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Rules + Sample Board


With the advent of qqzm/AgricolaStartingHandGenerator, Occupation and Minor Improvement cards are viable.
We should establish which decks we're drawing cards from. May I suggest a [random assortment of all 4 decks], including the recently-added expansion Gamers' Deck? --AlexChurchill

An example player's board partway through the game could look like this:
 .     .     .     .     .     .
  Stone Field Field
  Room   GGG   VVV
 .  C  .     .-----.     .     .
  Stone      |     |StableStable
  Room       | CC  |  C     B
 .     .     .-----.-----.-----.
  Stone Stone|      Stable     |
  Room  Room |       6xS       |
 .     .     .-----.-----.-----.

The spaces will be referred to in comments with a letter, laid out like this:
abcde
fghij
klmno


Scoring


To appear at the bottom of the page when the game is over.
([Score card])
 Category  
Fields 
Pastures
Grain   
Veg     
Sheep   
Boar   
Cattle 
Unused 
F.Stable
Clay rm 
Stone rm
Family 
Cards   

 Total    


Turn Order


ChrisHowlett
Rachael  - start player
AlexChurchill

Action Spaces


Build Rooms (2R + 5(W/C/S) per room) and/or Build Stables (2W per stable):
Start Player and/or Minor Improvement:
Take 1 Grain:
Plough 1 Field:
1 Occupation (first one's free, after that cost 1 food): AC
1 Occupation (costs 2 food):
Day Labourer - take 2 Food:
3 Wood->[3W]:
2 Wood->[2W]:
1 Clay->[2C]:
1 Clay->[1C]:
1 Reed->[4R]:
Take 1 Building Resource (W/C/R/S): R
Fishing - 1 Food->[2F]:

-- stage 1: --
Major or Minor Improvement: AC
1 Sheep->[1Sh]:
Build Fences: CH
Sow and/or Bake: AC

-- Harvest --
-- stage 2: --
1 Stone->[]: AC
Family Growth then optionally Minor Improvement:
Renovation then optionally Major or Minor Improvement: R

-- Harvest --
-- stage 3: --
Take 1 Vegetable:
1 Boar->[]: CH

-- Harvest --
-- stage 4: --
1 Stone->[]: R
1 Cattle->[1Ca]:

-- Harvest --
-- stage 5: --
Family Growth even without room: R R
Plough and/or sow: CH

-- Harvest --
-- stage 6:  --
Renovation then optionally Build Fences:

-- Harvest --

Available Major Improvements


(ones without food:)
Fireplace (2C). 1VP. At any time you may convert Veg->2F, Sheep->2F, Boar->2F, Cattle->3F. When you bake bread, you may convert Grain->2F.
(ones that give a food to CH when purchased:)
Clay Oven (cost: 3C 1S). 2VP. When you bake bread, you can turn up to 1 Grain->5F. When you take this card, you may immediately bake bread.
Stone Oven (cost: 1C 3S). 3VP. When you bake bread, you can turn up to 2 Grain->4F each. When you take this card, you may immediately bake bread.
Well (cost: 1W 3S). 4VP. Place 1 Food on each of the next 5 Round spaces. At the start of these rounds, you receive the Food.
Joinery (cost: 2W 2S). 2VP. In each Harvest, you can convert up to 1 Wood->2F. At the end of the game, you receive 1/2/3 bonus points for 3/5/7  Wood.
Basketmaker's Workshop (cost: 2R 2S). 2VP. In each Harvest, you can convert up to 1 Reed->3F. At the end of the game, you receive 1/2/3 bonus points for 2/4/5 Reed.

Players' areas





ChrisHowlett


Board

 .     .     .-----.-----.-----.
  Stone      |     |   4 Sh    | 
  Room       |     |           |
 .     .     .-----.-----.-----.
  Stone      |     |    3 B    |
  Room       |     |           |
 .     .     .-----.-----.-----.
  Stone Field Field Field Field
  Room          V          GG
 .     .     .     .     .     . 


Resources and cards


1 wood, 8 clay, 1 grain, 2 vegetables, 0 food
3 family members; 0 fences left

Constable - If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 Wood. At the end of the game, any player who has no negative points receives 5 bonus points.
Baker - During each Harvest, you may Bake bread at the start of the Feeding Phase if you have an improvement with the Baking symbol. When you play this card, you may Bake bread as an additional action.

