General
Each card shows three icons representing quantities (1–5) of vegetables.
Every card in the deck displays exactly three vegetable icons, each icon representing a quantity of 1 to 5 of a specific vegetable type. These icons indicate both what a player would gain for their harvest and which vegetable's price is affected when the card is left unchosen.
Turn structure
On your turn, choose one card for your harvest pile; the unchosen card raises a vegetable's price.
Each turn, a player selects one card from those available and adds it to their personal harvest pile. The card that is NOT chosen determines which vegetable's market price increases. Only one card is left unchosen per selection; that card's vegetable triggers the price increase.
Resource production
The unchosen card causes the depicted vegetable's price to go up by 1.
When a card is not chosen by a player, its vegetable type has its current market price increased by 1. The price track reflects the current sale value of each vegetable, which is used when scoring at the end of the game.
Special
If a vegetable's price exceeds 6, it drops by 1 and cycles back.
Each vegetable's market price is tracked on a scale. If a price increase would push a vegetable's price above 6 (i.e., to 7 or higher), instead the price drops by 1 from its current value and the cycle begins again. This means the price wraps around rather than continuing to rise indefinitely.
General
The game lasts exactly 6 rounds.
Vegetable Stock is played over exactly 6 rounds. After all 6 rounds have been completed, the game ends and players proceed to final scoring.
Resource management
Cards added to your harvest pile accumulate the vegetables shown on them.
Each card a player selects is added face-up to their personal harvest pile. At the end of the game, the player counts the total quantity of each vegetable type across all cards in their harvest pile. These totals are used in the scoring calculation.
Scoring
Score = sum of (quantity of each vegetable harvested × that vegetable's final price).
After 6 rounds, each player scores by taking the total count of each vegetable type in their harvest pile and multiplying it by that vegetable's current (final) market price. The products for all vegetable types are summed to produce the player's total score. The player with the highest total score wins.
Endgame
The game ends after 6 rounds; the player with the highest score wins.
After exactly 6 rounds of play, the game concludes. Players calculate their final scores using the scoring calculation rule. The player with the highest score is the winner. Tiebreaker rules are not specified in the rulebook.