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
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