# Huertas y hurtos — Sow, rob, conspire

> Sow, rob, conspire (iPhone/iPad app by CESAR CARNICERO GALAN.)

- Source: https://appshunter.io/ios/app/huertas-y-hurtos/id6800713596 (this page in markdown: same URL + `.md`)
- Developer: [CESAR CARNICERO GALAN](https://appshunter.io/developer/6800713598)
- Category: Games, Simulation, Strategy
- Price: Free
- Age rating: 4+
- Requires: iOS 17.0 · 5 MB
- Languages: American English, French (France), European Spanish
- Released: 2026-08-25
- Data updated: 2026-09-08
- User reviews in markdown: https://appshunter.io/ios/app/huertas-y-hurtos/id6800713596/reviews.md

## What is Huertas y hurtos?

You have a farm in a village of eight, in your county. You sow, wait as long as you choose —a while, an afternoon, a night— and harvest: that's your coins.

And that's where the trouble starts, because there is no safe. Your coins sit in a pile in the middle of your farm, in plain sight from the road. The bigger the pile, the farther it shows. You can invest them —the farm, the farmhands, the dogs, the llamas— or bury them back in the furrow, for what's sown can't be stolen. Whatever you don't do with them stays there, for whoever passes by.

Your people can't be in two places. Farmhands defend the farm, go out robbing, or walk the mule train to distant villages. Never two things at once. Every decision in the game comes from that deal: those who go are those who carry, and those who go aren't home when someone knocks at the gate.

Before walking into someone else's farm, it pays to snoop: how much they have, who guards it, and what hour their crew comes home with the loot. Because everything shows from the road — and landing your raid at the very minute the other walks loaded through their gate is the finest play there is. Looking costs a few coins. Going in blind costs more.

Nobody takes on the big one alone. Offer your hand to your neighbors: with friends you call joint raids —several crews knocking on the same gate at the same hour, forces combined— and you send relief to garrison a friend's gate. The loot is shared. So is the risk.

And on the 1st, it all closes. Every month the season ends: the books say who got richest, the names go up on the village board, and the next day a new one starts with everyone back at the same hundred and twenty coins. Not everything is erased: the names remain, and what you did stays in your service record, month by month.

· The villages are real: St. Johnsbury, Peacham, Barton… the county is Vermont's Northeast Kingdom. Play in Spanish or French and you play theirs, with their real villages.
· Invite with your code and your friends land in your village: eight plots, robbing each other.
· No notifications. The game never calls you: check it whenever you want.
· No ads, no purchases, no spin wheels.
· Here you lose, you don't go broke. Nobody ends up with nothing and nobody ever dies.
· In English, Spanish and French.


## Version history (last 5 releases)

### 1.13 — 2026-09-07

Who's on your side, and whether you get there in time.

Friends are now recognisable from the air: their plot has a ring on the ground,
like the one that marks yours. And if you're about to raid one, the game says so
before you pick your crew — you can do it, but not by accident.

When planning a raid you'll also see whether you arrive before they get home, or
whether they beat you to it. The two clocks, subtracted.

And the neighbours have wised up: they can now see you coming and turn back. Not
always — they forget to look, same as anyone.

### 1.12 — 2026-09-06

The report of every raid, ready to show.

When a raid ends — yours or theirs — you can now keep the report and send it
wherever you like. It comes out written like a sheet from the Romancero, with
the blind man's ballad telling what happened, the crew that went and what each
side carried away. Losses too: there you see what was left at the gate, and
whoever held the gate keeps it.

And the spy speaks more plainly: it now says why an abandoned farm puts up so
little of a fight.

### 1.11 — 2026-09-05

A neighbour who shows you around.

Now someone tells you what to do as you play: what to sow and why, that going out to steal opens your own gate, what to do when they are coming for you, and what to spend your first coins on. He speaks little, and only when he has something to say. Everything he tells you is written down in the handbook.

The mayor pays for your first three winning raids, so going out pays off from the start. And raiding is a little easier: you need a 10% edge, and a defeat keeps your crew out of action for fifteen minutes instead of half an hour.

If a friend rings the bell because someone is coming for them, you now get the alert on your phone. It is the only notification in the game, and permission is asked when you shake your first hand.

### 1.9 — 2026-09-02

Mostly performance.

With the game open, the district brings itself up to date once a minute: whatever turns up at your gate is on screen without you touching a thing.

Your game travels much lighter to the district, and the village square is tidier, with the Broadsides at hand for yesterday's news.

### 1.8 — 2026-09-02

First you get paid, then we explain. Now you walk straight in to your own farm, with the field sown and ready: you harvest, you watch the coins go up, and only then do we tell you what this is about.
The rulebook is still there in full, in settings, whenever you feel like reading it.

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-09-08.*
