Each round in La Granja is divided into different phases. During the setup phase, players take turns placing meeples on their player boards to generate resources and perform actions. Then comes the action phase, where players take turns using the resources they generated to perform various actions, such as delivering goods, hiring helpers, and improving their farm. Finally, during the cleanup phase, players reset their player boards and prepare for the next round.

Strategy

When playing La Granja, it’s important to plan your actions carefully. Think about the resources you need to generate and the actions that will help you score the most points. Pay attention to what your opponents are doing and adjust your strategy accordingly. And don’t forget to keep an eye on the market cards and goods cards to make the most profitable moves!

Conclusion

Playing La Granja is an enjoyable experience that requires careful planning and strategic thinking. By understanding the rules of the game and employing effective strategies, you can increase your chances of success. So gather your friends and family, set up the game, and start farming!

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As I dive into the game, I’ll be growing and managing my own farm, striving to become the esteemed La Granja, which is a title given to the owner of the finest country estate. The key to success lies in perfect timing!

La Granja is an incredibly intriguing game that demands strategic thinking and meticulous planning. To win, I must navigate the unpredictable outcomes of dice rolls and card draws.

What’s Inside the Box?

When you open up La Granja, you’ll find:

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  • 1 game board
  • 4 player tableaus
  • 66 farm cards
  • 9 revenue dice
  • 100 player markers
  • 4 wooden discs
  • 16 donkey markers
  • 38 silver “coins”
  • 66 victory point markers
  • 4 game order markers
  • 24 roof markers
  • 24 craft markers
  • 3 building order markers
  • 4 play caids
  • 2 rules booklets and 2 glossaries

Let’s Get Started!

Throughout the game, my farm will grow, and I’ll take goods to Esporles village to earn victory points.

I have two ways to earn victory points in Esporles:

  1. When I fully supply a craft building, I earn victory points and a craft marker that gives me a bonus for the rest of the game.
  2. When I fully supply a market barrow on my farm (the farm cards at the top), I earn victory points and a trade commodity.

It’s important for me to pay attention to what other players are doing, manipulate the turn order, and adapt to the unpredictability of the dice and cards throughout the game.

The player with the most victory points at the end of the game wins and becomes the owner of the prestigious La Granja estate!

Setting Up

Put the game board in the middle of the table.

When you start playing the game, everyone gets their own player board, which is like a farm. You also get 25 markers in your color, and a set of donkey markers. These donkey markers have symbols of donkeys on them and come in different numbers – one, two, three, and four.

At the beginning, each player gets one victory point and 1 silver. You should place these next to your farm. You also need to place one of your markers on the trade commodity space on your farm. The rest of your markers will make up your pool.

Next, one player takes all 66 farm cards and shuffles them. Then, they deal four cards to each player. The rest of the cards are placed face down on the table to create the draw deck.

Important: If at any point the last card is drawn from the draw deck, we need to shuffle the discarded cards together to create a new draw deck.

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One of us takes the roof markers and arranges them in order by game round number. Then, we stack them facedown. If there are fewer than four of us playing, we randomly remove roof markers from each stack until we have the same number as the number of players.

Now, we place the stacks on the game board in the spaces marked for each round number. We put the roof markers for round 1 face up above them in the provided spaces.

Finally, we put the craft markers on the board in their designated space near the craft buildings. We also place 1 victory point on each of the light gray spaces next to the craft buildings, the ones with four spaces for our markers.

Okay, let’s roll a die. We’ll start with building order marker 1 and put a victory point on this craft building. Then, we’ll roll the die two more times and place markers 2 and 3 in order. Don’t forget to add a victory point with each marker. If the building already has a marker, just roll again.

Remember: Put the building order numbers in the middle of the symbol rows.

Now, it’s time to figure out who goes first. We’ll do it randomly. The lucky person who gets to start receives turn order marker 1. Then, everyone else takes their turn order markers in clockwise order, starting from the first player. Any extra markers can go back in the game box.

Here’s how many dice we need, depending on how many players we have:

The number of dice is equal to two multiplied by the number of players plus one. Simple as that!

