Index Of Building Tiles

During setup, place the Small Houses on the four spaces at the top of the Game Board (indicated by their green color). All of the Small Houses have the same building costs and are each worth 1 Victory Point (VP).

For your first play, we recommend you use the light green Starter Houses. If you build more than one of these Houses, you may decide in which order you use them rig ht before the November Inventorying. The Small Houses in detail:

  • Farmer's House

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: Before November (at the end of each Summer Half Year), you receive 1 Clay.

    Additionally, you may cut 1 Peat before each November (including the one before final scoring). (You may not take the Peat from the general supply. You must take it off one of your Moor Tiles).

  • Plow Maker's Workshop

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: Before November (at the end of each Summer Half Year), you may place 1 Field of your choice on an empty Land Space of your Home Board (below your Dike Line). You are not required to place a Field. (If you do not, you cannot do so later, retroactively).

  • Novice's Hut

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: Before November (at the end of each Summer Half Year), you receive 1 Grain and 1 Dike (i.e. move the bottom most Dike to the next free gap above the Dike Line).

  • Workshop

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: Before November (at the end of each Summer Half Year), you receive 1 Wood and 1 "Master" action (i.e. you pay the costs and move exactly one Tool Indicator 1 space to the right).


For subsequent plays, choose 4 of the following dark green Small Houses to play with. (Their back side allows you to differenciate between both types of green).

Each of the Small Houses can be used at any time during the game (especially the Work Phase). (Their abilities may seem a little challenging when using them for the first time.

Therefore, we recommend you use the Weaving Parlor, Colonist's House, Carpenter's Work- shop, and Schnapps Distillery in your first game with the dark green Buildings).

  • Weaving Parlor

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: At any time during the game and any number of times, you may pay 3 Flax to receive 1 Linen and to cut 1 Peat (i.e. take 1 Peat off one of your Moor Tiles; you may not take the Peat from the general supply).

  • Colonist's House

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: At any time during the game (and any number of times), you may pay 2 Woolen to receive 1 Clay and to cut 1 Peat (i.e. take 1 Peat off one of your Moor Tiles; you may not take the Peat from the general supply).

  • Carpenter's Workshop

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: At any time during the game (and any number of times), you may pay 4 Food and 1 Brick to upgrade one of your Stalls to a Stable. (You do not need to pay the usual 2 Bricks on top of that. Keep in mind, there are only 3 Stables available).

  • Schnapps Distillery

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: At any time during the game and any number of times (even in-between Har- vest and Sustenance), you may exchange 1 Grain plus 1 Peat for 3 Food.

  • Loading Station

    Costs: any 1 Building Material and 1 Grain Worth 1 VP.

    Ability: At any time during the Work Phase, you may place 1 Peat on an empty Single Space (but not Double Space) of one of your Vehicles. You may do so any number of times and for any number of Vehicles.

    As usual, you only receive the Peat from the Vehicles when emptying them. (The Peat you place on the Vehicles comes from the general supply. You may not take it off your Moor Tiles).

    You can place Peat from the general supply on the Single Spaces but, unfortunately, not on the Double Space.


  • Litter Storage

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: At any time during the game (and any number of times), you may exchange 3 Flax for 1 Horse if you already have at least 2 Horses.

  • Wood Trader

    Costs: any 1 Building Material and 1 Grain.

    Worth: 1 VP.

    Ability: At any time during the game (and any number of times), you may exchange 1 Timber plus 1 Food for 2 Wood. (This Building provides easy access to Wood provided you have enough Vehicles).



The following Buildings provide an immediate benefit, i.e. you receive a one-time reward as soon as you build them. After you have received your reward, you can ignore them for the remainder of the game. They also provide Victory Points (VP) at the end of the game.

On the Game Board, below the 4 spaces for the Small Houses, there are 2 spaces for the Minor Craft Buildings (indicated by their yellow color). All of the Minor Craft Buildings have the same building costs. At the beginning of the game, determine which 2 of those Buildings you will play with.

  • Turnery

    Costs: 1 Timber and 1 Brick Worth 5 VP.

    Ability: Immediately (and only once), per Forest you have, receive 1 Wood and cut 2 Peat. (Keep your Forests. You may not take the Peat from the general supply).

  • Smokehouse

    Costs: 1 Timber and 1 Brick.

    Worth: 5 VP.

    Ability: Immediately (and only once), cut 1 Peat per Fish Trap you have. (Keep your Fish Traps. You may not take the Peat from the general supply).

  • Smithy

    Costs: 1 Timber and 1 Brick Worth 3 VP.

