Fishing game · Game 341 of 388 ♣
Four Fields
Sow, harvest and stockpile on four fields around the table – and turn the seasons so the harvest you want is never frozen in winter.
- Players
- 2–4
- Duration
- 45 min
- Age
- 10+
- Difficulty
- medium
- Cards
- 52 cards, no jokers, plus coins and a paper square
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood focused
Collections: Games for two · Games for three · Games for four · Only here · New & untested
untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards
Score pad
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Full rules
- Overview
- The cards
- The season square
- Setup
- Playing a turn
- Clearing a field
- End of a round and scoring
- Winning the game
- Tips for beginners
- Variants
Overview
Four Fields is a fishing game: you play cards from your hand to collect cards from the table, as in Casino and Scopa. The difference is that the table is split into four fields, and each field has a season. The season decides what you may do there: in Winter nothing can be harvested, in Spring nothing can be stockpiled, in Autumn nothing can be sown. Whenever someone plays a Jack, Queen, King or Ace, the seasons turn. At the end of each round you score for the most cards, the most hearts (Summer), the Aces and the coins you took for clearing a field – and you lose points for the most spades (Winter). The first player to reach 17 points wins.
- Players: 2–4, each playing for themselves.
- You need: one standard 52-card deck without jokers, one coin (or chip) per player, a small square of paper (a sticky note or a beer mat will do) and paper and pencil for the scores.
Four Fields is our own adaptation for an ordinary deck, inspired by Illimat (Keith Baker and Jenn Ellis, Twogether Studios, 2017). It follows the original's beginner rules; the original's fifth suit (Stars) and its eight special Luminary cards are left out, and the choice of starting seasons is ours. It has not been playtested in this form yet.
The cards
Each suit stands for a season:
| Suit | Season | In a field of this season … |
|---|---|---|
| ♣ clubs | Spring | you may not stockpile |
| ♥ hearts | Summer | everything is allowed |
| ♦ diamonds | Autumn | you may not sow |
| ♠ spades | Winter | you may not harvest |
The cards count their number: 2 to 10 as shown, Jack 11, Queen 12, King 13. An Ace counts 1 or 14 – whoever plays it, harvests it or builds with it chooses. Jacks, Queens, Kings and Aces are the season cards: playing one of them turns the seasons (see below).
The season square
On one side of the paper square, write the four suit symbols along its four edges, going clockwise: ♥ ♦ ♠ ♣ (Summer, Autumn, Winter, Spring). The square lies in the middle of the table, and each edge faces one of the four fields: the suit on that edge is the field's season. Summer and Winter are always opposite each other, and so are Spring and Autumn.
Turning the seasons: whenever you play a Jack, Queen, King or Ace from your hand into a field – whatever you do with it – turn the square so that the edge with that card's suit faces that field. All four seasons move together. The season that counts for your play is the one before the turn. A season card that is dealt into a field from the draw pile turns nothing.
Example: It is Summer in the top field. Anna sows the Q♠ into the top field. She turns the square so that its ♠ edge faces the top field: the top field is now Winter, the bottom field Summer, and the side fields have swapped Spring and Autumn.
Setup
- Choose a dealer. Put the season square in the middle with its ♥ edge facing the dealer, and put one coin per player on it.
- The dealer shuffles and deals 3 cards face up into each of the four fields: one field in front of the dealer, the others to the left, opposite and right of the square.
- Then the dealer deals 4 cards face down to each player – but only 3 cards to the player on the dealer's left, who plays first.
- The rest of the deck goes face down beside the fields as the draw pile.
Playing a turn
The player on the dealer's left starts; play goes clockwise. On your turn, play exactly one card from your hand into one field and do one of three things with it – as long as the field's season allows it:
Sow
Lay your card face up in the field. That's all. A field can hold any number of cards. Not allowed in Autumn.
Harvest
Play a card and take from the same field every card and every group of cards you like whose value matches your card: single cards of the same value, and groups of cards that add up to it. Each card can only be used once. Put the cards you took and the card you played face down in front of you: this is your harvest pile. Not allowed in Winter.
Example: The field holds 5♣, 3♥, 2♦ and 9♠. Ben plays the 5♦ and harvests the 5♣ and, as a group, 3♥ + 2♦. The 9♠ stays. Ben puts four cards on his harvest pile.
An Ace can harvest as 1 or as 14. A stockpile (see below) can only be harvested whole, with a card of exactly its value.
Stockpile
A stockpile ties cards together so that they can only be harvested as one unit – usually because you want to harvest it on your next turn. Not allowed in Spring. To stockpile, you need two cards in your hand: one you play, and one you keep that has the value of the stockpile. You must not play that second card this turn.
- Adding up: play a card onto one or more cards of the field so that together they make the value of the card you keep. Put them in one pile. Its value is the total. Example: you hold 3♣ and 8♦; the field has a 5♥. Play the 3♣ onto the 5♥: a stockpile of 8.
- Matching: play a card that, alone or with field cards, makes the value of the card you keep, and put it together with other cards or groups of that same value from the field. Lay one card of that value crosswise on top to show the value. Example: you hold 3♣ and 5♦; the field has 2♥ and 5♠. Play the 3♣ with the 2♥ (together 5) onto the 5♠: a stockpile of two 5s, value 5.
