





Farmoony
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Someone has already completed three missions, someone is praying for the right card, someone else is using the last tool to sabotage their neighbor. And in the end, everyone wants to know what's growing on Planet 442.
WHAT IT'S ABOUT
A race to cultivate humanity's future on an alien planet
Earth is collapsing. Pollution, deforestation, food conflicts. The big space companies have found Planet 442, a world where the soil might still bear fruit. Farmoony is a competition among space engineers to build the most efficient farms and complete the missions assigned by the organizations that sent them there. Who will prove that interplanetary agriculture can save humanity?
At the table, you are an engineer with an empty grid, a deck of farm cards, and tools to hinder others. Each turn you place tiles to create specific patterns required by shared missions, play tool cards to improve your production or sabotage others'. Three rounds, three identical missions for everyone. The one who optimizes best wins. The one who makes a mistake in order loses precious time.
What they say abroad
Farmoony transforms space agriculture into a race of optimization and perfect timing, where every card placed counts and every tool can overturn others' plans.
— FroGames
A gateway game that doesn't hold your hand: it gives you three missions, a grid, and three rounds to prove you can farm better than others.
— FroGames
Farmoony
The elements of your farm
What you build on Planet 442
Farm Cards
Each card represents an element of your grid: water, soil, energy. You place them to create the patterns required by the missions. Sequence matters, and so does order.
Tool Cards
They boost your production or slow down opponents. You can improve a key element of your grid or remove a piece from someone else's. Timing is everything.
Mission Cards
Three shared missions, visible from the start. Each requires specific patterns: alignments, combinations, sequences. Everyone has the same goals, but everyone builds in their own way.
Resource Tokens
They mark progress, accumulated resources, and completed objectives. In case of a tie, unused tokens make the difference. Don't waste them.
In an hour, you'll know if you're cut out for space farming. Or if you prefer to leave Planet 442 to others.
📜 REGOLAMENTO
A game in five moments
What happens at the table
Not the rules. The experience.
Everyone studies the same missions
The three mission cards are revealed in the center. Everyone looks at them, everyone understands what is needed. Water, soil, and energy patterns to be built in three rounds. Whoever finds the most efficient sequence has an advantage. Whoever gets the order wrong pays.
The grid begins to take shape
First turns, first cards placed. Someone builds vertically, someone else horizontally. The placement choices seem harmless, but those who have planned well already know where the next card will go. Those who improvise start to sweat.
Tool cards arrive
Someone plays the first tool. They remove a key tile from a neighbor's grid, or improve an element of their own. The table realizes that it's not just a puzzle game: it's a race where sabotage can be more effective than building.
First objective completed
Someone announces the first mission completed. The others look at their grid and realize how far behind they are. The gap widens. Those who optimized laugh, those who improvised try to catch up with the remaining tools. The tension rises.
End of the third round
Score count. Whoever completed more missions wins, whoever optimized the tokens makes a difference in ties. Someone wants to replay immediately with different missions, someone else wants revenge. The game is short, but leaves a desire for a rematch.
How to play
The flow of each round
Three rounds identical in structure, different in choices. Each round is a cycle of placement, tools, and progress towards missions.
From your hand, choose a farm card and place it on your grid. Position matters: you must build the patterns required by the missions. Water, soil, energy. Everything must fit together.
If you want and if you have one, play a tool card. You can improve an element of your grid or sabotage an opponent's. Timing is crucial: too early is a waste, too late is useless.
Check if you have completed one or more of the three shared missions. If yes, you score points. If not, you continue to build. The missions do not change, but everyone completes them with different strategies.
Draw a new farm card (if provided by the rules), then the turn passes to the next player. The round ends when everyone has played the predetermined number of turns. Then it starts again.
Why it's different from others
Six mechanics that make a difference
Shared missions for everyone
You have no secret objectives. The three missions are identical for all players and visible from the start. The challenge is not to understand what to do, but to do it better and faster than others. Same objective, different strategies. Whoever optimizes wins.
Direct sabotage with tool cards
It's not just a personal puzzle game. Tool cards allow you to slow down opponents, removing key tiles from their grid or blocking their progress. The interaction is concrete, not just indirect. You can hit those who are ahead.
Three rounds, fast-paced
The game lasts only three rounds, each with the same flow. No complicated phases, no long downtime. You place, sabotage, check missions, pass the turn. The game flows quickly and keeps everyone at the table.
Pattern building with spatial constraints
It's not enough to randomly place cards. You must create specific geometric patterns on a limited grid: sequences of water, soil alignments, energy combinations. The position of each tile matters. A mistake on turn 2 carries through to the end.
Scalability from 2 to 6 players
The game works well with two players and holds up to 6 players without collapsing. With more players, chaos and sabotage increase, with fewer, it remains more tactical. It's not a party game, but not an eurogame for only 2 either. It adapts.
Gateway game without frills
Clear rules in 10 minutes, first game immediately playable. There are no hidden mechanics, secret combos, or dominant strategies to discover after 10 games. Everything is clear: you, the grid, the missions, the others. The rest depends on you.
How it ends
How to win and how to lose
After three rounds, points are counted. Whoever completed more missions wins. In case of a tie, unused tokens and secondary objectives count.
Victory
- Complete the most missions among the three shared ones
- In case of a tie, have more unused resource tokens
- In case of a further tie, have completed secondary objectives or intermediate progress
How to fall behind
- Place tiles without planning: every placement error slows down mission completion
- Waste tool cards too early or against those already behind instead of sabotaging the leader
- Ignore others' progress: if you don't watch what others are building, you don't know when to stop them
Farmoony invents nothing new, but does everything well: honest pattern building, direct sabotage, fast pace. A gateway game that won't bore you after the second play.
Frequently asked questions
Farmoony FAQ
Do missions change every game or are they always the same three?
Missions change from game to game. In setup, three mission cards are revealed from the deck, and those remain valid for everyone during that game. Next time, three different ones come out. This ensures variety without complicating the rules: same mechanisms, different objectives.
With 6 players, do the times get too long?
Yes, a little. With 6 players, the game can reach the stated 50 minutes, compared to 20-30 for a 2-3 player session. The reason is simple: more turns, more tool cards that sabotage, more people slowing down the flow. If you want a fast pace, play with 2-4 players. With 5-6, it's more chaotic and less tactical.
Is experience with modern board games required to understand it?
No. If you've ever done a puzzle or played Tetris, you understand pattern building, and the tool cards are immediate: this improves your grid, this worsens someone else's. Rules in 10 minutes, first game playable immediately. It's designed as a gateway game for those without experience in complex eurogames.
Is it a cooperative or competitive game?
100% competitive. Everyone shares the same three missions, but everyone works to complete them first. Tool cards are mainly used to sabotage opponents. There is no cooperative mode, no semi-coop variant. It's a race: whoever optimizes best and strikes at the right time wins.
Is it available in Italian?
The game was published by Elemental Harmony Studio in 2024 and is currently funded on Kickstarter. The language of the edition is not specified in the available data, so we advise you to check directly on the project's Kickstarter page or contact us to confirm the language version before purchasing.
Farmoony is a competitive pattern building and tile placement board game for 2-6 players, lasting 20-50 minutes, recommended for ages 9 and up. Published in 2024 by Elemental Harmony Studio, Farmoony takes you to Planet 442, where you will build space farms by completing three missions shared with all other players. Each game revolves around hand management, creating geometric patterns on a grid, and strategic use of tool cards to sabotage opponents. With accessible yet deep mechanics, Farmoony is an excellent gateway game for families and casual gamers looking for something more challenging than a filler without reaching the complexity of heavy eurogames. Available on FroGames.it.

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