At The Gates of Loyang English Rules PDF
At The Gates of Loyang English Rules PDF
Game components
1 Rule booklet
On counter sheets:
4 T-shaped game boards (with Path of Prosperity and Shop)
12 Satisfaction markers (blue/red)
24 1-Cash coins (small)
14 5-Cash coins (large)
120 Cards:
4 Storehouse / Cart cards
4 Turn Summary cards
6 Loan cards (Reverse: Income modifiers for Casual customers, see Tips on page 8)
36 Private fields (green backs):
4 Home field cards (9 spaces)
8 fields with 3 spaces each
8 fields with 4 spaces each
8 fields with 5 spaces each
8 fields with 6 spaces each
70 action cards (brown backs): Tr der
Footnote:
The expression Cash is derived from the Sanskrit karsha (small coin with a particular weight) and the Tamil word kasu (small piece of money).
Cash coins were used for almost 3,000 years, and were only replaced by the Yuan at the end of the 19th century.
Introductory version for your first game
INTRO
For the first game, we offer an Introductory version. This incorporates two small changes, which are included in the rules in red boxes.
These changes make it easier to start playing the game, but otherwise have no real influence on its play.
These game rules apply to any number of players, with the following exceptions:
With 2 players, there is a difference in the play of the Card phase (see page 4).
With 4 players, two players will take their actions simultaneously (see page 4).
Additional rules for the Solo game are in a separate section on page 9.
DETAILS
Tips in blue boxes are not necessary when you first read the rules. They cover special cases and answers to rules questions.
Game Setup
Separate the money, the vegetables, the Satisfaction markers and the Loan cards and
place them on the table as the Supply.
There should be an adequate supply of all components.
Should there, unexpectedly, not be enough, players should improvise additional tokens.
Shuffle the 4 Regular customers that are marked with a blue dot in the space for the Satisfaction marker. Deal one,
face-down, to each player. Players look at the cards and can hold them in their hand until they decide to play them
during a Card phase. In a 2- or 3-player game, any remaining Regular customers are returned to the Action card deck.
Shuffle the Action cards and place them in a face-down pile. 4+4 Private fields
Home field
Each player receives the following items, which are laid
out as shown in the illustration:
1 T-shaped game board
10 Cash
1 Home field
1 Scoring token (place it at
the bottom of the Path of Prosperity) Storehouse / Cart
1 Storehouse / Cart card T S urn
Ha vest phase
ummary
A ph
Sow v getables as seed
Buy egeta les f om the Shop
Choose a Starting player, who takes the larger Starting player token.
(The smaller Starting player token is not used at the start of the game.) Scoring marker
If this is the first time you are reading these rules, you can skip the section on the Distribution round. stalls and Helpers are placed to the left,
Exactly how players acquire their 2 Action cards is not important for understanding the flow of the game. the Regular and Casual customers
to the right, and the Fields / at the top.
Distribution round
During the Distribution round, each player plays exactly 1 card from his hand and
exactly 1 card from the common Courtyard:
The player with the larger Starting player token places one card from his hand
face up in the centre of the table, opening the Courtyard.
Players then take turns in clockwise order. On his turn, a player must choose one of the
following two options. Passing is never allowed.
The player places 1 card from his hand into the Courtyard; or
The player takes exactly 1 card from the Courtyard and exactly 1 card from his hand.
He plays both cards by placing them face-up in the appropriate part of his own play area.
Any remaining cards from his hand are placed face-up in the Courtyard, and the player
takes no further part in the Distribution round.
Note: The last player left to choose in a given round may no longer place any cards
into the Courtyard, but must immediately choose from the available cards.
start of the game instead of a card from his hand. There is no restriction on the number of
rounds for which a player may hold this Regular customer. (As well as this Regular customer, the
player also chooses a card from the Courtyard. He may not play a card from his hand. Once he
has played, all the remaining cards in his hand are placed in the Courtyard.)
-3-
Special rules for 2 players:
2 PLAyERS
During the Distribution round, at the start of his turn, a player may choose to turn over the top Action card
from the Draw pile and place it in the Courtyard. (This is also allowed when only one player is left and he
must immediately choose from the available cards. This special rule gives players a wider choice of cards. The
rule also allows the Starting player to immediately make a selection, even before his opponent has had a turn.)
Important:
Whenever a Regular customer is played, immediately place a Satisfaction marker (with its blue side up)
on the marked area on the right hand side of the card.
