Wood Work
The seven phases that cut, move, saw, sell and dry your wood, plus huts and loans.
Phase order
In spring, summer and fall, play these seven phases in order. In each phase, players go in forest clearing order (A, B, C, D). Only woodcutting needs strict order; the other phases can be played at the same time once everyone knows the rules.
The mill worker
Your
mill worker is free and can stand in for one woodcutter, bearer or sawyer each round. It is your only worker in winter, unless you have huts.
Woodcutting
Put your woodcutters (and maybe your mill worker) in the cutting area with your token. Each worker takes one wood piece (
firewood,
softwood or
hardwood) to your woodpile tile, not to the sawmill. Unused woodcutters still go back to the path after the round.
Shared area: the first player in clearing order cuts first. Each later player either:
- cuts what is left, or
- pays $1 and moves their token to a free cutting area, then cuts there.
You never take an area’s food at this point.
Log driving arrival
Wood you floated down the river last round arrives now. Place it in your sawing area or sale area, in any split. No worker is needed. Nothing arrives in the first round.
Transportation
Move wood from your woodpile to the sawmill. Each piece goes to one of two places, and never moves between them afterwards:
| Place | Then |
|---|---|
| Sawing area | Must be sawn before it can be sold. Needed for winter heating. |
| Sale area | Can be sold or dried, but never sawn. |
Hardwood must go to the sawing area: unsawn hardwood can’t be sold or used for tasks. Wood you can’t move stays on the woodpile for a later round. You may combine methods.
Bearers
Put bearers (and maybe your mill worker) on the woodpile. Each moves 1 wood.
Wagons and fodder
Put 1 bearer (or your mill worker) on the woodpile, return a
wagon token and use your
fodder:
- Fodder on 3 moves 3 wood, then drops to 2.
- Fodder on 2 moves 2 wood, then goes back to the supply.
You can’t buy fodder while yours is on 3. With fodder on 2 you may buy one more; use the 2 first. You never hold two fodder of the same value.
Log driving placement
Put 1 bearer (or your mill worker) on the woodpile. For each
raft you return, put 1 wood in your river area. It arrives next round.
- The river freezes in winter: wood floated in fall arrives in spring.
- Wood still on the river at game end: you may sell one kind of it in the final sale.
Sledges
Winter only; see Sledge transport.
Sawing
For each disk you saw, use 1 sawyer (or your mill worker) and return 1
saw. Swap the disk for milled logs of the same wood:
| Disk | Milled logs |
|---|---|
| 1 | 1 |
| 1 | 3 |
| 1 | 4 |
Place the new logs at once, split as you like, in your firewood storage (for winter heating) or your sale area. They can’t move later.
Tasks
Put wood from your sale or drying areas on your task cards, matching the pictured wood and drying bonus (+1 or +2). You may fill a task over several rounds. Wood on a task can’t be taken back or sold.
A completed task pays its printed value only at game end. An unfinished task pays nothing, and its wood is lost.
Selling
Sell any wood in your sale area and three drying areas. Sold wood goes back to the supply.
| Wood | Disk | Milled log |
|---|---|---|
| can’t be sold | $5 | |
| $4 | $2 | |
| $3 | $1 |
Add the drying bonus of the area the piece is in: +0, +1 or +2. Wood in the third drying area must be sold.
Drying
Wood in the drying areas that you did not sell moves one area to the right. Wood in the sale area may stay or move into the first drying area. Each drying area holds 1 disk (softwood or firewood) or up to 2 milled logs of any kinds. The sale area holds any amount.
Huts
When you hold 3 different craftwork tokens (stake, board and shingle), you may turn them into huts at any time on your turn. A
joker stands for any one of them; a
reed bundle can’t be used and is only sold at the market.
Flip the tokens to their
hut side and place them on your three hut areas, split as you like. They can’t move later. Spend a hut token (it leaves the game) at any time on your turn for its area’s effect:
| Hut area | Effect of each token |
|---|---|
| Drying | Move 1 wood one drying area to the right, ignoring the area limit. |
| Food from a free cutting area | Take all the food from a cutting area with no other player’s token. |
| Mill worker | Counts as one extra worker of any kind, also in winter. You still need the matching equipment. |
Loans
At any time on your turn, take a loan card and $4. A second loan flips the card. You may have at most 2.
| Loans | Repay at game end |
|---|---|
| 1 | $7 |
| 2 | $16 |