How to Play

La Granja: Deluxe Master Set

1-4 players 90-120 min 8.2 Board Game Geek Rating

Players manage farms near Majorca's Esporles village through dice drafting and multi-use cards. Each round involves farming, revenue generation via dice, and goods delivery to markets. Cards serve four purposes: field extensions, farm improvements, market contracts, or special abilities. Victory points accumulate through siesta track positioning and delivered goods. After six rounds, the highest scorer wins.

Published 2023

La Granja: Deluxe Master Set

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the game board
Put the Game Board on the correct side for the number of players; for 3 players, use covers to cover all 4 Market Stall Places
2
Distribute player components
Each player chooses a color and takes 1 Player Board (Farm), 4 Donkey Tiles (1 of each kind), 25 Player Markers, 1 VP Token, 1 Silver Token, and 1 Siesta Disc
3
Place trade commodity marker
Place 1 Player Marker on your Trade Commodity space
4
Deal starting cards
Shuffle all Farm Cards and deal 4 facedown to each player; place remaining cards facedown as the Draw Deck
5
Prepare Roof Tiles
Stack a number of random, facedown Roof Tiles equal to the number of players on each corresponding numbered Game Board space; discard any not used; place Round 1 Roof Tiles faceup above the others
6
Sort Craft Markers
Sort a number of Craft Markers of each type equal to the number of players onto their designated spaces, instant ability side up; place 1 VP on the 6 Player Ownership Marker Areas next to each type
7
Place Building Order Markers
Roll 1 die; place Building Order Marker 1 on the first Building rolled, Order Marker 2 on the second, and Order Marker 3 on the third on unique locations; place 1 VP next to each Order Marker
8
Create dice pool
Use white dice according to player count: 2 players = 5 dice, 3 players = 7 dice, 4 players = 9 dice
9
Determine turn order
Randomly choose a Start Player to receive Turn Order Marker '1'; distribute remaining Turn Order Markers in clockwise ascending order
10
Place initial Market Stall markers
Each player places 1 Player Marker on a Market Stall Place of value equal to their Turn Order Marker +1
11
Stack Siesta Discs
Stack Siesta Discs in reverse turn order on the '0' space on the Siesta Track

On Your Turn

What you can do during your turn.

