Rounds and Actions
Rounds and Actions for Sweet Lands.
Five rounds
Each round follows four phases:
- Start: skip in Round 1. From Round 2 onward advance the Round Marker. Reveal that round’s two Additional Action Tiles at the start of Rounds 2 and 3.
- Income: in Round 1 draw six Citizen Cards; in Rounds 2–5 draw five, plus one per activated Extra Draw Area on your Map Board. Resolve character Income Abilities, then collect Gold, Wheat, Wood and Iron from your Income Tracks.
- Action: starting with the Start Player, take one Main Action per turn and any number of Free Actions. After passing, you are skipped until the phase ends. Passing first takes the Starting Player Marker for next round.
- Cleanup: return Action Discs on spaces and held discs to the supply, keep one card if you have two or more, refresh flipped Skill Tiles, and return once-per-round character cubes. After Round 5, skip Cleanup and score.
Main Actions
Choose one each turn:
- Use an Action Area: take the leftmost empty space in an area and pay its Hand Cost. Normally this discards one card; deeper spaces require two or three. Some spaces or discounts change the cost. Pay the area’s printed resources and resolve its effect. If an area lets you take several placements, you may take fewer.
- Play a Citizen Card: pay its Gold cost after any Brownie Tag discount, then resolve its Immediate Ability. You may spend a Diamond to automate an eligible card instead of resolving its Immediate Ability; see Citizen Cards and Industry.
- Use a Flip Ability: turn one of your face-up Skill Tiles face down and resolve its Flip Ability. It refreshes in Cleanup.
- Pass: resolve your Character’s Pass Ability, score City Points, gain Industry Points from both Industry Markers, take the Pass Aid Tile reward, resolve Skill Tile and Pass Citizen Card effects, then move your Round Aid Token to an open space for next round.
During Rounds 1–4 you cannot choose an action that reduces your hand to zero cards. There is no minimum hand in Round 5.
Action Areas
The six Basic Areas are: pay 6 Wheat to place up to 3 Terrain Tiles; pay 4 Wheat to advance up to 2 Food spaces; pay 4 Wheat to place a Cookie Rabbit; pay 6 Wood to place up to 3 Roads; pay the shown cost to place up to 2 Properties; or pay 3 Iron to advance up to 2 Industry spaces.
Five Advanced Areas become available in stages. The printed costs and effects are: pay 8 Wheat and 8 Wood to place up to 3 Terrain and 3 Roads; pay 7 Wheat to advance up to 3 Food; pay 9 Wheat to place up to 2 Cookie Rabbits; pay the Property cost plus 1 Wood to place up to 3 Properties; or pay 5 Iron to advance up to 3 Industry. Two additional areas open in Round 2 and two in Round 3.
Special Areas let you pay 2 Diamonds to advance Prosperity twice, take an Action Disc for a later zero-card Hand Cost, take a Diamond, draw two cards, take Gold, or pay 4 Gold to copy an eligible Basic or Basic/Advanced Area’s effect. The copied area may already be occupied; pay its normal resource cost.
Free Actions
You may repeat and combine these before or after your Main Action:
- Discard a Citizen Card and pay any 3 Basic Resources to place one Terrain Tile or Road.
- Pay 15 Gold to draw a Citizen Card, or 4 Gold to take one Basic Resource.
- Take a qualifying Milestone Tile.
- Pay one Basic Resource for one Gold; pay any three Basic Resources for one of your choice.
- Return an Action Disc to the supply or discard a card to take any two Basic Resources.
- Place your Clock Tower for free when its placement conditions are met.
Some characters add their own Free Actions. Abilities that say “once per round” use their printed timing and refresh as stated on the character board.