Beer & Bread
Beer & Bread
Beer & Bread
RULE BOOK
Theme and object of the game
Founded on the fruitful lands of an erstwhile monastery,
two villages have held up the dual tradition of brewing
beer and baking bread. While sharing fields and resources,
they still find pride in their friendly rivalry of besting each
other’s produce.
Each of you represents one of these villages. Over the course of six years - which alternate
between fruitful and dry - you must harmonize your duties of harvesting and storing
resources, producing beer and bread, selling them for coins and upgrading your facilities.
However, in order to win, you must maintain the balance between your baked and liquid
goods. Because, after the sixth year, you only score the coins collected from the type of
good - beer or bread - for which you earned less. The village with the higher score wins.
Components
60 cards 1 board
30 beer cards 30 bread cards
Back
Back
84 resource 1 year
tokens marker
there are and 18 water tokens
3 types of beer: 3 types of bread:
18 wheat tokens
worth 1 scoring
4 or 5 18 barley tokens pad
coins
15 rye tokens
worth
6 or 7 15 hops tokens
coins
worth
1 windmill The windmill
8 or 9 serves as the
coins starting player
marker.
2
Setup
1 Place the board horizontally between the players. Each player has their own
side of the board, which includes their own storage, bakery, brewery and
upgrade slots. The fields and river are shared by both players.
Side of player A
3
Playing the game
The game is played over six rounds (years). These alternate Fruitful year
between fruitful years and dry years: Rounds 1, 3 and 5 are
fruitful years, whereas rounds 2, 4 and 6 are dry years. Dry year
Fruitful and dry years comprise the same 4 phases but differ
slightly in the way these phases are carried out:
Fruitful years:
a) Seeding phase The fields are seeded with many resource tokens
b) Card phase Each player is dealt 5 cards from the draw deck
c) Action phase Players play one card each, then swap their hands - this is repeated until
all hand cards are played
d) Windmill phase The player with fewer stored resources gets the windmill
Dry years:
a) Seeding phase The fields are seeded with few resource tokens
b) Card phase Players pick up the cards they played for harvest in the previous round and
replenish their hands to 5; also 3 exchange cards are placed on the board
c) Action phase Players play one card each until all hand cards are played (without
swapping hands)
d) Windmill phase The player with fewer stored resources gets the windmill; also the exchange
cards on the board and all cards played for harvest are discarded
Fruitful years
a) Seeding phase
To seed the fields on the board, add resource
tokens from the common supply to them
according to the green part of their wooden signs:
• Bring the number of yellow wheat tokens on the wheat field to 7.
• Bring the number of brown barley tokens on the barley field to 8.
• Bring the number of orange rye tokens on the rye field to 6.
• Bring the number of green hops tokens on the hops field to 6.
• Also add all blue water tokens from the supply to the river.
If there are not enough tokens of a resource in the common
supply, only add as many as there are.
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b) Card phase
Deal 5 face-down cards from the draw deck to the player with the windmill.
Then deal 5 face-down cards from the draw deck to the other player.
Put your cards into you hand and proceed with the Action phase.
c) Action phase
Repeat the following 3-step sequence until all hand cards have been played:
1. The player with the windmill takes one turn (by playing a card and performing an
action).
2. Then the other player takes one turn (also by playing a card and performing an
action).
3. Then both players swap their hands (by exchanging their remaining
hand cards with each other).
To take your turn, choose one card from your current hand and use it immediately to
perform one of the following actions:
There is no limit to the number of upgrades that you can have at any slot. If you have
more than one at the same slot, just arrange their cards in an overlapping column, in
which the upgrade section of each is visible.
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Right after playing a card as an upgrade, also
clean your brewery and bakery by removing all
sold cards (if you have any) from their spaces
and placing them face down beside the board:
right next to your town square with the well.
Fan the cards beside the board out to show
how many you’ve sold. You may look at the
fronts of your sold cards at any time (but not
the ones of the other player).
After each of you has played your last hand card, proceed with the Windmill phase.
d) Windmill phase
Give the windmill to the player who has fewer resource tokens in their storage
units. In the case of a tie, the windmill goes to the player that did not have it
this round.
