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

When a player sells animals, they receives the good they earned by flipping that number of animal cards to their good side. 

Stables

The area in front of each player is are his two stables. In each stable, a player may only house animals of one type, but may house any number of that type there. 

Setup

Pick a player to shuffle the animal cards and deal five cards to each player. These will be the player's starting hand. When the players get their cards they must make sure to keep the cards in the order they were dealt.

Note: Players may never change the order of the cards in their hands.

You are not allowed to sort your cards at all. The players must house animal cards in the order they got them. When a player draws new cards, they must take them one at a time and place them after the last card in their hand. 
Place the remaining animal cards face down (with the good side up) in the middle of the table as a draw deck. Leave a space nearby for a discard. The player left of the dealer starts the game.

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

The active player must house the first card in his hand in one of his stables. 
If the card matches a variety in one of their stables, they may house it in that stable If it does not match, they may house it in any of their empty stables. If the card doesn't match and the player has no empty stables, they must sell all the animals in one of their stables and house the card in the stable that is now empty. Afterwards, the player may house the next card (which is now the first card) in their hand in the same manner as the first. The player may not house a 3rd animal. If the active player has no cards in their hand, they omits this step.

2. Draw, trade & give animal cards

The current player draws the two topmost cards from the draw deck and puts them the table while announcing what they are. The current player may keep these cards to house later in his turn, trade them with others, or give them to other players. The current player may now trade cards with their fellow players. The other player may also offer to give cards to them and receive offers for the cards they are given.

Example 2:

Dairy cow and Llama are drawn face up. They sets the Dairy cow aside for now because they can house it. Then the player offers to trade the Llama by asking "Does anyone want this Llama? I would gladly trade it for a Dog." 

Rules for trading/giving:

Each trade must involve the current player and one other player. The other players may not trade unless the current player is involved. The current player may trade/give the two face up cards and/or cards from their hand.

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.

 
Note: Players cannot put cards they receive as trades or are given into their hands; they must be aside until the next step. These cards cannot be further traded or given. Players may not change the order of cards in their hands, but may trade or given cards from anywhere in their hands. To make sure this happens, players may only remove cards from their hands for trading/giving after the trade or donation has been accepted. 

3. House traded & given animals

All players now house the animals they got in trades or were given (the current player also houses any cards they drew and kept). The order of housing is up to the each player, but all must be housed. The players may (and may need to) sell a row of animals at anytime (see harvesting and selling 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

The current player draws three cards from the draw deck. These cards are drawn one at a time, placing each in turn at the back of their hand. They must be placed into the hand in the order drawn. When the draw deck is exhausted, the drawing player shuffles the discard pile and places it on the table face down as the new draw deck. After drawing cards, the current player ends their turn. The next player clockwise continues play. 

Selling animals


Players may sell animals at any time, even when they are not the current player. When a player sells animals from one of their stables, they must sell all animal cards in the field. To sell the animals, they count the number of animals in that stable. Using the sign on the card that player determines how many goods that they earn. The player flips this number of the animal cards they are selling to the goods side and puts them on their claimed. That player places the animal cards not converted to goods face up on the discard pile.

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.