Number of Players
Number of Dice
2 players 5 dice
3 players 7 dice
4 players 9 dice

So, here’s how the game starts. Each player takes a turn and puts their marker on one of the market spaces in the middle of the board. The market spaces have values of 2, 3, 4, and 5. The first player puts their marker on the 2-value space, then the other players follow in order, one after the other. In a game with 3 players, spaces 2, 3, and 4 will be occupied, while in a game with 2 players, spaces 2 and 3 will be occupied.

Next, in reverse turn order, each player puts their siesta disc on the space at the bottom of the siesta track. The discs should be stacked, with the starting player’s disc on top.

Finally, the victory points and silver are placed nearby to form the pool that we’ll be using throughout the game.

Hey there! I’ve got something important to tell you: In games with only 2 or 3 players, you won’t be able to access most of the outer market spaces. They have an “X” right in the center to indicate that. So, keep that in mind while playing!

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How to play La Granja Official Rules UltraFoodMess

Playing the Game

When you play La Granja, the game is divided into six rounds. Each round has four phases:

  1. The Farm Phase
  2. The Revenue Phase
  3. The Transportation Phase
  4. The Scoring Phase

Pay attention: La Granja doesn’t use a game round tracker. Instead, you can use the back of the roof markers and the empty roof marker spaces to keep track of the current round.

Actions Anytime

La Granja is a flexible game that allows the active player to perform various actions in any order they choose. This is particularly important for certain actions that can be taken at any time during the game, regardless of the current phase of the round. These actions include returning trade commodities, buying and selling resources, and upgrading resources.

Using Trade Commodities

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Every now and then, while I’m playing the game, I receive trade commodities. They’re like special tokens that I place in the center of the farm. These trade commodities can be quite useful.

If I want, I can return one of my trade commodities back to my supply to do something cool:

I can get 4 silver, which is pretty awesome.
I can choose two different harvest goods to take.
I have the option to draw a card or play a card from my hand.
I can grab a pig for myself.
I’m even allowed to upgrade two of my resources for free.

Another choice I have is to transport my trade commodities to the craft buildings in the village during the transportation phase.

Now let’s talk about buying and selling resources.

When I want to buy resources, I put one of my markers in the den or stall for each resource I purchase.

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When I sell resources, I take away my player markers from my dens or stalls. I can’t sell harvest goods from fields, though!

But there’s an exception: Card 35 Agricultural Worker.

Pay attention: I can’t directly buy or sell upgraded goods. However, I can indirectly buy an upgraded good by purchasing a resource at its regular price and then spending silver to upgrade it.

Upgrading Resources

I can upgrade harvest goods and pigs to make them upgraded goods. To do that, I just move my player marker from its resource space to its space as an upgraded good.

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

Harvest Goods on Fields

When it comes to harvest goods, it’s important to understand that they stay in the fields until specific events occur. These events include:

  • Upgrading
  • Using them as payment for expanding the farm
  • Using them for deliveries

I. Farm Phase

The farm phase consists of four steps. Each step is completed by all players before moving on to the next one. However, once players are familiar with the game, they can complete the first three steps simultaneously. Otherwise, the farm phase follows the order of turns.

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

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When I’m playing this game, I get a chance to play just one card. But here’s where it gets interesting – at the end of this step, I can draw one or more new cards. Exciting, right?

There’s one exception, though: in the first round, all players have to play two cards. Just to mix things up a bit!

Now, when it comes to placing the cards on my farm, I have some choices to make. Let me break it down for you:

  • If I place a card on the left side of my farm, it becomes a field. And guess what? If it’s an empty field, I’ll be able to produce a harvest good later on – it could be olives, grain, or grapes. How cool is that? Just remember to tuck the card I played as a field underneath the left side of my farm board, so only the left side of the card shows. Oh, and I can have as many fields as I want, so no need to hold back!

