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Subject: Draft Agricola like a Magic Booster Draft rss

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magic gecko
Australia
Melbin Oz
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We have started to Draft Agricola like a Magic Booster Draft.

e.g.

1) Each Player picks an Occupation from their 7
2) All Players pass 6 cards to the left
3) Each Player picks from their 6
4) All Players pass 5 cards to the left
5) . .
6) . .


Then do the same for Minor Improvements , but pass to the right.


Everyone gets a whole lot of good cards that work together.
Or they can blame themselves.


The Draft becomes the best bit of the Game! cool


x x x

Please give this thread a Thumbs Up . . ONLY . . . If you have played this, and liked it.
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Sean McCarthy
United States
Seattle
Washington
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This is in the rules, by the way.

We like drafting occupations right, then improvements left. That way, when you pass on one of the auto-passing improvements, you're giving it to the person on your left - it may not come back to you during the game.
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magic gecko
Australia
Melbin Oz
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I demand the right to be shouted out for abusing and changing the game.


Even if I'm not. blush




It is still a better game.


Good change with the "We like drafting occupations right"
 
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Alex Rockwell
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Hillsboro
Oregon
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Drafting them is far superior to random draw It greatly equalizes the hand quality.

'Occupations right' works best as Sean mentioned.
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Tommy Malmodin
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Eskilstuna
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I guess drafting don´t work so well in a 2-player game?
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Yongster Yong
Malaysia
Shah Alam
Selangor
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doesn't this only works with 4 player? as i remember playing Mtg, drafting requires round number of players. 4/6/8.
 
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Geoff Burkman
United States
Kettering
Ohio
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My crew's encountered no difficulties drafting in either 3- or 5-player games. Also, we've not found any great difference in drafting pass-left or pass-right, so we typically pass left in both categories.
 
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You can't handle the truth?
Canada
Edmonton
Alberta
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yongster wrote:
doesn't this only works with 4 player? as i remember playing Mtg, drafting requires round number of players. 4/6/8.


I think this was more so that everyone was playing a game every round.
 
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Savino Palumbo
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Baltimore
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You can do a Winston draft for 2 players. We do it like this:

1. Make a pile of 20 occupations selected randomly. Off of that pile, lay down 3 separate cards facedown.

2. Player 1 has a look at the first facedown card. If he likes it, he takes it. If not, he puts it back, adds a card from the pile to it (so that there are now 2 cards stacked), and then looks at the second card.

3. Player 1 repeats this process until he has either taken one of the facedown cards, or if he doesn't like ANY of them, takes 1 off the top of the original 20 card pile.

4. Player 2 then repeats steps 2-3, and if there is more than one card stacked, he can look at all of them and choose to take all of them, or he can leave them all behind and add yet another card to it.

5. The process continues until the cards are gone, and then both players cut their hand down to seven occupations.

6. Repeat 1-5 for improvements.

We find this to be very fun, and it creates another mini-game outside the game. You have to try to figure out, at what point is a certain stack reaching critical mass so that you will have to take it no matter what? Or should you let it grow so that it's more tempting to your opponent, leaving another larger stack that you want open and also to continue to grow?
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silence means security
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Las Vegas
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We have done this draft and liked it. But I often push for a minor variation of my own: you start with more than 7 cards. If you start the draft with anywhere from 7-10 cards then you will still have some decision to make when you draft your 7th and final card. (Discard the remaining 1-3 cards.)
 
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Andy Clautice
United States
Denver
Colorado
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My friends and I did a draft for the first times tonight, and it was a blast. In the first game, because I had chosen each of my Occupations myself and had reasons for wanting each in play, the Perpetual Student became a huge boon, letting me actually increase my food while playing cards I liked. I ended up playing all 7 Occupations, and thus the Student netted me 18 food by game's end.

In the second game, I was able to assemble a very synergistic set of cards, including the Guildmaster, the Potter, Ceramics, and the Wood-Fired Oven among others. Obviously using a single deck allows these synergies to come out, but I was able to help them along even more through the drafting. I definitely want to do a draft again soon -- maybe even tomorrow!
 
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Javen Tee
Singapore
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Definitely agree with drafting. My groups have been doing the same things too.

 
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magic gecko
Australia
Melbin Oz
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Drafting is such a better game.

It has made me think much more aboput the game structure.

In particular I do not like the fact some of the actions are not available at start.

Why should you not be able to take a vegetable as your first action?
It is not overpowered.

Drafting has shown me that it is almost impossible to get a big score based on a vegetable economy.

Veggies suck.



Anyhoo.

The problems with all actions being available on turn one is that suddenly too many things would accumulate, some actions are too powerful to be allowed on turn 1, it is hard to keep track of the turn, animals are an obvious sequence, sheep are weaker than pig, are weaker than cattle. And it would be far more confusing for a beginner. So many choices!

Each of these is easily solvable.
But would it make a better game?


Problem 3 . . it is hard to keep track of the turn.
Answer use a turn marker.


Problem 1 . . .too many things would accumulate,
Answer, only actions before the turn marker accumulate



Problem 4 . . . animals are an obvious sequence, sheep are weaker than pig, are weaker than cattle.
Answer, ignore it.
Answer B, make all of them the "Sheep+food, Pig, Cow-food" Action from the 5 player game.




Problem 5. . .far more confusing for a beginner. So many choices!
Answer, Good.




Problem 2 . . . some actions are too powerful to be allowed on turn 1,
Family growth without a room is possibly the only problem.
Not sure that is actually true though.
The game may just change.
Building rooms suddenly looks hard, and less worthwhile, maybe this is good?




This will inherently mean higher scores.
The only rule I would want to include is restricting farmers to only ever having 1 more child than rooms.


I have had one player outraged at the removal of the Family growth bottleneck. Personally, I like it's removal.
 
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magic gecko
Australia
Melbin Oz
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I like putting all 7 Minor improvements and all 7 Occupations in one pile and drafting out of the pool of 14.


Yes, some players will end up with more than 7 occupations.

 
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magic gecko
Australia
Melbin Oz
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Our current method of drafting is. . .


1 Deal out 5 occupations
2 Deal out 5 Minor Imps

draft 1 of the 10 cards and pass to the left



then




1 Deal out 2 occupations
2 Deal out 2 Minor Imps

draft 1 of the 4 cards and pass to the right





Works REALLY well.
Makes the last 8 cards much more interesting.

Seems good.




XXX X XX X X XX
Means you can do stuff like . . .

Perpetual student + Educator + Bookcase (think I got the last too right)

When someone else plays an Occupation, pay 3 food Random occupation , get 3 food for a random, get 3 food for the bookcase.

Gain 3 food.
Gain 4 food for the 4th+ occupation, when someone ELSE plays one!
 
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Kent B
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We tried a different approach for two player draft.
We dealt 28! cards in each of occupation and minor improvement decks.

Alternately we chose one and tossed one.

Worked well, but took a while.

 
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