The gameboard of Finca shows the mediterranean island of Mallorca. Players try to crop and deliver the fruits of Mallorca (such as oranges, lemons, almonds, grapes etc.) by means of moving workers on a traditional windmill. Object of the game is to distribute your crop as effectively as possible in order to deliver faster than your opponents.
From the Box: Mallorca, Island of the Wind. A place of golden beaches and a light-blue sea. The almond harvest is at hand, in addition, juicy oranges, lemons, and figs are ready to be picked and taken to the market. Olive trees bewitch the country with their curled branches and sumptuous vineyards invite passers-by to walk among their warm earth. In the midst of this landscape, your centuries-old natural stone farmhouse provides a home and supports your large windmill: your FINCA.
Listen to the wind, which propels your windmill! Then take in the course of the yearly harvest the sweetest and most valuable fruits from the land. Load them on your old donkey cart and travel around the island, selling them everywhere. If you manage this quickly, you will soon be the richest farmer on the island.
Note: The Pandasaurus Games edition from 2024 plays up to 5 players while earlier editions play up to 4.
Recommendations:
2011 Hungarian Boardgame Prize Winner
2011 Ludoteca Ideale (Italy)
Nominee "Spiel des Jahres 2009"
4th place "Deutscher Spielepreis 2009"
Nominee "Graf Ludo 2009"
Adult Game of the year 2010 (Finland)
- fast and simple to learn
- compact play space requiring only a small table area
- good for family gatherings and casual players
- replayable with variations (classic and fast versions)
- packaging design is awkward and difficult to stack or store
- if you already own a deck of cards, you effectively own a similar experience
- budget decision may be questionable if you already have inexpensive card games
- color-coded numeric shedding with emphasis on speed and efficiency
- Family game night; casual living room setting with quick, bright color visuals
- informal demonstration-style explanation with on-camera play
Mechanics (from transcript analysis)
- card shedding — Players discard cards in ascending order to empty their deck, using piles and reserves.
- end-of-turn discards — Each turn ends with a discard to reserve, possibly stacking reserves, and then replenishing the hand.
- hand management — Players maintain a five-card hand, drawing to replenish after discarding.
- reserve piles — Discarded cards can be placed into reserve piles and later drawn from to play or complete runs.
- Wild cards — Wilds can assume any value, providing flexibility to complete sequences.
Video topics + discussion points
Quotes (from this video)
- it's a classic this is a it's a fun game
- I enjoyed the fast rules that they came up with
- this is a packaging nightmare
- you can definitely do that if you wanted to
- it's fast and it's simple and it works
- not worth spending money on it
References (from this video)
- Colorful components
- Quick, accessible depth
- Good fit for five players
- Rondell may be unfamiliar to some players; pacing could feel abrupt
- market optimization and timing
- Island market with produce and contracts
- Array
- fast-paced, puzzle-like
Mechanics (from transcript analysis)
- contract fulfillment / market timing — Sell produce at optimal times to maximize points.
- Rondel — Rotate to select actions across the market island.
- Rondell action selection — Rotate to select actions across the market island.
Video topics + discussion points
Quotes (from this video)
- It's such a relaxing, cute, charming game for me.
- It's shorter than I expected when we first played it.
- Comboastic for sure.
- It's not super heavy. It would be great for weekday game night.
References (from this video)
- Beautiful and high-quality components that reinforce the theme
- Charming Italian countryside setting paired with satisfying mechanics
- Engaging puzzle-like planning that rewards careful sequencing and movement
- Good scalability across 2-5 players with dynamic resource counts and finishing conditions
- Strong replayability due to variability in wheel setup and town tokens
- Accessible to new players while offering depth for seasoned gamers
- Resource scarcity can feel punishing if a player hoards and resources dry up for others
- End-game length and pacing can vary with player count, potentially slowing down at higher player counts
- Some players may experience a learning curve to optimize movement and delivery timing
- resource collection and delivery, optimized routing with donkeys, regional competition for points
- Italian countryside with a network of towns for deliveries and a central wheel of resources
- enthusiastic, instructional overview with emphasis on component quality and gameplay flow
Mechanics (from transcript analysis)
- Delivery tokens and town scoring — Cities/towns have delivery tokens specifying required goods; delivering the most of a type during a round can grant advantageous tokens or points.
