In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
The game supports many levels of complexity, mainly through the use (or non-use) of two of its main types of cards, Minor Improvements and Occupations. In the beginner's version (called the Family Variant in the U.S. release), these cards are not used at all. For advanced play, the U.S. release includes three levels of both types of cards; Basic (E-deck), Interactive (I-deck), and Complex (K-deck), and the rulebook encourages players to experiment with the various decks and mixtures thereof. Aftermarket decks such as the Z-Deck and the L-Deck also exist.
Agricola is a turn-based game. There are 14 game turns plus 6 harvest phases (after turn 4, 7, 9, 11, 13, and 14).
Each player starts with two playing tokens (farmer and wife) and thus can take two actions per turn. There are multiple options, and while the game progresses, you'll have more and more: first thing in a turn, a new action card is flipped over.
Problem: Each action can be taken by one player each turn, so it's important to do some things with high preference.
Each player also starts with a hand of 7 Occupation cards (of more than 160 total) and 7 Minor Improvement cards (of more than 140 total) that he/she may use during the game if they fit in his/her strategy. Speaking of which, there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, and sometimes it is better to react to your opponents' actions.
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Ever had your sleeves caught in the flap of the tuckbox when you were closing it? So here's a new design with an horizontal layout that will no longer cause this issue. In this file you will find 5 tuckboxes for the different decks in the game. It also features nice graphics and a good fit to the space in the box. Based on the generator by Craig P Forbes.
Designed to fit cards sleeved with standard Mayday sleeves.
v2: Increased dimensions to fit all sleeves variations.
Excel spreadsheet to track scores for both multi-player games and a solo campaign. For the solo game, it calculates the starting food for the next stage if you pass the current stage.
The tabs are set up similar to the scorecards that come with the game. Values are entered in the white spaces.
Excel 2003. The macros clear the scorecards.
Basic Agricola strategy tips for newer players. This document is intended to be printed out and given to new players so that they can learn to be competitive sooner. This is not a complete strategy guide, does not discuss "advanced" strategies, and is highly opinionated. This document is not intended to diagnose, treat, cure or prevent any disease.
I designed this cheatsheet for playing with my inlaws.
They love the game, but have trouble remembering all the details.
This sheet includes:
> Step-by-Step summary of how to Collect Food
> Step-by-Step summary of how to Earn Victory Points
> Harvest Synopsis
> Basic Hints for how to succeed
> Chart of what to do with building resources
> Charts of Food exchange rates.
> Chart of Victory Point totals.
It is a letter-sized piece of paper, double sided.
The font is large (11 pt minimum).
It's intended to replace the little summary card, when you are playing the family game. It doesn't include information about what actions are in each stage, because that info can be confusing. It's only for the family game, because you should need this much help if you're playing the "real" game....