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Everdell rules

Build a woodland city of Critters and Constructions, placing workers through the seasons.

Players
1–4 (up to 6 with Bellfaire)
Time
about 60 min
Ages
13+
Goal
Build a city of Critters and Constructions in a woodland valley, placing workers to gather resources and cards through the seasons. When everyone has passed, the most points wins.

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How to play Everdell

Setup

  1. Board and supplies: set up the board with the Ever Tree, and put the twigs, resin, pebbles and berries in piles beside it. Keep the point tokens and occupied tokens nearby.
  2. Forest: shuffle the Forest cards and place them on the forest clearings: 3 for two players, 4 for three or four. Return the rest to the box.
  3. Events: place the 4 basic Event tiles along the river. Shuffle the special Events and put 4 on the lower branches of the Ever Tree. Return the rest to the box.
  4. Meadow: shuffle the main deck, put it inside the Ever Tree, and lay 8 cards face up in the Meadow.
  5. Workers: each player picks a colour and takes 2 workers. They put their other 4 on the upper branches of the Ever Tree: 1 on spring, 1 on summer and 2 on autumn.
  6. Hands: deal from the deck by seat: the first player 5 cards, the second 6, the third 7, the fourth 8.
  7. Start: the most humble player goes first. Each player begins in winter.

Your turn

On your turn, choose exactly one of three actions. Keep taking turns until you pass.

  1. Place a worker on an open location to use it.
  2. Play a card from your hand or the Meadow into your city.
  3. Prepare for season once all your workers are placed: they come home and you move on to the next season.

Each worker you place is used up until you prepare for season, so spend them on what matters most.

Placing workers

Playing cards

  1. Pay the cost of a card from your hand or the Meadow. A Critter is free if its Construction is in your city and not yet occupied.
  2. Place it in your city, which holds at most 15 cards.
  3. Refill the Meadow at once if you took from it.

Seasons

Each player moves through the seasons on their own: winter, then spring, summer and autumn.

Example: In winter with both workers placed, you prepare for season: they come home, you gain a third worker, your Production cards activate, and you're in spring.

The card types

Game end and scoring

  1. Passing: when you can't or won't do more, you pass; the others carry on until everyone has.
  2. Final scoring: base points on your cards, point tokens, Prosperity bonuses, Journeys and Events.
  3. Winner: most points. Ties go to most Events, then most leftover resources.

Expansion rules

Only needed if you play with the expansion named on each heading.

Solo game (Rugwort) Solo game (Rugwort)

Pearlbrook Pearlbrook

Spirecrest Spirecrest

Bellfaire Bellfaire

Newleaf Newleaf

Mistwood Mistwood

Legends, Extra! Extra! & Rugwort cards Legends, Extra! Extra! & Rugwort cards

All Everdell rules (103)

General

Actions

Clarification

Special Cards

Scoring

Solo game (Rugwort) expansion

Pearlbrook expansion

Spirecrest expansion

Bellfaire expansion

Newleaf expansion

Mistwood expansion

Legends, Extra! Extra! & Rugwort cards expansion

Expansions covered

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