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Designed by Connie Vogelmann

Art by Kwanchai Moriya

1–5 players · 60–90 minutes · ages 14+ · competitive


In a far-distant future, humans no longer inhabit Earth. The cause of their
disappearance (or perhaps their demise) is unknown, but their absence left a void
ready to be filled by another sentient species.
Over the span of untold generations, one species of the humble honeybee evolved to
fill that void. They grew in size and intelligence to become a highly advanced society.
They call themselves Mellifera.

Mellifera have made substantial technological advances in addition to the


technology they adapted from human ruins, up to and including space travel, but
the species has not managed to completely escape its own evolutionary history.
Although Mellifera has overcome the short lifespan of its predecessors, this
longevity comes with the cost of prolonged hibernation. Each year, members of
the species are active for just a few short months (the Flow) before going into
hibernation for the remainder of the year (the Dearth).

OVERVIEW AND GOAL


In Apiary, each player controls 1 of 20 unique factions. Your faction starts the game with
meager supplies: a hive, a few resources, and worker bees. A worker-placement, hive-
building challenge awaits you: explore planets, gather resources, develop technologies,
and create carvings to demonstrate your faction’s strengths (measured in victory points)
over one year’s Flow. However, the Dearth quickly approaches, and your workers can only
take a few actions before they must hibernate! Can you thrive or merely survive?

TABLE OF CONTENTS
Components.........................2 Action Overview..................8 Tile Types..............................14
Setup......................................3 Action Details.......................8 Queen’s Favor Track..........14
Gameplay Overview...........5 -Explore (planets)............8 End Game and Scoring.....15
Gameplay Details...............6 -Advance (tiles)................9
-Worker Placement.......6 -Grow (workers/frames)...10
-Worker Bumping..........6 -Research (seed cards)...11
-Worker Retrieval..........7 -Convert (& Dance).........12
-Worker Hibernation....7 -Carve..................................13
Rules video available at
-Resources.........................13 stonemaiergames.com

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Score
4 per
(max 16 )
COMPONENTS
1 teaching guide 40 farm tiles 35 hibernation tokens
SETUP
Each player takes a faction tile (starter
Teaching Guide
Factions provide special abilities and
2
(seven per player)
factions have ), a hive mat, a docking mat in determine your starting workers and

1 1
their player color, 3 player tokens, resources. Hive mats show where you can
7 hibernation tokens, and workers. build (you must always build adjacent to
existing tiles on your hive mat). If you build on
Make sure the non-upgraded side of the
a hex with a build bonus, gain that bonus.
faction tile is face up.

PREPARATION
GAMEPLAY
On your turn, either:
Place one worker on the board (on the
leftmost or topmost space if there are two)
RETRIEVE
1. Retrieve all your workers on the board
and in your landing area. Strength-4
1 1
and perform the action; or workers must hibernate.

1 1 1 1
Retrieve all workers. 2. All other retrieved workers collect income
(each from a different farm), increase
PLACE strength by 1, and return to your active
Apiary uses a “bumping” mechanism. When pool.
you place a worker, other workers on the You do not need to place all workers prior
space are either bumped or—if there are two to retrieving, but active pool workers aren’t

1 1 2 1
spaces—shifted right or down. If a worker is affected by retrieve turns (i.e., they do not
shifted off the rightmost or bottommost space hibernate, increase strength, or gain income).
of the action, it is bumped back to its owner,
abiding by the following: HIBERNATION
If the worker has strength-4, it must When a strength-4 worker is removed from an
hibernate. action, it hibernates. Place a hibernation token
(not the actual worker) into the Hibernation
Otherwise, the owner of the bumped Comb and gain the benefit printed on the
worker may either increase its strength by pod. Then the worker returns to the general Apiary_FarmTiles_r2.indd 1 Apiary_FarmTiles_r2.indd
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1 and place it in their active pool or place supply. (Note the Hibernation Comb’s endgame
it in their landing area without changing its scoring opportunities.)
strength. Either way, do not collect income.

TILES

2
FARMS: Cost fiber and/or water and provide DEVELOPMENTS: Cost wax and provide you Apiary_FarmTiles_r2.indd 3 Apiary_FarmTiles_r2.indd
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storage and income. Circles in the center of powerful one-time bonuses.
the tile indicate storage capacity. Income is
Whenever a farm, recruit, or development is
shown at the top of the tile.
purchased, remaining tiles slide to the left and
RECRUITS: Cost pollen and provide ongoing a new tile is flipped over.
abilities throughout the game. Purple triangles
indicate that the recruit is triggered when you
CARVINGS: Buy a carving (costs honey and the
use of a strength-4 worker) and build it to add
perform certain actions.
an endgame scoring opportunity. Purchased
carvings are not replaced.

Apiary_TeachingGuide_r7.indd 1 5/30/23 8:48 AM

1 appendix 30 carving tiles


25 fiber tokens ( )
2 6 per set of
per active
3 4 per
APPENDIX per adjacent tile adjacent
(Including faction tiles)

BROOD REARING COMMUNITY


1 CLUSTER 2 EMISSARY
HIVE MATS

3 3
THE LANGSTROTH: This hive has four marked hexes that each offer a build bonus discount for
a specific tile type. If you build a matching tile on a marked hex, you may purchase that tile
with the indicated resource discount. You must still perform an action with a worker of the
appropriate strength to acquire the tile (or use a seed card), and all other build rules still apply.
Building costs cannot fall below 0 (i.e., you cannot gain resources from negative building costs).
THE LOG: This hive has four marked hexes that each offer a build bonus of a free worker. If you
build on a marked hex and have fewer than four active workers, gain a strength-1 worker and

Apiary_CarveTiles_r7.indd 24
place it in your active pool. If you already have four active workers when you build on a marked
hex, you forfeit the build bonus. Additionally, this hive has three hexes with build bonuses that Apiary_CarveTiles_r6.indd 2 Apiary_CarveTiles_r6.indd
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provide resources (these bonuses are not storage spots and cannot hold gained resources).
THE POPPLETON: This hive has a marked hex that offers a build bonus of building a . If you
build on the marked hex (the space that states “When you build here, build to the right for
free”), you may build a tile on the indicated adjacent space for free. If you build on the marked
hex, you must select and build the tile immediately. You may select any face-up tile on the
Advance action (ignoring strength requirements) or in your reserve. Additionally, this hive has Apiary_CarveTiles_r6.indd 3 Apiary_CarveTiles_r6.indd
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three hexes with build bonuses that provide Queen’s Favor ( ) and two that provide 1 .
THE SKEP: This hive has marked hexes with build bonuses that provide resources (these
bonuses are not storage spots and cannot hold gained resources).
THE WARRE: This hive has marked hexes with build bonuses that provide resources, , or .
(Resource bonuses are not storage spots and cannot hold gained resources.)