When I place a card in one of the three slots on top of my farm, it turns into a market barrow. I tuck the card under the top of my farm board so that only the information at the top of the card is visible. The card shows specific goods with symbols, and I need to deliver those goods to the barrow. Once the barrow is fully supplied, I send it to the village market. This earns me a trade commodity and victory points based on the symbols on line 2 below the goods.

If I place a card on the right side of my farm, it becomes a farm extension. I tuck that card under the right side of my farm board, so only the right side is displayed. A farm extension provides different benefits.

When you play the game, you can choose a special helper by placing a card in one of the three slots at the bottom of your farm. The helper card will give you special abilities! Just tuck the card under your farm board so that only the top part is visible. If you want to learn more about each helper and what they do, you can check out the glossary for detailed information.

Playing a card as a market barrow, helper, or field is always free. But be careful! If you already have three market barrows or helpers on your farm and you want to play another one, you’ll have to get rid of one to make room for the new one.

When I want to expand my farm, I have to pay for it. Buying farm extensions requires using farm goods. Each time I play a farm extension card on my farm, I need to pay with one more unique farm good than the previous one. So, the first extension costs one farm good, the second costs two farm goods, the third costs three unique goods, and so on.

Remember: Once I start playing the second farm extension card, I have to use unique farm goods as payment.

I can easily see the list of farm goods and how many I need for each extension in the top right corner of my farm.

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When I reach the end of this step, I get to draw some cards. I keep drawing cards until I have enough in my hand. In the beginning, I start with only three cards in my hand. I can see how many cards I should have on my farm.

If I have any farm extensions or helpers, they can help me draw even more cards. They increase the limit of cards I can have in my hand.

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Hey there: Just a heads up, the hand limit rule only applies right now, so don’t worry if you have more cards in your hand than allowed. However, if you do have extra cards, you’ll need to decide which ones to discard in order to get back to the hand limit.

Step 2: Time to Get Some Money

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When you play the game, you get money from the pool.

At the beginning of the game, no one has any money coming in. If you have three blue markers on a farm and some farm extensions with a blue piece, you get money. You can get silver, farm produce, pigs, or trade goods.

3. Plants growing and baby pigs

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When you play this game, you get new harvest goods for your fields and baby pigs for your pig pen.

You put a harvest good on each empty field you have. Then, you take one of your player markers and put it on the field.

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If you have two or more pigs, you’ll get a baby pig.

Important: You need enough space in your den(s) to receive the baby pig. If you don’t have enough space, you won’t get a baby pig (and you can’t sell the baby pig right away!).

4. Buy roof markers

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In the game, each of us can buy one roof marker, but we have to follow the turn order. Don’t forget, though, that in the first round, we buy roof markers in reverse turn order!

The roof marker shows its cost in silver. Remember, the price changes based on the round number. It starts at 1 silver in the first round and goes up to 6 silver in the sixth and final round.

When we buy a roof marker, we place it on the leftmost empty space on our farm. It might not match the current round, but that’s okay. If we cover a roof marker space with victory points, we immediately earn those victory points. So, let’s strategize and make the most of our roof markers!

When it comes to roof markers in the game, they are actually quite important. Each roof marker offers a special advantage that you can choose to use during one of your turns. These markers come in different colors, depending on the phase in which they can be used. Once you’ve used a marker, you must turn it face down.

It’s important to note that you can only purchase one roof marker per round. Since a farm has a maximum of five roof marker spaces, you can buy up to five markers in total.

Once you’ve bought a roof marker, you can’t get rid of it. It’s yours to keep for the rest of the game.

II. Revenue Phase

Collect Revenue Dice

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When I start playing, I take a certain number of dice based on the number of players. Then, I roll them and put them to the left of the revenue spaces that match.

Next, it’s your turn. You take a die and place it on the left die space of your farm. This allows you to perform a specific action. After each player has done this, we all take a second die and place it on the right die space of our farms to perform another action.

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When playing this game, it’s important to keep one die next to a revenue space. Now it’s time for the transportation phase, which consists of four steps. Step 1 is done at the same time by all players, while the remaining steps are done one after the other, in turn order. Remember to complete each step before moving on to the next one.

