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Whenever you gain Coins, advance your Coin counter on the score track the
corresponding number of spaces. As soon as your Coin counter reaches or exceeds
50, place the 50/100 Coins tile of your color next to the 50 space on the score
track with the 50 facing up.
Example: Anna has 48 coins. She gains 5 Coins. She places her 50/100 Coins tile with
the 50 side faceup next to the 0 space and advances her Coin counter to space 3 on the
score track. This indicates that she now has 53 Coins.
Later, if your Coin counter reaches or exceeds 100, flip the 50/100 Coins tile over
(from 50 to 100).
Game End
The game ends as soon as a player is unable to refill the Market with a Field card
because the deck is empty. (You are allowed to count the number of cards left in
the Field deck at any time during the game.)
Note: Based on the number of players, the number of Field cards is adjusted
during setup so that everyone will have the same number of turns rolling the dice.
Final Field Activation: Now, each player may activate 1 of their fields (without
rolling the dice).
Once this is completed, whoever has the most Coins wins. In case of a tie (for any
position), all tied players for that position add up their Goods and Burlap Bags.
The player with the highest total wins the tie. If still tied, the tied players share
the position.
This game contains 3 expansion modules that offer new options and variety in
game play. After you have gained experience with the base game, you can add 1 or
more modules in any combination.
Jump-Start Module
Jump-Start lets you start with different Farm layouts.
This allows you to pursue a more calculated strategy early in the game.
During setup, follow the rules for the base game with the following changes:
In step 4, place your Farm in front of you with the side showing a house
with a black roof and a tractor on the bottom facing up.
Perform these additional steps at the end of setup:
Shuffle the Jump-Start cards and create 1 set of 2 cards for each player
faceup in the play area. (Return all remaining cards to the box as you
wont need them for this game.)
Starting to the right of the player with the 3 dice, each player chooses
1 set of 2 cards in counterclockwise order. The player with the 3 dice
chooses last but will start the game.
Place the 2 cards you have selected in fields 4 and 8 on your Farm.
You chose which card to place on which field.
All other rules remain unchanged.
Note: If you activate a Field card in field 4 or 8 with a 1× icon, you must discard it
as usual after activation. This creates an empty field, which will produce nothing
when activated until you put another Field card there on a later turn.
Farmer Module
There’s lots of work to do on your Farm. To work more effectively, you can use the vari-
ous means of transport that are available. However, when using transport, you lose an
opportunity to improve your fields.
During setup, follow the rules for the base game. At the end of setup, perform
these additional steps:
Mix all Farmer Skill tiles facedown and then turn 4 of them faceup.
(Return all remaining tiles to the box as you wont need them for this game.)
Place all Transport tiles in the general supply,
Coin Track Expansion Modules
6


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