5 player aids 30 recruit tiles


Apiary_Appendix_r8.indd 1 4/17/23 11:48 AM

On Your Turn*: At the End of Your Turn:


• Place one active worker on an Discard all resources you cannot

25 pollen tokens ( )
action and perform it OR store. For each discarded resource,
• Retrieve
Income
all of your workers on the you may advance 1 spot on the When you Whenever
(gain on your retrieve turns
Fiber Explore Token Board and in your Landing Area.
or as instructed)
Queen’s Favor track.
retrieve, collect you gain ,
— You must retrieve at least 1
one additional
CARVE: pay to plant 1 ADVANCE:
worker, and you may take a * EMPTY HIVE RULE: If you have no
retrieve action if you have active workers at the start of your
Hive Frame
Pollen Draw Seed Card workers in your active pool.
— Strength-4 drones hibernate
turn, gain one strength-1 worker for
free, then take your turn.
May carve with cost -1
Ximmediately.
1
(to
X Strength
— All others collect income ( ),
determineeach
the level = Victory Points
1 0
strength-3 worker
Water 1-Strength Worker from a different Farm, then
of benefit toincrease
receive) strength and return to
your active pool.
• You may also play one or more 0
AGRICULTURALIST 1
ARCHITECT
Any Basic Resource Farm for their ability or to gain a basic
Worker Hibernation

2 2
(Pollen/Fiber/Water) (increases storage) resource before and/or after you

APPRENTICE ENGINEER
place or retrieve workers.

Recruit

2 2
Wax (provides ongoing ability) During
Hibernation game, tally
Token from: At endgame, add from:

• Explore tokens ( ) • Filling hive mat and/or frames


( 8 each)
• Farm income ( )
Development • Your built , , and
Honey • Hibernation
Hibernation Comb comb pods
(provides instant benefit) • Meeting conditions on your built Apiary_RecruitTiles_r4.indd 1 Apiary_RecruitTiles_r4.indd
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• Build bonuses
X+X • Meeting conditions on your
• Strength-4 Advance bonuses planted
Carving Strength Sum
• Strength-4 Explore bonuses
Queen’s Favor • Position on the Queen’s Favor track
(offers endgame scoring) (of multiple workers)
• Other ongoing or instant abilities Apiary_RecruitTiles_r4.indd 3 Apiary_RecruitTiles_r4.indd
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• Faction ability
• Hibernation Comb area majorities
Pollen or Fiber Wax or Honey Whenever You
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1 board (double-sided) 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67
29 development tiles
68
29

+
69

EXPLORE ADVANCE
28

2+ 3+ 5+
70
27

4 also gain the strength-4 benefit 4 also gain 3

25 water tokens ( )
Pay printed costs to gain 1 tile
71
26

Move QueenShip up to X+X spaces, then Explore the planet. from a column ≤ X+X

Take 3 face-up Build any


72
25

+
FARM

73
24

+1 and add 2 face-up (free)


74
23

them to your reserve.


75
22

Only you may build them. Gain Build any 2


RECRUIT

76
21

2 for free face-up (free)


77
20

+
78
19

(strength 1 or 2)
4 2
DEVELOPMENT

+1
79
18

80
17

81
16

82
15

CONVERT
2
APICULTURE 0
CROP ROTATION
83
14

QueenShip
4 CARVE 4 first teach a dance
84
13

Pay printed costs to gain 1 carving ( )


85

Perform up to conversions.
12

2 2
86
11

BROOD CHAMBER EXCHANGE


GROW
87
10

4 also upgrade faction tile


88
9

In any combination:

1 1
89
8

1 strength 1
90
7

2 strength
91
6
1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER

92
5

RESEARCH
93

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4

4 also plant 1
94
3

Draw X cards. Keep 1, discard the rest.


95
2

96
1

HIBERNATION COMB
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SCORE TRACK

97
98

2 1

4-5 PLAYER BOARD


99

9 4 7 2 5
100

+1 each 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
1 2 3 4 5 6 7 8 9 10 11 12 13 15 17 19 22 25
QUEEN’S FAVOR

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5 hive mats 20 faction tiles


The Langstroth POMON
CAPEN

20 explore tokens
A ENDGAME:
built here costs Gain 8 if filled

CYPRI
-1 When you build
here, build to
the right for free

A A 1
built here costs built here costs
-1 -2
The Log 1 ENDGAME: Once per worker
placement, if you move an
A
ENDGAME:
Gain 8 if filled 2 per adjacent
opponent’s worker, convert
ENDGAME:
built here costs
to this tile
Faction Tile
-1 and -1
Gain
The Poppleton Faction Tile

1
Faction Tile
The Warre
Starting Tile ENDGAME:
Gain 8 if filled Starting Tile STARTING WORKERS: 4 per adjacent
Gain
1
Starting Tile
ENDGAME:
Gain 8 if filled
The Skep 2 1 1 to this tile STARTING WORKERS:
Starting Tile
Starting Tile 2 1 1
STARTING WORKERS:
Gain
Starting Tile
1 ENDGAME:
Gain 8 if filled

Faction Tile
2 1 1
SEED CARD SEED CARD SEED CARD (UNLOCK WITH FRAME) SEED CARD (UNLOCK WITH FRAME) SEED CARD SEED CARD SEED CARD (UNLOCK WITH FRAME) SEED CARD (UNLOCK WITH FRAME) SEED CARD SEED CARD SEED CARD (UNLOCK WITH FRAME) SEED CARD (UNLOCK WITH FRAME)

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Faction Tile
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Gain

1
1 Starting Tile
Starting Tile

Starting Tile
Starting Tile

SEED CARD SEED CARD SEED CARD (UNLOCK WITH FRAME) SEED CARD (UNLOCK WITH FRAME) SEED CARD SEED CARD SEED CARD (UNLOCK WITH FRAME) SEED CARD (UNLOCK WITH FRAME)

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5 docking mats
ACTIVE POOL ACTIVE POOL ACTIVE POOL
15 planet tiles
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15 wax tokens ( )
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ACTIVE POOL ACTIVE POOL


Retrieved/bumped workers gain +1 strength when entering the Active Pool. Retrieved/bumped workers gain +1 strength when entering the Active Pool. Retrieved/bumped workers gain +1 strength when entering the Active Pool.
Store your Store your Store your
gathered here. gathered here. gathered here.
Store your Store your Store your
hibernation
tokens and
hibernation
tokens and
DOCKING hibernation
tokens and
DOCKING DOCKING
third player Retrieved/bumped workers gain +1 strength whenthird
entering
player
Store your
MAT
the Active Pool. Retrieved/bumped workers gain +1 strength whenthird
entering the Active Pool.
player
Store your
MAT MAT
token here. token here. token here.
gathered here. gathered here.
Store your
hibernation
Store your
hibernation
DOCKING DOCKING
FABA ROSALE
LANDING AREA tokens and LANDING AREA tokens and LANDING AREA
third player third player MAT MAT
token here. token here.
Gain 1 1
LANDING AREA LANDING AREA 4 : & plant 1 SAPIN PERALE
Workers here do not change strength and only collect income when retrieved. Workers here do not change strength and only collect income when retrieved. Workers here do not change strength and only collect income when retrieved.

4 : &Build 1 for free


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Workers here do not change strength and only collect income when retrieved. Workers here do not change strength and only collect income when retrieved.
trigger its
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PM 12 4/19/23 8:53 PM

15 frames
5 dance tiles
12 honey tokens ( )
Dance of Sacrifice for
AT GAME END:
Gain 8
1
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if frame is filled
Dance of the Future for

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Dance of and for Knowledge

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Dance of and for Gentle Winds


1
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Dance of and for Gentle Winds

20 workers (four per player)


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45 seed cards
Gain the resources shown on any
explored planet
+/- 1 strength to 1 of
your
9 dance tokens
The worker you place this
Pay to move the QueenShip turn acts as if it has +2 strength
1 space and Explore that location (strength 5+ is okay)

1
Endgame: Endgame:
3 per 5 if your hive mat is full
(max 12 )

Pollen Water Seeds


1 5 46
Endgame: Endgame:
7 if you have no 5 if your hive mat is full

Favor Honey
1 QueenShip miniature Victory
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3 6

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15 player tokens
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(three per player)

The solo mode components are listed in the Automa rulebook.