Whenever a Market stall is played, immediately fill it with the vegetables shown.
Whenever a player plays a Field Action card, he must immediately pay 2 Cash for it. To make the
payment, the player may (even out of turn) sell vegetables to his Shop, use Helpers, or take out a Loan.
(Private fields are free, but there is a charge for Common fields).
If the active player has only 1 card remaining in his hand, he must immediately
play it and choose 1 card from the Courtyard. A players last card may never
be placed in the Courtyard; it must be played from his hand.
There is no limit to the number of cards that may be placed in any row
of a players play area.
At the end of the Distribution round, the remaining cards in the Courtyard form a new face-up
Discard pile. They will be shuffled into the Draw pile at the start of the next Card phase.
At the end of their turns, players must store their vegetables and may move their Scoring marker.
The Starting player begins, then the Second player.
In a three-player game, the player with no Starting player token is third to play. 1st 2nd 3rd
phase. The other non-Starting player is paired with the Second player. The Starting and Second players take
their Action phase at the same time. Once they have finished, their partners can have their turns.
Con man
Note: Whenever a player takes an action that refers explicitly to the other players, only the players current
partner may be affected. Cards which allow this type of action can be recognised by a Chinese lantern symbol.
The player buys 1 vegetable from his own Shop and places it in his Cart.
A player can only buy vegetables that are available in his Shop.
The purchase price is shown in the Shop, on the darker price tag beside the vegetable.
The player trades 1 or 2 vegetables of his choice from his Cart for 1 vegetable
from a Market stall.
The number of bowls on the Market stall shows how many vegetables must be traded for the one that is on
offer. These are returned to the Supply. The player then moves the vegetable from the Market stall to his Cart.
If a Market stall is empty after an exchange, it is immediately placed on the Discard pile.
A player can use a Helpers skills or discard the Helper without using it.
Most Helpers are played during the Action phase, but some can also be played in other phases of the
game: the phase is indicated in the text on the cards. (see the Helper Reference sheet on pages 10 and 11). Trade
As soon as a Helper is used, place it on the Discard pile. Helper cards are the only kind of card
r
that can be discarded at any time without being used.
Trade
Trad n1
player vegetable
Notes and Special cases: Trade in y
If yo s Marke at anot
you m u do this t sta l her
ust pa
y
in Rou
nd
playe in Rou that play 8
There are 20 different Helpers. Each Helper appears on one card, If yo
you mu
nd 9
2
er 1
TouT
moved to the appropriate place. (Neither player can stop the lower card from being revealed.)
Remember: In a 4-player game, all Actions that refer to another player only refer
to the active players partner for that Action phase.
Some Helper cards offer a choice of two Actions (or).
Exchange one of your Casual
A player can only ever use one of the two options when using that Helper. customers for a Casual customer
belonging to another player.
There are no Helpers that can affect another players Home field, Cart or Storehouse. (Revealed Cards are placed
in your played area.)
Vegetables in these areas are always safe from other players actions. OR
Exchange one of
Buy a Casual customer from
another player for 2 You must
stomers for a C
mmed ately serve this u tomer.
-5-
F - Deliver to a Regular Customer
A player can deliver vegetables to his Regular customers in any order.
Each Regular customer card contains eight empty spaces; the two vegetables shown will be delivered here for
four rounds. Regular customers want to receive these two vegetables exactly once in each round, starting with
the round in which the card was played. When a player plays a Regular customer, place a Satisfaction marker
with the blue side facing up on the marker space at the top right of the card. If a player cannot or does not wish
to deliver to a Regular customer in a particular Round, he turns the Satisfaction marker to the red side.
If the player does not deliver to a Regular customer when the red side is already facing up, he must pay a
penalty of 2 Cash to the Supply.
If a players Regular customer is revealed during another players action (see Action H),
it only requires delivery in that round if the player has not taken his turn yet.
To raise money to pay the penalty of 2 Cash, a player can sell vegetables from
his Cart to the empty spaces in his Shop, place Helpers or take out a Loan.
Immediately after the fourth (top) line of a Regular customer is filled,
the card must be emptied and discarded.
Once a Regular customer card has been played, it cannot be discarded
until the Regular customer has received 4 Deliveries.
