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Vineyard 10x10

w1n.vineyard

Plant vines on a 10x10 field, let them ripen, and harvest full lines before you run out of room

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About

Vineyard 10×10 is a single player block puzzle where the pieces are living vines. You plant them on a ten by ten hillside, they ripen turn by turn, and a full row or column gets harvested by a machine that drives the length of the line. There are no timers and no currency: the only thing you ever spend is space.

How it plays

Three plantings are offered at a time. Place one and every cell already in the ground moves a turn closer to ripe. Fill a whole row or column and it is harvested, cleared and scored. When none of the three will fit anywhere, the run is over.


The twist is ripeness. A cell harvested green pays ten points; held to veraison it pays half again; held to ripe it pays double, two and a half times, or triple, depending on the vintage. So the line worth the most is the one you leave in the ground, filling up the board you still have to play on. Sun Drenched pushes it further: leave a cell past turn eight and it raisins, and the bonus is gone.


Every harvested cell loads a lug onto the cart under the board. Twelve lugs and the cart runs to the cellar, leaves a barrel and pays 250. Lines and barrels earn Estate Reputation, and reputation builds the hillside itself: seven buildings, four of which quietly change the rules you are playing by.

Features

  • A 10×10 board and 23 shapes: singles, lines up to five, 2×2 and 3×3 squares, small and large Ls, and Ts. No S or Z pieces, because on a gridlocked board they are close to unplaceable.
  • Four ripening stages: budbreak, veraison, ripe, raisined, at ×1, ×1.5, up to ×3, and back to ×1 if you are greedy in the wrong vintage.
  • Four vintages, four economies: Classic (ripe in 4 turns, a ripe line pays double), Sun Drenched (hurried, ripe in 3, raisins past 8), Cool Season (patient, 6 turns, pays two and a half), Ice Wine (opens with one to three frozen cells, pays triple).
  • Six varieties: Chardonnay, Pinot Noir, Cabernet, Olive, Fig and Lavender, each with its own running tally in the cellar book.
  • Combos: +0.25 for every consecutive harvesting turn up to a ×3 ceiling. Two lines at once pay ×1.5, three ×2, four or more ×3, and emptying the board completely pays 500.
  • Four powers, earned only by playing: Graft (turn a planting, every 5 lines), Falcon (clear a 3×3, every 8), Cuttings (throw the tray away and draw three, every 12), Crew (harvest an entire row or column, every 20). Three stored each, and they carry over between runs. Nothing here is bought, and nothing sits on a timer.
  • An estate that changes the rules: eight stages from a bare hillside up to a chateau at 8,000 reputation, earned at 5 reputation a line and 25 a barrel. The press house stores a fourth Graft, the cellar shows you the planting after next, the barrel room charges Falcon every 6 lines, the tasting room ripens everything a turn sooner.
  • Fifteen levels of pressure: every 10 lines the bag shifts. Singles and short lines dry up, 3×3s and big Ls take over.
  • Vintage of the Day: the four vintages rotate daily. Play today's for +50% Estate Reputation all run and a free charge on your first run. Reputation and never score, so the boards stay comparable.
  • Daily Challenge: one seed for everybody that day, played at a bare estate, on its own board.
  • Daily quests: three a day drawn from six kinds, one reroll, 150 reputation for clearing all three.
  • Eight leaderboards: best score overall, one per vintage, the Daily, best combo, and a Fair board that counts only runs made at an estate with no upgrades. Filter by all time, today, week, month or year, and by global, friends or country.
  • Plays offline: scores queue and submit themselves when the connection comes back, and a run in progress resumes exactly where you left it.
  • A score that listens: a set of stems for each vintage with a tension layer that rises as the board fills.
  • Nothing hostile: no combat, no failure state but a full board, and colourblind markers on every variety.

Plant, wait, harvest, build the estate, repeat: the whole game is deciding how long you can afford to wait.

Vineyard 10x10 player count history

1h tracked

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