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SETUP
GLOBAL COMPONENTS
 1 BOARD: Place on the 6 DANCE TOKENS: Place in 10 DEVELOPMENT TILES:
table, showing the side a stack on the Convert Shuffle and place 1
matching your player action (these are not tile face up on each
count (1–3 or 4–5). randomized; they are development tile slot,
open information for all then place the rest in a
2 PLANET TILES: Shuffle players). stack face down on the
and place in a stack face
Advance action.
down next to the board. 7 SEED CARDS: Shuffle and
place in a deck face down 11 CARVING TILES: Shuffle
3 EXPLORE TOKENS: on the Research action. and place 1 tile face up
Randomly place 1 face up
on each slot on the Carve
on each planet spot in the 8 FARM TILES: Shuffle and action, then return excess
planet grid, then return place 1 tile face up on
carving tiles to the box.
excess explore tokens to each farm tile slot, then
the box. place the rest in a stack
face down on the Advance
4 QUEENSHIP MINIATURE: action.
Place all other items—frames,
Place on its starting fiber, pollen, water, wax, and
location in the planet grid. 9 RECRUIT TILES: Shuffle honey—in a general supply
and place 1 tile face up on next to the board.
5 DANCE TILES: Randomly each recruit tile slot, then
place 1 face up on each of
place the rest in a stack
the rectangular spots on
face down on the Advance
the Convert action. Return
action.
excess dance tiles to the
box.

8 1
2 3
9
10
4 6

11 5
7

Replacement parts can be requested on the form at stonemaiergames.com/replacement-parts.

Apiary_Rulebook_r10.indd 3 5/31/23 10:12 PM


PLAYER COMPONENTS
 A 1 DOCKING MAT: Choose  D 3 PLAYER TOKENS: Gain  F WORKERS: Note the
a player color and gain 3 player tokens in your starting workers listed
the matching docking player color. Randomly on your faction tile. Place
mat. determine the first that number of workers
player, who places a in the active pool on your
B 1 HIVE MAT: Gain 1 hive player token on the 0 docking mat and set their
mat at random; leave
space of the Score Track strengths to match the
some space around it.
on the board. The next listed values. Place your
C 1 FACTION TILE (FROM A player clockwise places remaining worker(s) next
CHOICE OF 2): Gain a token on 1 , then to the board near the
2 faction tiles at random; 2 and so on. Then, Grow action.
choose 1 and return the each player places their
second player token at
G RESOURCES: On your
other to the box. Place
faction tile, for each
your faction tile, with the the beginning (0) of the
resource spot with a
non-upgraded side face Queen’s Favor track and
green circle, place a
up, on the designated their third player token
resource token matching
hexes on your hive mat. on their docking mat.
the highlighted resource
• If this is your first game, E 7 HIBERNATION TOKENS: on that spot.
instead of dealing 2 Place these tokens on
the designated spot on
H RESERVE: Some benefits in
and choosing 1, use a
the game provide tiles that
starter faction (denoted your docking mat.
you save for later instead
by a green star ): Ana,
of placing immediately.
Cypri, Lama, Pomon, or
Only the Visah faction
Sini.
starts the game with tiles
in their reserve.

D
D

F
B
E A
D

C
G H

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FACTION TILE EXAMPLE

Green star denotes a


POMON starter faction

SPECIAL ABILITY:
Most factions have an
ability that alters a normal rule ENDGAME:
of the game. All starter factions
have an ability that relates to 2 per adjacent
endgame scoring. to this tile
STARTING WORKERS:
2 1 1
This faction starts with three
active workers: one strength-2
worker and two strength-1
workers.

Resources highlighted with


a green circle are starting
resources. See the Appendix
for descriptions of each
faction’s starting resources.

GAMEPLAY OVERVIEW
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In Apiary, you will place workers to explore planets to gather resources, convert those
resources as necessary to afford new tiles and to expand your ship, and build towards victory
points from carvings, planted seed cards, and your faction mat.
On your turn, you must choose to either place or retrieve workers ( ). Your workers will
increase in strength during the game, improving benefits earned when placing them and
eventually graduating to the hibernation comb for a well-earned slumber.
PLACE: Choose 1 active worker from your docking mat and place it onto an action space ( )
on the board to perform that action. You cannot do this if you have no active workers on your
docking mat (see Worker Placement on p. 6).
RETRIEVE: Retrieve all workers from the board and your landing area and collect income. You
may only take a retrieve turn if you have at least 1 worker on the board and/or your landing
area (see Worker Retrieval on p. 7).
OTHER NOTES:
EMPTY HIVE RULE: If, and only if, you begin your turn without any active workers (i.e., you do
not have any workers on the board or on your docking mat), add one strength-1 worker to your
active pool. Then immediately proceed to take a place turn.
SEED CARDS: Immediately before and/or immediately after you place or retrieve workers, you
may play any number of seed cards from your hand (see Research on p. 11).
END OF TURN: If you have any resource tokens that do not fit on resource spots in your hive, you
must discard them. Gain 1 Queen’s Favor for each discarded token (see Queen’s Favor Track on
p. 14). Then the next player clockwise takes their turn.

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GAMEPLAY DETAILS
WORKER PLACEMENT
You may choose to take a place turn as long as you have at least one worker in your active pool.
When you take a place turn, choose a worker from the active pool on your docking mat and
place it on an action space ( ) on the board. Use the leftmost or topmost space if there are
two. Take the following rules into account:
Many actions care about the strength of the chosen worker WORKER
(the face-up number shown on that worker). STRENGTH

You must use all or part of the selected action (i.e., you may
32 33 34 35 36
not place a37worker
38
and39 do nothing
40 41 42
with 43
it). Some44 45
actions 46 47 48 49 50 51 52 53 54

state a cost to obtain an item; to place a worker there, you


must be able to pay the cost for at least 1 associated item.
+ Action spaces areEXPLORE
never blocked. If there is a worker on the ADVANCE
action space you choose, bump it back to its owner (see
4 also gain the strength-4 benefit
Worker Bumping below). Workers can be bumped by any
4 also gain 3 2+
Pay printed costs to gain 1 tile
Move QueenShipplayer
up to (including
X+X spaces,their
then own).
Explore the planet. from a column ≤ X+X
The Explore and Advance actions have more than one action
space; workers placed on those actions must be placed on
an action space with an arrow ( ). If there was a worker
+

FARM
already in that space, shift that existing worker one space to
the right or down to make room. If there was also a worker
on the rightmost or bottommost action space, bump that +1
rightmost or bottommost worker back to its owner.

