


Three Sisters Harvest Edition
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Corn, beans, and squash have grown together for centuries. Now it's your turn to understand why — and use it to win.
What it's About
A garden to build one square at a time — with eight rounds to make as few mistakes as possible
Three Sisters: Harvest Edition is the strategic roll & write game by Adam Hill, Ben Pinchback, and Matt Riddle, with illustrations by Andrew Bosley, Beth Sobel, Marlies Barends, and Aaron Wood. A game named after an indigenous farming technique still in use: corn, beans, and squash grow together because they help each other.
Each round, the first player rolls the dice and places them on the action rondel. You choose which die to take — and with it, which garden zone to activate and which action to perform. Plant, water, visit the market, improve the beehive, grow fruit, upgrade tools in the shed. Combos build over time: today's actions open opportunities that are worth double tomorrow.
The Harvest Edition includes the entire 12-chapter campaign — playable cooperatively or solo — plus expansion modules for single games. It is the definitive edition of an already award-winning game.
The secret of Three Sisters is that every action has consequences on everything else — you plan three moves ahead while others only look at the die in front of them.
The secret of Three Sisters in one line
The pencil flows, the squares fill up, and halfway through the game you realize that the garden you're building has a logic of its own — almost as if it were truly alive.
From the game experience
Three Sisters: Harvest Edition
Farmer Edith blocks areas of your sheet each round — creating authentic pressure and making planning even more tense. Excellent solo experience.
Your Arsenal
What you manage in each game
The Six-Zone Garden
Six numbered zones, each with the three crops. Corn, beans, and squash help each other — corn grows, beans can climb, squash protects the soil.
The Tool Shed
Fifteen tool tracks. Complete a track to unlock a special power or an end-game scoring opportunity. This is where you build your strategy.
Orchard and Beehive
Two secondary areas that amplify scoring. The beehive requires constant care; the orchard rewards those who don't neglect it in the early game.
The Action Rondel
The dice determine where available actions land. Choose which die to take — changing the activated zone and action on the rondel. The choice is always more complex than it seems.
At the end of eight rounds, the garden you've built tells who you are at the table. Three Sisters: Harvest Edition is the kind of game that gets better every time — and that you want to replay immediately.
📖RulebookEnglish · Official PDF
A game in five acts
What happens at the table
Not the rules. The experience.
Blank sheet, infinite possibilities
Grab your garden sheet. Six empty zones, three crops, a shed to upgrade. The first die is rolled — and you immediately realize that every choice excludes something else. The table falls silent.
Corn grows, beans wait
You've watered the corn in the first few rounds. Now it's tall enough, and you can finally plant the beans. That small choice made three rounds ago proves wise — or wrong, if others were quicker to grab the right dice.
The die you didn't want
Round five. The die you needed is taken by someone else. You have two compost in reserve — you use them to change the value and save the day. Or you improvise and discover that plan B was better than plan A.
The combo no one expected
One action activates the shed, which unlocks a bonus, which leads to the market, which gives you extra points on the pumpkins you'd already harvested. All in one turn. Someone at the table looks up from their sheet and asks: "how did you do that?"
Eight rounds, a garden told
Points are tallied. Someone had focused entirely on the orchard, someone else had neglected the apiary but dominated the shed. Everyone's sheet is different — and each tells a story of decisions made well and poorly. Everything is put back in the box with the desire to try the strategy you haven't yet attempted.
How to play
The flow of each round
Eight rounds, four phases. You learn in fifteen minutes, you master it game after game.
The first player rolls all the dice and places them on the rondel in ascending order. The position on the rondel determines which action is activated with that die — and things get more complicated game by game.
In turn order, each player chooses a die. The value indicates which garden zone you can activate; the position on the rondel indicates the action you get: plant or water, shed, market, orchard/apiary.
Perform actions, mark your sheet, collect bonuses. Bloomed crops activate perennials, which unlock shed powers. Combos chain together — and learning to read them in advance is the heart of the game.
Each round ends with a special event — rain, market visit, or shed bonus. Events are known in advance: planning around them is one of the pleasures of the game.
