Teach the Game
Teach the Game for Sweet Lands.
How you win
Build the richest kingdom on your Map Board by placing terrain, roads and properties, developing your citizens and advancing Prosperity. After five rounds, the player with the most Victory Points becomes the next ruler. This guide follows the publisher’s published English rules for the 2025 game.
The boards
The Main Board holds shared Action Areas, six Prosperity Tracks, a Round Track and the Victory, City and Industry Point track. Each player develops a hex Map Board, a Planning Board with a Character Board, and an Industry Development Board. Your map connects terrain, roads, properties, cities, Cookie Rabbits and ports.


A round
Each of five rounds has a Start, Income, Action and Cleanup Phase. Round 1 skips Start. In rounds 2 and 3, reveal that round’s two Additional Action Tiles. In Income, draw Citizen Cards and collect income. Then players take turns choosing one Main Action and any number of Free Actions. The phase ends after everyone passes. Cleanup resets the round’s action spaces and leaves you with at most one card. Round 5 goes straight to final scoring after everyone passes.
Your turn
Choose one Main Action: use an Action Area, play a Citizen Card, use a face-up Skill Tile’s Flip Ability, or pass. Action Areas let you expand your map, improve income and tracks, develop properties, and gain resources. Citizen Cards give immediate effects or can be automated for recurring Industry bonuses. Passing scores cities and your pass effects, then places your Round Aid Token for next round.
The map engine
Place matching Terrain Tiles on open hexes, starting beside a Capital or existing terrain. Extend roads outward from the Capital or existing roads. A terrain hex flips when at least one of its edges has a road, paying its printed flip reward. Properties go onto eligible flipped hexes or Capital spaces. Three connected, different property types form one City; Cookie Rabbits are not property types.
How the game ends
After everyone passes in Round 5, add your on-track points and final bonuses. Most Victory Points wins. Ties go to the player with more Cookie Rabbits on their map; if still tied, share the win.
Ways to score
Score through Prosperity rates, Cities, connected Ports, Milestone and Final Scoring Tiles, completed sets of Tents/Houses/Buildings, unspent Gold and Diamonds. Full details are on Game End and Scoring.
What each resource is for
Gold pays Citizen Cards and some actions; Wheat, Wood and Iron pay for map, Food and Industry actions; Diamonds pay for advanced effects and some track spaces. Citizen Cards power abilities and pay Action Area Hand Costs.
Teaching tips
During rounds 1–4, do not take an action that would leave you with zero cards in hand. The final round removes this restriction. Track position sets several end-game multipliers, so build your map and economy toward the Prosperity colours you advance. See Rounds and Actions, Developing Your Map, and Citizen Cards and Industry.