RECRUIT
WORKER BUMPING ACTIVE POOL

When a worker is bumped off an action (i.e., bumped off


a single action space or bumped off the rightmost or +1
+
bottommost of two spaces), the result depends on the
Retrieved/bumped workers gain +1 strength when entering the Active Pool.
Store your
gathered here.
worker’s strength as it is bumped: Store your
hibernation
DOCKING
DEVELOPMENT

+1
tokens and
MAT
STRENGTH 1, 2, OR 3: The owner of the worker has a
third player
token here.

choice of the following: LANDING AREA

Increase the worker’s strength by +1 and place it


in your active pool. Choose this option to place that +0 Workers here do not change strength and only collect income when retrieved.
worker on an upcoming place turn.
Retain the worker’s current strength and place it in the landingg area. Choose this option to
Apiary_DockingMats_6.indd 1 5/25/23 11:40 AM

collect income with that worker on an upcoming retrieve turn.


STRENGTH 4: The worker must immediately hibernate. Discard the worker to the general supply
QueenShip
and place a hibernation token (see Worker Hibernation on p. 7). 4 CARVE
Pay printed costs to gain 1 carving ( )

GROW
4 also upgrade faction tile
In any combination:
6
1 strength 1
Apiary_Rulebook_r10.indd 6 5/31/23 10:13 PM
2 strength
+

FARM
Pay +printed
1 costs to gain 1 carving ( )

RECRUIT
WORKER RETRIEVAL 1
You may choose to take a retrieve turn as long as you
have at least 1 worker on the board or in your landing
+
1 1

area (even if you have workers in your active pool).

DEVELOPMENT
1your
When you take a retrieve turn, collect ALL + 1 1
1
1 1

workers from the board and your landing area.


Then, something happens for EACH collected worker
Apiary_FarmTiles_r2.indd 1 4/5/23 12:01 PM

1
Apiary_FarmTiles_r2.indd 2

1
The Warr
4/5/23 12:01 PM

depending on its strength: ENDGAME:


EXAMPLE: You take a retrieve
Apiary_FarmTiles_r2.indd 37
Gain 8 if filled
4/5/23 12:02 PM

STRENGTH 1, 2, OR 3: Collect g income ( ) from a turn and take back two strength-1
different farm tile on your hive mat for each worker
workers. You decide to gain income
you retrieve (if you have more farm tiles than
from the top 2 farm tiles. You gain
CONVERT
retrieved workers, some farm tiles will not generate
QueenShip
income). Then, increase each 4 worker’s strength by +1
CARVE 1 Queen’s Favor from the left farm 4 first teach a dance
and return it to your active pool. tile and 1 victoryFaction
pointTile
from the
Pay printed costs to gain 1 carving ( ) right farm tile. Then you increasePerform up to X conversions.
STRENGTH 4: The worker must immediately hibernate the strength of these workers to
(see Worker Hibernation below).
strength 2 and place them Starting Tile
in your
Important: Any workers already in your active pool active pool.
when you take a retrieve turn do not hibernate, gain Starting Tile
strength, or gain income.
WORKER HIBERNATION
If a strength-4 worker would increase its strength SEED
(e.g.,
CARD
returning to the active pool), itSEEDmust
SEED CARD CARD (UNLOCK WITH FRAME) SEED CARD (UN

hibernate. Return the worker to the general supply next to the board. Then, place a hibernation
Apiary_HiveMats_r6.indd 5

token representing that worker onto a vacant pod in the Hibernation Comb and gain the benefit
it covers.
If you need to hibernate but there are no vacant pods for your player count (or if you have no
H remaining hibernation tokens), gain 1 Queen’s Favor.
ORDER OF OPERATIONS: If a worker’s strength would exceed 4 as part of performing an action
est.
(either because a strength-4 worker is bumped off an action space or for some other reason),
resolve the action first (as if the worker were still strength-4) and then hibernate the worker.

HIBERNATION COMB

2 1

4-5 PL

HIBERNATIO
9 4 7 2 5

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 2
HIBERNATION COMB
1 2 3 4 5 6 7 8 9 10 11 12 13 15 1

The Hibernation Comb includes a number of pods grouped into sectors; each sector offers a small
endgame scoring bonus for having the most tokens (see End of Game and Scoring on p. 15).
Several pods offer the benefit of refreshing a tile row within the Advance
action. If you fill such a pod, you must discard all tiles in the indicated row
2
(farm, recruit, development) 1 them from the corresponding stack.
and replace

7
9 4 7
Apiary_Rulebook_r10.indd 7 5/31/23 10:13 PM
ACTION OVERVIEW
All actions for worker placement are found on the board. Each action has 1 or 2 action spaces.
The actions are summarized below. Additionally, each action has an extra benefit if you use a
strength-4 worker ( 4 ).
EXPLORE: Move the QueenShip, place a resource token from the supply, then gain the planet
benefit.
ADVANCE: Add a farm, recruit, or development tile to your hive.
GROW: Gain new workers or gain a frame to increase the size of your hive.
RESEARCH: Gain a seed card.
CONVERT: Pay resources from your hive to gain resources from the general supply.
CARVE: Add a carving tile to your hive for an endgame scoring benefit.

ACTION DETAILS
30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 5

EXPLORE

29
+ EXPLORE ADVANCE

28
Mellifera live in harmony with nature. Using their
27
4 also gain the strength-4 benefit 4 also gain 3
Pay printed costs to gain 1
Move QueenShip up to X+X spaces, then Explore the planet.
26
from a column ≤ X+X

shared QueenShip, they explore and improve the 25

1
galaxy planet by planet. Players seed planets with life, 30 31 32 33 34 35 36 37 38 39 40 41 42 43
+
44
24
29

+1
and the planets become stronger and more productive
23

+ EXPLORE
28
22

over the course of the game. 2


21
27

4 also gain the strength-4 benefit


20

Move QueenShip up to X+X spaces, then Explore the planet.


26

CORE ACTION: Proceed with the following steps in order: +


19

+1
18
25

1. SUM THE TOTAL STRENGTH OF ALL WORKERS on the


17
24

Explore action. Move the QueenShip orthogonally up to


16
23
15

1 space per worker strength. The QueenShip must end


g
14
22

on a different planet from where it started. QueenShip


4 CARVE
13
21

2. IF THERE IS AN EXPLORE TOKEN ON THE DESTINATION


Pay printed costs to gain 1 carving (
12
11
20

PLANET (i.e., it has not yet been explored): GROW


10

4 also upgrade faction tile


19

+
a. Gain the explore token and its benefit.
9

In any combination:
18
8

1 strength
CARYOPA 1
b. Place the planet tile from the top of the stack face up
7
17

2 strength

onto the newly explored planet (i.e., underneath the


6

to your hive
16
1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER
5

QueenShip). Apiary_Planets_r6.indd 15 RESEARCH


4/19/23 8:53 PM
4
15

4 also plant 1

3. PLACE 1 BASIC RESOURCE TOKEN (pollen, fiber, or water) of your choice from the general
3

Draw X cards. Keep 1, discard the rest.


