Game Objective Setup Playing a Turn Fertilizer Rule Explained For

Fertilizer Rule Explained
1
You must place one Fertilizer each turn if you are able. Here are some
examples to better explain this rule.
On your turn, the current state of the
game is as follows: 2 Planting Fields
are empty, but your opponent planted a
Crop in the third field. You have
2 Crop cards in your hand.
There are a few options available to you:
 You can Plant each of your
Crop cards on the remaining
two Planting Fields. You no
longer have Crop cards in your
hand, so you are not able to
Fertilize.
 You can Plant one Crop card.
You are able to Fertilize, so you
must Fertilize the Crop you just
Planted OR you must Fertilize
your opponent’s Crop. In most
cases, it’s best to Fertilize Crops
you own.
 Let’s say you want to hold onto
both of your Crop cards to use
as Fertilizer in the future. If you
have a Foul Manure Action
card, you may play it on your
opponent’s planted Crop. As
long as you don’t Plant a Crop,
you are not able to Fertilize.
For more great games and all things Farmageddon,
visit www.5thstreetgames.com.
4
© 2012 5th Street Games
By Grant Rodiek
2–4 players • 30 minutes • Ages 8+
Game contents: 45 Action cards, 60 Crop cards, 3 Planting Field cards, 10 FrankenCrop
cards, these rules.
Farmageddon is a game of chance, strategy, and agricultural mayhem. Harvest your
Crops before your good-for-nothing opponents sabotage things for their own gain! The
farmer with the most valuable Harvest Pile at the end of the game wins!
Game Objective
The objective of Farmageddon is to have the most money at the end
of the game from Planting and Harvesting Crops.
Setup
First, place the three Planting Field cards in the center of the play
space between all players. Shuffle the red Action cards and green
Crop cards separately and deal each player 2 Crop cards and 3 Action
cards. Place the Action card and Crop card decks face down in
separate piles.
During your first game, set aside the 10 Crops with this symbol: FC!
They aren’t used during your first game.
The player who most recently visited a farm goes first. All other
players take turns in clockwise order following the first player.
Playing a Turn
At the start of each turn, the active player draws 2 Crop cards. The
active player can then do any of the following things in any order:
plant Crop cards, play Fertilizer, play Action cards, and Harvest
planted Crop cards.
Plant Crop Card(s): The active player can Plant as many Crop cards
as she wishes as long as there are open Planting Fields. Crops are
Planted by placing a Crop card face-up on top of an open Planting
Field.
A Planting Field is considered open if it does not have a Crop card
on top of it. A Planting Field with a Crop card is occupied until the
Crop card is Harvested or destroyed.
When a Crop card is Planted,
move the Planting Field with
the Crop card in front of its
new owner. If ownership of a
Crop card changes, also move
the Planting Field in front of
the new owner. After the
planted Crop card is Harvested
or destroyed, move the empty
Planting Field back to the
center of the table.
Crop Cards Explained
Harvest value
Fertilizer needed
to Harvest
Play Fertilizer: A player creates Fertilizer by playing any Crop card
in her hand face-down onto any planted Crop card in play. There is
no limit to the amount of Fertilizer a player can play in a single turn.
If a player is able to do so, she must play at least one Crop card as
Fertilizer before the turn ends. If a player doesn’t have her own
planted Crop card, she must play a Fertilizer on an opponent’s
planted Crop card!
Players cannot “over-Fertilize” a planted Crop card. If a planted
Crop card has enough Fertilizer to be Harvested, no more Fertilizer
can be played on the planted Crop card.
A player places a Fertilizer onto a Sassy Wheat.
See “Fertilizer Rule Explained” on page 4 for examples.
Play Action Cards: A player can play up to two Action cards per
turn. Action cards are placed in the Action card discard pile when
used, unless the text on the card states otherwise.