Detailed example: Nina places the Regular customer who pays 5/6/7/8 Cash for Turnips and Cabbages in
front of herself. She places a blue Satisfaction marker on the card. During this Action phase, she must deliver to
the Regular customer: she delivers 1 turnip and 1 cabbage as required and receives 5 Cash. In the next round,
she does not deliver the two vegetables, and she turns the Satisfaction marker to the red side. In the following
round, she delivers again and receives 6 Cash. The Satisfaction marker stays red. (Only the Saleswoman
Helper can turn a Satisfaction marker from red to blue again see page 11.)
After this, Nina misses another delivery and must pay the penalty of 2 Cash. In the next 2 rounds, she delivers
again, receiving first 7 and then 8 Cash. She then discards the Regular customer, including the 8 vegetables
and the Satisfaction marker. Until it is discarded, she must either deliver to the Regular customer or
pay the penalty.
The order in which players serve Regular and Casual customers can influence these Modifiers.
A player may not serve two Casual customers at the same time.
Unlike with Regular customers,
there is no penalty for not serving a Casual customer.
Once a Casual customer card has been played, it cannot be
discarded without first being served.
-6-
H - Buy a Two-pack
Once during each Action phase, each player may buy a Two-pack of Action cards.
A Two-pack consists of two Action cards which are drawn from the Draw pile. Its cost is the greater Costs: 2 Cash
of the number of either Helpers or Market stalls that the player has in his played area. (the covered
Cards which are covered by another Action card do not add to the cost. Helper is not
counted)
After making payment, the player draws 2 Action cards from the pile and places them face up in front of him, Squire
Trader
so that all other players can see them. He can choose to keep 0, 1 or 2 of these cards; any that he does not
Con man
keep are discarded.
Note! If the player wants to keep both of the cards, he must place them one on top of the other. Exchange th s Helper for a Helper
belonging to another player who has
The top card is placed so that the top line of the card below is visible. The player chooses which card Trade in 1 vegetable at another
players Market stal
If you do this in Round 8
already completed his Action phase
for this round
(The Con man goes to that player )
Fields on Action cards always cost 2 Cash. This must be paid immediately, even if the field is placed
beneath the other card of the Two-pack. (This is additional to the cost of the Two-pack.)
Loans
18
Players may take Loans at any time during the game. A Loan provides 5 Cash and 1 Loan card.
At the end of the game, players Scoring markers are moved backwards 1 space along the Path of Prosperity
for each Loan that they have taken out. Loans can never be repaid.
The number of Loans a player may take is not limited. If there are not enough Loan cards,
players must improvise. We recommend that first-time players be cautious about taking out Loans: 1
it is rare for a player to take more than one Loan.
-7-
End of the Game
The Game ends after 9 Rounds that is, at the end of the Round
in which players finish harvesting their Home field.
Players who have taken Loans must now move their Scoring marker back
1 space along the Path of Prosperity for each Loan card that they have.
The winner is the player whose Scoring marker has progressed furthest along
the Path of Prosperity.
Loan
Whenever you take
Tiebreaker: If more than one player is in the same position, you immediately
The Loan can neve
a Loan
receive 5
the winner is the one who has the most Cash remaining.
r be repaid
Instead after the
your Scoring mar last Round
ker is moved back
1 space
Second Tiebreaker: If the tied players also have the same amount of Cash,
the number of vegetables remaining in the players fields and Storehouses is the decider:
the player with the most vegetables is the winner.
If there is still a tie after the second tiebreaker, the tied players are equal and share the win.
this is not allowed. (This can happen, for example, if another player has used a Trader and has
given the player Cash.)
There is no penalty for having Regular and Casual customers at the end of the game.
The number of vegetables in the Shop is also irrelevant.
Tips
Sometimes, it can be hard to see which Regular customers have received deliveries during
the current Action phase. At the start of an Action phase, move the Satisfaction markers
to the row on the card where the delivery is to be made. As soon as the Regular customer
receives a delivery (or the penalty is paid), move the Satisfaction marker back to the top right
hand side of the card.
To speed up play, we recommend that the Active player says how much money he should receive and The Satisfaction marker shows
that another player pays it to him. that the Regular customer has
not yet received a delivery.
To ensure that you do not forget the +2/-2 modifier for Casual customers, use the reverse side
of an unused Loan card. Turn the card so that it shows the correct modifier to the right,
and place it sideways underneath a Casual customer. If the count of Regular and Casual customers
changes, return or rotate the card.
