La Granja Automa
La Granja Automa
La Granja Automa
1. INTRODUCTION
This solitaire version of La Granja was inspired by the Automa concept developed by Morten
Monrad Pedersen for solo play. It was designed to give the overall feel of a two-player game while
abstracting the actions of the artificial opponent. Three difficulty levels are proposed: easy (E),
standard (S) and hard (H).
2. GAME SETUP
The game is set up for two players, except that the Automa player does not need a board. The
Automa player starts with 1 victory point and 1 coin, and its 4 donkey markers are placed face
down. Put a set of player markers aside for the Automa player.
Draw one of the turn order markers '1' and '2' to determine the starting player. Set up player markers
on the central market and the siesta track, as usual.
A set of 6 additional colored dice (not provided in the game) is needed to monitor craft buildings.
As per normal rules, roll three dice to determine where building order markers are placed. Then
randomly assign three colored dice to the remaining (unblocked) buildings, showing numbers 1 to 3
(you can place them on the die spaces printed on the board).
A deck of 18 Automa cards is needed to track actions of the Automa player. This deck is composed
of 6 cards for Turns 1-2, 6 cards for Turns 3-4, and 6 cards for Turns 5-6. Shuffle each deck
separately and stack them face down with cards for Turns 1-2 on top, followed by cards for Turns 3-
4 and finally cards for Turns 5-6.
3. GAME PLAY
The game is played over 6 turns using the same phases as described in the original La Granja
ruleset. Modifications for the Automa player are described below.
Steps 3-4
The total number of deliveries supplied by the Automa player is determined by the Donkey marker,
the relevant roof/craft buiding markers that it owns, and the number of on the card. The latter is
intended to represent extra purchased deliveries and thus should be paid accordingly by the Automa
player. This implies that it will supply as many extra deliveries as money in its bank allows.
The Automa card is used to determine where deliveries are sent, either to craft buildings ( ) or
market barrows ( ). If one was not completely supplied on the previous turn, the Automa player
will attempt to complete it first. Then if deliveries can still be carried out, the Automa player
attempts to fulfill the demand indicated on the card; if not, ignore the demand. Extra deliveries that
remain after completing the demand on the card are ignored.
Note: As indicated above, victory points from craft building markers are scored normally in the
Revenue or Transportation phases. Score 1 point for the immediate effect of the Butcher.
E S H E S H E S H
E S H E S H E S H
E S H E S H E S H
AUTOMA AUTOMA AUTOMA
TURN 1-2 TURN 1-2 TURN 1-2
E S H E S H E S H
E S H E S H E S H
E S H E S H E S H
AUTOMA AUTOMA
AUTOMA AUTOMA
TURN 3-4 TURN
TURN 3-4
1-2 TURN 3-4
AUTOMA AUTOMA
AUTOMA AUTOMA
TURN 3-4 TURN
TURN 3-4
1-2 TURN 3-4
E S H E S H E S H
E S H E S H E S H
E S H E S H E S H
E S H E S H E S H
AUTOMA AUTOMA
AUTOMA AUTOMA
TURN 5-6 TURN
TURN 5-6
1-2 TURN 5-6
AUTOMA AUTOMA
AUTOMA AUTOMA
TURN 5-6 TURN
TURN 5-6
1-2 TURN 5-6