Chronicle (Cost 2W or 2C. Req 1 occ.) - Place 1 food on each remaining major improvement on the major improvements board. When these improvements are acquired, you receive the food.
Cooking Hearth (cost: 5C or return a Fireplace). 1VP. At any time you may convert Veg->3F, Sheep->2F, Boar->3F, Cattle->4F. When you bake bread, you may convert Grain->3F.
Stone Kitchen (2VP. Cost 3S.) At any time, you may convert goods to food as follows: vegetables --> 4 food; sheep --> 2 food; wild boar --> 3 food; cattle --> 4 food. Whenever you use a bread baking action, you may convert: grain --> 3 food.
Pottery (cost: 2C 2S). 2VP. In each Harvest, you can convert up to 1 Clay->2F. At the end of the game, you receive 1/2/3 bonus points for 3/5/7  Clay.

AlexChurchill


Board

 .     .     .     .     .     .
  Field Field Field Field Field
    V     V 
 .     .     .-----.-----.-----.
  Wood  Stabl|      Stabl|Stabl|
  Room   Sh  | 2 Sh      |  C  |
 .     .     .-----.-----.-----.
  Wood  Wood | Sh        |Stabl|
  Room  Room |           |  B  |
 .     .     .-----.-----.-----. 

Resources and cards


2 wood, 4 vegetables, 1 grain, 3 food
4 family members; 0 fences left

Carrot Farmer: Place 3 vegetables from the general supply on this card. Whenever you use the "Plough 1 Field" action space, you may pay 1 food for one of the vegetables. - with no vegetables left
Wood Carver: In each round, you pay 1 Wood less for one of the following: an Improvement, a Room of a Wooden hut, a stable or a fence.
Market Woman: Whenever you receive Vegetables through a Family member’s action or through a Minor Improvement, you receive an additional 2 Grain.
Organic Farmer: At the end of the game, you receive 1 Bonus point for each pasture that contains at least 1 animal but could contain at least 3 more animals than it does. (This also applies to the Forest Pasture.)
Cooking Hearth (cost: 4C or return a Fireplace). 1VP. At any time you may convert Veg->3F, Sheep->2F, Boar->3F, Cattle->4F. When you bake bread, you may convert Grain->3F.
Harrow (0VPs, 2 Wood, None): Once during the game, when you use either the “Plough 1 Field” or the “Plough 1 Field and/or Sow” action, you can Plough 2 fields instead of 1. Each other player can also do this once during the game, but must pay you 2 Food to do it.
Schnaps Distillery (2VPs, 2 Stone + 1 Vegetable, None): During the Feeding Phase of the Harvest, you can use the Schnaps Distillery to convert at most 1 Vegetable into 4 Food. At the end of the game, you receive 1 bonus point each for your 5th and 6th Vegetables.

Rachael


Board

 .     .     .     .-----.-----.
  Stone Field Field|           |
  Room    G        |           |
 .     .     .     .     .     .
  Stone Field Field| 4Ca       |
  Room             |           |
 .     .     .-----.-----.-----.
  Stone Stone|     |       Stbl|
  Room  Room | Boar|        1Sh|
 .     .     .-----.-----.-----.

Resources and cards


2 wood, 2 veg, 1 grain, 0 food
5 family members; 0 fences left
Fisherman Whenever you use the “Fishing” Action space, you can choose to take twice as much Food as is on the space. If you do this, you must give 1 Food to each player who has one of the Fishing Rod, Raft, Canoe, Fish Trap , and Landing Net.
Farm Steward Once you live in a Clay hut or Stone house, play your next “Family growth” action as “Family growth even without room”. (Similar to the Round card from stage 5. All future family growth is carried out as normal.) (If you use the Stage 2 Family growth space to take this action, you can still play a Minor Improvement afterwards.)
Fireplace (cost: 3C). 1VP. At any time you may convert Veg->2F, Sheep->2F, Boar->2F, Cattle->3F. When you bake bread, you may convert Grain->2F.
Pine Forest At the start of each round, you may place 1 wood on this card if you have zero wood in your supply. When this card has 5 wood, move the wood from this card to your personal supply.
Cowherd Whenever you use the “Take 1 Cattle” Action space, you receive 1 additional Cattle from the supply. (The “Take 1 Cattle” Action is added in Stage 4.)
Clay Pit (1VP, None, 3 Occupations) Whenever you use the “Day Labourer” Action space, you receive 3 additional Clay.

Play / History


qqzm kindly distributes starting hands, selected at random from all 4 decks. Turn order [decided] as Chris, Rachael, Alex.

