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← All chaptersCh. 4 · Taking your turn

In this chapter

  • Taking your turn
  • Starting your turn
  • During your turn
  • Playing cards from your hand
  • Buying cards from the market
  • Using your Critter's talents
  • Harvesting your Seeds
  • Packing and Completing Work Orders
  • Trading crops
  • Ending your turn
  • 1. Reset your Critters
  • 2. Grow your Seeds
  • 3. Discard your hand
  • 4. Draw 3 new cards

Taking your turn

A turn has three phases. It looks like a lot at first, but after a round or two it flows by itself:

  1. Start: resolve any "start of turn" effects.
  2. Main: in any order, as often as you can afford: play cards, buy from the Market, use , , pack and complete , trade crops.
  3. End: reset your , grow your , discard your hand, draw 3.

Starting your turn

Usually nothing happens here, but some effects trigger at the start of your turn. Resolve those before doing anything else.


During your turn

Take any of the following actions, in any order, as many times as you can afford. End your turn whenever you like.


Playing cards from your hand

Playing a card from your Hand is always free, and anything left in hand is discarded at end of turn, so don't hoard.

  • and cards go into your Play Area.
  • cards take effect immediately, then go to your Discard pile once all their effects have resolved.

Buying cards from the market

Announce what you're Buying, spend the crops on its Price Tag from your Stash, and take the card. The Market refills immediately.

  • Farm cards go to your Discard pile: they're deck upgrades. (Farm cards)
  • take effect immediately, then go to the Market's discard. (Favours)
  • go to your Play Area: maximum 3 at a time. (Work Orders)
  • cards cannot be bought: only earned. (Rewards)

Using your Critter's talents

Each Active may perform its once this turn: resolve the effect, add a counter, rotate the card. (Talents)


Harvesting your Seeds

any Planted whose matches a row of its legend: resolve that row, discard the . (Harvesting Seeds)


Packing and Completing Work Orders

Pack each of your once by paying its cost, or more than once with . Turn in any full for your choice of the 4 face-up . (Work Orders)


Trading crops

Swimming in Apples but short a Berry? As often as you can afford, Trade 3 of one crop type for 1 of another.


Ending your turn

End-of-turn steps happen in this order:


1. Reset your Critters

Stand every Active upright (face up, un-rotated). They keep their counters, but they're ready to perform their again next turn.


2. Grow your Seeds

Add 1 counter to each of your Planted .


3. Discard your hand

Discard every card still in your Hand. Cards discarded this way do not trigger effects.

A card may be kept instead. Reveal it to the other players first.


4. Draw 3 new cards

Draw 3 cards from your Draw pile (Resetting your deck if it runs out). Your turn is over, and play passes to the next player.