Goal and Winning
Score the most VP when the game ends. VP comes from completed contracts, owned tools, coin conversion, reputation placement, and upgraded plots. Ties are broken by reputation, then remaining coins.
Launching TavloNest...
Preparing your game shell and reconnecting live session state.
An original farming, trading, market, and light strategy card game built for social online play.
Players: 2 to 6
Best With: 3 to 5
Duration: 20 to 40 minutes
Age: Family 9+ content; online accounts are 13+.
Player guide
Build productive farm plots, trade through the Bazaar, complete contracts, and finish the 12-round match with the most victory points.
Draw
Start the turn, draw 2 crops, then optionally draw a contract if you have room.
Bazaar
Choose a fast or normal trade window and exchange crop cards or coins.
Action
Gain 3 AP, plant, sell, complete contracts, buy tools or plots, or discard.
Cleanup
End turn, discard down to hand limit if needed, then pass to the next player.
Score the most VP when the game ends. VP comes from completed contracts, owned tools, coin conversion, reputation placement, and upgraded plots. Ties are broken by reputation, then remaining coins.
Start the draw phase. Draw 2 crop cards, then optionally draw a private contract if the contract draw is available. Some events and tools can change the draw amount.
Choose Fast Bazaar for 45 seconds or Normal Bazaar for 75 seconds before entering the action phase. Players may offer, counter, accept, decline, or cancel trades using crop cards and coins. Tools and contracts stay with their owners.
You normally receive 3 AP. Spend AP legally, then end your turn. If you cannot or do not want to act, end turn to move into cleanup.
Plant crop
1 APMove one crop from hand into a matching or empty plot.
Sell plot
1 APHarvest a planted plot for crop market value, then clear the plot.
Complete contract
1 APSpend planted crops to earn coins, reputation, and VP.
Buy tool
2 AP + coinsTake a public tool and keep its bonus for the rest of the match.
Buy plot
2 AP + coinsAdd plot 3 for 6 coins or plot 4 for 10 coins.
Discard card
1 APClear a card from hand when you need space or a tool rewards it.
Each player starts with 2 plots and can own up to 4. A plot holds 4 cards by default and must contain only one crop type. Plant matching crops to build a larger harvest, or sell a plot to clear it and gain coins.
Public contracts are shared and refill when completed. Private contracts belong only to you. Completing either type consumes the required planted crops and awards coins, reputation, and contract VP.
Public tools cost 2 AP plus coins. Tools create persistent advantages such as extra draw, hand limit boosts, Bazaar bonuses, contract bonuses, weather protection, or extra AP. Owned tools also score VP at game end.
A new event can appear when play wraps back to the first player. Events may change crop sale value, crop draws, contract rewards, Bazaar duration, AP, taxes, weather pressure, or other round priorities.
Plant and sell for coins.
Complete for VP, coins, and reputation.
Provides passive or timed effects.
Round effect that changes priorities.