Round 1


The card [turns out to be] Major/Minor? Imp.
Chris starts off by playing the Constable and gaining 4 wood.
Rachael takes 3 wood.
Startled at how resource-poor the 3-player game is, Alex takes 2 wood.
Chris ploughs space o.
R takes Start Player and builds a minor imp of a Stable for 1 wood, which cycles to Alex.
Alex takes Day Labourer for 2 food.

Round 2


The card [turns up as] Sheep.
Rachael takes an occupation of Fisherman.
Alex pays through the nose for an occupation of Carrot Farmer.
CH takes 2 clay.
Rachael takes 2 reed.
Alex ploughs a field (at a) and pays a food to take a carrot.
CH takes Start Player and builds a Chronicle.

Round 3


The card [is] Fences.
CH builds a Fireplace, taking a food for the Chronicle.
Rachael takes 6 wood.
Alex takes 4 wood.
CH takes a grain.
R takes 3 clay.
Alex takes 3 fish.

Round 4


The card is Sow & Bake.
CH sows his grain.
R builds a fireplace.
Alex has2reed.
CH takes 3 wood.
R takes 3 sheep, cooking one.
Alex plays a second occupation: Wood Carver.

Harvest


CH gets a grain. Everyone eats 4 food.

Round 5


The card [is] Stone.
CH takes a reed.
R builds a room.
Alex takes 4 wood.
CH takes Start Player in order to build (in space a) a "Wooden Hut Extension (0VPs, 5 Wood + 1 Reed, None) When you play this card, immediately extend your Wooden hut by 1 room. (This room does not cost anything, but you must pay the cost shown to play this card.) After you play this card, pass it to the player on your left, who adds it to his/her hand.", which passes to Rachael.
R takes 3 wood.
Alex, after agonising for a long time, takes 4 clay.

Round 6


The card [is] Family Growth.
CH takes Family Growth. Then worries slightly about feeding...
Rachael takes Start Player and builds a Pine Forest.
Alex builds a Cooking Hearth (giving a food to CH).
CH takes an occupation (paying that 1 food) as Baker. He doesn't use the free bake.
Rachael builds 6 fences, around spaces n and o.
Alex ploughs a field, cooking one vegetable to 3f so he can pay 1f to take another vegetable from the Carrot Farmer.

Round 7


Renovation is the card. Rachael's Pine Forest produces 1 wood.
Rachael takes 4 fish, which turn into 8.
Alex ploughs another field (at c), paying 1 food to take his last carrot.
CH takes 6 wood.
Rachael grows her family.
Alex sows both vegetables.
CH takes 3 sheep, cooking 2 immediately.
CH takes 4 wood.

Harvest


CH gets 1 grain, and uses the Baker to bake 1 grain into 2 food. He then eats 6 food.
Rachael eats 5 fish.
Alex gets 2 vegetables, cooks one into 3 food, and eats 4 food.
Rachael's sheep breed.

Round 8


The card [is] Take 1 Vegetable. Rachael's Pine Forest produces 1 wood.
Rachael takes 3 reed.
Alex builds a room in space l, paying 4 wood and 2 reed thanks to his Wood Carving skillz.
CH takes 5 clay.
Rachael takes 3 clay.
Alex grows his family, and the minor improvement is the cycling Stable card, sadly having to pay the full 1 wood cost because his Wood Carving skillz need to recharge.
CH builds 10 Fences.
R takes an occupation as a Farm Steward, and hopes it's worth it.
CH upgrades his Fireplace to a Cooking Hearth, and gains a food.

Round 9


The card is Boar. Rachael's Pine Forest produces 1 wood.
Rachael takes 2 sheep (and moves all her sheep into the same pasture).
Alex takes 6 wood.
CH ploughs space n.
Rachael renovates to clay (and builds no improvement, because you both took the cooking hearths.)
Alex takes an occupation (cooking a veg to pay for it) as Market Woman.
CH thwarts Alex's Woman and takes a veg.
R takes Family Growth (without room, due to Farm Steward), and also cooks 2 sheep ready for the harvest.
Alex takes Start Player, building a Harrow for 50% off due to Wood Carving skillz. From now on if each of you use a Plough action, you can plough 2 fields for 1 action if you pay me 2 food.
CH sows his veg.

Harvest


Fields: CH receives a veg and a grain. Alex gets 2 veg.
Feeding: CH Bakes a grain for 3f and cooks a veg for 3f. Alex cooks 2 veg for 6f. Rachael eats mutton.
Breeding: R receives a sheep.