A stockpile can never be split up. On a later turn any player may harvest it with a card of exactly its value – or build on it: an adding-up stockpile can be raised to a new value that the builder holds (by playing a card onto it, possibly with more field cards), a matching stockpile can only take more cards or groups of its own value. The highest possible value is 14. If an Ace is used in a stockpile, the builder says whether it counts 1 or 14.
Drawing up
After your play, draw from the draw pile until you have 4 cards again. When the draw pile runs out, keep playing the cards in your hands.
Every turn is possible
You can always sow into one of the three fields that aren't Autumn, so there is always a legal play.
Clearing a field
If you take the last card of a field, first draw up, then:
- If there is still a coin on the season square, take one. Each coin is worth 1 point at the end of the round.
- If there was a coin on the square at the start of your turn and the draw pile still holds at least 3 cards, reseed the field: deal 3 new cards face up into it. Otherwise the field stays empty until someone sows into it.
End of a round and scoring
The round ends when the draw pile is empty and everybody has played all their cards. Cards still lying in the fields are put aside; nobody gets them. Then everybody counts their harvest pile:
| For | Points |
|---|---|
| each Ace | 1 |
| each coin | 1 |
| Bumper crop: the most cards | 4 |
| Sunshine: the most hearts ♥ | 2 |
| Frost: the most spades ♠ | −2 |
- Ties: if players tie for the most cards or the most hearts, the tied player with more coins gets the points. If they tie for the most spades, the tied player with fewer coins loses the 2 points. If the coins are tied too, nobody gets (or loses) those points.
- Frost can't take your total below 0.
Example (3 players): Anna has 18 cards with 5 hearts and 7 spades, 2 Aces and 1 coin. Ben has 14 cards with 6 hearts and 4 spades, 1 Ace and 2 coins. Carla has 12 cards with 2 hearts and 2 spades, 1 Ace and no coin. Anna scores 2 + 1 + 4 (most cards) − 2 (most spades) = 5 points, Ben 1 + 2 + 2 (most hearts) = 5, Carla 1.
The player on the dealer's left deals the next round. Put the coins back on the square and turn it so that its ♥ edge faces the new dealer.
Winning the game
The game ends after the round in which somebody reaches 17 points or more. The highest total wins. If players are tied, the one with more coins in the last round wins, then the one with more Aces in the last round; if still tied, they share the victory.
Tips for beginners
- Aces are points. They are the only cards worth a point each – take them whenever you can, or stockpile them into a value nobody else can harvest.
- Watch the spades. If you are already sure to have the most spades, take as many cards as you can: you may still win the bumper crop.
- Turn Winter onto danger. If an opponent has built a stockpile you can't take, play a spade season card into that field: in Winter nobody can harvest it.
- A stockpile tells a story. Whoever builds an 8 holds an 8. Remember it.
- Clear fields early, while there are coins on the square – later, clearing gives you nothing and the field lies empty.
Variants
- Full harvest (from the original's variants): instead of one card, you may harvest with four cards from your hand whose total matches one single card in the field; then harvest as if you had played one card of that value.
- A joker as the sun: instead of the paper square, lay a joker in the middle with its top pointing at the Summer field. Going clockwise from Summer, the other fields are Autumn, Winter (opposite) and Spring. To turn the seasons, point the joker at the field that must now be Summer.
Background & history
- Family: Fishing game (four fields with changing seasons)
- Origin: Adaptation for this site (2026) of Illimat (Keith Baker and Jenn Ellis, Twogether Studios, 2017)
- Also known as: –
- Related games: Illimat, Casino, Scopa
Four Fields is not a traditional game: it was written for this site as a way to play Illimat with an ordinary deck. Illimat began with a picture rather than a game. According to its rulebook, the band The Decemberists introduced an "Illimat" board in 2009, drawn by the illustrator Carson Ellis and photographed by Autumn de Wilde; in 2015 they worked with the game designer Keith Baker and Jenn Ellis to turn it into a playable game, with the band's singer Colin Meloy credited for additional design. The rulebook plays along with its own legend – a game supposedly played since the 8th century – which is part of the fun, not history. According to a GeekDad review, the game was financed through Kickstarter and reached its backers and the shops in 2017, published by Twogether Studios. A second edition followed, with a rulebook dated 2022.
Illimat's deck has five suits of 13 cards – the four seasons and a suit called Stars, used only with four players – and each suit runs from 2 to 10, Knight, Queen, King and a Fool worth 1 or 14. That is exactly a poker deck with the Ace as the Fool, which makes Illimat one of the easiest modern games to play with ordinary cards. The second-edition rules also describe a beginner mode without the Stars suit and without the eight Luminaries, special cards with their own powers; Four Fields follows that mode. The season box in the middle of the original board becomes a paper square, and the metal okus tokens become coins.
The heart of the game – playing a card to take cards of the same value or cards that add up to it, and building stacks to take later – is the same as in the old fishing games such as Casino and Scopa, and the game's own website names Cassino among the classic card games it compares itself with. What Illimat adds are the four fields and the turning seasons, which forbid one of the three actions in three of the fields. If you enjoy Four Fields, the original is well worth buying for its board, its artwork and its Luminaries.