Cultivate! Game Art

Cultivate!

A Community Garden Board Game for 2-5 Players

By Jonathan Leistiko and Shawn Storie

Overview

Cultivate! is a strategic board game that combines the classic sowing mechanics of Mancala with modern worker placement and engine building. Players take on roles in a community garden, planting seeds, growing relationships, and working together to create a thriving shared space across four seasons.

🌱 Play Cultivate! Live 🎮 Try Sowing Demo

Cultivate! Live is the full multiplayer game — a shared board on your TV, phones as controllers (join by QR code), bots to fill seats. The demo shows just the Mancala sowing mechanic.

Theme

Players are neighbors collaborating on a community garden. Each has a unique role and perspective, but everyone works toward both personal goals and shared community objectives. The game captures the rhythm of gardening through seasons - planting in spring, tending through summer and fall, then celebrating the harvest in winter.

Components

Seeds

200 3D-printed seeds in 5 player colors (40 per player)

Seeds represent both movement tokens for Mancala sowing and investment in relationships/goals

Seed Cards

Seed cards (half-card size) placed horizontally on marked spaces

When landing on a store, you may take an adjacent seed card and add it to any plot with an open space

Role Cards

6 Role cards with unique powers and goals

Each role provides special abilities and scoring opportunities

Plant Cards

Plant cards (half-card size)

Representing different crops, flowers, and garden plants

Plot Cards

12 Plot cards (full-card size)

Each holds up to 2 Plant cards

Other Components

  • Seed bag for drawing refills
  • Seasonal markers
  • Player reference cards
  • Scoring tokens

Game Board Layout

Mancala Board Layout Store A Seed Card Seed Card Seed Card (Place off-board) Store B Seed Card Seed Card Seed Card (Place off-board) Plot Spaces (each holds 2 Plant cards) Plot Spaces (each holds 2 Plant cards) Clockwise sowing

Board Features

Core Player Roles

Each role has one always-on Power and one Goal, checked at every seasonal scoring. While a goal is met, every seed on that role's goal card scores 2 points instead of 1 — for everyone. That threshold rule is the community benefit: completing your story makes investing in you worthwhile for the whole table. Unchosen roles sit beside the board as Community Goals with the same rule.

🍳 The Cook

Goal: 3 or more herb plots form a connected patch (adjacent plots)

Power: "Herb Garden" - Your seeds on plots containing an Herb score +1 each

Community Benefit: A met goal doubles every seed on the Cook's goal card

💐 The Florist

Goal: Two adjacent plots hold flowers of the same color

Power: "Color Harmony" - Your seeds on plots containing a Flower score +1 each

Community Benefit: A met goal doubles every seed on the Florist's goal card

🏺 The Prepper

Goal: 4 or more Root crops are planted in the garden

Power: "Root Cellar" - Harvesting a store draws you 2 bonus seeds from the bag

Community Benefit: A met goal doubles every seed on the Prepper's goal card

🔬 The Researcher

Goal: All 4 plant types (herb, flower, vegetable, root) are growing in the garden

Power: "Scientific Method" - You pay 1 less when planting (minimum 1)

Community Benefit: A met goal doubles every seed on the Researcher's goal card

🧑‍🌾 The Hobbyist

Goal: Any one player has seeds on 4 or more different plots

Power: "Green Thumb" - After sowing, you may cultivate an adjacent plot instead of the one you landed on

Community Benefit: A met goal doubles every seed on the Hobbyist's goal card

📣 The Activist

Goal: Every player has at least one seed on a role goal

Power: "Community Organizer" - Your seeds on role goals score +1 each

Community Benefit: A met goal doubles every seed on the Activist's goal card

New Roles Expansion

These new roles expand the community garden experience with advanced mechanics and deeper collaboration

The Master Gardener

Goal: Achieve excellence in traditional gardening techniques and mentor others

Power: "Wisdom of Experience" - Can enhance any plant placement with bonus effects

Community Benefit: Teaching moments - when Master Gardener helps others' goals, those players gain permanent bonuses

Advanced Mechanic: Can "tutor" other players, giving them one-time use of Master Gardener abilities

The Seed Librarian

Goal: Collect and preserve diverse plant genetics for future generations

Power: "Genetic Archive" - Can store plant cards for later use and trade seeds between players

Community Benefit: Seed exchanges - all players can trade plant cards through the Librarian

Advanced Mechanic: Maintains a "seed bank" that other players can access for rare varieties

The Compost Coordinator

Goal: Manage garden waste and soil health for optimal growing conditions

Power: "Nutrient Cycling" - Can convert failed plantings into bonuses for future plants

Community Benefit: Soil improvement - plots developed by Compost Coordinator provide bonuses to adjacent spaces

Advanced Mechanic: Can "recycle" plant cards that don't work out, turning them into soil improvement tokens

Integration Guidelines

When to Add These Roles

  • Add Master Gardener when your group wants more collaborative gameplay and mentoring mechanics. Perfect for mixed experience groups.
  • Add Seed Librarian when you want more trading and resource management depth. Great for players who enjoy economic interactions.
  • Add Compost Coordinator for maximum complexity and interconnected systems. Best for experienced groups who want deep strategic interactions.

