Rules to Community Farm
Players: 3 - 7
Age: 12 and up
Length: 45 minutes
Contents:
- 154 animal cards
Frequency of each animal type in the game:
- 24 Ducks
- 22 Hens
- 20 Horses
- 18 Dairy Cows
- 16 Goats
- 14 Roosters
- 12 Pigs
- 10 Sheep
- 8 Beef Cows
- 6 Llamas
- 4 Dogs
Overview
Each player houses animals in 2 stables and then sells them at the market for as many goods as they can. When you sell animals, the player earns more goods for more animals of the same type. The object of the game is it to earn the most goods housing, and selling beans. Unless you plan carefully you may be forced to get rid of animals before they are ready for less or even no goods.
The animal cards
Animal cards come in 11 different types. Each type has a different amount of cards. The amount of cards of that type is on the card along. Each cards has a sign on it with how many goods you will receive for each amount of animals sold. It indicates how many goods a player will earn. The numbers indicate how many animal cards of this type a player must sell to earn the one, two, three, or four goods.
Example 1:
When a player sells only 1 or 2 Goats, he earns nothing. For selling 3 or 4 Goats, they earn one good. For selling 5 or 6 Goats, they earn two goods. For selling 7 Goats, they earn 3 goods. For selling 8 or more Goats, they earn 4 goods.
The goods
Stables
Setup
Note: Players may never change the order of the cards in their hands.
Playing the game
On their turn, players do the following:
- 1. House animal cards
- 2. Draw, trade & donate animal cards
- 3. House traded & given animals
- 4. Draw new animal cards cards
1. House animal cards
2. Draw, trade & give animal cards
Example 2:
Rules for trading/giving:
Example 3:
Miles says "I'll trade you the face up pig and a Beef cow from my hand for a dog." The other players may only trade/donate cards from their hands The current player may keep trading/giving cards from their hand after the two face up cards have been set aside, traded or given.
3. House traded & given animals
Example 4:
After Steve drew a Duck and a Chicken, he traded the Duck and a Dairy cow from his hand for a Pig from Anna. Steve keeps the Chicken. Now that trading is over, he must house the two animals. First he houses the Pig on his first stable. Then he houses the Chicken in his second stable. If a player must house an animal that does not match the cards in any of their stables and has no empty stables, that player must create an empty stable. This is done by selling the animals in one of their stables. The player may then house the animal in the stable since it is now empty.
4. Draw new animal cards
Selling animals
Example 5:
Mortimer wants to harvest and sell his Dairy Cows. The sign shows that he will earn one good for the 3 Dairy Cows. Mortimer flips one of the Dairy Cow cards and places it on his earnings stack.
He puts the remaining two Dairy cow cards on the discard pile. It is possible that a player earns nothing when selling animals
Example 6:
If Janet were selling only two Dairy Cows, she would earn no goods as there needs to be at least three cards to earn one good. When a player sells animals from a stable, that player may choose any stable with two or more animal cards. A player may not sell animals from a stable with only one unless both their stables have just one card. In this case, they may choose which single card to sell.
Ending and Scoring
The game ends when the draw deck has run out three times. If this happens during step 2, the game continues until the end of step 3 for the current player. If there are not enough cards for the player to draw two, that player draws just one card. If this occurs during step 4, the game ends at that moment.
At the end of the game, players set aside the cards in their hands and sell the animals in their stables. The player with the most goods wins the game. If two or more players tie with the most goods, the player with the most cards in their hand, among those tied with the most goods, is the winner.
Variations based on number of players
- With 3 players, remove the Dogs from the game. Each player acts as if they have three stables instead of two. The game ends when the draw deck is exhausted for the second time.
- With 4 or 5 players, remove the Ducks from the game.
- With 6 or 7 players , remove the Dogs and the Llamas from the game. To start the game, the dealer deals 3 cards to the starting player, 4 to the next clockwise player, and 5 to the next clockwise player. The dealer deals 6 to all other players. In step 4, the active player draws four cards instead of three.