Pick a Donkey Marker

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Okay, let’s talk about this game. Here’s how it works.

At the beginning, each player has four donkey markers to choose from. We all secretly pick one and place it face down in front of us.

In the second round, the marker we chose in the first round is off-limits. In the third round, the markers from both the first and second rounds are off-limits too.

But don’t worry! When the fourth round starts, all the donkey markers reset and we can choose from all four of them again. Rounds 5 and 6 work the same as rounds 2 and 3.

When everyone has chosen a marker, we all flip them over at the same time. Exciting, right?

Advancing on the Siesta Track

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So, let me break it down for you. We take turns in this game, and the order is based on how far we’ve moved our donkey marker on the siesta track. You can move 0, 1, 2, or 3 steps at a time. But here’s the kicker – if you end up on a space where someone’s already chilling, you stack your disc on top of theirs.

Now, pay attention to this – you can’t go past the topmost space on the track. That’s the limit! And once it’s our turn to move, the new turn order is determined. Basically, the person who’s gone the farthest on the siesta track becomes the start player and gets turn order marker 1.

The next person in line becomes marker 2, and so on. But hey, if two or more of us end up on the same space, the person on top gets the lower number marker. Think of it like a little competition, you know?

The new turn order starts right away, so we don’t waste any time. We leave our discs right where they are on the siesta track. Easy peasy, right?

Deliveries Made Simple

Ever thought about making deliveries but find the whole process confusing? Well, you’re not alone! Deliveries can be a bit overwhelming at first, but don’t worry – I’m here to help you make sense of it all.

So, how exactly do you carry out deliveries? Let’s break it down step by step.

Step 1: Plan Ahead

First things first, you need to plan ahead. Before you even think about hitting the road, take a moment to consider your delivery route. Decide on the most efficient path to reach your destination and estimate how long it will take you to make the delivery. Remember, time is of the essence!

Step 2: Pack It Up

Next, it’s time to pack up your goods. Make sure you choose the right packaging materials to keep your items safe during transit. It’s also a good idea to organize your items in an order that makes sense for your delivery route. This way, you won’t have to waste time searching for the right package when you arrive at each stop.

Step 3: Load and Secure

Once everything is neatly packed up, it’s time to load your vehicle. Be careful to distribute the weight evenly to ensure a smooth and steady ride. Don’t forget to secure your items properly to prevent any damage or accidents along the way. Safety first, always!

Step 4: Hit the Road

Now it’s time to hit the road! Make sure you have your GPS or a map handy to help you navigate unfamiliar areas. Take your time, drive cautiously, and always obey traffic laws. Stay alert and focused to ensure a safe and successful delivery.

Step 5: Deliver with a Smile

Finally, it’s time to make your deliveries! Approach each stop with a smile and a friendly attitude. Remember, you are the face of the company, so it’s important to make a good impression. Be polite and professional, and don’t forget to double-check that you have delivered the correct items to the right people.

With these simple steps in mind, you’ll be well on your way to becoming a delivery pro. Remember, practice makes perfect, so don’t be discouraged if you encounter a few challenges along the way. Just keep at it, and soon you’ll be making deliveries like a pro!

How to play La Granja Official Rules UltraFoodMess

Now I’m going to talk about how players in the game carry out their deliveries. It’s important to know that the new turn order is used for this. The donkey symbols on a donkey marker represent the number of deliveries a player can make. So, if there are two donkey symbols, the player can make two deliveries.

But here’s something interesting: there’s a craft marker that can increase the number of deliveries a player can make. Keep an eye out for it!

When it’s my turn to make deliveries, I do all of them before the next player gets their turn. And what is a delivery, you ask? Well, it’s when I move a farm good from a field or den, sometimes even a card, to a craft building or a market barrow on my farm. I can keep making deliveries until I’m satisfied with how many I’ve made.

Once I’ve completed all of my deliveries, I place my donkey marker face down in the top left corner of my farm. This tells everyone that my donkey marker is no longer available until the donkey markers reset.