Then move the year marker one space forward on the calendar track and
continue with the following dry year.
Dry years
a) Seeding phase
According to the red part of their wooden signs, adjust
the number of resource tokens on the fields (either
by adding tokens to them from the common supply
or removing tokens and placing them back in the
common supply):
• Bring the number of yellow wheat tokens on the wheat field to 5.
• Bring the number of brown barley tokens on the barley field to 4.
• Bring the number of orange rye tokens on the rye field to 4.
• Bring the number of green hops tokens on the hops field to 4.
• Also add all blue water tokens from the supply to the river.
If there are not enough tokens of a resource in the common
supply, only add as many as there are.
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b) Card phase
Each player: Pick up the cards you played for harvest in
the last round and add them to your hand.
Then draw as many cards from the draw deck as it takes
to bring your hand to a total of 5 (the player with the
windmill does this first).
c) Action phase
Starting with the player who has the windmill, take alternating turns (by
playing a card and performing an action) until all hand cards have been
played. In this phase, you do not swap hands.
To take your turn, choose one card from your hand and use it immediately to perform
one of the usual actions (see the blue boxes on pages 5 to 7).
Attention: Instead of playing a card from your hand, you can
swap it for one of the exchange cards on the board and play
that card instead. To do so, take any of the 3 displayed exchange
cards and place your chosen hand card face up on its space (thus
it becomes an exchange card itself). Then immediately play the
taken exchange card to perform one of the usual actions (you
may not add it to your hand).
d) Windmill phase
Give the windmill to the player who has fewer resource tokens in their storage units.
In the case of a tie, the windmill goes to the player that did not have it this round.
Discard the 3 exchange cards from the exchange spaces and all cards that were played
for harvest this round by putting them face up on the discard pile.
Then move the year marker one space forward on the calendar track
and continue with the next fruitful year.
If the year marker moves to the space with the icon, the game
ends.
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General notes
• If the draw deck runs out, shuffle the discard pile to form a new draw deck.
• You can look at the backs of any cards whenever you like, including the ones of the draw
deck, but you cannot change their order or look at their fronts.
• You may look at the fronts of your own sold cards (in your brewery/bakery and beside the
board) and the ones in your own harvest column (but never the ones of the other player).
For virtual scoring pads of all our games, get the Deep Print Games app
for free on the App Store or on Google Play.
https://scoreapp.deep-print-games.com
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Overview of the upgrades
The upgrades provide benefits in different aspects of the game. Most of them should be self-
explanatory. For some of them, you’ll find additional clarifications below.
General notes:
• If you have multiple copies of the same upgrade, their benefits add up if applicable.
• “Collect“ a resource always means that you must take it from the fields or river and put it in
your storage. If all tokens of a resource type are gone from its field, you cannot collect it any
more. If you do not have enough storage for all your collected tokens, you must offer any
excess to the other player (see the brown box on page 6).
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Overview of the game
The game is played over six rounds (years), alternating between fruitful and dry years.
Deal 5 cards from the draw deck to the player with the
b) Card phase
windmill. Then deal 5 cards to the other player.
The player with the windmill takes one turn. Then the other player
c) Action phase takes one turn. Then swap hands with each other.
Repeat until all hand cards are played.
d) Windmill phase The player with fewer stored resource tokens gets the windmill.
Each player picks up their cards played for harvest, then replenishes their
b) Card phase hand to 5 cards. Place 3 exchange cards from the draw deck on the board.
c) Action phase The player with the windmill takes one turn, then the other player. Repeat
until all hand cards are played (do not swap hands with each other).
The player with fewer stored resource tokens gets the windmill. Discard
d) Windmill phase
the 3 exchange cards from the board and any cards played for harvest.
On your turn in the Action phase, play 1 card to perform one of these actions:
A) Harvest and Store OR B) Produce and Sell OR C) Upgrade and Clean
(see pages 5 and 6) (see page 6) (see pages 6 and 7)
The game ends when the 6th year has been completed.
Each player reveals their sold cards (including any on their brewery/bakery) and calculates their
total score for beer and their total score for bread - the lower of the two is that player’s final
score. The player with the higher final score wins.
= water = wheat = barley = rye = hops