FARMERS OF UR






INTRODUCTION
Card game for 2-4+ players.
Players each control a settlement in ancient Mesopotamia.
Players are trying to be the first to develop their village into a full-fledged city. 
This Honor belongs to the first player to build a Ziggurat. 

VICTORY
The first player to accumulate 60 Tokens is the winner. 
If two players both go over 60 in the same turn, the player with 
The highest total number of Tokens wins. 

TOKENS
Tokens represent the manpower and materials needed to build the Ziggurats. 

THE DECK
Players share a common deck. 
There are 6 six main suites known as the Resource suites. 
The 6 Resource Suites: 
1. Beer
2. Grain Crops
3. Fruits & Vegetables
4. Animals
5. Crafts & Materials
6. Knowledge
There are also three Minor suites: 
1. Disasters 
2. Prosperity
3. Structures

SETUP
Each player is dealt a hand of 5 cards. 

TURN SEQUENCE
Each turn has 5 phases: 
1. Harvest Phase
2. Disaster Phase
3. Trade Phase
4. Build Phase
5. Burial Phase

HARVEST PHASE
Each player is dealt 2 cards. 
If the deck runs out, shuffle the discard and draw from it. 

DISASTER PHASE
Simultaneously, each player may play 1 Disaster card from their 
hand onto the Player to their left. 
A player struck with a disaster must discard 3 random cards from their hand. 
Instead of discarding 3 random cards, some special Resource cards can be 
Discarded to mitigate a specific type of Disaster. 
Some Structure cards make you immune to certain Disasters.  
If the person to your right does not play a Disaster card on you, you may 
play (discard) a prosperity card to draw 3 cards. 

TRADE PHASE
Players may trade the cards in their hands with each other. 
Players may make any sort of deals they want. 
There are no forced trades. 
Limit Trade phase to 5 Minutes.

BUILD PHASE
Players may make Melds from their hands. 
Melds are made using Resource cards from your hand. 
Melds are similar to Poker hand combinations. 
Different Melds will earn different amounts of Tokens:
Meld						Tokens
5 Card Flush (All cards same Suite)		5
5 Card Straight (5 cards in Numerical Order)	7
5 Card Straight Flush				15
3 of a Kind (Same Number)			3
4 of a Kind					6
5 of a Kind					9
6 of a Kind					12
If you do not play a Meld, you may pay 5 Tokens to put one 
Structure card into play. 
Structure cards are placed face up in front of you and 
their beneficial effects last for the remainder of the game. 

BURIAL PHASE
Max hand size is 7 cards. 
Excess cards are discarded. 


CARD LIST NOTATION
B = Beer
G = Grain Crops
F = Fruits & Vegetables
A = Animals
C = Crafts & Materials
K = Knowledge
D = Disaster
P = Prosperity
S = Structures
IBP = Burial Phase Draw 1 card
 
CARD LIST
Card Name:			Suite	Rank	Notes:
Fermentation			B	1
Brewing				B	2
Staple Beverage			B	3
Gift of the Gods	        B	4
Yeast				B	5
Malted Barley			B	6
Liquid Currency			B	7
Beer Hall			B	8
Banquet				B	9
Clay Jars			B	10
Wheat				G	1
Stored Seeds			G	2	
Porridge & Gruel       		G	3
Sow & Reap			G	4
Bread				G	5
Lentils & Chickpeas		G	6	
Baking				G	7
Cereal Crops			G	8
Millet & Sesame			G	9
Surplus Grain			G	10	
Turnips & Beans			F	1
Grapes & Wine			F	2
Onions				F	3
Dates & Figs			F	4
Olives				F	5
Garlic & Spices			F	6
Honey & Mead			F	7
Nuts & Berries			F	8
Herbs & Medicinals		F	9	Mitigate Epidemic
Apples & Plums			F	10
Sheep & Goats			A	1
Oxen				A	2
Pigs				A	3
Beasts of Burden       		A	4
Geese & Ducks			A	5
Selective Breeding		A	6
Hunting				A	7
Fish & Shellfish       		A	8
Domesticated Livestock		A	9
Cattle Herding			A	10
Pottery				C	1
Metal Working			C	2
Carts & Wagons			C	3
Woven Baskets			C	4
Wool & Flax			C	5
Leather & Hides			C	6
Weapons & Tools			C	7
Brick Making			C	8
Glass Blowing			C	9
Jewelry				C	10
Writing & Scribes		K	1	
Accountancy			K	2	
Calendar       			K	3	
Bureaucracy			K	4	
Military       			K	5	
Architecture			K	6	
Religion       			K	7	Mitigate Unrest
Priesthood			K	8	
Mythology			K	9	
Dynastic Kingship		K	10	
Drought				D	-
Flood				D	-
Failed Crops			D	-
Epidemic       			D	-
Marauding Army			D	-
Famine				D	-
Unrest				D	-
Good Harvest			P	-	
Conquest       			P	-
Holiday				P	-
River Trade			P	-	
Granaries			S	-	Hand Size +1; Immune to Failed Crops
Storehouses			S	-	Hand Size +1; Immune to Famine
Irrigation Canals		S	-	Hand Size +1; Immune to Drought
City Walls			S	-	Hand Size +1; Immune to Marauding army
Reclaim Marshlands		S	-	IBP & Discard 1 card
Temples				S	-	IBP Keep it if it's a Knowledge Card
Bakeries       			S	-	IBP Keep it if it's a Grain Card
Breweries			S	-	IBP Keep it if it's a Beer Card
Markets				S	-	IBP Keep it if it's a Craft Card
Good Pasture			S	-	IBP Keep it if it's a Animal Card
Orchards       			S	-	IBP Keep it if it's a Fruit/Veg Card


CITY IDENTITY
At the Beginning of the Game each player chooses the identity of a different city. 
The Cities are: Ur, Uruk, Larsa, Eridu, Kish, Nippur, and Lagash. 

UR
Patron Deity: Nanna the Moon God.
In Burial Phase The Ur player may draw 1 card and keep it if it is a Knowledge card. 

URUK
Patron Deity: Inanna the Goddess of Love, Fertility, and Warfare.
In Burial Phase The Uruk player may draw 1 card and discard 1 card. 

LARSA
Patron Deity: Utu the Sun God.
In Burial Phase The Larsa player may draw 1 card and keep it if it is a Grain card. 

ERIDU
Patron Deity: Enki the God of Crafts, Water, Intelligence, and Creation.
In Burial Phase The Eridu player may draw 1 card and keep it if it is a Crafts card. 

KISH
Patron Deity: Ninhursag the Earth & Mother Goddess.
The Kish player has a hand size +1. 

NIPPUR
Patron Deity: Enlil Lord of the Air, Heaven, and Earth.
Structures only cost 3 Tokens for the Nippur player.

LAGASH
Lagash was a city of many Gods & Great Kings.
Every Meld made by the Lagash player earns 1 extra Token.











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