Model Number | 8026SG |
---|---|
Number of game players | 4 |
Assembly Required | No |
Batteries Required? | No |
Batteries Included? | No |
Color | Green |
Manufacturer recommended age | 11 years and up |
Item model number | 8026SG |
Product Dimensions | 7.11 x 22.61 x 31.5 cm; 1 Kilograms |
ASIN | B06VW4PC29 |
Stronghold Games Fields of Green
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Brand | Stronghold Games |
Age range (description) | 12 Years + |
Theme | Multiplayer |
Colour | Green |
Number of players | 4 |
About this item
- Expand your farm quicker than your friends
- Ages 12 and Up
- For 2, 4 Players/Playing Time: 45 Minutes
Product information
Technical Details
Additional Information
Customer Reviews |
4.7 out of 5 stars |
---|---|
Best Sellers Rank | #175,163 in Toys & Games (See Top 100 in Toys & Games) #9,898 in Board Games (Toys & Games) |
Date First Available | May 26 2017 |
Manufacturer | Stronghold Games |
Place of Business | Brantford, ON N3P 1J5, CA |
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Product description
Fields of green takes place in the second half of the 20th century. Players take the role of farm owners trying to expand their property and business. By adding fields, livestock and facilities, they build an economic engine that will bring them closer to victory. Fields of green, inspired by among the stars, is played over four rounds (years) during which players draft cards and add them to their ever-expanding farms. At the end of each year comes the harvest season when they must water their fields, feed their livestock, and pay maintenance costs in order to receive valuable resources that will allow them to further expand in the next year. Through various means, player eventually convert their wealth to victory points, and the player who gathers the most by the end of the fourth year wins.
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Fields of Green 2-4 players, ages 10+, 40-90 minutes By Stronghold Games
Customer reviews
Top reviews from other countries

So how'd it happen? What does Fields of Green do so well?
1) The THEME: Artipia Games couldn't have imagined what COVID-19 lockdown would feel like back when Fields of Green was designed in 2016. Our family had spent the better part of two years largely confined indoors. We didn't realize how much we enjoyed the great outdoors until going outside wasn't an option.
It's one thing to feel a longing for the countryside while living in the city. The city slicker who dreams of moving away to get a fresh start on a farm is a trope found across the decades, from old TV shows like "Green Acres" to contemporary video games like "Stardew Valley." Everyone's a sucker for the idyllic farm life, and Fields of Green certainly hits the spot if that's what you're looking for.
That said, COVID-19 brought with it a different feeling: suffocation. Under lockdown, no one could afford to daydream about our ideal lives; instead we found ourselves longing for our old USUAL lives, back when we took open spaces for granted. There's a fundamental vastness underlying Fields of Green's theme that we needed in our locked-down lives.
2) The ART: Most of the tile-laying card games we've played have represented rooms/locations from one of two perspectives: top-down maps (Carcassonne for example) or assorted portraits of scenes and characters (as seen in Forbidden Island and Among the Stars). Fields of Green instead presents its landscapes from an elevated (but not top-down) view that imagines the player gazing across the land from atop their farm's central water tower. (In modern terms, I'd call it a drone's-eye view.)
The imagery strongly resonates with the game's thematic vastness. The slightly-angled aerial view used in Fields of Green's tiles creates the illusion of a contiguous landscape. You don't feel like you're building an abstract tableau; you're building and expanding your farm's land.
It's a style that's lovely and saturated with charm. Talented artists were involved in this production and it shows, particularly in the expansion. I've seen the higher-resolution landscape images and they're fantastic. There are so many little details to discover on the cards if you take the time to look closely!
3) The GAMEPLAY: Fields of Green is the only engine-building game we've found with a spatial element to consider. The need for proximity to water sources or distance from conflicting features is intuitive, and many tiles' mechanics play off of this thematically. (For example: the Bison ranch produces more points the farther they're placed from your farm's crowded center. They need space!)
Engine builders often feel hollow in the sense that, at the end of the game, the theme falls away and your hand/tableau all feel like "just a bunch of cards." Fields of Green takes these abstractions and grounds them in a sense of real landed space.
It's been said elsewhere but is worth repeating here that Fields of Green plays just as well at two players as it does with groups. The shift from closed pick-and-pass drafting to open pool drafting is seamless and ups the competitive ante during two-player sessions. That we include Fields of Green among our favorite family games AND couple games is a testament to the nuts and bolts of the game's engine.
The EXPANSION: Grand Fair's "attraction" mini-boards span a wide range of weight and complexity. This allows us to switch between simpler attractions (when the kids are playing with us) and heavier mini-games (during couple games).
Our only complaint about Grand Fair is that the attractions were printed on relatively thin card stock rather than board material. We'd like to at least sleeve them, but they're of a nonstandard size that we've yet to find a fit for.
Since getting the base game and expansion, we've also acquired both Kickstarter packs and a handful of promotional cards. Every new set we've opened with the kids has felt like getting a bunch of miniature Christmas presents. Hearing our city-dwelling children squeal with delight over a new ostrich ranch or strawberry field that had arrived was one of the cutest things we've ever seen as parents.
In CONCLUSION: Think about about all the board games you've ever played. How many had a 1) theme, 2) art style AND 3) gameplay that all resonated in harmony? Achieving all three of these is what defines a good board game.
Fields of Green nails this trifecta while also bringing a unique spatial strategy to the engine-building genre for two players AND groups alike. That's what elevates FoG from a good game to a truly GREAT game — and definitely not "just a farm game."