Making Deliveries to Craft Buildings

I have the option to make deliveries to all six craft buildings. However, at the beginning of the game, three of these buildings are “blocked” and have a marker indicating that. I am not allowed to make deliveries to the blocked buildings.

Each craft building has a row of symbols for each player, separated by lines. When I make my initial delivery, I get to choose an empty row. This row becomes my assigned row. The symbols in the row represent the farm goods that I need to deliver to that craft building.

During the transportation phase, I am free to deliver farm goods to various craft buildings.

To make a delivery, you need to take the farm goods or trade commodities from your own farm. Then, you place one of your markers on the symbol in your row at the craft building.

You can deliver farm goods to a craft building in any order you like. You don’t have to follow the order shown in your row. You can spread out your deliveries over as many rounds as you need.

Once you have supplied a craft building completely (meaning all the spaces in your row are occupied by your markers), you transfer one of these markers to one of the spaces at the building highlighted in light gray. After this, you can no longer make deliveries to this craft building. Your remaining markers go back to your pool. If you are the first player to fully supply a craft building, you immediately earn the victory point from the gray spot.

When I play the game, I get to choose one of the craft markers that’s available. I flip it to the front side and put it on my farm in the matching space. I earn victory points based on what round we’re in. The craft marker stays on my farm until the game is over.

But here’s the cool part – I can use the special ability on the front of the marker right away! Just remember, the front side of the marker looks a bit lighter than the back side. At the end of the round, I’ll flip the marker over to the back side.

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Hey there! Let me break down how these craft markers work for you. There are six markers in total, but four of them have a special function that you can use once in each game round. The color of the marker tells you which phase you can use it in. Cool, right? Let’s check them out:

  • Blue: These markers give you more money. Cha-ching!
  • Gray/Green: These markers can be used in either the Revenue or Transportation Phase. So versatile!
  • Gray: These markers have a bonus function in the Transportation Phase. Extra perks, anyone?

Now that you know what each color means, let me tell you about the effects of these four markers. They’re pretty nifty, if you ask me:

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Welcome to Merchant House!

Here at Merchant House, we’ve got something special for you. When you step into our world, you’ll find yourself with an extra 3 silver coins during the farm phase. And that’s not all – as soon as you claim your marker, those 3 silver coins will be yours to keep!

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Meet the Wainwright

Hey there! Let me introduce you to the Wainwright. This exciting character in the game gives you some extra benefits during the transportation phase.

When you have the Wainwright marker, something cool happens. In step 2 of the transportation phase, you get to take an extra step on the siesta track. And later in step 3, you’re in for a treat – you get to make a free delivery! Woohoo! Just remember, this freebie doesn’t apply in step 4 for extra deliveries, though.

Oh, and here’s another neat thing – when you take the Wainwright marker, you also earn victory points based on where your disc is on the siesta track. It’s a one-time bonus, but it feels pretty great, let me tell you!

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The Deli: A Valuable Addition to Your Farm

Hey there! Let’s talk about the deli and all the awesome things it can bring to your farm. The deli is a special building that can earn you a fantastic reward during the farm phase. How, you might ask? Well, it’s simple!

When you choose to visit the deli and make it a part of your farm life, you’ll be rewarded with something incredibly valuable – one trade commodity! And the best part is that you get it right away, no waiting involved!

So why is this little deli so important? Well, let me tell you. Trade commodities are like gold in the farming world. They can be used to acquire all sorts of amazing things that will help your farm thrive. Need a new tool? No problem! Want to enhance your farm with some fancy decorations? You got it! The possibilities are endless.

By adding the deli to your farm, you’re opening up a world of possibilities. It’s like having a magic portal that brings you all the resources you need to reach new heights. Imagine the look on your neighbors’ faces when they see your farm flourishing!

So, my friend, don’t hesitate. When it comes to choosing the perfect addition to your farm, make sure the deli is at the top of your list. You won’t regret it!

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The Friendly Greengrocer

Hey there! Did you know that the greengrocer is a helpful friend on the farm? During step 3 of the farm phase, you get to choose any one resource with the greengrocer. It’s like having a personal assistant!