    Ability: Immediately (and only when building the Smithy), you may exchange Peat Boats, Handcarts, and Wagons (which are called "small pieces of Equipment") for Plows.

    Exchange at a 1:1 ratio and any number of times. (Return the exchanged pieces of Equipment to the Supply Board).

  • Cooperage

    Costs: 1 Timber and 1 Brick.

    Worth: 4 VP.

    Ability: Immediately (and only once), determine the number of Dairy Animals you have. Dairy Animals are Sheep and Cattle. For 5/10/15 Dairy Animals, you may move each of your six Goods Indicators up by 1/2/3 spaces.



  • Bakehouse

    Costs: 1 Timber and 1 Brick.

    Worth: 4 VP.

    Ability: Immediately (and only when building the Bakehouse), per Oven you have, you may exchange 2 Grain and 1 Flax for 8 Food. (Keep the Ovens).





At the beginning of the game, place the 6 Major Craft Buildings according to their names on the orange building spaces of the Game Board. Each of the Major Craft Buildings has individual costs and is available in every game of "Fields of Arle".

  • Mill

    Costs: 1 Timber and either 8 Flax or 8 Grain.

    Worth: 6 VP.

    Ability: Immediately (and only once), receive 8/10/12 Food if you have 3/5/6 Fields. (Keep the Fields). The type of Field does not matter, both Grain and Flax Fields count. (If you have 2 or fewer Fields, you do not receive any Food).

  • Weaving Mill

    Costs: 2 Bricks and either 10 Flax or 10 Woolen.

    Worth: 7 VP.

    Ability: Immediately (and only once), receive 1 Winter Wear and move your Weaving Loom Tool Indicator (up to) 2 spaces to the right for free.

  • Textile House

    Costs: 1 Brick and 2 different pieces of Clothing (Summer/Winter/Leather Wear).

    Worth: 9 VP.

    Ability: Immediately (and only once), receive 1 Linen, 1 Woolen, and 1 Leather.



  • Saddlery

    Costs: 2 Timber and 3 Leather.

    Worth: 8 VP.

    Ability: Immediately (and only once), cut 1 Peat per Horse you have. (Keep the Horses. You may not take the Peat from the general supply). Afterwards, move your Fleshing Beam Tool Indicator 1 space to the right for free.

  • Joinery

    Costs: 2 Timber and 5 Grain.

    Worth: 6 VP.

    Ability: Immediately (and only once), receive 2 Peat per Peat Boat you have, and 1 Horse per Plow you have. (Keep the Peat Boats and Plows. You must accommodate the Horses on your Home Board immediately. You must take the Peat from the general supply).

  • Waterfront House

    Costs: 2 Bricks and 25 Food.

    Worth: 10 VP.

    Ability: Immediately (and only once), receive 10 Food (back from the 25 Food you paid), 2 Dikes (i.e. move the 2 bottom most Dikes to the next free gaps above the Dike Line), and move your Fish Trap Tool Indicator (up to) 3 spaces to the right for free.



At the beginning of the game, determine which 3 of the blue Inn Tiles to play with and place them on the blue spaces at the bottom left of the Game Board. All of the Inns have the same building costs.

For your first play, we recommend you use the Potter's Inn, Farmer's Inn and Junk Dealer's Inn.

  • Potter's Inn

    Costs: 2 different Building Materials and 9 Food.

    Worth: 5 VP.

    Ability: Immediately (and only once), receive 1 Animal of any type per Pottery Wheel you have. (Keep the Pottery Wheels. You may choose the same or different Animals. You must accommodate them on your Home Board immediately).

  • Farmer's Inn

    Costs: 2 different Building Materials and 9 Food.

    Worth: 3 VP.

    Ability: Immediately (and only once), you may replace up to 3 of your Fields with Forests. (Return the Fields to the Supply Board. Keep in mind there is only a limited supply of Forest Tiles).

  • Junk Dealer's Inn

    Costs: 2 different Building Materials and 9 Food.

    Worth: 4 VP.

    Ability: Immediately (and only once), either receive 1 Handcart or 1 Peat Boat for free. (Place the new piece of Equipment in your Barn - make room if needed. If there are no more Handcarts or Peat Boats left on the Supply Board, you do not receive any).

    Additionally or alternatively, receive 1 Leather Wear and 1 Woolen.

  • Gulf House Inn

    Costs: 2 different Building Materials and 9 Food.

    Worth: 5 VP.

    Ability: Immediately (and only once), receive 1 Timber per Stall you have, and 1 Brick per Stable you have. (You may not take Timber instead of Bricks). Double Stalls are considered 2 separate Stalls, so you receive 2 Timber per Double Stall.

