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SPORTS CARDS
THREE SISTERS
Regular Price $29.95Hurry! Only0units left in stock!STORE CREDITStore credit can't be used towards event tickets. Any store credit used towards event tickets will be refunded.FREE SHIPPINGAll TCG Singles orders over $100 ship for free. They are expedited with tracking in a bubble mailer and very well protected.STANDARD PRODUCT SHIPPINGIf you are purchasing a item that is not a Trading Card Single, you must choose the Expedited Shipping option. Failure to do so will result in a invoice for shipping or order cancellation.CONTACT USYou can reach us anytime via our Facebook messenger or via email - charlottetown@exorgames.comNumber of Players: 1-4
Playing Time: 30-60 Minutes
Recommended Ages: 14+
Three Sisters is a strategic roll-and-write game about backyard farming. Three Sisters is named after an indigenous agricultural technique still widely used today in which three different crops — in this case, pumpkins, corn, and beans — are planted close together. Corn provides a lattice for beans to climb, the beans bring nitrogen from the air into the soil, and the squash provides a natural mulch ground cover to reduce weeds and keep pests away.
In the game, you have your own player sheet with multiple areas: the garden, which is divided into six numbered zones, each containing the three crop types; the apiary; compost; perennials; goods; fruit; and the shed, which is filled with tools that have special abilities. All the crops, fruits, flowers, and hives are represented by tracks that you will mark off as you acquire these items. Many of the tracks are interconnected with other elements in the game, giving you bonuses along the way. A common feature of these tracks are circles that represent a harvest, which generates goods; get enough goods, and you unlock bonus actions. Advancing on all of these tracks offers various amounts of points, advancements, and bonuses.
The game lasts eight rounds. Each round, roll dice based on the number of players, group them by number, then place them on an action space of the circular action wheel, starting with the current position of the farmer; the farmer moves each round, which means that dice showing 1s, 2s, etc. will end up on different spaces each round. Once the dice have been placed, each player drafts one die and uses it as described below. Once everyone has drafted a die, all players get to use the lowest-valued die remaining on the action wheel. A die lets you do two things, which you can do in either order:
- Plant or water the numbered zone matching the value of the die.
- Take the action of the space from which you removed the die.
To plant, you mark the bottom space of two empty crop tracks. (Note that you can't plant beans until the corn adjacent to the beans is tall enough to support them.) To water, you mark one space in all the crop tracks that already have at least one mark in them. As for the actions on the action wheel, you can:
- Plant or water again in the same numbered zone.
- Gain one compost (which lets you adjust die values) and four goods (which will get you bonuses at the farmer's market).
- Mark off the hive track, which can bring you points, goods, or bonus actions.
- Mark one of the four fruit tracks. Each fruit is worth different points and different amounts of goods and has different track lengths and circle positions.
- Visit the farmer's market, which gives you points and bonuses based on the number of goods you've collected.
- Mark one of the fifteen tool tracks in your shed. As soon as you complete a track, you gain that power or end-game scoring opportunity.
- Perennials don't have a direct action associated with them and are marked off only through actions in other areas, with the various perennials giving different bonuses as you mark them.
At the end of the round, all players receive a bonus action, either rain that waters all numbered zones in your garden, a trip to the shed, or a visit to the farmer's market. After eight rounds, you score points for harvested crops, perennials, the apiary, fruit, and some shed items. Whoever has the most points wins.
Three Sisters has a solo mode in which you try to top your own score against an "opponent" that drafts dice and blocks areas of your sheet.
Contents:
- Two stunningly-illustrated, double-sided 50-page scorepads
- One action rondel gameboard made of thick punchboard
- Six beautiful orange dice
- Farmer Edith meeple
- Start player marker
- Round marker
Refund Policy:
At Exor Games, we strive to provide our customers with a seamless and satisfactory shopping experience. We understand that there may be instances where you need to cancel your order, and we have developed the following cancellation policy to ensure transparency and fairness for both parties involved.
1. Order Cancellation Period:Customers can cancel their order within 24 hours of placing it (provided that it hasn't already been shipped). After 24 hours, cancellation requests will be handled on a case-by-case basis, subject to our discretion.
2. Cancellation Process:To cancel your order, please contact our customer support team via email (customerservice@exorgames.com), providing your order details and reason for cancellation. Our team will review your request and respond within 1-2 business days.
3. Return Eligibility
If you would like return an order you have received within 30 days of delivery please contact customerservice@exorgames.com to open a return ticket. We do not accept returns on trading card game singles, trading card game sealed product, or sale items. We will let you know the status of your return within 2-3 business days.
4. Refund Process:
Upon approval by our customer service department, If your order is cancelled within 24 hours of placement, a full refund will be issued to your original payment method. If your cancellation request is approved after the initial 24-hour period, a restocking fee may be applicable. The restocking fee will be deducted from the refund amount, and the remaining balance will be issued to your original payment method.
5. Changes to the Refund Policy:Exor Games reserves the right to modify or update this cancellation policy at any time. Any changes will be effective immediately upon posting on our website. It is the customer's responsibility to review the cancellation policy periodically.
Please note that this cancellation policy is in addition to our general terms and conditions and any applicable laws or regulations. Please contact customerservice@exorgames.com for any additional questions or concerns.
Local Delivery (To Your Door) <Beta> Refund Policy:
Refunds for Local Delivery follow the same as above but also add that Refunds that were delivered locally have to be conducted in the store by the purchaser.
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Exor Grading Guide
'Near Mint (NM)'
Near Mint cards rarely show any play-related wear. With that said they may have a few insignificant flaws that are minor. Some examples of minor flaws that a Near Mint card may possess include: A Few Nicks or Dings, Mild Corner/Edge Wear, Minor Scratches. Centering is not factored into grade. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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