-8-
Solo game Marke woMan
The Solo game takes around 1 hour. Trader
It works exactly the same as the game for 2 to 4 players, with the following additions: Exchang
Market sta l
players Ma Deliver
refill bo man
Preparation:
(Cards under th
are revealed durin
to the approp
Shuffle the Action cards. For an imaginary opponent, turn over cards until there are exactly 2 Market Trade in 1 ve
players M
f you do t Tou
you must pa
stalls, 2 Regular customers and 2 Casual customers. Fill the Market stalls with the required vegetables. n Rou
Deliver t
Regular
These cards give the Market woman, Trader, Deliveryman and Tout an opportunity for interaction. take the
If you ma
to t
Any additional cards that are turned over are placed in the Discard pile.
you mu
Exchan
2 fr customers ge one of your Casual
for
belonging to a Casual customer
another play
Before the Solo player sows his Home field, 12 Action cards are turned over, and placed
(Revealed er
Ca ds are placed
in your pla
yed area )
Buy a Cas OR
in a grid of 4 rows and 3 columns. Cards will be bought from this grid during the Card phase. another playual customer from
immediately er for 2 You mus
serve this
customer
t
Card phase:
The player may buy up to 2 cards from the grid
Cards in the top row are free, cards in the second row cost 1 Cash each,
cards in the third and fourth (bottom) row cost 2 Cash each. 0
After choosing, the remaining cards from the second row are placed in the Discard pile.
The cards in the top row remain as they are. The remaining cards are moved upwards,
with empty spaces filled from below and then from the Draw pile to complete the 4x3 grid. 1
The Discard pile is only shuffled into the Draw pile once during the game:
when the first empty field is discarded during the Harvest phase. (It is irrelevant whether
it is a Private or a Common field.) 2
Your Goal:
Good players reach level 17, Very good players reach level 18 and Masters reach level 19 2
on the Path of Prosperity.
Wheat 1 1 1 1 1 1
Pumpkins 1 1 1 1 1 1
Turnips 1 1 1 1 1 1 1
Cabbages 1 1 2 1 1 1 1
Beans 1 1 2 2 1 1 1 2
Leeks 1 1 1 2 2 2 2 2
Regular customers
Wheat x xx x x
Pumpkins x x x x x
Regular Customers
Turnips x xx x x
Cabbages x x x x x
Beans x x x x
Leeks x x x x
Pays 6 6 7 7 7 7 8 8 8 8 8 9 9 10
5 5 6 6 6 6 7 7 7 7 7 8 8 9
5 5 5 5 6 6 6 6 6 7 7 7 8 8
4 4 4 4 5 5 5 5 5 6 6 6 7 7
S S S S
S= Start card in the Introductory Version
Casual customers
Casual Customers
Wheat x xx x x x x x
Pumpkins x xx x x x x x
Turnips x xx x x x x
Cabbages xx x x x x x
Beans x x x x x x
Leeks x x x x x x
Pays 7 8 8 9 9 9 9 9 10 10 10 11 11 12
-9-
Helper Reference
This section lists all 20 Helpers in detail. You do not need to read this section before your first game, as all the Helper cards are self-explanatory.
This section can be used to clarify any special cases and illustrates the variety of relationships between the Helpers.
The number in square brackets [] indicates whether the action is used during phase 1, 2 or 3 of a round.
(Because the card texts explain when to use a Helper, these numbers are not on the cards but are only in this section.)
Some Helpers refer to other players. These Helper cards are marked with a purple lantern . This symbol allows players to recognise
which actions allow them to directly affect other players.
Book-keeper: [2,3] Decide whether each vegetable space in your Shop Haggler: [3] Once only, buy 2 vegetables of the same kind in your Shop for
should contain the indicated vegetable or not. (Add or remove vegetables as the price of 1. (Combined with the Shopper, you take the 2 vegetables from
you choose.) In addition, choose one type of vegetable. For each Field card the Supply rather than from the Shop.)
/ on which this vegetable has been planted, you receive 1 . The Haggler can only be used when there are two of the required
As well as during the Action phase, the Book-keeper can be used vegetable in the players Shop.
during the Card phase, if he is needed to finance a new Field. Used with the Merchant, the price for the two vegetables is 1 Cash.
Con man: [3 ] Exchange this Helper for a Helper belonging to another Harvest Helper: [1] You can harvest 2 vegetables from each of your own
player who has already completed his Action phase for this round. (The Con fields that contains 4 or more vegetables (Not from your Home field !),
man goes to that player.) Solo game: Swap this Helper for a Helper from OR [3] Fields that you plant in this Action phase receive 1 additional
the Offer. vegetable token.
