La Granja

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

In La Granja, 1-4 players control small farms near the village of Esporles on Majorca, expanding them into the mighty country estate La Granja. Players use multi-use cards (tucked under four sides of their player board to serve as fields, market barrows, farm extensions, or helpers), manage resources, and deliver goods to the village. The game is played over 6 turns, each with 4 phases. The player with the most victory points wins.

Components

Setup

  1. Place game board centrally. Each player gets a farm, 25 markers, donkey markers, 1 VP, 1 silver.
  2. Deal 4 farm cards to each player; rest forms draw deck.
  3. Sort roof markers by turn number on the board. Place turn 1 markers face-up.
  4. Place 1 craft marker per player on each craft building plus 1 VP on adjacent spaces.
  5. Roll die 3 times to place building order markers 1-3 on craft buildings (add 1 VP each).
  6. Determine start player randomly; distribute game order markers.
  7. Set aside revenue dice: 2 per player + 1 additional.
  8. Players place markers on central market spaces in game order (ascending).
  9. In reverse game order, stack discs on siesta track bottom space.

Turn Structure

Each of 6 game turns has 4 phases:

Phase 1: Farm Phase (Blue)

Four steps, completed by all players before proceeding:

  1. Play a card and draw: Each player may play 1 card (2 in turn 1) under one of 4 sides of their farm. Then draw to hand limit (starts at 3).
    • Left = Field: Grows olives, grain, or grapes. Free to play. No limit.
    • Top = Market Barrow: Shows goods to deliver. Free. Max 3 slots.
    • Right = Farm Extension: Costs increasing farm goods (1st costs 1, 2nd costs 2, etc.). No limit.
    • Bottom = Helper: Special ability. Free. Max 3 slots.
  2. Harvest: Each field produces 1 harvest good (place marker on field).

  3. Purchase roof marker: Each player may buy 1 roof marker (cost shown). 2nd+ markers earn VP.

  4. Choose donkey marker: Each player selects 1 of their remaining donkey markers for this turn (determines deliveries and siesta advancement).

Phase 2: Revenue Phase (Green)

  1. Starting player rolls all revenue dice and assigns them to revenue spaces.
  2. In game order, each player selects 2 dice and gains the corresponding revenue (resources, silver, cards, upgrades, deliveries, siesta steps).

Phase 3: Transportation Phase (Grey)

In game order, players make deliveries (shown on chosen donkey marker):

Phase 4: Scoring Phase (Red)

  1. Market stands on the village board score VP.
  2. Siesta track determines game order for next turn.
  3. Advance roof markers for next turn.

Actions

Anytime Actions (during your turn in any phase)

Deliveries

Each donkey symbol on your chosen donkey marker = 1 delivery to a craft building or market barrow.

Scoring / Victory Conditions

VP earned from:

  1. Completing craft building deliveries (VP + craft marker)
  2. Sending full market barrows to market (VP + trade commodity)
  3. Purchasing roof markers (2nd marker onward)
  4. Market stands on the village board
  5. Various card effects and bonuses

After 6 turns, the player with the most VP wins. Ties broken by silver, then remaining harvest goods.

Special Rules & Edge Cases

Player Reference

Phase Summary:

  1. Farm Phase: Play card, harvest, buy roof, choose donkey
  2. Revenue Phase: Roll dice, choose 2 revenues
  3. Transportation Phase: Make deliveries
  4. Scoring Phase: Score market, update order

Resource Upgrade Costs:

From To Cost
Grapes (field/den) Wine 3 silver
Olives (field) Food 3 silver
Olives (den) Food 2 silver
Grain (field) Food 3 silver
Grain (den) Food 2 silver
Pig Cured Meat 3 silver

Trade Commodity Uses (return 1 to pool):

Dice per Player Count: | Players | Dice | |———|——| | 1 | 3 | | 2 | 5 | | 3 | 7 | | 4 | 9 |