FineSand Rules US Web
FineSand Rules US Web
The deck deconstruction game for 1-4 players, from Friedemann Friese, for ages 10 and above
• 4 wooden rings
Player symbol Set symbol
Action card Symbol card
• 4 Player boards
• 4 wooden discs
7f.
You cannot build coin
cards, instead they give you
more coins to build!
Start together: On a common signal, all of you start the turn. Place your wooden disc from your draw stack in the center of the table. As long as your
wooden disc remains in the center of the table, everybody can see that you are still taking your turn (“I am not done!”).
Now you perform the following three steps and make your own decisions. Of course, your opponents have their own plans and most likely make different
decisions.
STEP 1. Draw cards + : Draw 2 cards from your draw stack, as printed on your board, PLUS Example: Rachel
draws 3 cards from
additional cards for already built green cards. Take these cards into your hand.
her draw stack, and
For a faster start of the game, during game preparation you already drew 6 cards and took them into takes them into her
your hand. Thus, you do not draw cards in the first turn of the game! hand.
STEP 2. Perform actions: Decide if you EITHER perform the red actions OR the blue actions. Mark
your choice by sliding your wooden ring to the left or to the right (we know from experience, that without the use of the ring you might
quickly forget your choice and accidentally perform both actions).
2A. Red actions - Build one card from your hand +1 : Build one of the
cards in your hand, as printed on your board, and place it at the matching place on your
board. Place green cards in the first column, red cards in the second column, and so on.
Place sand castles above the board, as these cards do not offer any actions.
The cards have different building costs, as printed on the top of the cards. Pay these
building costs with the remaining cards in your hand. Each card has a value of 1 coin,
the special coin cards have a value of 2 coins or 3 coins, depending on the value printed
on them. Discard all cards, which you use for paying the building costs, face up onto
the discard pile.
You can only use newly built purple or yellow cards in the same turn. You can use
newly built green, red, or blue cards only starting with the following turn.
If you already built additional red cards, you can build 1 additional card from your hand Example: Rachel decides to build the blue card and places it in the
for each +1 card symbol, after paying the required building costs. A special third column. She pays the building costs of 4 coins by discarding
red card gives you a discount on building costs - check the section “Your 32 Start the money card and two additional cards from her hand onto the
Cards”. discard pile.
OR
2B. Blue actions - Draw additional cards + : Instead of building, draw 2 Example: Rachel decides to
additional cards from your draw stack, as printed on your board, PLUS additional cards draw additional cards from
for already built blue cards. Take these cards into your hand. her draw stack, and takes
them into her hand. Of course,
If you draw additional cards, of course you cannot build and most likely must discard she cannot build anymore in
excess cards at the end of the turn. this turn.
Hint: During the first turn, you have 6 cards in your hand. It is highly recommended to
build as least one of them, to most optimally begin the game. Wait for a later turn to use
the blue actions to “draw additional cards”.
STEP 3. Check hand limit : At the end of your turn, you check your hand
limit. You can keep as many cards in your hand as stated by this limit. Thus, you can
keep a maximum of 3 cards in your hand, as printed on your board, PLUS additional
cards for already built purple cards. If you exceed that hand limit, choose surplus
cards in your hand and discard them face up on your discard pile.
End of the turn and “off-loads”: After checking your hand limit, take your
wooden disc from the center of the table and place it back on top of your draw
stack. This will provide a signal to other players that you have finished your turn. Example: Rachel can keep 4 cards in her hand. As she has 5 cards in her
After everybody has taken their wooden discs from the center, together you check hand, she decides to discard the purple card.
if you all received “off-loads”.
If there is at least one face down card each on ALL Symbol cards,
you all take the topmost card from the right Symbol card and
discard it face up on your own discard pile. Of course, this is
worse, as you try to get rid of all the cards.
If at least one Symbol card is empty, nobody takes a card. All
cards on the other Symbol cards remain where they are! Some
of you got rid of a card, without directly getting back “off-loads”.
Example: At the end of the turn, there is one card each on both Symbol cards. Thus, both
Rachel and Paul must place this card face up onto their discard piles.
You lost track? Do not worry!
When you take your turns simultaneously, during your first games you definitely will not keep track of the actions of your fellow players. As long
as you are learning how to play this game, start your turns together by placing your wooden discs from your draw stacks to the center of the table.
Afterwards, you should take your turns one player after the other, so you can check the actions of the others. After everybody has taken their turn
once, you check for “off-loads” and together start the next turn. It would be bad if one of you misunderstands the rules and makes mistakes from
turn to turn without realizing this. And it does not matter, if it would be to their advantage or disadvantage.
As soon as you feel confident that you understand the basically simple flow of the game, at any time during the game you can commonly decide to
take your turns simultaneously. Then, the slightly faster players simply wait for the others at the end of their personal turns.
Game End
You trigger the game end when you draw ALL your remaining cards at the start
of your turn, and both the draw stack and the discard pile are depleted. If you
are allowed to draw more cards, take 1 wooden coin for each missing card from
the center of the table. The game ends after you all finish your turn.
If you trigger the game end voluntarily, by passing on building and instead
drawing additional cards, all players should complete their current turn and
play one more turn before the game ends.
Each time you are allowed to draw more cards and none are available in your
draw stack and discard pile, again you take wooden coins. The number of
wooden coins in the center of the table are not limited. If you need more than
supplied in this game, please substitute with any spare parts or coins you may Example: Rachel can draw 6 cards. There are only 4 cards left in her draw
have on hand. stack, so she additionally takes 2 wooden coins. At the end of this turn the
game ends, too.
