Level 1 · ForagerLesson 6 of 18

Everdell Worker Placement: Make Every Worker Pay

Everdell worker placement for beginners: the eight basic locations, Forest cards, the Haven, red Destinations, and how to make each worker buy a card you need.

In the openings lesson you saw the shape of a year: 2 workers in winter, 3 in spring, 4 in summer, 6 in autumn. That is 15 placements, if you use every worker every season. It sounds like a lot until you notice your city also wants 15 cards, plus Events. This lesson is about making each placement count.

Every space, in plain words

The eight basic locations sit on the path by the river. From the rulebook:

SpaceRewardType
3 twigs3 twigsExclusive
2 twigs and a card2 twigs, draw 1Shared
2 resin2 resinExclusive
1 resin and a card1 resin, draw 1Shared
2 cards and a pointDraw 2, gain 1 point tokenShared
1 pebble1 pebbleExclusive
1 berry and a card1 berry, draw 1Exclusive
1 berry1 berryShared

The pattern: most exclusive spaces give more of one resource, and most shared spaces give a little less, plus a card. Pebbles and berries come one at a time from the basic spaces, which is why they feel scarce.

Forest cards are bigger, mixed rewards, like the rulebook’s example of 1 twig, 1 resin, and 1 berry. There are 11 in the box; 3 come out with two players and 4 with three or four. Each holds one worker, except that the second spot opens in four-player games, and never for two workers of the same color. Because they change every game, read them during setup. One Forest card that gives exactly the mix your hand needs can carry your whole opening.

Red Destination cards are spaces in a city. You may use any red card in your own city, or one with an Open sign in another player’s city. When you visit an opponent’s Open card, they gain 1 point token from the supply.

The Haven is shared. Discard any number of cards and gain 1 resource of your choice for every 2 cards. It is a slow exchange, but it turns dead cards into the one pebble you are missing.

Events take a worker too. Next lesson covers them.

The autumn trail opens only in autumn: discard cards equal to the space’s number, and that worker scores those points at the end.

Name the card first

The single best habit at this level: before you place a worker, name the card it is buying.

Say your hand holds a Farm you want to build and a Critter that costs 3 berries. The Farm needs twigs and resin. A worker on 3 twigs and another on 2 resin will cover it, with twigs left over toward your next building. A worker on 1 berry gets you one third of the way to that Critter. If the Construction it names is coming soon, maybe the Critter will be free and you do not need berries at all.

When you plan like this, resources stop piling up. You take what your next two cards cost, and little else.

Exclusive spaces: take what you need before it is gone

An exclusive space you need, sitting open, is the most urgent thing on the board. Once someone takes it, it stays blocked until that player prepares for the next season. Shared spaces will still be there next turn.

So when you have a choice between an exclusive space you need and a card you could play, the space usually comes first. The card in your hand will wait. A card in the Meadow might not, and that is the one real exception.

Cards are a resource too

New players often treat “draw a card” as a weak reward. It is not. Cards are your options, and your options decide whether your resources will have something to buy. The 2 cards and a point space is shared, gives a point token, and refills your hand. In a thin-hand game, it is often the best space on the board.

Watch the hand limit, though. You can never hold more than 8. A draw at 8 cards is a wasted draw.

The blocking question

Can you place a worker somewhere only to stop an opponent? The consolidated rulebook in the Complete Collection says no: you must be able to use some or all of what a space gives. In practice, you can still take a space an opponent wants, as long as it does something for you, and that is a normal part of the game.

A quick check before each placement

  1. Which card or Event is this worker for?
  2. Is the space exclusive, and will someone else take it first?
  3. Would cards help me more than resources right now?
  4. Am I at the hand limit?

Our worker placement explainer covers the genre’s core ideas, like blocking and action economy, if you want the bigger picture behind these spaces.

Next lesson

Everdell Events: How to Claim Them First

Next, Events: how the four basic Events and the special Events work, when to claim one, and why the first player there wins it.

Unofficial. Not affiliated with Starling Games or Tabletop Tycoon. Everdell is a trademark of Tabletop Tycoon, Inc.