Carousels and Dancing: Fair Fun with Fields of Green
Twist and twirl at a pair of interesting fair attractions in the charming farming world of Fields of Green.
Give me a little bit of tabletop farming, and it’s often all I want to do when Fields of Green is around! It isn’t even that this is a top game in my collection… The combination of artwork, theme, and mechanics just works so nicely together. I always find new card combinations. More than anything, though, there were some more attractions to try out!
Game Name: Fields of Green
Publication Year: 2016
Designer: Vangelis Bagiartakis
Artists: G. Bobrowski, T. Jedruszek, and N. Robinson
Publisher: Artipia Games
Solo Mode: Included in Fields of Green: Grand Fair
This is a game all about building a new farm from nothing into a spectacular enterprise. Resources are simplified with food, water, and coins. Choices are practically endless in terms of the cards, though! Fields and livestock of all sorts can be found, along with many other locations.
January 27, 2019
January 30, 2021
34" x 28"
A Little Brewery
My first play saw a solo goal of 3+ cereal fields show up. As it happened, I built them all in a compact area early on.
When the brewery building showed up near the end, it was pretty clear that I needed to add it onto my farm! This led to 6 victory points, which was no small matter.
Individual cards typically yield 0-3 victory points, which is why it’s important not to neglect these buildings for end game scoring. Plenty of possibilities and opportunities!
But it’s also hard to focus on buildings that don’t build up a farm’s income at all. Every choice really does matter.
Have I mentioned how many cards there are? Hundreds! If given the chance, it would be simple to find a couple of optimal paths. Rinse, repeat, and then just repeat again.
Luckily, this is where the solo goals come into play! 4 are drawn during setup, and 3 are chosen to guide progress.
All goals must be met in order to score a farm. It’s vital to find a way to make everything happen. Here, I needed 30+ coins, 3+ dairy livestock, and lots of locations early on.
In fact, the growth goal was the most difficult. Picking buildings so early was quite the risky sort of gamble!
Round and Round
I tried out another pair of attractions during this session. The carnival ride was simple and vaguely interesting.
Basically, 1 coin could be earned if the tractor moved to an adjacent spot after a location was built. If I purchased cattle or strawberries, for instance, there was a coin!
The tractor moved around the carousel, which was a clever way to tie the mechanics into the attraction. What fun!
This gave me some continuous discounts, but only when it made sense to do so. I didn’t feel like this changed any of my decisions since my main focus was on the solo goals.
To the Dance Floor!
The dancing contest was a rather unusual place to find a little tractor. Ha ha! I wasn’t sure what to make of this attraction and the way I could take various bonuses.
Locations of 3 different types were off to the side so I could compare my farm to the current year. This moved my tractor up 1 or 2 spaces, depending on what I built.
Each bonus moved my tractor down the same number of spaces. It was… Different? Possibly useful in some ways?
The final spot was the best, although I never got around to using it. This was my least favoritate attraction so far.
Play Number: 16 and 17
Expansion 1: Fields of Green: Grand Fair
Expansion 2: Grand Fair: Kickstarter Promo Cards
Expansion 3: Fields of Green: Crop Circle
Expansion 4: Fields of Green: Kickstarter Promo Cards
Solo Mode: Included in Fields of Green: Grand Fair
Play Details: Carnival Ride and Dancing Contest
Outcome: 66 and 58 (2 Losses)
I still stayed pretty steady, although I’m getting closer to 70 points! My pigs stole the show this time, eating all the food but also producing over 25 coins by the end. Wow!
Price & Value
Challenges & Mechanics
Design & Theme
Components & Rules
Achievement & Enjoyment
Distinctness & Randomness
+ Pros (Positives)
- Every location and attraction features beautiful artwork with tiny slices of life from the world of farming.
- The harvest phase is simple to follow with the placement and iconography on the various types of locations.
- Planning the order to build in takes some experience to maximize the efficiency of fields and livestock.
- Each card draft phase is easy to complete but presents interesting decisions that never feel repetitive.
- The number of possible card combinations is staggering, yet there are many ways to score victory points.
- A trio of solo goals provides the foundation for what to accomplish with each farm, but other strategies are open.
– Cons (Negatives)
- Although the text isn’t necessarily too small, it can be hard to read when all of the cards are spread out so much.
- Not all of the attractions work as well with the solo mode, yet victory points are still lost for having them in play.
- The play area can quickly get messy and disorganized if the locations aren’t neatly aligned during every round.
- Luck can play a major role in terms of the solo goals chosen and the order of the location cards in the first year.
Score 70+ Points
- Overall Goal Progress 67% 67%
Goals and Milestones
Score at least 70 points.
Score at least 80 points.
Score at least 90 points.
Continue the Conversation
What are some of your favorite attractions from Fields of Green? With any luck, I’ll get through my plays with all of them over the course of the next week. Exciting! Have you found a strategy that works for you? I still have a long ways to go before I reach the highest scoring tiers. Progress is happening, though, and I just adore these little farms!