

Countryside
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FroGames — Moments You'll Remember
At the end of the game, some will have a perfect lawn, some a lush forest, some a colorful chaos that somehow works. And everyone will want to try again tomorrow.
WHAT IT'S ABOUT
The perfect farm only exists on paper. Or maybe not.
Countryside is Peter Prinz's debut in the publishing world, with delicate illustrations by Alizée Favier. It's a game of territory, optimization, and farm management coming in 2025 under the dlp games label. The theme is classic: build the most prosperous farm in the region. The substance is less obvious than it seems.
At the table, you place territory cards to expand the borders of your property, then you add trees, animals, vegetables, and structures. Each element requires specific space, each resource has a cost, each combination can activate points or abilities. The system mixes worker placement, pattern building, and hand management, with a hint of a race against time. It's not a countryside simulator: it's a spatial puzzle where every choice takes something away from another.
What they're saying abroad
A puzzle that grows as you solve it. Each card changes the problem.
— FroGames
The feeling of building something of your own, piece by piece, is intact. And in the end, you look back and truly see a farm.
— FroGames
Countryside
The game includes a full solo mode in the basic rules, without an automa. You play against dedicated objectives and scenarios. The experience is complete: optimize, build, solve spatial puzzles. The race for shared workers is missing, but the pace remains tense.
What you put on the field
The elements of your farm
Trees
They occupy vertical space, give end-game points, and unlock abilities if planted in specific patterns. The perfect orchard is worth gold, but you need land.
Livestock
Cows, sheep, chickens: each requires a different type of land and produces different resources. Managing them well means production chains, managing them poorly means wasting space.
Vegetables and crops
They grow fast, give immediate points, but occupy fertile areas that are also needed for other things. Every harvest is a choice: now or later?
Structures
Barns, wells, fences. They enhance your actions, protect resources, unlock combos. It costs to place them, but you won't get anywhere without them.
In an hour, you'll have a farm in front of you that you built yourself, card by card. And you'll remember exactly why that meadow is there and not somewhere else.
Come si gioca
Video dimostrativo di gameplay.
A game in five moments
What happens at the table
Not the rules. The experience.
Setup and first cards
Everyone draws their starting hand and places the first territory tiles. You look at the cards, do some mental math, already imagining where the trees will go. The table is empty, but there are too many ideas.
The race for workers
The first turns fly by: everyone wants the best slots to place resources and expand their territory. Some focus on animals, some on vegetables. Someone is already making a plan that no one understands.
The territory takes shape
Mid-game, farms begin to look like farms. Some have an orderly orchard, some a chaos of mixed fields, some are optimizing every single space. Resources circulate, patterns form. Someone realizes they wasted an entire area.
The last harvest
The final turns are tight. Cards run out, worker slots are exhausted, you have to choose between completing a pattern or starting a new one. Someone places the last tile and makes a combo worth 15 points. Someone curses sweetly.
End of game and scoring
Points are counted: trees, animals, patterns, structures, objective bonuses. The farms are all different, all functional, all logical. The one who optimized best wins, but everyone wants to play again immediately to try another approach.
How to play
The flow of each round
Countryside is played in cyclical rounds where everyone, in turn, places workers to perform actions. When the slots run out, the production phase begins.
Choose an available action slot on the central board and place your worker. Actions include: drawing territory cards, placing elements on your farm, gaining resources, activating special abilities.
Immediately resolve the effect of the chosen slot. If you place a territory card, expand your farm. If you place trees or animals, pay the cost and position the element in the correct area. Each element has precise spatial requirements.
The next player places their worker and resolves their action. The round continues until everyone has placed all their workers or has passed. Occupied slots are no longer available.
When all workers are used, production activates: animals and crops generate resources, structures activate abilities, completed patterns give points. Then a new round begins. The game ends after a fixed number of rounds or upon reaching a condition.
Why it's different from others
Six mechanics that make a difference
Modular territory that grows
You don't have a fixed personal board. Your farm is made of territory cards that you place, one after another, creating the shape you need. Each game the layout is different, each strategy requires a different geometry. No two farms are alike.
Spatial pattern building
Trees, animals, and crops don't just give points for quantity: how they are arranged matters. An orderly orchard is worth more than scattered trees. Three nearby cows activate bonuses. The game rewards those who plan ahead and build logically.
Competitive but not hostile worker placement
Action slots are limited and shared, so there's a race for the best positions. But no one destroys your farm, no one steals your resources. The tension is in the indirect competition: do you do it first or do others?
Hand management and multiple choices
You always have cards in hand and multiple options for using them. You can play a card to expand your territory, or discard it to gain resources, or keep it for a future turn. Each card has three lives, it's up to you to decide which one to exploit.
Self-building engine
The more you build, the more you produce. The more you produce, the more you can build. The game is a loop of increasing efficiency: the first moves are slow, but mid-game your farm generates resources on its own and choices multiply.
Modular strategy
There is no single winning path. You can focus on a dense orchard, diversified livestock, rapid crops, or enhanced structures. Each game, someone wins with a different strategy. The game has no dominant meta.
How it ends
How to win
Countryside ends after a fixed number of rounds (depends on the number of players). The player with the most victory points wins.
Victory points
- Trees, animals, and crops placed in correct patterns give points at the end of the game
- Completed structures and achieved personal/common objectives give bonus points
- Leftover resources and effectively covered territory contribute to the final score
How you lose points (or efficiency)
- Empty spaces in the territory: every unused area is a lost opportunity
- Incomplete patterns: scattered trees or isolated animals are worth less than half
- Wasted resources: producing without converting to points leaves you behind
Countryside is a eurogame that makes you feel like a builder, even if you're just placing cards. Each game is a different puzzle, each farm tells a story.
Frequently asked questions
FAQ about Countryside
How complex is it? Can I play it with someone unfamiliar with heavy eurogames?
Yes. It's medium weight (2.8/5 on BGG): basic rules are explained in 15 minutes, the first turn is intuitive. The depth emerges later, but it's not overwhelming. It's a great next step after Carcassonne or Ticket to Ride.
Does the solo mode really work or is it a tacked-on addition?
It really works. The game includes dedicated scenarios and progressive objectives for solo play, without the need for an automa. You play against the system, not against a bot. The experience is complete, only lacking the competition for shared workers.
How long does a real game last, including explanation?
Explanation: 10-15 minutes. Game: 60 minutes net for 2-3 players, can extend to 75-80 for 4 if someone suffers from analysis paralysis. The flow is fast, turns are short.
Is there direct interaction or does everyone play for themselves?
Strong indirect interaction. You compete for the same worker slots, so whoever is faster gets the best actions. But no one destroys your farm, no one steals your resources. It's a race, not a war.
Is it available in English?
Yes, this edition is in English (dlp games). The text on the cards is present but limited: most mechanics are iconographic. Basic English knowledge is needed for setup and special card abilities.
Countryside is a strategic board game by Peter Prinz, published by dlp games in 2025. For 1-4 players, 60-minute duration, recommended age 10+. Mechanics: worker placement, pattern building, hand management, and modular territory. Theme: construction and management of an agricultural farm through territory cards, trees, animals, crops, and structures. Includes official solo mode with dedicated scenarios. Medium weight (2.8/5), suitable for families and casual players seeking depth without excessive complexity. Available on FroGames.it.

Countryside
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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