Hallertau

2020 · Economic

Hallertau

Manage a mid-19th-century Bavarian village in the Hallertau hop region, growing hops, raising sheep and producing agricultural goods to supply local craftspeople. Place workers on action spaces that can be reused at increasing cost, rotate fields between cultivation and fallow to maintain productivity, and breed sheep that provide benefits but eventually die off. Play cards at strategic moments to create combos and boost actions, develop workshops and village buildings, and accumulate wealth and prestige through efficient production and timing.

Players
1–4 best 2
Playing time
50–140 min
Age
12+
Complexity
3.3 / 5
6.6 on Ludoyafrom $71.89AnimalsIndustry / ManufacturingIncrease Value of Unchosen ResourcesAction PointsHand Management

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On Ludoya's tables

Full stats in Ludoya
297
Plays logged
225
Players
1h 48m
Average play
99
In collections
28
On wishlists

6.6/10

from 50 Ludoya reviews

  • Garfield2.0

    Another game in that setting... But the worst in this game are the random cards, especially the end target cards. If you are lucky you fulfill immediately a card and get 10 VPs, and if you have bad luck you get a card worth 3 VP that you can't fulfill. And also all the other cards are luck dependent. And if you have bad luck with your starting cards you are already fucked up. Seriously, the last few actions I just took end game cards and made at least +20 VPs! Shame on you! The main goal is too move your house, very thematic... Multiplayer solitaire. [c] Theme: :star::star::star::nostar::nostar: <!-- size 7]The farming is good, the house moving not --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Too repetitive for my taste --> Interaction: :star::nostar::nostar::nostar::nostar: <!-- size 7]Only that others occupy spaces that you want --> Artwork: :star::star::star::nostar::nostar: <!-- size 7]Ok, nothing special --> Luck: :star::star::star::star::nostar: <!-- size 7]A lot of random card drawing! --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]Nah --> Components: :star::star::star::star::nostar: <!-- size 7]Very good --> Play duration: :star::star::nostar::nostar::nostar: <!-- size 7]Too long --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Not very complicate --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::nostar::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::star::nostar: <!-- size 7]Plays quite fast --> Replay value: :star::star::nostar::nostar::nostar: <!-- size 7]Different card modules? --> [/c]

  • Poteet9.0

    Hallertau actually translates into “Sheep Warfare”. Ok, not really. You’re actually spending more of your time taking advantage of said sheep than getting a chance to lovingly gaze at them, but i digress. Hallertau is another Rosenberg gem. The core of the game really is located in two spots: the workers and the community center. The workers don’t completely clear each round (exactly what does is player count dependent), and there’s multiple spaces for all actions, but at an increased cost of workers. This adds a good deal of tension alone in just hoping the way you’ve rationed the workers in your head actually comes to fruition. The community center has you fiddling with these tiny boulders to hurry up and move other buildings, just to move the community center to where they just were. It’s on a track that functions as your available workers count and in providing some VP. This is a solid 9/10 for me.

  • Daniel García Cruz7.0

    Otro refrito que mezcla mecánicas. La única novedad la casa flotante que va moviéndose para darte en la siguiente ronda mas trabajadores y al final de la partida mas puntos.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When do I get new workers each round and what happens to Sheep on Farmyard cards?

During Phase 2 (New Workers) you move the Farmyard card off your Stable, return any Sheep on that card to the general supply (they die, no compensation), then take the number of Workers shown in your Community Center window and place them on that Farmyard card as your supply for the Round (see page 7).

Can I play cards from my hand during other players' turns?

Yes — playing cards from hand is an Anytime-Action: you may play cards at any time, even during another player's turn; resolve them immediately (or after the current action if played mid-action) and leave them face-up in front of you (see page 11).

When I sow, do I have to ‘spend’ the value on a goods token (like a 3) to plant a field, or how does sowing actually work?

For each sow action you move a Crop indicator from your '1' supply space onto an empty Field (you do not spend the value shown on a higher token); if needed, reorganize your Goods so a token is on the '1' space before sowing — do not move a higher-value token directly onto a Field (see page 8 and Reorganizing Goods on page 11).

How do discounts on advancing Craft Buildings work — can a discount let me ignore the type constraints or pay fewer types?

Discounts reduce the number of Goods required if you actually pay 2 or 3 different types (depending on Round and building), but you must still pay the required types and obey any constraints (you cannot use a discount to violate a building's type constraint or change which types count) (see page 10).

When I move Boulders in the Progress Phase, do Tools get used up permanently or just temporarily exhausted?

In Rounds 1–5 moving Boulders 'exhausts' Tools (move them to the side so they can't be used again that Phase but return usable next Round); in Round 6 Tools are actually spent and returned to the general supply when used (see pages 10–11).

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Game facts (players, playing time, age, credits) from BoardGameGeek.