14
2

supply onto 1 empty dotted outline on the planet, if any. Do this whether or not the planet is QueenShip
13

HIBERNAT
1

newly explored.
SCORE TRACK
12

4. GAIN RESOURCES from the general supply as depicted on the planet. This includes
2 1
11

resource icons printed on the planet and resource tokens on the planet. DoGROW this whether or 9 4 7
10

not the planet is newly explored. 4 also upgrade faction tile QUEEN’S FAVOR
+1 each 0 1 2
1
3 4
2
5 6
3
7 8
4
9 10
5
1
9

In any combination:
STRENGTH-4 WORKER BENEFIT: If you placed a strength-4 worker on the
Apiary_Board_r14.indd 1
8

1 strength
Explore action this turn and the QueenShip’s destination is a planet with a 1
7

strength-4 benefit, you may gain that benefit in addition to the resources that
2 strength FABA
planet produces (gain these benefits in any order).
6

Gain 1 1
1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER

4 : & plant 1
5

RESEARCH
4

4 also plant 1
Apiary_Planets_r6.indd 2 4/19/23 8:53 PM
3

Draw X cards. Keep 1, discard the rest.


2

8
1RE TRACK

Apiary_Rulebook_r10.indd 8 5/31/23 10:13 PM


2
ADVANCE
Mellifera consistently enhance their hives by adding farms ( ; storage and income),
recruits ( ; ongoing abilities), and developments ( ; powerful one-time benefits).

CORE ACTION: Gain and build 1 tile. While Advance is a single action for 1–3 player games, it is
treated as two separate actions at 4-5 players (one action to gain farms and another to gain recruits
30 and developments, as shown in the image below). Proceed with the following steps in order:
31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67

68
29

1. SUM THE + TOTALEXPLORE STRENGTH OF BOTH

69
ADVANCE
28

WORKERS on the Advance action, 2+ 3+ 5+

70
27

4 also gain the strength-4 benefit 4 also gain 3

adding 1upifto thespaces,


bottommost
then Explore the planet. action
Pay printed costs to gain 1 tile

71
Move QueenShip
26

X+X from a column ≤ X+X

space is unoccupied. This total

72
25

determines which tiles are available +

FARM

73
24

1 1 1

for purchase: +1

74
23

1 1 1 1 1

75
22

STRENGTH AVAILABLE TILES


Apiary_FarmTiles_r2.indd 1
EXPLORE: 4/5/23
Apiary_FarmTiles_r2.indd
12:01 PM 20
CARVE: 4/5/23
Apiary_FarmTiles_r2.indd
12:01 PM 5
CONVERT: 4/5/23
Apiary_FarmTiles_r2.indd
12:01 PM 41 4/5/23 12:02 PM

Also gain Cost -1 Produce 1

RECRUIT

76
21

1 adjacent for free

1 0 0

77
20

2+ only the leftmost column NAVIGATOR


2
ARTISAN
3
SCIENTIST
2

78
19

3+ the leftmost and middle


DEVELOPMENT
+1
Apiary_RecruitTiles_r4.indd 20 Build any 4/12/23
Apiary_RecruitTiles_r4.indd
10:41 PM 6
Build any 2 4/12/23
Apiary_RecruitTiles_r4.indd
10:41 PM 28 4/12/23
Apiary_RecruitTiles_r4.indd
10:42 PM 31 4/12/23 10:42 PM
Gain for each

79
18

2 face-up (free) face-up (free) you have

columns

80
2 0 2
17

CROP ROTATION EXCHANGE RENDER WAX

5+ any column

81
16

2 1 1

82
15

In 4–5 player games, each pair of action spaces


Apiary_DevelopmentTiles_r4.indd 7 4/12/23
Apiary_DevelopmentTiles_r4.indd
10:39 PM 13 4/12/23
Apiary_DevelopmentTiles_r4.indd
10:39 PM 26 4/12/23
Apiary_DevelopmentTiles_r4.indd
10:39 PM 30 4/12/23 10:40 PM

CONVERT

83
14

ONGOING When you


is its own action (for strength total). For4example,
QueenShip
CARVE ABILITY retrieve, collect
4 first teach a dance

84
13

if all four action spaces each have aPaystrength-1


printed costs to gain 1 carving ( ) oneX additional

85
Perform up to conversions.
12

worker, the total strength of each action is 2 (not END GAME

86
11

GROW
4), and only the leftmost tiles are available. VICTORY POINT 1

87
10

4 also upgrade faction tile


2. PAY THE RESOURCE COST on the bottom of the

88
9

In any combination:

desired tile 1(see arrow in example).


AGRICULTURALIST

89
8

1 strength
COST 2

90
7

3. B2 strength
UILD THE TILE by placing it on an empty hex on

91
6

your hive adjacent to any existing tile (including


1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER

92
5

your faction RESEARCH tile). Once you have built a tile, you cannot move it. If you build the tile on a hex

93
4

with an icon, gain that benefit.


4 also plant 1 Apiary_RecruitTiles_r4.indd 1 4/12/23 10:41 PM

94
3

Draw X cards. Keep 1, discard the rest.

4. GAIN THE TILE’S BENEFIT if it is a development tile (farm and recruit tile abilities are gained
95
2

96
later). Do not gain the printed victory point value of the tile
HIBERNATION COMBuntil game end.
1SCORE TRACK

97

5. SLIDE ALL REMAINING TILES OF THAT TYPE to the left to fill the gap (if any) and ensure the
98

2 1

rightmost spot is open, then refill the rightmost spot with a tile (turned face up) from the BOARD
4-5 PLAYER top of
99

the corresponding stack. Do this at the end of your turn unless specifically stated otherwise.
9 7 2 5
100

+1 each

STRENGTH-4 WORKER BENEFIT: If you


0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
1 2 3 4 5 6 7 8 9 10 11 12 13 15 17 19 22 25
QUEEN’S FAVOR

placed a strength-4 worker on the Advance


Apiary_Board_r14.indd 1 5/30/23 6:58 PM

action this turn, gain 3 in addition to


gaining a tile. When you
retrieve, collect
one additional

1
The Warre
BUILD EXAMPLE: During an Advance AGRICULTURALIST
2 1 each
ENDGAME:
Gain 8 if filled

action, you pay 2 pollen to gain the Apiary_RecruitTiles_r4.indd 1 4/12/23 10:41 PM


1
CLEANSING
FLIGHT
Agriculturalist tile. There are two 1
1

eligible spaces on your hive where you


Retrieve all
(no aging)
Apiary_DevelopmentTiles_r4.indd 5 4/12/23 10:39 PM (collect for each)
1 1
could build the tile; you choose the Faction Tile 1

SERUM
hex closest to the top of the mat above
Apiary_FarmTiles_r2.indd 1 4/5/23 12:01 PM

1
Starting Tile

Cleansing Flight and gain the covered Apiary_DevelopmentTiles_r4.indd 28 4/12/23 10:40 PM

benefit (a basic resource). There is no Starting Tile

immediate benefit on the Agriculturalist.


SEED CARD SEED CARD SEED CARD (UNLOCK WITH FRAME) SEED CARD (UNLOCK WITH FRAME)

Apiary_HiveMats_r6.indd 5

9
5/30/23 9:23 AM

Apiary_Rulebook_r10.indd 9 5/31/23 10:13 PM


1
16
15
GROW

14
Mellifera seek ways to preserve their legacy and thrive well into the future by increasing

13
in number and in size. The larger and better stocked their hive—and the more workers
they have—the better their chances of making it through the next Dearth.

