Ludexv2026.11.01-65114139Sweet LandsOfficial rulebook ↗

Visitors

Loading…

Learn Sweet Lands

Learn the game in 5 short steps. Everything links to the full rules.

Your kingdom and the table

Sweet Lands is a five-round city-building game. Your map has four Ports and a central Capital area. Each round you add terrain, connect it with roads, flip developed land for rewards, and place Properties and Cookie Rabbits. The shared board offers action spaces, Prosperity Tracks, and an Industry Track.

Your resources are Gold, Wheat, Wood, Iron and Diamonds. Gold is income and card currency; the three Basic Resources pay many map actions; Diamonds unlock some tracks and automate cards. Citizen Cards are both abilities and the cards you spend to use Action Areas.

Choose one of 14 Character sides. Each gives a Basic Ability and a Clock Tower Ability. Read your character and Map Board before setup so you know what to build toward.

The five-round engine

Each round runs Start, Income, Action and Cleanup. In Round 1 you draw six Citizen Cards. Later rounds draw five, plus each activated Extra Draw Area. Then collect your four resources at their current Income values.

On your turn, take one Main Action: use an Action Area, play a Citizen Card, flip a Skill Tile or pass. Free Actions may happen before or after it. The Action Phase ends only after everyone passes. Passing scores your cities and pass abilities, then chooses your Round Aid space for next round.

Rounds 1–4 require you to keep at least one card after an action. Cleanup leaves one card in your hand. Round 5 has no Cleanup; go straight to scoring.

Turn land into income

Place terrain on a matching empty hex next to your Capital or existing terrain. Extend Roads from a Capital edge or an existing road. A terrain hex flips as soon as at least one road touches it; take the printed reward. Some areas on the map also grant extra card draws when terrain and a road surround them.

Use Property actions on already-flipped land or an empty Capital. The order and price of Tents, Houses, Buildings, Labs and Shops are shown on your player boards. A Property immediately grants the matching terrain or Capital effect. A Clock Tower has its own placement conditions.

Three different Property types in one connected group make a City. Roads do not count as property, and neither do Cookie Rabbits.

Cards, citizens and tracks

Pay a Citizen Card’s Gold cost, then resolve its Immediate or Pass Ability. Brownie Tags reduce later card costs. After an Immediate Ability resolves, you may spend a Diamond to automate that same card if it has an Industry Tag. Automated cards trigger their column abilities when you gain that Industry Bonus; Pass cards stay beside you and pay when you pass.

Advance Food to unlock Cookie Rabbits and discounts. Move the orange Carriage and, later, green Locomotive to collect Industry bonuses. Research Labs can block them. Prosperity tracks multiply several of your end-game totals; advancing can make each Terrain, Road, Property, Rabbit, card or Industry Point worth more.

Finish the examination

After everyone passes in Round 5, total your on-track Victory Points, Prosperity multipliers, City Points, property set bonuses, unspent Gold, Diamonds, Connected Ports, Milestones and the two Final Scoring Tiles. Those tiles rank players against a printed neutral score; the virtual player does not earn points.

You win with the most points. Ties go to the player with more Cookie Rabbits on their Map Board; if still tied, share the win. In solo, Mio blocks actions and aid spaces but scores no Victory Points. The rulebook calls a result over 250 Expert Pâtissier and over 300 Benevolent Ruler.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close