You'll start the game with 2 Farmland, a Forest and a Meadow. You will get a glimpse of the type of adjacent tiles but you'll have to survey to claim them, and discover their soil type and quality. (See: Feeding Your Party for more on
Each game will have random unsurveyed tiles of which there are 7 types:
Each character has a certain number of action points each month, represented by the green boxes on the character display. Any action that consumes one point is known as a minor action. Any action that consumes two boxes is known as a major action. Any action that consumes threes boxes is called an epic action. An action can only be completed by a one character. If all your characters have only one point left, no one will be able to complete any major actions - there is no way to divide the labor between two characters. You must therefore plan out your actions to make sure you always have enough actions left to complete the labor-intensive actions each month, and then use spare minor actions to accomplish various other objectives. It takes a bit of practice.
Actions are divided by class category. This makes it obvious for each class which set of actions can be done with that class' typed action point. You may notice that your starting character has an additional typed action point with letters on it. Those letters show the type of that action - Rangers, for example, have a box marked "Su" meaning that that minor action must be spent on an action of the Survival type. It can also be used to pay for part of a major or epic Survival action. Let's go over each of the categories and quickly review what's available.
Overwork & Rest - When a character is extra healthy, they will get the option to Overwork at the cost of some of that health. This will grant the player two extra minor actions (Or one major action of the player so chooses to use them that way) at the cost of 3 health ratings (IE: Great --> Poor). The exception is Robust, which will only lose 2 health ratings. (IE: Robust --> Great)
When a character is less healthy or even sick, they'll be unable to overwork, but instead can choose to 'Rest', sacrificing their minor actions to increase the chances of recovering from illness, which prevents health greater than Poor.
Agriculture actions are the specialty of the Gardener. If it involves crops or farmlands in any way, it will be found in the Agriculture category.
Plow and Sow (Major Action) - Prepare a farmland and plant seeds of a chosen type.
Harvest (Major Action) - Collect crops that are ready to be harvested, or overgrown.
Water (Minor Action) - Water a plot with growing crops.
Cover Crop (Minor Action) - Turn under crops rather than harvesting them to boost the fallow timer of the plot.
Slash and Burn (Major Action) - Convert a forest, heathlands, meadow, or ash plains to farmland. Not possible during certain weather.
Survival mostly involves securing the necessities of staying alive, including food and hides from hunting or fishing, or lumber for firewood and building, Rangers are particularly adept at these sort of actions.