Note: A player cannot use the Con man to take Option 1: The vegetables on a field are counted before harvesting.
hn
a Helper that is underneath another card.
ler
Because the Con man is exchanged for another players the Harvest phase, he can immediately use the Harvest helper.
card, it remains in the game until a player discards it Players usually harvest at the same time. If a player has the Harvest
without using it. helper, the player with the Foreman can require that the Harvest be
played in player order: First the Starting player, then the other players
Deliveryman: [3 ] Deliver to another players Regular customer and follow in clockwise order.
take the proceeds yourself. If you make the last delivery to that customer, A player who has the Foreman and the Harvest helper can play the
you must pay the owner 2 from the proceeds. Harvest helper two times, one after another, to harvest 3 vegetables
The owner of the Regular customer must still deliver in that round, from a field with at least 5 vegetable tokens or to add 2 additional
if he has not already and if he still has the Regular customer card. vegetables to a field.
Foreman: [1,2,3 ] Take one Helper immediately after it is placed on the Maid: [3] In this Action phase, you may exchange vegetables 1:1 at all
Discard pile (by you or by another player). Market stall spaces where you would usually have to trade in 2 vegetables
to receive 1.
It is irrelevant whether the Helper was used or discarded.
The Maid can be combined with the Trader: a player can trade
If the Foreman is under another Helper, he can be used immediately the
a vegetable 1:1 at another players Market stall.
other Helper is played.
A player can activate this card for the current Action phase without
Example: The Maid, which is on the Foreman, is activated and discarded. This frees the using it immediately: he may take other actions before using the Maid.
Foreman, who immediately takes the Maid back. The Foreman is then moved to the
Example: John activates the Maid and moves her to the Discard pile. This reduces the
Discard pile, as it has been used.
price of a Two-pack, which he then buys. Only then does he trade in 1 vegetable at a
In the 4-player game, the Foreman can take the Harvest helper 2:1 Stall.
(during the Harvest phase) or the Squire, Market crier or Bookkeeper
(during the Card phase) from any of the other players there are no Market crier: [3] Refill all your Market stalls with vegetables OR Sell 1
partners during these phases. to 3 vegetables from your Market stalls to your Shop (at Shop prices!).
The Foreman and the Squire can be combined: A player can use the You can earn a maximum of 3 .
Squire to select the Foreman, immediately use the Foreman and take
The Market crier can never refill a completely empty Market stall, as
back the Squire.
Market stalls are discarded as soon as they are empty.
If another player uses the Squire, a player with the Foreman can take
If the Market crier chooses to refill Stalls, he must refill
the Squire card and use it in the same round (if he has not already
all of a players stalls.
taken two cards).
Example for Option 2: Gerald takes 1 Bean and 1 Leek from his Market stalls.
If a player exchanges the Foreman for the Harvest helper during the
He does not need to trade in vegetables from his Cart. He places both vegetables
Harvest phase, he can immediately use the Harvest helper.
on the appropriate spaces in his Shop and receives 3 Cash (even though the
Players usually harvest at the same time. If a player has the Harvest
Shops price would have been 4).
helper, the player with the Foreman can require that the Harvest be
played in player order: First the Starting player, then the other players
follow in clockwise order. Market woman: [3 ] Exchange one of your Market stalls for another
A player who has the Foreman and the Harvest helper can play the players Market stall and refill both of them. (Cards under the Market stalls
Harvest helper two times, one after another, to harvest 3 vegetables that are revealed during the swap are moved to the appropriate played
from a field with at least 5 vegetable tokens or to add 2 additional area.)
vegetables to a field. A player with no Market stall cannot use this card.
A player cannot exchange an empty Market stall, as empty Stalls
are immediately placed on the Discard pile.
In the last round, some players might choose to clear out their
Market stalls to stop other players from using them with the Trader
or the Market woman.
-10-
Merchant: [3] You may buy, for 1 , 1 of any vegetable that you must Shopper: [3] Buy 1 vegetable from the Supply (not from the Shop).
deliver at least twice to your Regular customers in this round. (For The vegetable costs 2 less than it would in the Shop.
example: You have Regular customers requiring wheat/wheat, pumpkin/ Wheat costs 1 Cash, Pumpkins 2, Turnips and Cabbages 3, Beans and
cabbage and pumpkin/leeks. You may buy 1 wheat and 1 pumpkin for 1 Leeks 4.
each.) The Shopper can be combined with the Haggler: you can buy 2 identical
The Merchant only counts by Regular customers, not Casual customers. goods from the Supply for 2 less Cash.