12
CORE ACTION: Gain a combination of benefits depending

11
on your worker’s strength and the number of resources
you spend. You may choose either or both options below
GROW

10
(repeats are allowed): 4 also upgrade faction tile
GAIN A STRENGTH-1 WORKER (up to a maximum of

9
In any combination:
three workers gained, if available) and add it to your

8
active pool. Each worker costs 1 pollen and requires 1 strength 1
1 strength of the worker you placed.

7
GAIN A FRAME and add it to your hive. Each frame 2 strength
costs any 2 basic resources (pollen, fiber, and/or
6
water) and requires 2 strength of the worker you 1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER

placed. The frame can be in any orientation but


5

EXAMPLE: If you place a


must be placed with at least 1 of its hexes adjacent RESEARCH
strength-3 worker, you could use
to a hex in your hive mat or another frame and not
4

it to gain up to three strength-1


overlapping any other tile or hex. Each frame is workers (one4 also plant 1strength
for each
identical and offers the following:
3

of the placed worker), or you


Draw X cards. Keep 1, discard the rest.
• Four additional hexes where you can build tiles, could gain one strength-1 worker
2

two of which allow you to gain a seed card when and use the remaining 2 strength
you build there. You may only build a tile on your to gain a frame.
1

frame if it is adjacent to another tile in your hive


SCORE TRACK

(including your faction tile).


• The first 2 frames you place unlock 1 location on your hive mat to potentially plant
1 seed card via the Research action (see p. 11), increasing endgame scoring as indicated
on that card.
• ENDGAME: If you complete the frame (by building 4 tiles on it) by the end of the game, you
­
gain 8 .
+1 each 0 1 2
1
STRENGTH-4 WORKER BENEFIT: If you placed a QUEEN’S FAVOR

strength-4 worker on the Grow action this turn,


Apiary_Board_r14.indd 1
POMON
you may upgrade your faction tile in addition to
gaining workers and/or frame.
ENDGAME:
To upgrade, flip the faction tile over to show the 3 per adjacent
side that says “upgraded”, return it to its starting to this tile
M
3P

location, and transfer any resource tokens to the


9:4

UPGRADED
new side of the faction tile. You can now access the
3
6/2
4/1

faction ability printed on side 2 of the tile.


2
d
ind
r6.

10
s_
ile
nT
c tio
Fa
ry_
ia
Ap

Apiary_Rulebook_r10.indd 10 5/31/23 10:13 PM


11
GROW

10
4 also upgrade faction tile

9
In any combination:
RESEARCH

8
1 strength 1
Mellifera research the genetic codes of plants from around the galaxy to use for

7
sustenance and to fuel innovation. 2 strength

6
1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER
CORE ACTION: Draw a number of seed cards equal to

5
your worker’s strength, select 1 of them to add to your RESEARCH

4
hand, and place the rest face up in the discard pile.
4 also plant 1

3
Seed cards in your hand may be kept private or Draw X cards. Keep 1, discard the rest.
public. Before or after your action on any of your

2
turns (including the turn on which you gained the The worker you place this
turn acts as if it has +2 strength

card), you may play any number of seed cards

1
(strength 5+ is okay)

face up to the discard pile to do your choice of the

SCORE TRACK
following:
Gain each played card’s one-time benefit (at the
top of the card); or Endgame:
5 if your hive mat is full 9

Gain any 1 basic resource (pollen, fiber, or 6

water) per card played. +1 each


Apiary_SeedCards_r7.indd 6
0
5/30/23 10:15 AM
1 2 3 4
1 2
STRENGTH-4 WORKER BENEFIT: If you placed a
QUEEN’S FAVOR

The Langstroth
strength-4 worker on the Research action this turn,
Apiary_Board_r14.indd 1

A ENDGAME:

after you draw 4 seed cards and select 1, you may built here costs
-1
Gain 8 if filled

plant 1 seed card from your hand (tuck it under your


hive mat until only the endgame score is visible) A
built here costs
A
built here costs

Planting forfeits the instant benefit but adds an


-1 -2

endgame scoring opportunity. A


Faction Tile built here costs

A few other notes about planted seed cards are as


-1 and -1

follows: Starting Tile

+/- 1 strength to 1 of
Starting Tile

Your hive starts with a limit of 2 planted seed


your

cards, but the first two frames you gain (see


Grow on p. 10) each increase that limit by 1. The Apiary_HiveMats_r6.indd 1
SEED CARD SEED CARD SEED CARD (UNLOCK WITH FRAME) SEED CARD (UNLOCK WITH FRAME)

5/30/23 9:22 AM

maximum number of planted seed cards you


Endgame:
5 if your hive mat is full

can have is 4. Apiary_SeedCards_r7.indd 5 5/30/23 10:15 AM

You cannot return planted seed cards to your


hand, cover them with another seed card, or discard them unless an ability specifically
states otherwise. However, their exact position does not matter; slide them around under
your hive mat as needed to ensure they are not covered by other components.
All endgame scoring bonuses noted on seed cards count only your resources or the items
in your hive. For example, if you have 3 honey tokens in your hive and a planted seed card
that provides “ 2 per honey,” you gain 6 .

11

Apiary_Rulebook_r10.indd 11 5/31/23 10:13 PM


+

DEVELOPMENT
+491

79
36 37 38 39 40 41 42 43 44 45 46 47 48 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67

80

68
69
81
EXPLORE ADVANCE
2+ 3+ 5+

82

70
g
4 also gain
gain the strength-4 benefit
CONVERT 3

CONVERT

83
Pay printed costs to gain 1 tile

71
o X+X spaces, then Explore the planet. from a column ≤ X+X
Honeybees
QueenShipcommunicate through “waggle
4 CARVE 4 first teach a dance

84

72
dances” in which returning foragers
Pay printed costs to gain 1 carving ( )

85
Perform up to X conversions.
communicate the distance and+location of food

FARM

73
86
GROW sources to other workers. Mellifera +1 have adapted

74
87
upgrade faction tile and expanded these “dances” into an important

75
88
y combination:
part of Melliferan culture and education.

RECRUIT

76
89
1

77
90
CORE ACTION: Pay resources from your hive to gain
resources from the general supply. Do this a number
+

91

78
of times up to your worker’s strength. You may

DEVELOPMENT

92
+1below (repeats are

79
RESEARCH choose any number of the options

93

80
also plant 1 allowed):

94

81
s. Keep 1, discard the rest.
Discard 1 seed card from your hand (do not gain

95
any of its benefits) gto draw 1 seed card.

