Plot
Face-up claimed rewards. Everyone can see their crops and ranks.
The illustrated field manual
Five years. Four crops. One private score.
This page teaches the physical card game from the first deal through final scoring. For edge cases and exact definitions, use the complete rules.
Your objective
Cards in your face-up Plot and face-down Cellar score their printed ranks. Earn rewards by completing fields and bank one Worker after each year. The highest score after Year 5 wins.
Face-up claimed rewards. Everyone can see their crops and ranks.
Face-down banked Workers. Only their owner may inspect them.
Cards sent North stay face-up, are removed from play, and no longer score.
Before Year 1
The deck separates into four reward piles and one Workers Deck. Give every player room for a face-up Plot and a face-down Cellar.
For each crop, combine its Ace through 4 with one random hidden card of that crop ranked 5 through King. Shuffle each five-card pile separately.
Shuffle every remaining ordinary card together with the Saboteur. Place this deck within reach of the Central Planner.
Choose a first dealer and give them the Central Planner card. Place all four Medal cards beside the play area.
With four players, a field needs 40 hours. With three players, it needs 32 hours. Nothing else about the deck or yearly structure changes.
The Five-Year Plan
Years 1–4 use five-card hands and four tricks. Year 5 uses four-card hands and three tricks. The same sequence—plan, play, assign, bank, requisition—drives every year.
Deal, reveal one reward per crop, choose trump, and make any allowed swaps.
Follow suit. Highest trump—or highest led crop—wins a Medal and leads next.
The winner assigns every card to any field whose crop appeared in the trick.
When a field reaches quota, the Brigadier who crossed it claims the reward.
After the last trick, put your remaining hand card face-down in your Cellar.
Failed fields determine how many eligible cards each Medal holder loses.
Year 2 · guided by Foreman Misha
Wheat is trump. You have a valuable Beet King in hand and a Wheat 10 hidden in your Cellar. We will follow that swap through a trick, two possible assignments, banking, and the requisition it creates.
Chapter 1 · Your hand
Foreman Misha: “Opponents know you hold five cards. They do not know which five.”
Only you may inspect it
13 pointsExcellent to bank
Low trumpUseful in a trick
High trumpYour strongest WorkerIn Years 1–4, everyone receives five Workers. Your hand is private. Printed rank is both the card’s strength and its value as work or final score.
Because Wheat is trump, Wheat cards are powerful now. The Beet King is worth 13, but it is off-suit and risky to expose. That tension makes the yearly swap useful.
Chapter 2 · The yearly swap
Foreman Misha: “Beginning in Year 2, inspect your own holdings and make one optional swap.”
You know this is the Beet King. Opponents do not.
You may exchange one hand card with one card in your own Plot or Cellar. You may inspect your Cellar before choosing. Here, it contains the Wheat 10 banked last year.
The Wheat 10 joins your hand and can be played normally. The Beet King takes its place in the Cellar and stays face-down.
Everyone sees that your Cellar still contains one card, but only you know it is the Beet King. That information will matter during requisition.
Chapter 3 · Play a trick
Foreman Misha: “Legal cards come first. Strategy begins after you know what you are allowed to play.”




No Beet in hand → every card is legal.
Every later player must play Beet if able. The other two opponents follow with Beet 9 and Beet 6.
Because the Beet King is in your Cellar, your hand contains no Beet. You may play any card. Choose the Wheat 10 you just retrieved.
It beats all three Beet cards, even the Beet 9. You take a Medal, become Brigadier, assign all four cards, and lead the next trick.
Chapter 4 · Assign the work
Foreman Misha: “Any card may go to any job whose crop appeared in the trick.”
Wheat is legalWheat 10 appeared
Beet is legalThree Beet cards appeared
Wheat+10
Beet+23
Wheat7 + 33 = 40
Face-up · worth 13
Those are the only crops that appeared. The crop printed on an individual card does not restrict where that card can go.
Assign the Wheat 10 to Wheat and the three Beet cards to Beet. Cards are assigned one at a time and may be divided between legal jobs.
Wheat appeared, so even the Beet cards may work Wheat. The field already had 7 hours; this trick adds 33 and reaches the four-player quota of 40.
Because your assignment crosses 40, take the visible Wheat King into your Plot. The field remains open for later assignments and could still be poisoned by the Saboteur.
Chapter 5 · The leftover card
Foreman Misha: “Only four tricks are played. Your fifth Worker slips into the Cellar.”
Potato Jack · value 11
Banked face-down · scores if it survives
SaboteurEvery crop · zero hours
Rank 0 · every crop
Chapter 6 · After the final trick
Foreman Misha: “The King you hid is safe from opponents—not from a failed Beet job.”
Every player holding at least one Medal is inspected.
Every Plot or Cellar card matching any failed crop, including claimed rewards.
The player’s highest eligible cards, one card for each failed field.
Wheat40 · complete
Sunflower42 · complete
Potato40 · complete
Beet31 · failed
Not eligible
Wheat did not fail
Eligible · rank 13
Beet failed
Not eligible
Potato did not fail
North
North · 13
North · 10
Keep · 9
Keep · 6
Beet finishes below quota, while Wheat, Sunflower, and Potato complete. One field failed, so N = 1.
You hold a Medal because you won the worked trick. Every player holding one or more Medals is inspected; the number of Medals does not change N.
Check your Plot and Cellar for cards matching any failed crop. The Wheat King and Potato Jack are safe. The hidden Beet King from your swap is eligible.
N is 1, so your highest eligible card—the Beet King—leaves your Cellar for the North. It is out of play and no longer scores.
If Wheat and Sunflower fail, pool both crops together and take the highest two eligible cards overall. They do not need to come from different crops. The owner chooses between equal ranks tied at the cutoff.
If one player wins every trick that year, they are the Hero. The Hero is exempt and every other player is inspected, whether or not those players hold Medals.
The final year
Flip the Planner card to its Famine side. Deal four cards to every player and play only three tricks—but do not assume the year has no trump.
Deal 4 each · reveal a Worker for trump · play 3 tricks
Round by round
Return all Medals after requisition, send unclaimed rewards North, reshuffle every assigned and undealt Worker, and pass the Planner left.
Deal 5 · 4 tricks · Planner chooses trump · no swap.
Deal 5 · 4 tricks · chosen trump · one optional swap.
Deal 5 · 4 tricks · chosen trump · one optional swap.
Deal 5 · 4 tricks · chosen trump · one optional swap.
Deal 4 · reveal Worker for trump · 3 tricks · one optional swap.
After Year 5
Add the printed ranks of every card in your Plot and Cellar, including claimed rewards. The Saboteur is worth zero.
The greatest total rank wins.
If scores tie, the player with more surviving cards wins.
If score and card count both tie, those players share the victory.