
- BGG rank
- BGG #7,031
- BGG rating
- 6.3
Dead Drop
- 2–4 players
- 10 min
- Complexity 1.6/5
- 2015

Rules assistance for Herbalism: Communicating Action Card
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Herbalism: Communicating Action Card is an expansion for Herbalism released in 2018 for 4 players, 15–30 minutes per game, and ages 10 and up. Its main mechanics are Hand Management, Trading, and Memory.
Herbalism: 2 vs 2 Variant Rule is a postcard-sized promo card with official rules for how four players can compete against one another as two teams of two players each.
Herbalism: Communicating Action Card supports 4 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Herbalism: Communicating Action Card is 15–30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Herbalism: Communicating Action Card for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Herbalism: Communicating Action Card belongs to these categories: Card Game, Deduction, and Memory. Its main mechanics are Hand Management, Trading, and Memory. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists Herbalism: Communicating Action Card as an expansion for Herbalism. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Herbalism to use it. Check that your edition of Herbalism is compatible, as some expansions were revised between editions.