Game rules

Harmonies rules: how to play and how to score

Reviewed on 13 October 2026 against the publisher’s rulebook. How we check

Harmonies plays 1 to 4 players: everyone builds a Landscape with tokens in six colors, and settles Animals there. Here are the essential rules, setup and final scoring, based on the official rulebook.

Players
1 to 4
Play time
About 30 minutes
Winner
Highest total; on a tie, the most Animal cubes placed

Harmonies quick rules

The goal
Everyone builds a Landscape on their Personal board, with tokens in six colors: Trees, Mountains, Buildings, Fields and Water. You also settle Animals there, by recreating the Habitat shown on their card. At the end, Landscapes and Animals earn points, and the highest total wins.
A game turn
One action is mandatory: take the three tokens from a single space of the Central board and place all of them on your board. You may also take one faceup Animal card, once per turn, and place Animal cubes, as many as your cards allow, in any order. At the end of your turn, refill the empty space with three tokens from the Pouch, then refill the Animal card row.
Placing tokens
Gray tokens stack up to three high: that’s a Mountain. A green token, alone or on one or two brown tokens, forms a Tree. A red token on a gray, brown or red token forms a Building. Blue tokens (Water) and yellow tokens (Fields) stay flat. No other stacking is allowed, and nothing more goes on a space holding a cube.
The Animals
An Animal card shows a pattern to recreate. When you take it, place it above your board with a cube on each of its spaces; you may keep four cards at most. As soon as the pattern exists in your Landscape, in any orientation, place the card’s bottom cube on the token it points to, if that space has no cube. Each cube removed uncovers a higher number of points, and a placed cube never moves.
The end of the game
The game ends when the Pouch is empty as the Central board needs refilling, or when a player ends their turn with two or fewer empty spaces on their board. Finish the round, so that everyone has played the same number of turns, then tally the points.
Scoring the Landscapes
A Tree is worth 1, 3 or 7 points depending on its height. A Mountain is worth 1, 3 or 7 points for 1, 2 or 3 gray tokens, but nothing if it touches no other Mountain. Each Field, a group of at least two yellow tokens, is worth 5 points whatever its size. A Building is worth 5 points if the adjacent spaces show at least three colors, looking at the top token.
Water, Animals and the total
On Side A, only your longest River counts, measured by the shortest path: 2, 5, 8, 11 and 15 points for 2 to 6 tokens, then 4 per extra token. On Side B, each Island is worth 5 points. Each Animal card earns the highest uncovered number; a card still holding all its cubes is worth zero.
Beginner pitfalls
A big Field is worth no more than a two-token Field: make several small ones. An isolated Mountain and a brown token with no green on top earn nothing. Check the exact height of Trees and Mountains in your patterns before stacking, don’t take cards you can’t finish, and watch your neighbors’ boards: the game can end sooner than you expect.
Pulse
The Pulse expansion adds ten Animal cards, some with three-color patterns. One rule is added: besides rotating a pattern, you can mirror it. The Symmetry Reminder card shows which patterns are concerned; for base game cards, nothing changes.
Crescendo: the Sanctuaries
Crescendo offers three modules, on their own or combined. With the Sanctuaries, you may take one of three tiles and place it above your board, within your four-card limit: it allows a normally forbidden stack, once. A Completed Sanctuary, tied to two colors, can hold the final cube of an Animal card matching one of them, and earns 3 points per adjacent token of its colors.
Crescendo: the Whispers and the boards
A Whisper card is taken instead of an Animal card; its two cubes are worth 5 points if they share their space with an Animal cube, 2 points alone. On Side C, a Building is worth 8 points, but it must be surrounded by at least four colors. On Side D, a dry space becomes ordinary once it touches Water: a Tree there is worth 2, 4 or 9 points, a Field 6, and nothing on a space that stayed dry.

How to score Harmonies

Trees
1, 3 or 7 points per Tree depending on its height. A trunk with no green token is worth 0.
Mountains
1, 3 or 7 points per Mountain depending on its height, and 0 if it touches no other Mountain.
Fields
5 points per Field, a group of at least 2 yellow tokens, whatever its size.
Surrounded Buildings
5 points per Building surrounded by at least 3 different colors.
Water
Side A: your longest River, 2, 5, 8, 11 or 15 points for 2 to 6 tokens, then 4 per extra token. Side B: 5 points per Island.
Animal cards
For each card, the highest uncovered number; 0 if the card still has all its cubes.
Nature’s Spirit (variant)
Points from your Nature’s Spirit card, if its cube has been placed.
Sanctuaries (Crescendo)
For each Completed Sanctuary: 3 points per adjacent token matching either of its two colors.
Whispers (Crescendo)
5 points per Whisper cube sharing its space with an Animal or Nature’s Spirit cube, 2 points per lone Whisper cube.
Surrounded Buildings, Side C (Crescendo)
8 points per Building surrounded by at least 4 different colors. It replaces the 5-point Buildings line.
Fields, Side D (Crescendo)
6 points per Field with at least one token on an ordinary space. It replaces the 5-point Fields line.
Animal cubes placed (tie-breaker)
No points: on a tie, the most Animal cubes placed wins.

