Farm Hand
Products title that includes 'PRE-ORDER' is subject to our Pre-order Policy
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Delivery and Shipping
Delivery and Shipping
For more details, please refer to our Shipping and Order Information.
Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
| Designer |
Craig E. Somerton |
| Publisher | Grail Games |
| Players | 1-5 |
| Playtime | 15-20 mins |
| Suggested Age | 10 and up |
Farm Hand is a fun and engaging 21-card micro game for 1-5 players in 15-20 mins. A game that neatly fits in your pocket or purse and can be played almost anywhere.
The game has 6 asymmetric suits ranging from 1 card through to 6 cards, with values 1-7 spread across the suits. Gameplay includes trick-taking, publicly visible suits, and simultaneous bidding.
Played across 6 rounds, each round players are dealt a hand that increases by 1 card (1x card in round 1, 2x cards in round 2, etc.)
With all suits openly visible to all players, everyone must try to predict how many tricks they will win in the round - they bid simultaneously by revealing a number of fingers.
The bids are recorded and the trick-taking phase commences.
Everyone plays their cards using standard must-follow trick-taking rules, however, the highest card wins the trick, regardless of suit. BUT... if cards of the same number are played, they cancel each other out and the next highest card wins the trick. This often leads to surprise outcomes and plenty of laughs and groans.
Points are awarded based on whether players correctly predicted their bids or not:
If your Bid and Tricks match EXACTLY, score points equal to the Current Round
If your Bid and Tricks DO NOT MATCH, score -1 point per Difference
The dealer moves clockwise. Gather all the cards, shuffle and deal again.
Play 6 rounds. The winner is the player with the highest score.
—description from the designer