Complexity Scaling

These roles add Advanced complexity compared to the core six roles:

  • More intricate timing decisions
  • Greater player interaction requirements
  • Additional resource management systems
  • Long-term strategic planning elements

Role Synergies

High Synergy Combinations

  • Master Gardener + Any Role: Natural mentoring relationships
  • Seed Librarian + Researcher: Scientific preservation partnership
  • Compost Coordinator + Activist: Community infrastructure building

Strategic Interactions

  • Master Gardener creates teaching opportunities that benefit multiple players
  • Seed Librarian becomes a hub for plant card trading and rare variety access
  • Compost Coordinator turns setbacks into advantages while improving the garden for everyone

Card Examples

Tomato Culinary Season: Summer Garden Plot Plant 1 Plant 2 Seed Spaces The Cook Power: Herb Garden Goal: Culinary Combinations

Complete Rules

Setup

  1. Each player chooses or is randomly assigned one of 6 available roles (roles are unique)
  2. Unused roles are placed near the board as Community Goals
  3. Fill each of the 12 pits with 3 seeds from the bag
  4. Each player takes a personal reserve of 12 seeds in their color; the bag keeps 12 for refills
  5. Deal 4 Plant cards face-up as the plant market

Game Structure

The game progresses through 4 seasons:

Spring Summer Fall Winter

Active Seasons (Spring, Summer, Fall)

Winter (Final Season)

Turn Sequence

  1. Choose a Pit: Select any pit containing seeds (regardless of color)
  2. Sow Seeds: Pick up all seeds and distribute clockwise, one per space (pits and stores alike)
  3. Activate Final Location: Take action based on where the last seed lands:
    • Plot Spaces: Cultivate the plot (place 1 reserve seed on it) OR plant a market card there (pay its cost into the bag; max 2 plants per plot; a free seed rides along if you have one) OR pass
    • Store Spaces: Harvest every seed in the store into your reserve — Store A adds 1 bonus seed from the bag; Store B also lets you plant onto any plot with space — then optionally place a seed on any role goal (cultivate a relationship)

Seasonal Scoring

End of Active Seasons

  1. Score Plot Development - Each of your seeds on a plot scores that plot's total plant value (Cook/Florist powers add +1)
  2. Score Role Goals - Each of your seeds on a role goal scores 2 if that goal is met, 1 if not (Activist adds +1 on their own goal seeds)
  3. Community Goals - Unused roles' goal cards score by the same met/unmet rule
  4. Seed Return - All players retrieve seeds; pits refill to 3 seeds from the bag (plants stay)
  5. Market Refresh - The market is discarded and 4 new Plant cards are dealt

Winter Scoring (Final)

  1. Free Activation - Each player activates any one space, no sowing
  2. Final Tally - Plots and goals score exactly as in seasonal scoring
  3. Role Completion - +5 points if your own role's goal is met
  4. Victory - Highest score wins; ties go to the most relationship seeds placed all game

Reference Values

Pinned by the digital edition and kept in sync with playtesting: pits start and refill at 3 seeds; each player's reserve is 12 seeds; the bag starts at 12; the market shows 4 plants. The 24-plant deck has 6 of each type — Herbs and Flowers cost 2 and score 2 per seed, Vegetables cost 3 and score 3, Roots cost 4 and score 4. Flowers come in three colors (two each of yellow, red, pink) for the Florist.

Strategy Tips

Alternate Box Art

Explore different artistic visions for the Cultivate! game box design. Click any image to view it full size.

Cultivate! Alternate Art 1

Box Art Variation 1

Cultivate! Alternate Art 2

Box Art Variation 2

Cultivate! Alternate Art 3

Box Art Variation 3

Cultivate! Alternate Art 4

Box Art Variation 4

Printable Rules

Get a printer-friendly version of the complete rules for easy reference during gameplay.

Download Rules (Markdown)

What's Included in the Printable Version