82
96
Pay 142basic resource HIBERNATION
(pollen, fiber, or51 water)COMB
to54 55 CONVERT

83
34 35 36 37 38 39 40 41 43 44 45 46 47 48 49 50 52 53 56 57 58 59 60 61 62 63 64 65 66 67

97
68
gain
QueenShip
4 CARVE
1 basic resource. 4 first teach a dance

84
+

69
EXPLORE ADVANCE

98
2 1
Pay 1 pollen and 1 fiber
costs to gain 1 wax.
( )
2+ 3+ 5+

85
Pay printed to gain 1 carving Perform up to X conversions.

70
4-5 PLAYER BOARD

99
4 also gain the strength-4 benefit also gain 3 4
9 4 7 2 5
Pay 2 pollen and 1 water to gain 1 honey.
Pay printed costs to gain 1 tile

86
100
71
enShip up to X+X spaces, then Explore the planet. from a column ≤ X+X
ROW +1 each
U se 3any4 dance that was8 already taught (see13

72

87
0 1 2 5 6 7 9 10 11 12 14 15 16 17 18 19 20 21 22 23 24 25
1 2 3 4 5 6 7 8 9 10 11 12 13 15 17 19 22 25
’S FAVOR
faction tile below).
+
FARM

73

88
EXAMPLE: You place a
5/30/23 6:58 PM

nation:
STRENGTH-4 WORKER BENEFIT: If+you
1 placed a

74
strength-3 worker on the

89
1 strength-4 worker on the Convert action and have
Convert action so you can

75

90
not yet taught a dance this game, you may teach
make up to 3 conversions. For
RECRUIT

76
a dance to create a new conversion option that

91
becomes available to all players on their turn. To the first two conversions, pay

77
2 fiber from your hive to gain

92
EARCH teach a dance, follow these steps before gaining the
+

78
core action benefits: 1 water and 1 pollen. Lastly,

93
DEVELOPMENT

+1

79
nt 1 pay those two newly gained
1. CHOOSE A DANCE THAT HAS NOT BEEN TAUGHT

94
80
, discard the rest. resources and 1 additional
and place your third player token on the of

95
pollen from 1:

81
that dance’s rectangular tile to indicate that
your hive to

96
82
you are the teacher ofHIBERNATION
that dance. Every timeCOMB g
2:
an opponent uses a dance, its teacher gains 1 gain 1 honey. CONVERT 83

97
Queen’s 4 Your
Favor. Example: opponent places 3:
QueenShip
CARVE 4 first teach a dance
84

a strength-3 98
2
worker
1
on the Convert action and
Pay printed costs to gain 1 carving ( )
85

Perform up to X conversions.
uses the dance you taught 3 times. As a result, 4-5 PLAYER BOARD
99

9 4 7 2 5
86

you gain 3 Queen’s Favor. DANCE TEACHER


100

GROW
87

+1 each
lso upgrade faction 0tile 1 2 2. S3ELECT
4 THE
5 REQUIRED
6 7 8 NUMBER
9 10 OF11DANCE
12 13 14 15 16 17 18 19 20 21 22 23 24 25

TOKENS by looking through the stack (1 or 2,


1 2 3 4 5 6 7 8 9 10 11 12 13 15 17 19 22 25
88

any combination:
2
depending on dance tile) to fill all its open spots. 5/30/23 6:58 P
89

1 Dance of Pollen and Fiber for Knowledge

3. PLACE THE TOKEN(S) in their respective spot(s)


90

Apiary_DanceTiles_r3.indd 3 5/30/23 12:39 PM

Apiary_DanceTokens_r2.indd 1 Apiary_DanceTokens_r2.indd
5/26/23 11:46 AM 3 5/26/23 11:46 AM

on the dance tile. Once taught, dances cannot be


91

modified.
Dance of and for Remembrance
92

RESEARCH
Apiary_DanceTiles_r3.indd 5 5/30/23 12:39 PM

4. T HE DANCE IS IMMEDIATELY AVAILABLE for


93

4 also plant 1 use as you continue resolving the core Convert Dance of Sacrifice for
94

rds. Keep 1, discard the rest. action. Apiary_DanceTiles_r3.indd 1 5/30/23 12:39 PM


95
96

HIBERNATION COMB
97

12
98

2 1

4-5 PLAYER BOARD


99

9 4 7 2 5
100

Apiary_Rulebook_r10.indd 12 5/31/23 10:13 PM


T
+

19

DEVELOPMENT
+1

18
17
16
CARVE
15
g

Mellifera commemorate the achievements


14
of their thriving civilization by carving QueenShip
4 CARVE 4
13

monuments, wonders, and etchings into Pay printed costs to gain 1 carving ( ) Perform
12

their hives. Carvings provide glory to each


11

6 per set of

hive at the end of the Flow. GROW


10

4 also upgrade faction tile 3 per COMMUNITY 12 if you have

CORE ACTION/STRENGTH-4 WORKER BENEFIT:


(Including this) no planted
9

2
In any combination:

You may only place a strength-41worker on the


8

1 strength
3 per EFFICIENCY
SURPLUS Apiary_CarveTiles_r6.indd 5
unused
4/14/23 12:57 PM

Carve action. When you do, pay the honey cost 1 2


7

2 strength
as indicated on a carving tile and gain that tile. Apiary_CarveTiles_r6.indd 29
LONGEVITY
4/14/23 12:57 PM Apiary_CarveTiles_r6.indd 9 4/14/23 12:57 PM
6

2
Place it in your hive adjacent to an existing tile
1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER

(including your faction tile or starting tiles).


5

RESEARCH
Apiary_CarveTiles_r6.indd 19 4/14/23 12:57 PM

If you cover an icon, gain the benefit. Do not


4

replace a carve tile when one


4 also is gained—
plant 1
3

there is a limited quantity determined at the


Draw X cards. Keep 1, discard the rest.
2

beginning of the game.


HIBERNATION COMB
1SCORE TRACK

RESOURCES 2 1

There are five resources in the game: Fiber ( ), pollen ( ), and water ( ) are basic
resources, whereas wax ( ) and honey ( ) are more valuable resources. Unless otherwise 9 4 7 2 5

mentioned, you always gain resources from the general supply, and you always pay and discard
+1 each
resources back to the general supply.
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
1 2 3 4 5 6 7 8 9 10 11
QUEEN’S FAVOR

Some resource icons show multiple resource types ( ). When paying or gaining
Apiary_Board_r14.indd 1

resources, for each resource icon, choose one resource token matching any listed resource type
(i.e., do not gain multiple resource tokens for a single icon).
Your hive’s resource storage capacity is limited; you can increase it by building farms. Gained
Thespots
resources are stored at end of turn on specific resource Warrein your hive (1 token per spot).
ENDGAME:
Gain 8 if filled

RESOURCE PLACEMENT
1  EXAMPLE: New pollen token

Faction Tile
1 1
1 


Apiary_FarmTiles_r2.indd 1 4/5/23 12:01 PM

1
Starting Tile VALID PLACEMENT

 

Apiary_FarmTiles_r2.indd 8 4/5/23 12:01 PM

Starting Tile
INVALID PLACEMENT

SEED CARD SEED CARD SEED CARD (UNLOCK WITH FRAME) SEED CARD (UNLOCK WITH FRAME)

Apiary_HiveMats_r6.indd 5 5/30/23 9:23 AM

You can rearrange resources within your hive during your turn.
At the end of your turn, you must discard any resources that do not fit in your hive. For each
resource discarded, you may gain 1 Queen’s Favor (see Queen’s Favor Track on p. 14).