You can use these wooden coins to pay the building costs.
Final scoring
After finishing the last turn, each of you checks how many cards you did not build: Count all cards in your hand, and all cards in your draw stack and
discard pile. If there are still “off-loaded” cards on your Symbol cards, they remain there and you do NOT count them!
The player with the least number of unbuilt cards wins Fine Sand! In case of a tie, the tied player with most coins wins the game.
Step 2B
Draw cards: Draw additional cards
4 coin cards: The coin cards offer 2 or 3 coins for from your draw stack.
paying the building costs.
Building these cards costs 3, 4, or 5
You cannot build these cards, so they remain in coins for +1 card or 7 coins for +2
your card stack, except when you “off-load” these cards.
coin cards to your left neighbor.
3x 1x
Step 3
Check hand limit: Keep additional
For Steps 1 to 3, you have cards offering different actions. If you cards in your hand for the next turn.
already built them in former turns, you can use them in any order
Building these cards costs 4, 5, or 6
you prefer! You can even pass on using the actions of any cards.
coins for hand limit +1 or 8 coins for
Step 1 hand limit +2.
Draw cards: Draw additional cards
from your draw stack. Out Of Sequence
There are two different cards, which you can use during your turn once out
Building these cards costs 6, 7, or 8
of sequence.
coins for +1 card or 10 coins for +2
cards. “Off-loads” for your neighbor: Place 1 card of your
choice from your hand face down onto your Symbol card,
Step 2A to give your neighbor this card.
There are two different types of cards. You can use this action in each game starting with the first
Build cards: Build additional cards. If you turn.
build several cards in the same turn, add their
Discard and draw: Discard 1 card from your hand onto
building costs and pay the total sum as best
your discard pile, to draw 1 card from your draw stack.
as you can with your remaining cards in hand.
After building, you cannot keep left over coins. Building this cards costs 4 coins.
Building these cards costs 4, 5, or 6 coins.
Discount on building costs: For each action “Build one
card from your hand” pay 1 coin less. The minimal resulting Your Symbol card
building costs are 0 coins. Place your Symbol card between your and your left neighbor’s
building sites. During the game, you “off-load” cards to your
Building this cards costs 7 coins. neighbor with cards, which you place face down onto this
Symbol card.
With these cards you can simply play again and again. This is the basic version of Fine Sand.
The Fable campaign
Fine Sand offers you a starting stack of cards, which you can use for the first few games. Additionally, you all have your own Fable stack of 27 additional
cards, which you can use to start the Fable Campaign.
Game preparation
You start the first game with the 30 cards of the starting card deck, thus with all cards
showing either the warning sign or the number “0” at the bottom right of all cards.
Shuffle the stack of cards before starting the game. Place the sorted Fable stack to the
side, you only need it after finishing the first game.
Place 13 wooden coins onto your Symbol card, which is usually between you and your
left neighbor’s building site.
Additionally, you need a scoring sheet. You will find 4 scoring sheets on the back of this
rules booklet, and a PDF on our website www.StrongholdGames.com.
How to play
During the solo campaign, you use the yellow action “Off-load” for your neighbor Example: Rachel places 13 wooden coins on her Symbol card.
differently as in the normal game.
As long as there are wooden coins on your Symbol card, you ignore this action, and do not place any cards from your hand on your Symbol card.
Instead, after checking your hand limit at the end of the turn, you remove 1 wooden coin from the Symbol card and place it back in the center of the
table.
At the start of the 14th turn, you have removed all wooden coins, and the Symbol card is empty. Now, during each turn you MUST give 1 card from your
hand, and place it on your Symbol card. You cannot refrain from this!
Game end
You trigger the game end as usual, when you draw ALL remaining cards, and both your draw stack and discard pile are depleted. As usual, for each
missing card you also take 1 wooden coin from the center of the table.
Final scoring
Count all your unbuilt cards. Take the scoring sheet and write down the following values in the two spaces:
STACK: All cards in your hand, and all cards in the draw stack and discard pile count 1 point.
OFF-LOADS: All cards “off-loaded” to your Symbol card count 2 points.
Add both values for your TOTAL. Of course, you try to score the lowest total as possible, and strike that number off on the scoring sheet.
During the whole solo campaign, you can strike off each of the numbers 1 to 20 once. If you already marked off a number in an earlier game, you now
must strike off the next higher, still available number.
If you must strike off a number higher than 20, you lose the game and start a new campaign.
At the end of a game, if you have remaining wooden coins, strike off 1 space per coin in the area marked WOODEN COINS. Start in the top most row
from left to right. If you fill a set of five spaces, once during the final scoring of a game you can subtract a certain value from your total, before striking
off that total on your scoring sheet.
# STACK OFF-LOADS TOTAL
1 3 14 17 20
2 5 12 17 19
Example: Rachel has 5 cards left in her STACK (5 points) (a) and 6 cards on her Symbol
3
4
a b c 18
X
17
card as OFF-LOADS (12 points) (b). Her TOTAL for this game is 17 points (c). She has 4 5 X
16 e
wooden coins, thus she now finishes the first set of spaces in the section WOODEN COINS 6 15
(d). 14
7
13
Rachel already marked off 17 points in the first game. Thanks to the “-1” she strikes off 8
12
16 for this game (e). 9 11
10 10 1
9 2
WOODEN COINS
8 3
7 4
e XXXXXX
-1 -1
6
5
5
6
d
-2 -2 4 7
-3 -3 3 8