But wait, there’s more! The greengrocer also comes with two special markers. These markers give you extra victory points when certain conditions are met. Pretty cool, huh? And the best part is that these bonus points start counting in the next round!

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Welcome to the Village Store!

When you come to the Village Store, you receive a special craft marker. This marker will earn you 2 victory points in the future, but not right away. The exciting part is that as soon as you take the marker, you instantly get those 2 victory points!

Usually, you can use the Village Store during step 4 of the transportation phase. But here’s an interesting twist – if you happen to get a craft marker after making a delivery with a number 6 die, you can use the Village Store during the revenue phase instead. That’s pretty cool, right?

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About the Butcher

Hey there! The Butcher is a character in the game who can help you score some extra victory points. Pretty cool, right? When you score a market barrow, the Butcher gives you one additional victory point. But that’s not all! When you take the Butcher marker, you also get victory points equal to the number of market barrows you have at your farm. It could be anywhere from 0 to 3, depending on your luck. Normally, you use the Butcher in the transportation phase, specifically step 3. However, there’s a little twist. If you score a market barrow after a delivery using a die with the number 6, you can use the Butcher in the revenue phase. Talk about versatility!

Blocked Craft Buildings

Okay, now let’s talk about blocked craft buildings. At the beginning of the game, you’ll notice that three craft buildings are “blocked.” This means you can’t make any deliveries to them just yet. Why? Because these buildings are occupied by building order markers. But don’t worry! Once you fully supply an available craft building, you can unlock the blocked ones and start making deliveries to them as well. It’s like a cool puzzle that you get to solve as you play the game.

When I’m the first player to fully supply an unblocked craft building (and one of my player markers has been moved to the light gray space), I remove and return building order marker 1 to the game box. This means that from now on, everyone can supply this new craft building, even in the same turn.

As a reward for unlocking a craft building, I get to take the victory point from the symbol rows.

I repeat this process with building order markers 2 and 3. If I fully supply a second craft building, I remove marker 2. The same goes for the third craft building and marker 3. Once again, these new buildings become immediately available to everyone for supply. In addition, for unlocking buildings 2 and 3, I also receive the victory point from the symbol rows.

Deliveries To Market Barrows

Hey there! You know those market barrows in the game? Well, each player can supply one or more of them.

So, the symbols on a market barrow, which is basically a farm card, tell you what farm goods you need to deliver to it. You can deliver the farm goods in any order you want and over multiple turns.

Now, when you’re ready to make a delivery, you just take the farm good from your own farm and put your marker on the matching symbol on the market barrow.

Here’s the cool part: when you completely fill up a market barrow (meaning you have your marker on every symbol), you get to collect some victory points! The number of points you get can be anywhere from 2 to 6. And not only that, you also get to move one of your markers from your pool to the central space of your farm. This marker represents a trade commodity. Oh, and don’t forget to remove the card from your farm and put it in the discard pile, with the symbols facing up. And of course, the markers you used on the card go back to your pool.

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When I play the game, I have the opportunity to make two important deliveries. I gather olives from the field and take one grain from my den. Then, I deliver both the olives and the grain to the market barrow. This ensures that the market barrow is fully stocked, which is a great accomplishment. In return for my efforts, I receive 4 victory points and a trade commodity as a reward.

After completing the delivery, I select a player marker from my collection and place it on an empty spot in the market space. The number on the market barrow determines which spot I choose. Each spot on the market space corresponds to a certain number of victory points. It’s important to choose carefully and strategize because the number of victory points I receive depends on the spot I select.

Here’s an interesting twist: any opponent markers on adjacent market spaces with lower values than the spot I chose get removed and returned to their respective players’ collections. It’s like a mini victory within the game! For each opponent marker I remove, I earn an additional victory point. It’s a clever way to gain an advantage and further boost my score.

By making these deliveries and strategically placing my player marker, I can earn both victory points and trade commodities. It’s an exciting and rewarding part of the game that requires careful planning and decision-making. Plus, it’s satisfying to see the market barrow fully supplied and to watch my victory points increase. I find this aspect of the game to be particularly enjoyable and engaging!