Even if a player must deliver the same vegetable four times to his The Shopper can be combined with the Merchant: The player receives, for
Regular customers, he can only buy at most 1 vegetable with the 0 Cash, up to 1 vegetable (that the Merchant could buy from the Shop
Merchant. for 1 Cash) from the Supply.
Players can never buy vegetables that are not in their Shop.
The Merchant can be combined with the Haggler: a player can buy Squire: [2] During the Card phase, instead of taking 1 card from your hand
2 identical goods for 1 Cash. and 1 from the Courtyard, you can take 1 card from your hand and up to 3
The Merchant can be combined with the Shopper: the player receives, from the Courtyard. (If you take the Foreman card, you can immediately swap
for 0 Cash, up to 1 vegetable (that the Merchant could buy from the it for the Squire.)
Shop for 1 Cash) from the Supply. Solo game: You may acquire up to 4 cards from the Offer.
A player using the Squire must also play 1 card from his hand.
Messenger-boy: [3] You can deliver twice to any or each of your Regular The Squire cannot be used in the same round as it is played. Exception:
customers in this Action phase: Place two vegetables on each of the If another player uses the Squire, a player with the Foreman can take the
Regular customers two vegetable spaces Squire card and use it in the same round (if he has not already taken two
Players can choose which Regular customer they will deliver to twice. cards).
Players are paid for each of the two deliveries. The player plays all of the Action cards into his played area. As with all
Even after a double delivery, the player must deliver to the Regular Action cards in the Card phase, they cannot be placed on one another
customer over four rounds. In this way, a Regular customer may receive like a Two-pack.
five (or even more) deliveries.
A player is allowed to deliver to a Regular Subsistence farmer: [3 ] Take 1 vegetable from a field belonging
customer, and then use the proceeds to buy to another player and pay the owner 1 . The field must contain at least
a vegetable that is required for that customers 4 vegetable tokens and may not be the Home field . Solo game: For 1 ,
second delivery. buy 1 wheat, 1 pumpkin or 1 turnip from the Supply.
Players can also deliver twice to a Regular The Subsistence farmer can only be played during the Action phase. (This
customers top (last) row. Both these deliveries is important in the 4-player game where players take actions with a
must be made at the same time. partner.)
The player places the harvested vegetable in his own Cart.
Official: [3] In this Action phase, the Buy a Two-pack action is free for you.
The Two-pack is already free for players with no Helpers or Market stalls. Tout: [3 ] Exchange one of your Casual customers for a Casual
customer belonging to another player. (Revealed cards are placed in your
Plough-man: [3] Return all vegetables from one of your fields that played area.) OR [3 ] Buy a Casual customer from another
contains at least 2 vegetables to the Supply. (You may not return vegetables player for 2 . You must immediately serve this customer.
from your Home field .) You can re-sow this field. OR You can immediately Serve means deliver the three goods to the customer.
harvest vegetables from all fields that contain exactly one vegetable token Example for Option 2: Jon has the Tout on top of a Regular customer. He buys a Casual
(but not your Home field .) customer, who must be served immediately, from Larry. Jon gives Larry 2 Cash from
the proceeds. The Regular customer does not count towards the +2/-2 modifier in this
Option 1: The player is not compensated in Cash for the returned instance, as it is only revealed when the Tout is moved to the Discard pile after it has
vegetables. The field is treated as though it had just been turned over been used.
from the players private Field pile. If the field is a Common field (Action
card), the player does not pay the 2 Cash purchase price again. The
Tenant-farmer: [3] Pay 3 to choose 1 field from your pile of Private fields
player re-sows the field with a vegetable from his Cart. (The Plough-man
(without changing the order of the fields in the pile) OR Place one empty
can re-sow at most 1 field.)
field from your Field area (that has not yet been sown) under the pile of
Option 2: Immediately after this Harvest, all emptied Private fields are your Private fields and select 1 other field from it (without changing the order
removed from the game and all emptied Common fields (Action cards) of the fields in the pile)
are moved to the Discard pile.
The new field is placed with the other fields.
Saleswoman: [3] Turn all your own Satisfaction markers to the blue side. Option 1 reduces the size of a players Private field pile. Some players
OR During the current Action phase, your Casual customers pay a bonus may have a Private field left to turn over in Round 8; others may not.
of +2 on the base price for all deliveries (regardless of how many Regular Option 2 allows a Common field (on an Action card) to be placed under
customers you have). the pile of Private fields. The player does not have to pay 2 Cash for the
Common field when it is turned over for the second time.
