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
- 1 game board (village market, craft buildings, siesta track, revenue spaces)
- 4 player tableaus (farms)
- 66 farm cards (multi-use, 4 functions per card)
- 9 revenue dice
- 100 player markers (wooden octahedrons, 25 per player colour)
- 4 wooden discs (siesta track)
- 16 donkey markers (4 per player)
- 38 silver coins (values 1 and 3)
- 66 victory point markers (values 1, 3, 5, 10)
- 4 game order markers
- 24 roof markers
- 24 craft markers
- 3 building order markers
- 4 play aids
Setup
- Place game board centrally. Each player gets a farm, 25 markers, donkey markers, 1 VP, 1 silver.
- Deal 4 farm cards to each player; rest forms draw deck.
- Sort roof markers by turn number on the board. Place turn 1 markers face-up.
- Place 1 craft marker per player on each craft building plus 1 VP on adjacent spaces.
- Roll die 3 times to place building order markers 1-3 on craft buildings (add 1 VP each).
- Determine start player randomly; distribute game order markers.
- Set aside revenue dice: 2 per player + 1 additional.
- Players place markers on central market spaces in game order (ascending).
- 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:
- 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.
-
Harvest: Each field produces 1 harvest good (place marker on field).
-
Purchase roof marker: Each player may buy 1 roof marker (cost shown). 2nd+ markers earn VP.
- 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)
- Starting player rolls all revenue dice and assigns them to revenue spaces.
- 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):
- To craft buildings: Deliver required farm goods. When a building’s row is completely supplied, earn the craft marker (instant function) + VP.
- To market barrows: Deliver goods to your barrow cards. When fully supplied, earn VP + trade commodity.
Phase 4: Scoring Phase (Red)
- Market stands on the village board score VP.
- Siesta track determines game order for next turn.
- Advance roof markers for next turn.
Actions
Anytime Actions (during your turn in any phase)
- Use trade commodities: Return 1 trade commodity marker to your pool for one of: 4 silver, 2 different harvest goods, draw/play 1 card, 1 pig, or 2 free upgrades.
- Buy/sell resources: Buy olives/grain for 3 silver, sell for 1 silver. Pigs cost 4 silver.
- Upgrade resources: Grapes -> Wine (3 silver), Olives/Grain -> Food (3 silver from field, 2 from den), Pigs -> Cured Meat (3 silver).
Deliveries
Each donkey symbol on your chosen donkey marker = 1 delivery to a craft building or market barrow.
- Trade commodities can substitute as wild goods for craft building deliveries.
Scoring / Victory Conditions
VP earned from:
- Completing craft building deliveries (VP + craft marker)
- Sending full market barrows to market (VP + trade commodity)
- Purchasing roof markers (2nd marker onward)
- Market stands on the village board
- 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
- 25 marker limit: Each player has exactly 25 player markers. If all are in use (very rare), remove one before placing a new one.
- Hand limit: Only enforced at the end of Farm Phase step 1. During the turn, you may exceed it.
- Farm extensions: 2nd+ extension requires different farm goods as payment.
- Harvest goods on fields: Stay on fields until upgraded, used as payment, or delivered. Never moved between field and den.
- Building order markers: Block access to 3 craft buildings initially. Removed when their number comes up in sequence.
- Draw deck empty: Shuffle discard pile to form new draw deck.
- Siesta track: Position determines game order for next turn. Hat symbols on donkey markers advance position.
Player Reference
Phase Summary:
- Farm Phase: Play card, harvest, buy roof, choose donkey
- Revenue Phase: Roll dice, choose 2 revenues
- Transportation Phase: Make deliveries
- 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):
- Take 4 silver
- Take 2 different harvest goods
- Draw 1 card OR play 1 card
- Take 1 pig
- Upgrade 2 resources free
Dice per Player Count:
| Players | Dice |
|———|——|
| 1 | 3 |
| 2 | 5 |
| 3 | 7 |
| 4 | 9 |