Why it's different from the others
Six mechanics that make a difference
Real crop dependencies
Beans don't grow without corn. It's not thematic fluff — it's a mechanical constraint that forces you to plan ahead. The game is literally built on the indigenous agricultural logic that inspires it.
The rondel that changes every round
Dice not taken this week shift to the next. You can plan which actions will be available in future rounds — and those who do it best have a real advantage.
Compost mitigates chance
Don't like the die that's left? Use compost to change its value. The game doesn't leave you at the mercy of luck — it gives you a tool to manage it, if you cultivate it.
Fifteen paths in the shed
Each game you can focus on different tools, each with unique effects. The New Tractor is worth 18 points but requires many spaces. Mason jars give goods for blueberries. Every choice defines your game.
Eight predictable events
You know exactly when rain, market, and shed bonuses will arrive. Preparing your sheet to capture those moments is a form of long-term planning rare in roll & writes.
12-chapter campaign included
The Harvest Edition adds a complete narrative campaign — with new content, progressive mechanics, and dedicated components. Playable in groups or solo, without modifying the base game.
How it ends
One goal, many paths
There's not just one way to win — there's a way to build the best possible garden with the dice you get.
Victory
- Score more points than opponents after eight rounds
- Points come from: harvested crops, completed perennials, apiary, orchard, shed tools, and market
- Solo: beat your previous score — or that of Farmer Edith if playing with the automa
Your sheet, your story
- There are no eliminations — play until the end and compare sheets
- Each sheet is a mirror of choices made: who invested in the shed, who in fruit, who in the pure garden
- True replayability lies in trying different strategies — not in repeating the same path
Three Sisters: Harvest Edition is the roll & write that convinces even those who don't like the genre — because it feels more like a puzzle than a game of luck.
Frequently asked questions
FAQ about Three Sisters: Harvest Edition
Is it really strategic or does dice luck matter most?
It's genuinely strategic. Compost allows you to modify die values, the rondel can be planned in advance, and end-of-round events are predictable. Those who know how to use these tools consistently win against those who don't. The die introduces variability, not pure randomness.
How different is it from the original Three Sisters edition?
The Harvest Edition includes the entire base game plus a 12-chapter campaign with new content, progressive mechanics, and additional components. Campaign modules can also be used as expansions for a single game. It's a definitive edition, not just an update.
Does it play well solo?
Yes, very much so. The Farmer Edith automa blocks areas of your sheet each round, creating genuine pressure. It's not a consolation solo mode — it's an experience designed to work on its own. The campaign is entirely playable solo.
Is it suitable for those who have never played roll & write?
Yes, with a caveat. The basic rules can be explained in 15 minutes, but the plant/water rule requires a moment of adjustment in the first game. It's not an immediate gateway like Wingspan, but those who love puzzles grasp it quickly and don't want to stop playing.
What player count is best?
It works well at all player counts. With 3-4 players, dice competition is more intense and the choice of which to take is more tense. With 2, it's more controlled and tactical. Solo is a challenge against yourself — or against Farmer Edith, who is unforgiving.
Is it available in Italian?
This is the English edition. The game is primarily based on icons and graphical sheets — text is minimal. The plant/water rule is the key concept to explain, after which the game plays without reading. Also great for those with elementary English.
Three Sisters: Harvest Edition is a strategic roll & write board game for 1–4 players (ages 12+, duration 30–60 min). Designed by Adam Hill, Ben Pinchback, and Matt Riddle, artwork by Marlies Barends, Andrew Bosley, Beth Sobel, and Aaron Wood, published by Motor City Gameworks. Main mechanic: roll & write with action rondel and resource management. Players cultivate corn, beans, and squash in a modular, individual garden sheet, utilizing crop dependencies, compost for dice mitigation, tool shed, and market. 12-chapter campaign with official solo mode (Farmer Edith automa). Award-winning reimplementation of the original Three Sisters game with new content and integrated expansion modules. English edition. Available on FroGames.it.

Three Sisters Harvest Edition
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