- Donkey delivery and cargo management — Donkeys carry up to six goods and are used to deliver resources to towns for points; each delivery costs a turn and must be planned for efficiency.
- end game bonuses — The end condition is driven by the number of finaas (region objectives) in play, which scales with player count; when enough finaas are completed, the game ends after the current round.
- End-game trigger via finaas — The end condition is driven by the number of finaas (region objectives) in play, which scales with player count; when enough finaas are completed, the game ends after the current round.
- Movement determined by pawns on spaces — A player's movement distance each turn is governed by the number of pawns currently on their chosen space, allowing strategic movement and potential chaining of actions.
- Pattern Movement — A player's movement distance each turn is governed by the number of pawns currently on their chosen space, allowing strategic movement and potential chaining of actions.
- Pick-up and deliver — Donkeys carry up to six goods and are used to deliver resources to towns for points; each delivery costs a turn and must be planned for efficiency.
- Region-based scoring and tile completion — Regions have tiles that become completed when delivery conditions are met; the tile is worth points and ends up influencing final scoring as players compare deliveries.
- resource collection — Players collect six types of resources from a central wheel and their own deliveries; resources are limited and can be lost if the supply runs out while someone else needs it.
- Scarcity and resource exhaustion — Resources that are needed but unavailable cause players to lose resources they hold, discouraging hoarding and creating tense timing decisions.
- worker placement — Players place farmers on tiles to immediately gain the resources on that tile; multiple workers can occupy the same tile, increasing throughput.
- Worker placement on tiles — Players place farmers on tiles to immediately gain the resources on that tile; multiple workers can occupy the same tile, increasing throughput.
Video topics + discussion points
Quotes (from this video)
- This game is lovely.
- The components are amazing.
- The look is beautiful.
- It is a lot of fun to play.
- There is a little bit of take that, but that's not the core of the game.
- More players, more finaas.
References (from this video)
- engaging decisions
- varied strategies
- thematic flavor from Feld lineup
- steep learning curve for newcomers
- longer play time
- urban development and strategic positioning
- historical Vienna, city-life and governance
- Gallerist
- House of Foto
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid for actions/resources each round.
- worker placement — Allocate limited workers to gain effects.
Video topics + discussion points
Quotes (from this video)
- this trip was the best board game related trip that I've been on thus far
- I'm officially a Adam alumni now
- Vienna was probably my favorite game of the weekend
- remember you were somebody's reason to smile
- it's so nice here, silent and peaceful
References (from this video)
- Bright art and approachable gameplay
- Updated 5-player compatibility and accessible replayability
- Can be eclipsed by newer titles
- crop trading and delivery with colorful components
- Mediterranean island trading hub
Mechanics (from transcript analysis)
- worker placement — Gather and deliver various crops using worker-driven actions.
- Worker/resource placement — Gather and deliver various crops using worker-driven actions.
Video topics + discussion points
Quotes (from this video)
- One of our favorites. We love this game.
- Great game. Love Five Tribes.
- Patchwork is a great runale game. It never occurred to me, but that's what it is.
- Patchwork is a great dating game.
- Five Tribes is a great game.
References (from this video)
- It's just a job
- Someone does this for a living
- Economic management
- Farm
Mechanics (from transcript analysis)
- Resource delivery — Use your farmers to require produce then deliver it to where those goods are needed
Video topics + discussion points
Quotes (from this video)
- We love trick taking games
- This game is so much freaking fun
- I adore GMT games, they are becoming one of my favorite game publishers
- If you remember Vast Crystal Caverns is in my top five games of all time
- We bloody love it
- We can't stop playing
- It's a blimp game not a train game
- That's just work
- I don't think I want to play it
- I'll get it eventually