Round 10


The card [is] Stone.
R's Pine Forest produces.
Alex takes 6 wood.
CH takes 6 stone.
R takes 3 fish and multiplies them.
Alex takes a veg, and markets it for 2 extra grain.
CH takes 2 reed.
R ploughs 2 fields (using Alex's Harrow).
Alex takes 2 piggies.
CH renovates to Clay, building a largely-superfluous but oh-so-valuable Stone Kitchen. He now has a three-room house with two cooking locations...
R goes back in time and takes a Grain
R goes back in time and takes an Occupation as Cowherd (costing 1 food)

Round 11


The card is Cattle.
R's Pine Forest pays out, giving her 5 wood.
Alex once again takes a vegetable with extra marketing, today-only, special bonus double grain.
CH finally gets a breeding set of animals! Take 2 Sheep.
Rachael takes 6 wood.
Alex does some sowing (2 veg and 1 grain) and baking (2 grain -> 6 food).
CH takes a grain.
R builds 9 fences.
Alex takes a cow, cooking a boar to make room.
CH takes 2 stone.
R takes Start Player and builds a Clay Pit (primarily for the VP).
R takes 1 boar (and also cooks a couple of sheep).

Harvest


R eats 8 food, and her sheep breed.
AC gets 2 veg and a grain, and eats 6 food.
CH gets a veg, bakes a grain and eats a sheep and 1 more food, and then his sheep breed.

Round 12


The card [is] Family Growth Even Without Room.
R's pine forest accumulates, not that it matters.
R takes 2 stone.
Alex takes FGwoR?.
CH renovates to stone, and builds the Pottery (gaining a food).
R takes a vegetable.
Alex ploughs two fields, using his Harrow.
CH takes 4 clay.
R takes a parthenogenetic cow.
Alex sows 2 vegetables and bakes 2 grain.
CH takes a grain.
R takes 2 fish and multiplies them.

Round 13


The card is Plough and/or Sow.
R's pine forest accumulates, not that it matters.
R ploughs a field and sows a grain and a veg.
AC builds 15 fences for 14 wood.
CH sows a veg and a grain, and bakes the other grain.
R takes 2 stone.
AC takes two sheep.
CH takes 5 clay.
R takes another self-copying cow.
AC takes 6 wood.
CH also takes 6 wood.
R ploughs a field (and cooks a couple of animals ready for the harvest).
AC builds 3 stables for 6 wood.

Harvest


CH gets a grain and a veg, and bakes his grain to 3f. He eats 4f and a clay. His sheep breed up to 4.
AC gets 4 veg and a grain. He eats 8 food and his sheep breed up to 3.
R gets a veg and a grain. She eats 8 food and her cattle breed to 4 and sheep to 3.

Round 14


The card is Renovate then optionally Build Fences.
R takes Family Growth Without Room.
Alex takes 2 stone.
CH takes 3 boar.
R takes stone.
Alex builds a Schnaps Distillery.
CH Ploughs & Sows, paying Alex 2 food for the use of his Harrow.
R takes stone.
Alex reveals his nefarious master plan: to become an Organic Farmer! And rearranges his animals to maximise their nefarious organicness.
CH builds 5 fences, and prepares for harvest by cooking some scoring-irrelevant ham'n'lamb.
R renovates, and plays a cycling Stone House Extension (0VPs, 1 Reed + 3 Stone, None) When you play this card, immediately extend your Stone house by 1 room. (The room does not cost you anything, but you must pay the cost shown to play this card.) After you play this card, pass it to the player on your left, who adds it to his/her hand. She also cooks some animals.
Alex does some sowing and baking.


Final Harvest


CH gets 2 veg and a grain. He eats 6 food. Breeding gives him a sheep and a boar.
Alex harvests 4 veg and a grain. He eats one veg as Schnaps for 4 food, and a further 4. He breeds a sheep.
R gets a veg and a grain. She eats 8 food and a grain, and breeds a cow.

Scoring


            Chris    Alex    Rachael    
Fields    4->3    5->4      4->3
Pastures  4->4    4->4      3->2
Grain      3->1    1->1      2->1
Veg        3->3    6->6      2->2
Sheep      4->2    4->2      1->1
Boar      3->2    1->1      1->1
Cattle    0->-1    1->1      4->3
Unused    2->-2      0        0
F.Stable      0        3        1
Clay rm               
Stone rm  3->6              4->8
Family    3->9    4->12    5->15
Cards        5        3        2
Bonus        3        9        5

 Total         35       46        44

Alex wins, in a very close game!

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