Worked example

Emma, on Side A: three Trees of height 2, 3 and 1 (3 + 7 + 1 = 11), two adjacent Mountains of 2 and 3 tokens (3 + 7 = 10), 2 Fields (10), 1 surrounded Building (5), a 5-token River (11) and two Animal cards at 6 and 9 (15): 11 + 10 + 10 + 5 + 11 + 15 = 62 points.

Common mistakes

  • Scoring a big Field higher: every Field is worth 5 points, 2 tokens or 10.
  • Scoring an isolated Mountain: with no other Mountain next to it, it’s worth 0.
  • Adding up all your Rivers on Side A: only the longest counts, measured by the shortest path.
  • Scoring every space of an Animal card: only the highest uncovered number counts.
  • On Crescendo’s Sides C and D, counting a Building or a Field twice: the side’s line replaces the base line.

How to set up Harmonies

With several players, follow the first three parts, plus the expansions part if you use them; for solo, replace the steps listed in the last part. The player who last saw a magnificent landscape goes first.

The center of the table

  1. Place the Central board in the middle of the table, with the 2-4 Players side faceup.This side has 5 token spaces.
  2. Put all 120 tokens in the Pouch and place the Pouch next to the Central board.
  3. Draw tokens at random from the Pouch and place 3 on each of the 5 spaces of the Central board.
  4. Shuffle the Animal cards and place 5 faceup next to the Central board.The rest forms the draw pile, facedown.
  5. Place the Animal cubes within everyone’s reach: this is the reserve.

Each player

  1. Decide together whether to use Side A or Side B of the Personal boards: everyone plays on the same side.Side A is recommended for your first games: Water forms a River there. On Side B, Water carves out Islands.
  2. Each player takes a Personal board and a Reminder card, showing the chosen side.
  3. Nature’s Spirit variant: deal 2 Nature’s Spirit cards to each player, facedown.On your first turn, keep one of the two above your board, with 1 Nature’s Spirit cube on it; the other goes back in the box. The rulebook recommends playing without them at first.

The first player

  1. Choose the first player and point the Central board’s arrow toward them.Play then proceeds clockwise.

With the expansions

  1. Pulse: before shuffling, add the expansion’s 10 Animal cards to the deck.Keep the Symmetry Reminder card in view: with Pulse, a pattern can also be mirrored.
  2. Crescendo, Whispers module: before shuffling, add the 10 Whisper cards to the Animal deck, and place the 20 Whisper cubes next to the Animal cubes.Crescendo’s three modules can be played on their own or combined: choose them before you start.
  3. Crescendo, Sanctuaries module: shuffle the 10 Sanctuary tiles into a draw pile, In-Progress side up, then place 2 of them next to it.With the top of the draw pile, 3 Sanctuary tiles are visible.
  4. Crescendo, new boards: you may play on Side C or D of the expansion’s boards, all on the same one.Side C: no space in the center, and more demanding Buildings. Side D: dry spaces, which Water turns into ordinary ones. Take the expansion’s Reminder cards.

Solo

  1. Place the Central board with the Solo side faceup.This side only has 3 token spaces.
  2. Place 3 tokens from the Pouch on each of the 3 spaces of the Central board.
  3. Place only 3 Animal cards faceup next to the Central board.The rest forms the draw pile, facedown.

Frequently asked questions

How many Animal cards can you hold in Harmonies?

Four at most above your board. A completed card, with no cubes left, is set aside and no longer counts against that limit.

How much is a River worth in Harmonies?

On Side A, only the longest counts: 2, 5, 8, 11 and 15 points for 2 to 6 tokens, then 4 per extra token. On Side B, each Island is worth 5 points.

When does a game of Harmonies end?

When the Pouch is empty as the Central board needs refilling, or when a player has two or fewer empty spaces left. Finish the round.

Ludingo’s Harmonies sheet was last reviewed on 13 October 2026, based on: asmodee.net 1, asmodee.net 2, asmodee.net 3, asmodee.net 4, BoardGameGeek.