Card effects use a shared vocabulary. Three families are worth noticing: keywords that move cards within your deck (, , ), keywords that remove cards from your deck (, , ), and keywords that work on the Market (, , ). The rest are one-offs and card labels.
Place the card on top of your Draw pile, then shuffle your deck.
If your draw pile was empty, the Shuffled card becomes its only card.

Example of a Shuffle effect.
Place the card on top of your Draw pile: you'll draw it soon.
If your draw pile was empty, the Skewered card becomes its only card.

Example of a Skewer effect.
Place the card on the bottom of your Draw pile.
If your draw pile was empty, the Burrowed card becomes its only card.

Example of a Burrow effect.
Remove the card from your deck entirely: gain crops equal to its Price tag, then place it in the Farm discard pile in the Market.

Example of a Sell effect.
Remove the card from your deck entirely, with no payout: place it in the Farm discard pile in the Market.
Remove the card from your deck and place it in a Rival's Discard pile. It's the thought that counts.

Example of a Gift card.
Roll the Yellow Die, then place a crop counter matching the rolled crop onto every Farm card in the Market.
Each counter on a Market card reduces its price by 1 of that crop. A card can never be discounted below a cost of 0 in any crop:

Discounts example.
Choose a Market card holding Discount crop counters. Take those counters into your Stash: the card's price returns to normal.

Example of a Snatch discounts effect.
Choose a card in the Market to discard, and replace it from its row's deck.

Example of a Refresh card.
Take the crops from a Rival's Stash and add them to yours.

Example of a crop Steal card.
Put a card from your hand into your Discard pile. You can no longer play it this cycle.

Example of a discard effect
Take a from your Discard pile and put it into play. It's now Planted, exactly as if played from your hand.

Example of a Seed Plant effect
Shuffle your Discard pile face-down into a new Draw pile. This happens automatically whenever you must draw from an empty pile, and some effects instruct it directly.
Some effects trigger whenever your deck is Reset.
UNSELLABLE cards can never be , by any means. They can still be or .

Example of an Unsellable effect.
HOLDABLE cards may be kept in hand at the end of your turn instead of being discarded. Reveal the card to every other player, then keep it.

Example of a Holdable effect.
REFUNDABLE cards can be directly from your hand instead of being played.

Example of a Refundable effect.
A card section marked with a $ icon is its effect. It triggers when the card is Bought or :
A card section marked with a recycle icon is its effect. It triggers when the card is during your turn, or :
Rules digested and still losing to your little sibling? A few habits that win games:
The most common beginner mistake is buying too early. Spend your first turns buying Farm cards that grow crops. A farm that produces 6 crops a turn completes orders twice as fast as one producing 3. Start packing once your engine hums.
Every card you add dilutes every card you already have. or your cards as better ones arrive. A small deck of strong cards loops faster and draws its best cards more often.
The Market is shared. If a card is perfect for a Rival's strategy, buying it first, or it away, can hurt them more than it helps you. And keep an eye on Rival counts: at 4, every unfinished of yours is on the clock.
Five takes a while. that need three turns to grow, that a big next turn, bonuses that compound. The patient plays usually beat the flashy ones. Plan a turn ahead, and spend your crops like a farmer, not a gambler.