Reviewed in Singapore 🇸🇬 on June 3, 2022
So how'd it happen? What does Fields of Green do so well?
1) The THEME: Artipia Games couldn't have imagined what COVID-19 lockdown would feel like back when Fields of Green was designed in 2016. Our family had spent the better part of two years largely confined indoors. We didn't realize how much we enjoyed the great outdoors until going outside wasn't an option.
It's one thing to feel a longing for the countryside while living in the city. The city slicker who dreams of moving away to get a fresh start on a farm is a trope found across the decades, from old TV shows like "Green Acres" to contemporary video games like "Stardew Valley." Everyone's a sucker for the idyllic farm life, and Fields of Green certainly hits the spot if that's what you're looking for.
That said, COVID-19 brought with it a different feeling: suffocation. Under lockdown, no one could afford to daydream about our ideal lives; instead we found ourselves longing for our old USUAL lives, back when we took open spaces for granted. There's a fundamental vastness underlying Fields of Green's theme that we needed in our locked-down lives.
2) The ART: Most of the tile-laying card games we've played have represented rooms/locations from one of two perspectives: top-down maps (Carcassonne for example) or assorted portraits of scenes and characters (as seen in Forbidden Island and Among the Stars). Fields of Green instead presents its landscapes from an elevated (but not top-down) view that imagines the player gazing across the land from atop their farm's central water tower. (In modern terms, I'd call it a drone's-eye view.)
The imagery strongly resonates with the game's thematic vastness. The slightly-angled aerial view used in Fields of Green's tiles creates the illusion of a contiguous landscape. You don't feel like you're building an abstract tableau; you're building and expanding your farm's land.
It's a style that's lovely and saturated with charm. Talented artists were involved in this production and it shows, particularly in the expansion. I've seen the higher-resolution landscape images and they're fantastic. There are so many little details to discover on the cards if you take the time to look closely!
3) The GAMEPLAY: Fields of Green is the only engine-building game we've found with a spatial element to consider. The need for proximity to water sources or distance from conflicting features is intuitive, and many tiles' mechanics play off of this thematically. (For example: the Bison ranch produces more points the farther they're placed from your farm's crowded center. They need space!)
Engine builders often feel hollow in the sense that, at the end of the game, the theme falls away and your hand/tableau all feel like "just a bunch of cards." Fields of Green takes these abstractions and grounds them in a sense of real landed space.
It's been said elsewhere but is worth repeating here that Fields of Green plays just as well at two players as it does with groups. The shift from closed pick-and-pass drafting to open pool drafting is seamless and ups the competitive ante during two-player sessions. That we include Fields of Green among our favorite family games AND couple games is a testament to the nuts and bolts of the game's engine.
The EXPANSION: Grand Fair's "attraction" mini-boards span a wide range of weight and complexity. This allows us to switch between simpler attractions (when the kids are playing with us) and heavier mini-games (during couple games).
Our only complaint about Grand Fair is that the attractions were printed on relatively thin card stock rather than board material. We'd like to at least sleeve them, but they're of a nonstandard size that we've yet to find a fit for.
Since getting the base game and expansion, we've also acquired both Kickstarter packs and a handful of promotional cards. Every new set we've opened with the kids has felt like getting a bunch of miniature Christmas presents. Hearing our city-dwelling children squeal with delight over a new ostrich ranch or strawberry field that had arrived was one of the cutest things we've ever seen as parents.
In CONCLUSION: Think about about all the board games you've ever played. How many had a 1) theme, 2) art style AND 3) gameplay that all resonated in harmony? Achieving all three of these is what defines a good board game.
Fields of Green nails this trifecta while also bringing a unique spatial strategy to the engine-building genre for two players AND groups alike. That's what elevates FoG from a good game to a truly GREAT game — and definitely not "just a farm game."