The player can activate Option 1 for the current Action phase without
A player may not simply use the Tenant-farmer to look at his Private
using it immediately: he may take other actions before using the
fields pile. A player who uses this card must also take a field.
Saleswoman.
Example for Option 1: Fraser has 3 Regular customers, 2 with red Satisfaction
markers and 1 with blue. First, he chooses not to serve the third customer and turns Trader: [3 ] Trade in 1 vegetable at another players Market stall . If you
the Satisfaction marker to red. Then he uses the Saleswoman and turns all three do this in Round 8, you must pay that player 1 ; in Round 9, 2 .
Satisfaction markers to blue. He still needs to serve the first 2 Regular customers. The Trader is the only Helper who appears more than once in the game.
(There are 3.)
With each Trader used, a player can obtain exactly 1 vegetable from
another players Market stall by trading in 1 or 2 vegetables from his
cart (as shown).
The Trader can be combined with the Maid.
In the last round, some players might choose to clear out their Market
stalls to stop other players from using them with the Trader or
the Market woman.
-11-
Credits
Author: Uwe Rosenberg
Editing: Ralph Bruhn und Uwe Rosenberg
Illustration and Graphic design: Klemens Franz / atelier198
3D game pieces: Andreas Resch
English translation: Melissa Rogerson
English proofreaders: Fraser McHarg, Jon Power, John Kennard, Larry Levy, Gerald Cameron and Eberhardt Scheube.
The game At the Gates of Loyang was developed between January and April 2005. It is the immediate predecessor of the game Agricola
which was published in 2007. It was inspired by the game Antiquity, from the Dutch publisher Splotter Spellen. The author got to know the
Loyang theme through the book Die Welt der alten Stdte - Wie die Menschen damals lebten (The world of the old cities - how
people lived back then) (Herder Verlag, 1982) (now out of print). The editors thank Susanne Rosenberg, Andreas Buhlmann, Rolf Raupach, Andreas
Odendahl (as the Solo game expert), Grzegorz Kobiela, Inga Blecher, Stefan Schmid and Julian Steindorfer for proof-reading the rules, Hao Wang for
advice on Chinese characters, Melissa Rogerson for the translation and the many keen helpers who supported us on studivz. The author thanks the
many Playtesters (in chronological order), without whom the game would not have appeared in this form:
Philipp Bcker, Christian Gentges, Susanne Rosenberg, Sascha Hendriks, Andreas Hhne, Hagen Dorgathen, Hanno Girke, Jasmin Latossek,
Andreas Latossek, (10.) Brigitte Ditt, Wolfgang Ditt, Anja Pauli, Eva Pauli, Jens Schulze, Frederike Diehl, Andr Diehl, Nadine Sauerbier,
Mark Buschhaus, Stefan Betermieux, (20.) Frank Beimfohr, Thorsten Janocha, Ulrike Don, Anja Grieger, Frank Grieger, Petra Doerinckel,
Marion Wieners, Sabine Teller, Thomas Balcerek, Axel Krger, (30.) Michael Hehenkamp, Andr Hergemller, Volker Hesselmann, Alexander Finke,
Miriam Bode, Nina Meinke, Martina Friese, Markus Friese, Cornelia Kreher, Andreas Kreher, (40.) Erwin Amann, Hartmut Boekhoff,
Christian Hildenbrand, Klaus-Jrgen Wrede, Fritz Gruber, Henning Krpke, Julia Griller, Barbara Kern, Gert Stocker, Hubert Scheu, (50.) Ulrike Krahn,
Torsten Schwack, Mareike Oertwig, Anke Robert, Nicole Weinberger, Ingo Kasprzak, Philipp El Alaoui, Tim Eggert, Peter Eggert, Carsten Bttemeier,
(60.) Marcus Krug, Julius Kndiger, Robert Oestreich, Peter Raschdorf, Rolf Raupach, Andr Kalies, Bjrn Kalies, Grzegorz Kobiela, Markus Tapper,