Hey there! Just wanted to give you a heads-up about a rule in this game that you might find interesting. So, here’s the deal: when all the spots that match the number on the market barrow are already taken, you have a cool move you can make. You get to pick another player’s marker from a spot that matches the number on the barrow, and you replace it with your own marker. How cool is that?

Oh, but that’s not all. Any opponent markers that are next to the spot you just claimed, and have a lower value, will be removed from the board. And here’s the best part—you get 1 victory point for each marker you remove! Yep, that includes the one you just replaced. Score!

Buying and making extra deliveries

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When it’s my turn, I have the option to buy extra deliveries. It costs 1 silver for each extra delivery I choose to purchase. I don’t have to buy all of them if I don’t want to.

Attention: The number of extra deliveries I can buy is determined by the number of extra delivery symbols on my farm tableau, all the way to the right. I can also count the gray rows of my farm extensions. Every extra delivery allows me to make a delivery to a craft building or a market barrow.

At the start of the game, I already have 1 extra delivery, which is shown on the upper right of my farm board. Some farm extensions can give me additional extra deliveries.

During my turn, I can decide how many extra deliveries I want to buy and then carry them out.

Remember, I don’t have to buy all the extra deliveries that are available to me!

Scoring Phase

Now, let’s talk about the scoring phase. This is the part where everything comes together and we determine the final score. It may seem a bit confusing at first, but don’t worry, I’ll walk you through it step by step.

First, we need to understand the criteria that will be used to score your work. The judges will be looking for certain elements, and it’s important that you take them into account when crafting your piece. These elements include creativity, originality, clarity, and overall impact.

Creativity is all about bringing something new and unique to the table. It’s about thinking outside the box and presenting your ideas in a fresh and engaging way.

Originality means that your work is not simply a copy of something else. It’s about being unique and putting your own spin on things. The judges want to see something that stands out from the crowd.

Clarity is important because you want your ideas to be easily understood by the reader. You don’t want them to have to work too hard to figure out what you’re trying to say. Make sure your writing is clear, concise, and to the point.

Finally, overall impact is about the impression your work makes on the reader. You want your piece to be powerful and memorable. You want it to leave a lasting impression that stays with the reader long after they’ve finished reading.

So, now that you know what the judges are looking for, it’s time to put all these elements together and create a piece that will score well. Remember, creativity, originality, clarity, and impact are key. So go ahead and let your imagination run wild, and create something truly amazing. Good luck!

How to play La Granja Official Rules UltraFoodMess

When the round ends in La Granja, it’s time for some important tasks. First, I return my player markers from the helpers I used and put them back in my pool. Then, it’s time for scoring and cleanup.

The scoring process has two steps. Firstly, I earn one victory point for each of my player markers that’s in the market. However, I don’t earn any victory points for player markers that are on craft buildings. Secondly, I look at my position on the siesta track to determine the number of victory points I receive. This can be 0, 1, 2, or 3 victory points.

Once scoring is done, it’s time for cleanup. The player marker discs on the siesta track are returned to their starting space. Here’s how it’s done:

  • First, I stack my disc on the starting space. If there are other players, their discs go below mine in turn order.
  • How to play La Granja Official Rules UltraFoodMessWhen the next round starts, flip over the roof markers. This means turning the craft markers you bought in this round to the other side. This way, you can use them later in the game when they will be useful.

End of the Game

The game of La Granja lasts for six rounds.

At the end of the sixth round, all players do the following:

  1. Trade your player markers at the farm based on the normal prices of resources or trade commodities. You can convert them into silver. But remember, you can’t turn upgraded goods into silver. Also, you can only convert the harvest goods in your dens into silver, not the ones still in the fields.
  2. Exchange your silver for victory points at a rate of 5 to 1. That means you get 1 victory point for every 5 silver you have.

In the game, the person who has the highest number of victory points at the end is declared the winner. If there is a tie, the player with the most silver left among the tied players gets to be the winner. If there is still a tie after that, all the players who are tied share the victory.

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