13

Apiary_Rulebook_r10.indd 13 5/31/23 10:13 PM


TILE TYPES
Your hive mat has a number of hexes where you may build tiles (always adjacent to at least
1 other tile). Some hexes include a build bonus that you gain if you build a tile there.
Here
30 31 are
32 the
33 types
34 35 of
36 tiles
37 that
38 39 are
40 placed
41 42 in
43 hives:
44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 6
29

POMON
FACTION TILE: Your faction tile Take 3 face-up
DEVELOPMENT: Developments
is +
composedEXPLORE ADVANCE
28

and add
them to your reserve.

of 3 hexes. It does provide one-time benefits for you


Only you may build them.
ENDGAME:

when 2 3+ tile. 5+
2 per adjacent 4
to this tile
+
27

not
4 alsocount as a farm,
gain the strength-4 benefit recruit, APICULTURE4
to gain
also gain 3
you build the
STARTING WORKERS:
2 1 1

2
Pay printed costs to gain 1 tile
development, or carving for the
Move QueenShip up to X+X spaces, then Explore the planet.
All developments cost wax.
26

from a column ≤ X+X


Apiary_DevelopmentTiles_r4.indd 1 4/12/23 10:39 PM

purposes of scoring carvings,


25

seed cards, or other abilities,


3
per adjacent tile CARVING: Carvings provide
+endgame scoring bonuses.

FARM
(Including faction tiles)
24

unless specifically stated


Apiary_FactionTiles_r6.indd 1 4/16/23 9:43 PM

+All
1 carvings cost honey.
CLUSTER
23

3
otherwise.
FARM: Farms provide additional
22

Apiary_CarveTiles_r6.indd 3 4/14/23 12:57 PM

ADVANCE:
RECRUIT: Recruits provide

RECRUIT
storage spots for resource
no longer cost
21

1
0
ongoing abilities. Some abilities
tokens. Each farm also has an
20

AQUACULTURALIST
trigger whenever you perform
1 1
2
income benefit that can be gained
a specific action; these have +once per retrieve turn (1 farm’s
19

Apiary_FarmTiles_r2.indd 4 4/5/23 12:01 PM

Apiary_RecruitTiles_r4.indd 4 4/12/23 10:41 PM

a and the name of the

DEVELOPMENT
+income
1
18

benefit per retrieved


action on them. Others trigger
17

worker). All farms cost fiber and/


whenever specific situations
or water.
16

arise, as noted on each tile.


15

All recruits cost pollen.


g

INCOME CONVERT
14

QueenShip
4 CARVE 4 first teach a dance
13

See the Appendix for a detailed Pay printed costs to gain 1 carving (
STORAGE ) Perform up to conversions.
12

description of each tile. 1


11

GROW ENDGAME
VICTORY POINTS
10

4 also upgrade faction tile


COST 1 1
9

In any combination:
8

1 strength 1
7

2 strength Apiary_FarmTiles_r2.indd 4 4/5/23 12:01 PM

QUEEN’S FAVOR TRACK


6
1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER
5

At the end of eachRESEARCH


of your turns, you must discard any resources that do not fit in your hive.
4

For each resource token


4 also plant 1 you discard, you may gain 1 Queen’s Favor (advance on the track;
3

sharingDrawspaces
X cards.with other
Keep 1, discard players is fine). The Queen’s Favor track offers an endgame scoring
the rest.

bonus based on your final position. The icon, as seen on seed cards, dances, and other
2

components, denotes additional ways of gaining Queen’s HIBERNATION Favor. COMB


1SCORE TRACK

You may not voluntarily discard resources to gain Queen’s Favor, but you may rearrange
resources inefficiently to trigger end-of-turn discarding.
2 1 Any resources in your hive at the end of
the game are not discarded and thus do not provide Queen’s Favor. 4-5 PLAY
9 4 7 2 5

+1 each 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
1 2 3 4 5 6 7 8 9 10 11 12 13 15 17
QUEEN’S FAVOR

14

Apiary_Rulebook_r10.indd 14 5/31/23 10:13 PM


+
+1

23
22
21
END OF GAME AND SCORING

20
Apiary ends when all sectors in the Hibernation Comb for the player count are filled with
+
19
hibernation tokens or when a single player places their 7th hibernation token. Each player takes
1 additional turn (including the player who triggered the end of the game). Then, proceed to
+1
18
scoring.
17
Your final score combines victory points ( ) already tallied during the game along with those
from endgame scoring opportunities (tally in order from top to bottom).
16
15

DURING THE GAME, TALLY THE AT THE END OF THE GAME, ADD ANY
14

GAINED FROM: GAINED FROM: QueenShip


4 CARVE
13

• Explore token bonuses • Meeting the conditions on any seed cards


you planted Pay printed costs to gain 1 carving
12

• Farm income
• Any farms ( 1 each), recruits (variable
11

• Hibernation Comb pod bonuses


GROW ), and developments (variable ) you
10

• Build bonuses on hive mat hexes built


4 also upgrade faction tile
• Placing a strength-4 worker on the In any combination: • Meeting the conditions on any carvings
9

Advance action you built


8

1 strength 1
• Strength-4 planet bonuses on the Explore • Your position on the Queen’s Favor track
7

action 2 strength
• Filling your hive mat ( 8 ) and frames
6

• Activating tile abilities ( 8 each)


1st PLAYER 2nd PLAYER 3rd PLAYER 4th PLAYER 5th PLAYER
5

• One-time benefits on played seed cards • Your faction’s endgame ability


RESEARCH
• Winning Hibernation Comb sector
4

4 also plant 1 majorities (see below)


3

Draw X cards. Keep 1, discard the rest.


2

HIBERNATION COMB SECTOR MAJORITY: Each sector provides for


HIBERN
1

the players with the most (and sometimes second-most) hibernation


tokens. If multiple players are tied for 1st place, they share all
SCORE TRACK

for that sector (rounded down), and no player receives for being
2nd place in that sector (e.g., 13 total divided between 2 players 2 1
results in 6 for each player and no for 2nd place). If multiple
players are tied for 2nd place, they share the 2nd-place for that 9 4

sector (rounded down).


The player with the most wins! In the case of+1 aeachtie, the 0tied player
1 2 with
3 more
4 active
5 workers
6 7 8 9 10
1 2 3 4 5
(on the board or your docking mat) wins. If still tied, the victory is shared, with both factions
QUEEN’S FAVOR

reigning together… for now.


Apiary_Board_r14.indd 1

ADVANCED VARIANT: During setup, deal faction tiles and hive mats face up in the center of
the table. Deal factions equal to the number of players plus 1 (e.g., 5 in a 4-player game) and
hive mats equal to the number of players (e.g., 4 in a 4-player game). Starting with the last
player in turn order, each player drafts either a faction or a hive mat, in a snake draft. After
the draft, each player will have 1 faction tile and 1 hive mat.
In a 4-player game, this means that the 4th player will choose an item, then the 3rd, 2nd,
and 1st players. The 1st player will pick their second item, followed by the 2nd, 3rd, and 4th
players.

15

Apiary_Rulebook_r10.indd 15 5/31/23 10:14 PM


1
Farm 1-Strength
Fiber Wax (increases Worker Draw Seed Card Hive Frame
storage)

X +1
Recruit X strength Increase
(to determine the a worker’s
Water Honey (provides Queen’s Favor strength
ongoing ability) level of benefit to
receive) by +1

Development Hibernation Income


Wax or (gain on your retrieve Hibernation
Pollen Honey (provides instant Token
benefit) turns or as instructed) Comb

X+X
Any Basic Strength Sum
Resource Carving
Pollen or (offers endgame (of multiple Whenever
(Pollen/Fiber/ Fiber workers) Explore Token You
Water) scoring)

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© 2023 Stonemaier LLC. Apiary is a trademark of Stonemaier LLC. All Rights Reserved.
16

Apiary_Rulebook_r10.indd 16 5/31/23 10:14 PM

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