Robert Kellner, (70.) Agnieszka Kobiela, Olaf Lck, Christian Berghammer, Dorle Burgdorf, Nadine Schlter, Stephanie Wucherpfennig,
Andrea Kattnig, Klemens Franz, Dagmar de Cassan, Monika Dillingerova, (80.) Maria Schranz, Harald Bilz, Lothar Hemme, Christoph Vavru,
Michael Kapik, Gabriele Goldschmidt, Nils Miehe, Nicole Biedinger, Stephan Gehres, Barbara Winner, (90.) Ralph Bruhn, Markus Wawra,
Erwin Kocsan, Suse Dahn, Ferdinand de Cassan, Julian Steindorfer, Karin Michels, Matthias Michels, Arne Hoffmann, Thilo B. Schneewei,
(100.) Lasse Goldschmidt, Michael Rensen, Guido Loch, Nicole Ruthmann, Thorsten Ruthmann, Thomas Rttgers, Roland Mller, Sandra Kalker,
Michael Behr, Andrea Magiera, (110.) Alfred Schneider, Angela Maschke, Horst Sawroch, Georg Rausch, Vera Schwingenheuer, Matthias Esken,
Gesa Bruhn, Markus Grafen, Cedric Hodelganz, Stefan Wahoff, Sren Paukstadt, (120.) Henrik Nachtrodt, Gerda Leutermann, Bernd Breitenbach,
Stephanie Mertens, Ralf Jger, Ronny Vorbrodt, Katharina Woroniuk, Frank Hommes, Gisela Postler, Bjrn Postler, (130.) Birgit Baer, Jrgen Kudritzky,
Monika Harke, Rainer Harke, Ann-Kathrin Drogi, Andr Stegers, Winfrid Pucher, Ansgar Ludwig, Tim Liese, Marcel Schwarz, (140.) Frank Pohl,
Erwin Surmann, Michael Seidl, Nicole Schneider, Frank Strangfeld, Markus Prie, Andrea Schermer gemeinsam mit Sabine Semmler, Udo Kalker,
Maren Hbner, David Kpfer, (150.) Dominik Mechnig, Fabian Bressin, Jan-Hendrik Hacheney, Marvin Hehn, Sebastian Klein, Wolfgang Rupsch,
Thomas Tschirbs, Nicole Reiske, Georg von der Brggen, Anja Beck, (160.) Tobias Bamberger, Rainer Elser, Mario Prochnow, Joachim Schneider,
Stefan Mautes, Joachim Zajusch, Gertrud Hurck, Andreas Jacobi, Dirk Augenbraun, Dominik Riege, (170.) Christian Becker, Michael Kohl,
Thomas Mechtersheimer, Mathias Cramer, Inga Blecher, Christoph Keutmann, Heike Brandes, Beate Friedrich, Kai Khn, Jrgen Aden,
(180.) Stefan Lowke, Markus Schepke, Ulrich Blennemann, Michael Bruinsma, Daniel Hagetoorn, Brigitte Usai, Claudio Usai, Bernadette Beckert,
Andreas Buhlmann, Jan Ostmann, (190.) Thomas Schulze, Elke Duffner, Helga Duffner, Johannes Schulz-Thierbach, Bodo Drews, Jrg Schulte,
Claus Jrgen Danker, Michael Braun, Andrea Urbarz, Yvonne Lscher, (200.) Tanja Muck, Ihmo Kelsch, Peter Muck, Dirk Schrder, Thorsten Hanson,
Nele Jung, Daniel Frieg, Fabian Sandelmann, Monika Vo, Diana Zey, (210.) Markus Kirsch, Volker Geilhausen, Bianca Schrmann, Thomas Rosanski,
Tina Junior, Sven Junior, Andreas Odendahl, Simone Hther, Volker Schfer, Johanna Bresch, (220.) Ingrid Kranicz, Fokko Toelstede,
Dorothee Haarmann, Klaus Haarmann, Bodo Merz, Volker Nattermann, Marcel Plum, Bjrn Reinartz, Eric Humrich, Sylvia Kistner, (230.) Ina Plate,
Volker Snger, Jessica Jordan, Timo Loist, Ralf Rechmann, Jochen Steininger, Andrea Krone, Sybille Bertram, Sven Bertram, Marcel Kaul,
(240.) Torsten Winkelstter, Frank Rudloff, Jennifer Ha, Sandra Lapp, Silke Hsges, Roland Winner, Birger Haar, Melissa Rogerson Petra Bhm,
Dieter Alber, (250.) Steve Kearon, Fraser McHarg, Neil Cook, John Kennard, Mel Thomas, Haydn Jones, Claudia McHarg..
You can download a walk-through of the game rules from our homepage www.hallgames.de - this gives an easy introduction to the
game and acts as a guide for teaching it. For advanced players, the author has explained why he made certain rules the way they are.
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