Sanity Test for Farmstead

92/100
Final Score
Methodical step-by-step directions & good player aids should make this straightforward to learn.
Completed May 5, 2014 by Peter Dast

Rules 73/80

Structure 9/9

Information is introduced abruptly in a couple of places; see comments in game play.

Requirements 3/3

Introduction 2/3

Functional, not too compelling. Could use a little drama, tension.

Overview 3/3

Component List 5/5

Component Pictures 2/3

Setup diagram should be in the rules, not as a separate item.

Setup 10/10

Setup Pictures 5/7

Game Play 15/15

Example explaining field distribution would help, i.e, in a six-player game, there will be two Wheat, two Garden, one Pasture, one Orchard; in a three-player, one each of Wheat, Garden & Pasture.
Under Trade..., second paragraph on central supply should explicitly state that a player must have a worker on the trade space to trade with the central supply.
Under farm Raising, '...player whose worker is drawn moves their house...' would be more clear. The extra worker for the smallest houses only increasing the chance of being drawn, not the house size, could be clarified.
Under Sell Resources, every other action specifies "may assign one or more workers". This should be phrased the same. Table is a little confusing. Adding 'number of workers:' to each line between the number of players and number of players rather than putting it below would make it more clear, and explaining that that includes workers from all players.
Bidding assumes a little: should explicitly state that, after the first bid, in turn order, subsequent players must bid a higher amount or pass. 'Pays the amount bid' would be clearer than "the bid price". Is a player's worker removed after bidding or only winning a bid? Field table implies that three of the types spoil after a year. Perhaps just adding after each resource produced when that resource spoils.
Under Foraging, I should remove my worker when taking a resource? This should be mentioned for each action, not just at the beginning of the whole game play section.
Starting the Year End phase with Returning cards that have not yet been discussed is awkward.
A player still gets shame tokens but will avoid adversity cards if other players offer charity? Not quite clear. Under Adversity Cards, "still missing" is a little confusing. 'For each missing resource not offered by another player, the player must draw...'. An example would help.
Under Reveal Tools, "display" is vague. 'Lay out near the center strip' would be clearer.

Game Play Pictures 5/7

Not needed, but a couple of examples would be nice. Video is great; some examples from it would help the rules.

End Point 6/6

Overall Comprehension 3/4

Clarity 3/3

Presentation 2/2

Shop Presentation 19/20

Ad 2/3

Backdrop 1/1

Elegant.

Logo 1/1

Action Shots 5/5

Description 5/5

Video 5/5


Community Chat