1
Play cards from hand
Play 1 Card (or 2 Cards in Round 1) from your hand into a side of your Player Board
2
Play as Field (left side)
The Field enters play empty; there is no limit to the number of Fields you may have
3
Play as Market Barrow (top)
The top row indicates requirements; the bottom row is the reward for completion; limit of 3 Barrows - discard 1 if the space is needed, losing Goods on it
4
Play as Farm Extension (right side)
Farm Extensions must be paid for; each costs an amount of different Farm Goods equal to the amount of Farm Extensions you have +1
5
Play as Helper (bottom)
Some Helper Cards are only activated in specific Phases; some may only be used once per Round - mark these with an Exhaustion Marker; limit of 3 Helpers
6
Adjust hand size
Draw up or discard down to your Hand limit as shown on the right-side of your Farm
7
Gain Income
Receive income according to your Craft Markers with the income icon and Farm Extensions
8
Place Harvest Goods
Place 1 Player Marker on each empty Field Card as Harvest Goods
9
Breed Pigs
If the player has at least 2 Pigs and space for another on Farm Extension Cards, place 1 Player Marker in a Pig Stall as a Pig
10
Purchase Roof Tiles
Each player may purchase 1 Roof Tile from the current Round in turn order (reverse turn order in Round 1); pay the cost indicated, place it in the left-most space on your Player Board, and collect VP indicated beneath it; maximum of 5 Roof Tiles; each Roof Tile has 1 use per game - once used, flip it facedown
11
Roll Revenue dice
The Start player rolls all the Revenue dice
12
Draft first die
In turn order, each player chooses 1 die and performs its Action
13
Draft second die
Repeat the drafting process
14
Perform leftover die action
In turn order, all players perform the Action of the leftover die
15
Pig die action
Place 1 Player Marker in an empty Pig Stall
16
Card/Den die action
Play/Draw 1 Card, or place 1 Player Marker in 1 Harvest Good Den
17
Two Dens die action
Place 1 Player Marker in 2 different Harvest Good Dens
18
Silver die action
Gain 4 Silver
19
Upgrade/Siesta die action
Either upgrade 2 Resources for free, advance 2 steps on the Siesta Track, or upgrade 1 Resource and advance 1 step
20
Delivery/Silver die action
Carry out 1 free Delivery or gain 2 Silver
21
Return Donkey Tiles
At the start of Round 4, all players' discarded Donkey Tiles are returned to them
22
Select Donkey Tile
Each player secretly chooses 1 of their available Donkey Tiles; once played it is discarded
23
Advance on Siesta Track
In turn order, players advance on the Siesta Track a number of steps according to the number of Hat icons they have; a player may not advance beyond the top
24
Redistribute Turn Order
Redistribute Turn Order Markers according to furthest position on the Siesta Track; a Siesta Marker on top of a stack is further along
25
Perform free Deliveries
In turn order, each player may carry out 1 free Delivery per Donkey icon they have
26
Execute each Delivery
Take 1 Farm Good from a Field, Den, or Card in your Farm, then add it into an available space corresponding to the Farm Good on 1 of your Market Barrows or an available Craft Building row; Farm Goods can be Delivered in any order, over multiple Rounds
27
Perform purchased Deliveries
In turn order, each player may perform any number of their additional purchased Deliveries indicated on their Farm Extension Cards; pay 1 Silver for each Delivery performed
28
Complete Market Barrow
If you complete a Market Barrow, gain the VP shown and 1 Trade Commodity
29
Discard components
Discard the Player Markers and the Card faceup
30
Place Market Stall marker
If the Card has a Market Barrow icon, add 1 Player Marker to an empty Market Stall Place on the Game Board of equal value to the VP scored
31
Replace opponent marker
If there are no available Market Stall Places, replace an Opponent's Player Marker in a Market Stall Place of the same value and gain 1 VP; if you own ALL Market Stall Places of this value, replace your own Token and gain 1 VP
32
Remove adjacent markers
All Opponent Markers of a lower value in Market Stall Places adjacent to the Player Marker just played are discarded; gain 1 VP for each Player Marker discarded
33
Complete Craft Building row
Discard all of your Player Markers there except for 1, which is placed in the Player Ownership Marker area next to the Craft Building
34
Take Craft Marker
Take the Craft Marker, gaining any VP Token on it, Instant side up; this instant reward may be used immediately
35
Gain Round VP
Gain an amount of VP equal to the current game Round
36
Unblock Craft Buildings
3 of the 6 Craft Buildings are blocked at the start; the 1st time a player completes a row on a Craft Building, unblock the next lowest numbered blocked Craft Building and receive the VP Token
37
Refresh Exhaustion Markers
Refresh all Exhaustion Markers
38
Score Market Place
Gain 1 VP for each Player Marker in the Market Place (not those on Craft Buildings)
39
Score Siesta Track
Gain VP according to Siesta Track position, then reset the Siesta Track in player order, with 1st player on the top
40
Prepare next Round (skip in Round 6)
Discard remaining Roof Tiles, then reveal the new Roof Tiles for the upcoming Round
41
Activate Craft Markers (skip in Round 6)
Turn all Craft Markers on Player Boards to the ongoing ability side; this ability is now active for the rest of the game
42
Convert Trade Commodities
Convert Trade Commodities into 1 of the following options:
43
Buy Resources
Pay to buy Resources and add them to the relevant Den or Stall
44
Upgrade Goods
Pay to upgrade Grain or Olives to Food, Grapes to Wine, or Pigs to Cured Meat; you may pay to upgrade Harvest Goods that are on Fields
45
Sell Resources
Sell Resources from Dens or Stalls, but not Fields
46
Activate Roof Tiles
Activate faceup Roof Tiles then flip them face-down

Winning

How to claim victory.

1
Trigger game end
The game ends after the 6th Round
2
Sell remaining Resources
Sell Resources in Dens and Stalls, but not Resources in Fields
3
Exchange Trade Commodities
Exchange Trade Commodities for 4 Silver each
4
Convert Silver to VP
Gain 1 VP per every 5 Silver
5
Determine winner
The player with the most VP wins
6
Break ties
Ties are broken by most remaining Silver

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