How many people can play agricola




















Each player must feed each of their family members. The cost is two food per family member, with it reduced to one food for any family member who has not as yet taken an action, having been born on rounds four, seven, six, 11, 13 or Each unprocessed grain or vegetable can be converted to one food. Fireplaces, cooking hearths as well as some occupations and minor improvements allow players to convert resources to food at a better rate.

Some of these can also be used to convert animals to food at any time. Do remember that normally improvements with the bake bread symbol can only be used with the bake bread action and cannot normally be used to bake bread during the Harvest phase. A player who cannot or does not want to produce the required food must take 1 begging card for each missing food, and players may not give up family members.

Harvest Phase Three - Breeding. Any player with at least two animals of any kind in their farm at this point receives exactly one addition animal of that type but only if that additional animal can be accommodated. This new animal may not immediately be converted into food in order to get around the need to be accommodated.

Thoughts on Gameplay What you need to bear in mind is that Agricola is a victory point game. However there are certain principles to keep in mind: Having five family members will net a whopping great 15 victory points. Having five stone house rooms will net 10 victory points and remember that generally speaking you cannot have more family members than house rooms, so you need those rooms for the above. With grain, vegetables, sheep, boar and cattle the difference between having one and having 0 for each of these is two victory points.

This is because having no cattle results in a score of minus one whereas having one cattle scores one point. For this reason it is generally a good idea to try to collect at least one of each of these. Every time you fail to feed your family, for each food missing you must take a begging card and for each of these you are in all probability going to lose three victory points.

Try to avoid this. Others in the game probably have. This does not matter a great deal because whilst they are using their actions and resources to get those down, you can grab other stuff. If you do have occupations and minor improvements that are immediately beneficial to food production get them in play as soon as you can.

There is a lot of pressure on the need to feed, having a route to food that is secure is very worthwhile. Being first player in any turn is useful, as is selecting the first player and minor improvement action. Keep resources in stock to ensure that a minor improvement can be paid for. The only random factor after initial set up is the order action cards are exposed.

Remember that you always know how many actions you have before the harvest phase and the need to feed your family so you can plan towards this, but bear in mind if it involves collecting all those sheep in the last turn another player might beat you to them.

Putting fences around a stable not only nets victory points but allows that pasture to hold additional animals — remember that only one type of animal may be in one fenced enclosed pasture. If you have had the good fortune in any phase you have done all you need to do, there are two potentially useful things to do.

One is stockpile resources for the future the other is to take an action an opponent was likely to need. Denial of actions is a perfectly good strategy. Turn order can be really important, and of course turn order can be manipulated. Use this to your advantage. Agricola and Decision Paralysis It is very easy to attempt to overthink in Agricola and to agonise over the best strategy. Some spaces allow you to take goods resources, animals, fences, etc.

One space also lets you take the starting player tile for the next round. But each space can only hold one worker, so once that spot has been taken, nobody else can take that same action until the following round. Home is when you collect all your workers off the game board and put them back near your farm. Breeding, of course, is when your animals can breed. If you have at least two of a type of animal, then you can add one more to your farm — but you can only get one more of each type of animal.

These are very regulated animals; even if you have a dozen sheep, only one new lamb will be born each round. There are specific rules for how many animals you can keep and where you can keep them.

Some buildings can house a specific number of animals; fenced pastures can hold two animals per space, and feeding troughs double that, but you have to segregate your animals by type. Animals can be moved around on your farm as needed, but anything that has been built has to stay put.

If at any time you acquire more animals whether from the game board or through breeding but you don't have room for it, then it just runs away and you discard it back to the supply. After eight rounds of play, you calculate your score. First, you get one point for every animal you have, and points for any buildings you've built each building has a point value on it.

For farm expansions, you get 4 points if you've used all three spaces on them in some way — enclosing it, or building something on it. Finally, you get bonus points for the animals by referring to that chart on the side of the box: you lose points if you have three or fewer of any type of animal, and you get bonus points for having a bunch of the same type.

For example, it takes 8 sheep to get the first bonus point, but only 5 horses. The more you have of a particular type of animal, the more bonus points you may score. Whoever has the most points wins; in case of a tie, the player who wasn't starting player in the last round wins.

As I've said before, the original Agricola remains one of my favorites: there are so many paths to get points, but you don't have time or enough workers to get to all of them. However, as much as I like it, I don't get it out that often because of the time commitment. Just getting it out and setting it up for the photo above, and then putting it all away, took nearly as long as it would to play an entire game of Agricola: All Creatures. And that's for a two-player game.

Once you add in three more players, then you've got additional action cards and another hour or two of play time. Playing the slimmed-down Agricola: All Creatures feels similar, despite the fact that fields and planting are completely gone in favor of the animal husbandry. But let's face it: little wooden animals are much cuter than wooden vegetables.

When I wrote about Zooloretto Mini , another compact adaptation of a larger game, I noted that it felt like what the original game should have been in the first place. Not so with Agricola: All Creatures — I'll definitely be keeping the original for when I have more time and players and want the full experience, but now I have an excellent alternative when time is tight and I've just got one person to play with.

Partly it's the theme: building out your farm, taking control over a little plot of land and deciding where to put things is just plain fun cf. But it's also the way the theme makes sense of the mechanics: you only have so many workers, and they can only do so much each round. If they're out chopping wood, then they can't also be building fences. Players choose a starting player who receives the Starting player marker and 2 Food.

The other players each receive 3 Food. One to five players can play, although Agricola game veterans say that the game works best with three or four players. The instructions for Agricola follow. You can get more detailed Agricola instructions with the purchase of the game. Other decks include the O-deck, CZ-deck, and Z-deck, with these expansions adding everything from a Czech theme to visitors from outer space. Tabletop role-playing games. How is Agricola with two players?



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