How to Play Everdell: Workers, Cards, Seasons & Scoring

Everdell is a worker-placement and city-building game. On each turn, choose exactly one of three actions: place a worker, play a card, or prepare for the next season. Your city grows through constructions and critters, while seasonal production and public locations determine how quickly your engine develops.

Researched rules guide. Checked September 15, 2026 against the current Everdell Standard Edition product page and linked base-game rules. This page covers the standard 1–4 player base game. Expansions and standalone titles use additional rules. No hands-on testing is claimed. Editorial standards.

On this page: Set up the Meadow and locations · Choose one of three actions · Place workers legally · Play constructions and critters · Manage the city limit · Prepare for seasons independently · Claim Events · Finish and score the city

Set up the Ever Tree, Meadow and starting workers

Place the game board, Ever Tree, Forest location cards, resources and Event tiles as directed by the rulebook. Shuffle the main deck and reveal eight cards into the Meadow.

Each player takes a color, two workers and a starting hand according to player order. Place the remaining workers on the Ever Tree for later seasons.

The Meadow is a shared face-up display. Cards there can be played directly into your city when you take the Play a Card action and meet the card’s cost and restrictions.

On your turn, choose exactly one action

  • Place a Worker: send one available worker to a legal location and resolve its effect.
  • Play a Card: play one critter or construction from your hand or the Meadow.
  • Prepare for Season: retrieve workers, gain the new season’s worker(s) and resolve that season’s bonus.

These are separate actions. Placing a worker does not automatically let you play a card, and playing a card does not automatically place a worker.

Workers use open or shared locations

Most worker-placement spaces can hold only one worker unless the location uses the open-location symbol. If an exclusive space is occupied, another worker normally cannot use it until that worker is retrieved.

Forest cards, basic board spaces and Destination cards can all create worker locations. Read the exact card text before assuming whether a location is open or exclusive.

Workers normally remain deployed until you Prepare for Season. Journey spaces are a late-game exception because workers placed there do not return before final scoring.

Play constructions with resources and critters with berries or a matching construction

To play a construction, pay its printed resource cost and place it in your city. Resolve the card according to its type and text.

Critters can normally be paid for with berries. If the critter’s matching construction is already in your city and has not yet been used for free recruitment, you may use that construction instead of paying the critter’s berry cost.

Mark the construction with an Occupied token when you use this benefit. A construction can provide that free matching critter only once. Removing the critter later does not reset the Occupied token.

Green Production cards activate when first played. Other card colors use their own timing, so read the effect before resolving it.

Your city normally has fifteen spaces

A normal city can contain up to fifteen occupied spaces. Most constructions and critters use one space each.

Some cards explicitly share a space, do not occupy a space, or leave the city. Follow those exceptions exactly instead of counting physical cards alone.

Unique cards can appear only once in your city, while Common cards may appear multiple times if you can legally play them.

Your hand limit is eight cards. If an effect would give you more than eight, follow the rulebook’s hand-limit procedure rather than keeping an oversized hand.

Players prepare for seasons independently

Players do not advance seasons together. One player can still be taking spring turns while another has already prepared for summer.

When you Prepare for Season, retrieve your deployed workers and take the workers and bonus shown for the new season:

  • Spring: gain one worker and activate green Production cards.
  • Summer: gain one worker and draw up to two cards from the Meadow.
  • Autumn: gain two workers and activate green Production cards again.

Preparing for a season uses your entire turn. You do not retrieve workers and then immediately take another normal action.

Events are separate scoring opportunities

Basic Events are tied to card-color or city requirements shown on the board. Special Events have their own stated conditions and effects.

When you meet an Event’s requirements, you still need to claim it according to the rules, usually by placing a worker there. The Event then belongs to you unless its text says otherwise.

Events do not occupy one of your fifteen city spaces.

Players finish independently after autumn

Once you are in autumn and cannot or do not want to take more actions, you pass and are finished for the game. Other players continue taking turns until they also finish.

Then total:

  • Base points printed on city cards.
  • Point tokens.
  • Purple Prosperity-card scoring.
  • Claimed Events.
  • Journey points.

The highest total wins. The base rulebook breaks a tie first by number of Events achieved, then by remaining resources.

Common Everdell rules mistakes

  • Taking multiple normal actions in one turn: choose one of the three turn actions.
  • Advancing seasons together: each player prepares independently.
  • Using one construction for multiple free critters: its critter discount is used once and marked Occupied.
  • Assuming fifteen cards is always the exact city maximum: count spaces and card exceptions.
  • Ending the game when one player passes: other players continue until they finish their own autumn.

Sources and scope

Checked September 15, 2026. This page covers the standard base game. Expansion modules, Collector extras, Everdell Duo, Farshore and Silverfrost have separate rules.

Browse all BoardGame Archive rules and how-to guides.

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