  • Milk House Inn

    Costs: 2 different Building Materials and 9 Food.

    Worth: 5 VP.

    Ability: Immediately (and only once), receive 1 Cattle, and afterwards, 1 "Cut Peat" action per Cattle you have. (Keep the Cattle. You may not take the Peat from the general supply).

  • Sluice Yard Inn

    Costs: 2 different Building Materials and 9 Food Worth: 4 VP.

    Ability: Immediately (and only once), move the Fish Trap Tool Indicator 1 space to the right for free. Then take 1 Wood per Fish Trap you have (i.e. 2, 3, 4, 5, or 6 Wood).





At the beginning of the game, place the red Large Buildings next to the Inns. All of the Large Buildings have the same building costs and are each worth 15 Victory Points (VP).

  • Village Church

    Costs: 3 Timber, 3 Bricks, and 15 Food.

    Worth: 15 VP.

    Ability: Immediately (and only once), receive 1 (Wedding) Carriage for free and place it in your Barn (provided there is still a Carriage left on the Supply Board).



  • Lutetsburg Castle

    Costs: 3 Timber, 3 Bricks, and 15 Food.

    Worth: 15 VP.

    Ability: Immediately (and only once), receive 1 Forest Tile and place it on an empty Land Space of your Home Board (if available) and move each of your Tool Indicators for Spades, Pottery Wheels, and Workbenches 1 space to the right for free.

  • Berum Castle

    Costs: 3 Timber, 3 Bricks, and 15 Food.

    Worth 15 VP.

    Ability: Immediately (and only once), move each of your Tool Indicators for Ovens and Weaving Looms 1 space to the right for free. Additionally, you receive 1 "Tile Upgrade" action.





Index Of Travel Destination Tiles

Keep in mind that you may only place a Travel Destination Tile on one of your Vehicles if you immediately sell at least one of the depicted items. Each item on the tile can only be sold once.

You cannot sell things that are not depicted on the tile. The proceeds from the sale are always some amount of Food. (Keep in mind that you cannot store more than 30 Food).

Food is needed primarily for the "Waterfront House" Building, the Large Buildings and Inns, and, of course, for Sustenance.

The size of each tile (i.e. the number of spaces it requires on your Vehicle) is given in parentheses. The Travel Experience Track on the left side of your Home Board has 19 spaces.

When you remove a Travel Destination Tile from a Vehicle and place it on that track, it will cover 1-4 of these spaces according to its size.

The travel destination tiles in detail:

  • Hage (1): Immediately remove a Field from your Home Board and receive 1 Food.

  • Beemoor (1): Remove 1 Peat from your supply (but not from your Home Board) and receive 2 Food.

  • Dornum (1): Return a Plow from your Barn to the Supply Board and receive 8 Food.

  • Norden (2): Sell 1 to 3 of the depicted items. You receive 4 Food for a Sheep and 7 Food for Winter Wear. Additionally or alternatively, return a Peat Boat from your Barn to the Supply Board and receive 5 Food.

  • Aurich (2): Sell 1 to 3 of the depicted items. You receive 4 Food for Leather (which you cannot replace with Leather Wear), 5 Food for a Horse, and 4 Food for an Animal of any type (which may be another Horse).

  • Esens (2): Sell 1 to 3 of the depicted items. You receive 4 Food for 2 Grain (you cannot sell a single Grain), 2 Food for a Hide, and 4 Food for Woolen.

  • Emden (3): Sell 1 to 4 of the depicted items. You receive 7 Food each for Winter and Leather Wear, and 6 Food for Summer Wear. Additionally or alternatively, you can remove 1 Peat from your supply (but not from your Home Board) and receive 3 Food.

  • Leer (3): Sell 1 to 4 of the depicted items. You receive 2 Food for Flax, 3 Food for Linen (which you cannot replace with Summer Wear), 5 Food for Cattle, and 6 Food for either Summer, Winter or Leather Wear.

  • Bremen (4): Sell 1 to 5 of the depicted items. You receive 5 Food for Timber, 9 Food for 2 Animals of the same type, 12 Food for a set of Linen, Woolen and Leather, and 30 Food (any excess Food is lost) for a set of Summer, Winter and Leather Wear.

    Additionally or alternatively, you may remove a Moor Tile from your Home Board (regardless of which side is facing up and whether there is still Peat left on it or not, including the small Moor Tile that had Peat since the beginning of the game).

    Remove the tile immediately. The Peat from the tile, if any, is lost. You do not receive any Food for this but, on the other hand, you will not lose points for the tile.


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