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7
Randomly assign 1 different type of Transport tile to each Farmer Skill tile.
It doesnt matter which Farmer Skill gets which Transport tile.
Roll 1 die. Replace the Field card in the Market Stall that corresponds to
the number rolled with the Farmer card. (Return the Field card to the box
as you wont need it for this game.)
Note: If you are also playing with the Jump-Start module, select your Jump-Start
cards after setting up the Farmer Module.
Make the following changes to game play:
During step 1. Roll the Dice: Whenever you place the die on the Market Stall
with the Farmer, change the next steps as follows:
Take the Farmer and place it crossways on top of the Field card deck.
(This serves as a reminder for what you need to do later – see below.)
Skip step 2. Improve your Farm. Instead, take 2 different types of
Transport tiles from the general supply.
In step 4. Fill the Market: First, replace 1 of the 5 Field cards in the Market
Stalls with the Farmer card and discard the Field card. In other words, you
cant return the Farmer to the empty Market Stall where it started this
turn! Then, as usual, place the top card of the Field deck on the empty
Market Stall (where the Farmer was at the start of your turn).
The following rules apply to the Transport tiles:
If the Transport tile you want is not available in the general supply,
you may take it from another player.
Transport tiles must be stored in your Farm Shop similar to the Goods.
The storage capacity of 16 tiles maximum now applies to Goods and
Transport tiles.
On every turn, no matter who the active player is, you may pay 1 Transport
tile to use the matching Farmer Skill once. You may do this any number
of times, but you may pay each type of Transport tile only once each turn.
A detailed explanation of each Farmer Skill and when it can be used is
given to the right.
You may also use Transport tiles during the final field activation.
Again, each type of Transport tile may only be paid once.
At the end of the game, you receive 1 Coin for each Transport tile in your
Farm Shop.
All other rules remain unchanged.
Farmer Skills
During Step 3. Activate a Field: If the 2 remaining dice
both show the same number, you may pay the corre-
sponding Transport tile to gain 1 Good of your choice.
(Note: Since the numbers on the dice do not change
due to the use of Burlap Bags, they cant be used to alter
this effect.)
During Step 3. Activate a Field: If the 2 remaining
dice both show the same number, you may pay the
corresponding Transport tile to gain 2 Burlap Bags.
(Note: Since the numbers on the dice do not change due
to the use of Burlap Bags, they cant be used to alter this
effect.)
At any time, you may pay the corresponding Transport
tile and 2 Goods of your choice to gain 2 Goods of
your choice.
At any time, you may pay the corresponding Transport
tile and EITHER pay 2 Burlap Bags to gain 2 Goods
of your choice OR pay 2 Goods of your choice to gain
2 Burlap Bags.
When you gain 1 Sunflower, you may pay the
corresponding Transport tile to assign the Sunflower to
field 7, as if the necessary sun icon was available. You may
have a maximum of 2 Sunflowers assigned to field 7.
You may pay the corresponding Transport tile to
choose any 2 of your fields and exchange their Field
cards. Both chosen fields must contain Field cards, or
you cant use this ability.
During Step 3. Activate a Field: You may pay the
corresponding Transport tile to activate the field above
or below the field you would normally activate. You
may use Burlap Bags to alter the dice result before you
choose the field to activate, as usual.
Example: The dice result is 7. Bert uses a Burlap Bag to
activate field 6 instead. Then he discards the corresponding
Transport tile to activate field 11 instead as it is below
field 6.
7


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