As a disclaimer, I understand this is basically a re-theme of this designer's earlier game called Among The Stars..which as you can surmise from the title is about building a space station. I have never played that game, so I am unable to compare them and will speak solely on FOG.
Players take turns drafting cards that they use to build up their farm. Cards come in four flavors: fields, livestock, constructions, and buildings. Fields give you food, which in turn can feed the livestock that brings the money to expand your farm. Constructions tend to help out your fields and livestock in different ways. Buildings don't really help your farm, but they produce end game victory points based on certain conditions. In this way, you generally start out building fields and livestock, then get constructions to help your production...finally, turning to buildings to help maximize points based on what you have on your farm. Of course, this is just a generalization. If you wish to build some buildings early and work your farm around that feel free, but you won't get anywhere without generating money from food, which comes from your fields!
When building your farm you just don't place tiles willy-nilly. You must consider their placement carefully. At the end of every round there is a harvest phase. During harvest, fields require water and must be close to your water towers(within 2 spaces). You can't go crazy building fields because when it comes time to harvest you won't likely have the water they need. Likewise, you have to manage your food production in order to feed your livestock. Silos only hold four food, so as your farm progresses you will have to account for the extra food storage you will need. Furthermore, certain tiles benefit from being placed in special ways. For example, turkeys benefit most if they are further away from other livestock. I guess nobody wants to be around those poor, filthy, obnoxious, turkeys! Yet other livestock types will thrive with other like types...poultry livestock being near other poultry livestock, etc... This is especially true once you start adding constructions to the mix. To top it off, you can earn equipment tiles which can be placed on cards to give them extra benefits. These benefits could be ongoing, such as providing extra space in your silos for additional food or extended range for your water towers. They can be one use tiles that give you a special chance to break the rules. An example is the tile that lets you discard it in order to avoid paying the water/food cost to harvest a certain card. Or, they could contribute to end of game scoring conditions. When you gain equipment tiles you are allowed to pick 3 and choose 1, so it isn't just totally random.
I should also mention I have only played this game as a 2 player game. While most card drafting games fall flat with 2 players, FOG implemented a neat mechanism that really makes the drafting work. Each player selects 6 building types from the four available. The 12 cards selected between the two players are shuffled and 6 are turned face up. After each player takes a turn drafting a card, two more are turned up until all 12 have been taken. That signals the end of a round.
No matter the player count, at the end of each round is a harvest phase where the players collect whatever their cards provide, but they must be able to supply them the water or food they need. Otherwise the card is turned over, providing no resources. You can, however, revive the card by burning one of your chosen cards and paying a gold in a later round. Also, some cards are not harvested at the end of each round. These cards provide immediate effects when played. They might give you some food or money immediately instead of making you wait to harvest. This makes for some great decisions during the game as you weigh the benefits of taking a card that grants you some much needed resources right then and there vs. taking a card that will provide you with things throughout the game.
There are a couple warnings I should give regarding this game, though they will not be applicable to all. First, you will need a decent amount of table space for this game. Once your farm starts expanding it can get pretty big. Not a problem if you have a large gaming table, but those who are gaming on smaller coffee tables should be aware. Second, the game can lead to some downtime between turns if you are playing someone who is prone to overthinking things. There can be a lot of thinking and planning ahead regarding how your going to use a card and how you're going to place it to produce in the harvest phase.
Overall we've enjoyed this game a lot. There are tough decisions to make and you get that tension of not being able to do everything you need to do in order to satisfy the requirements of your farm. It's not as punishing as something like Agricola for those that have played that, but you will definitely find yourself having to really think about what you're doing during your turn and how you're going to get everything produced during the harvest phase.
In sum, FOG is a very enjoyable game that really makes you feel like you're building a farm. The theme and mechanics go together wonderfully. It's simple enough to teach pretty quickly, but I wouldn't choose it as the first game you introduce to someone who isn't into these types of games. It isn't far off from that though. At the same time there is plenty here for those that are more into these types of modern board games.

2. Wonderful artwork
3. Exciting and entertaining
4. It offers many choices to think about and creates a uniquely different experience each time you play
5. Appropriate time length
6. Good to play by yourself with the solo variant on BGG
7. Easy to learn
8. Straightforward to play
I was thinking about buying La Granja, Agricola, or this one. I made the right choice. It “clicks” and checks all the boxes.
A fabulous game!


Reviewed in the United States 🇺🇸 on January 25, 2021
2. Wonderful artwork
3. Exciting and entertaining
4. It offers many choices to think about and creates a uniquely different experience each time you play
5. Appropriate time length
6. Good to play by yourself with the solo variant on BGG
7. Easy to learn
8. Straightforward to play
I was thinking about buying La Granja, Agricola, or this one. I made the right choice. It “clicks” and checks all the boxes.
A fabulous game!