Harvest Crops: A planted Crop card can be Harvested when enough
Fertilizer is played on it. (See the diagram on page 1.) A player can
Harvest only planted Crop cards that she owns.
Planted Crop cards cannot be Harvested on the same turn they
are planted.
When Harvesting a planted Crop card, the owner places all
Fertilizer on the Crop card into the Crop card discard pile and sets
the harvested Crop card aside in her Harvest Pile.
End of the Turn
Each player counts the total value of harvested Crop cards as well as
any Bumper Crop Action cards, Crop Insurance Action cards, and
Pesticides Action cards. The player with the most valuable Harvest
Pile wins!
Greenhorn Farmer Tips
 Have all the Planting Fields been claimed? Use a Thresher or
Dust Bowl to create room. Or use Foreclosure to steal a planted
Crop card.
 Use Bumper Crop to profit from the efforts of your opponents!
YOU earn money when THEY Harvest.
 Play Pesticides on the leader’s planted Crop cards to slow them
down a bit.
 Sometimes it’s worth more to destroy your own planted Crop
card when it has Crop Insurance. In Farmageddon, there’s no
such thing as insurance fraud.
 Foul Manure can be used both offensively and defensively. If
placed on an opponent’s planted Crop card, she’ll need to use
more Fertilizer to Harvest OR waste valuable Action cards. If
placed on your own planted Crop card, the Crop becomes harder
to steal or destroy.
 Crop cards are precious! Use Darn Gophers, Genetic Superworm,
or Farm Futures to fill your hand with Crop cards.
 Be careful about using too much Fertilizer before a planted Crop
card is ready to Harvest! You might lose the Crop before you can
Harvest it.
Two-Player Rules
Two-player games of Farmageddon have the following rules changes:
 Discard 15 Crop cards at random, then shuffle in 10
FrankenCrops. This means you’ll have 55 Crop cards total.
 Add 1 Planting Field, for a total of 4.
FrankenCrops
If the Action card deck runs out, shuffle the discarded Action cards.
There is no limit to the number of cards a player can hold in her hand.
Ten special Crop cards have the following symbol: FC! These are the
FrankenCrops! Once you’ve mastered the basic game, mix these Crop
cards into the Crop card deck for even more frenetic farming action.
The unique effects of the FrankenCrops should be treated as Actions.
However, playing FrankenCrops do not count against your two Action
Cards per turn limit.
End of the Game
Credits
When the last Crop card is drawn, the active player finishes her turn.
Then every player except whoever drew the last Crop card takes one
final turn, even if all a player can do is play Action cards.
Game Design: Grant Rodiek
Art: Brett Bean, with FrankenCrops by Erin Fusco
Graphic Design: Jonathan Wolf & Phil Kilcrease
Playtesters: Bethany Wan, Andrew DeBenedictis, Michael Beamer, Michael Pelayo, Chris
When a player no longer wants to Plant, Fertilize, Harvest, or play
Action cards, she ends her turn and draws new 2 Action cards. Action
cards cannot be used on the same turn they are drawn.
Once the final turn is played, the game is over! Any planted and fully
fertilized Crop cards remaining are automatically Harvested and
placed in their owner’s Harvest Pile. Any Crop cards with a Foul
Manure Action card are not Harvested.
2
Goy, Dan Steif, Dan Ang, Lori Nguyen, Alex Guiriba, Nathania Lozada, Josh Edwards, Thad
Martin, Toren & Prax (Icepack Games), Jerome Collin, Mike Darga, Paul Wrider, Sean DornanFish, Jeff Trinidad, Cyrus Kirby, Trevor Lindsey, Waylon Wilsonoff, Ray Mazza, Matt Yang,
Calvin Wong, Michael Zamora, Mark Siew, Sam Hart, Alan Hsu, Phil Kilcrease, Bryan Fischer, Jim
Jamieson, Nicole Jamieson, Cherilyn Joy Lee Kirkman, AJ Porfirio, Ryan Vaughan
3