Take a trick
Follow the led crop. The highest trump—or highest card of the led crop—wins.
A card game of collective labor & private survival
Take tricks. Work the fields. Hide what you can.
Across a Five-Year Plan, every worker contributes to the collective—but only the cards in your own Plot and Cellar will win you the game. Finish fields for rewards, avoid requisition, and watch for the Saboteur.
The central tension
Each trick becomes a small negotiation. Its winner assigns every played card to the fields—but only to crops that appeared in the trick. Complete a quota and the Brigadier claims its reward. Leave fields unfinished and the State takes its share.
Follow the led crop. The highest trump—or highest card of the led crop—wins.
The winner sends every card to any field whose crop appeared in that trick.
Medal holders lose one card per Medal, then compare once per failed field.
The four crops
Printed rank is both work value and final score. A worker may be assigned away from their own crop, but only when the destination crop appeared in the trick.
One of four crop suits.
One of four crop suits.
One of four crop suits.
One of four crop suits.
SaboteurEvery crop · zero hours
One card · every crop
A rank-0 trump that can poison any field.
The Saboteur counts as every crop. It always follows suit, makes every crop legal during assignment, and contributes zero hours. Any field containing it fails at requisition—even if that field already reached quota and paid its reward.
Read the exact rulingPhysical and digital
The physical deck supports three or four players. The digital game currently uses four seats and automates the 40-hour rules, hidden information, and bookkeeping.
Three or four players, four Medal cards, and a double-sided Planner reference.
See the tabletop walkthroughTry the guided tutorial or play one offline game against three Easy opponents, directly in your browser.
The Planner card identifies the dealer and summarizes the current year.
See the Five-Year Plan