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Nikoms wrote: 5) Game play. I am not going to call it “multi-player solitaire”, mainly because it’s not. But one thing seemed to come to the fore – there seems to be little interaction and the few times someone “hinders” you it’s almost accidental. They are more optimizing their own position – hindering another player occasionally is a mere coincidence. The few times it can be intentional is almost annoying, simply for the fact that the opportunity to “return the favor” will likely not arrive. As such the interaction is just odd – it’s a little too much for a “personal optimization” game or too little for true a “interactive” experience in a typical game.
A lot of games seem to start out weighted much more towards multiplayer solitaire at first, and then become more interactive with time. As you get better, there will be a lot of competition for certain spots; the sheep in particular can be a major bone of contention.
Nikoms wrote: 6) Down time. Well, if you like time to go get something to eat or drink or just shoot the breeze with others (assuming they are not AP-ing at the table) – you’ve got it. Down time is pretty high. Nothing like sitting and waiting – only to realize what you had planned to do has to change.
Usually you can boil people's actions down to a few options and have a few plans (primary with a few backups). It gets easier as both you and they improve. So, there's downtime, but you can do a lot with it, unlike say Alien Frontiers.
Agricola still isn't a fast-moving game however. Some will disagree; I think there's a long way for every single player in the game to go before they can actually be confident enough to move quickly.
Nikoms wrote: 7) Learning Curve. I touched on this in a way with the rules – but Agricola is just plain “fiddly” in every sense of the word you can think of – rules, set-up, tear down, scoring. It’s just too much work – and not enough payoff in the game itself.
Agricola has a difficult learning curve, but I don't think that fiddly is part of that. Avoiding starvation and learning how cards mesh and planning properly for future round cards and learning how other players play are the tricky parts.
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The Cyborganizer
United States
New York
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With regards to the price: $60 is buying you a whole lot of wooden bits, in addition to all the cards. (Pieces for each player, four different types of resources, two types of plants, three types of animals.) For comparison, Ticket to Ride retails for $50, and gets you the board, the cards, and some plastic trains.
$60 is steep, to be sure, but I don't think it's unreasonable.
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Tadeu Zubaran
Germany Berlin
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I think Agricola has excellent value for the money. It is a top notch production with top notch art, graphic design and components. I am really demanding in terms of component quality and I think Agriocla's production is just fantastic.
Buy Ora et Labora, which costs the same, and see what is an overpriced, terrible quality component game for the exact same price.
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Greg Gresik
United States Bolingbrook Illinois
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Quote: Looking at your grading in bgg I could tell you you probably wouldn't like Agricola. Your top graders are almost solely light wargames and ultra light euros with very shallow strategic depth ... Okay, let's not do this. I'm going to reply to this type of thought one time, because I don't want this to turn into a "you're not smart enough to like MY games" type of thread.
I have played and liked games that are rated heavier or close to Agricola in heaviness and "strategic depth" (PR, Age of Discovery being some that are close which were actually mentioned in the original review). War of the Ring being another - which is rated heavier. Now, I'm not sure I agree with 4.1 heaviness rating of Star Fleet Battles, but that is also one I enjoy that is heavier (at least according to BGG ratings).
No, I do not rank every game I play - some I haven't played enough, some I just forget to rank and some I do not own - so forget to rank them - like SFB, AoEIII, and WotR.
But can we please not do the whole "You don't like it, because it's not your type of game" where "type" is then explained to mean smart, intelligent, strategic, etc. I and my group do like some heavy games - Agricola is not one of them. It's not because Agricola is too heavy, nor is it because it requires to much thought or has too much strategic depth - it's because we don't like it.
It's not an insult to the game - and those of you who do like it don't have to take it as such. Do you like ketchup on your hot dog? I don't - can't stand it (I am from Chicago). But I am not going to accuse someone of "not getting" hot dogs or tell them they are lacking in "taste bud depth" simply because they happen to prefer ketchup on a hot dog. And it's not that I don't like ketchup - love it on hamburgers. In fact, not only to I slather it all over a hamburger, I pour an extra pile for dipping. The point of this review was to point out to people who do like ketchup, why they may not like it on Agricola (if you follow this analogy to the point of being silly).
The review was NOT suggesting in any way, shape or form that people who do happen to like Agricola are wrong - please don't paint those who don't like it as such either. It's a matter of taste, not intelligence. Yes, in some cases if people only like certain games, then it stands to reason they might not prefer a certain drastically differing other type. But it is also possible to dislike a game simply on that specific game's own merits.
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Tadeu Zubaran
Germany Berlin
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Nikoms wrote: you're not smart enough to like MY games
You are reading too much on my comment. I know very smart people that prefer lighter games. I think a minimum intellectual capacity is a requirement to like heavy games, but not liking them does not mean your are stupid.
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Greg Gresik
United States Bolingbrook Illinois
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tkzubaran wrote: Nikoms wrote: you're not smart enough to like MY games You are reading to much on my comment. I know very smart people that prefer lighter games. I think a minimum intellectual capacity is a requirement to like heavy games, but not liking them does not imply your are stupid.
The bolded is my point - we do not "prefer" lighter games. We prefer games we enjoy. I happen to own and rank a lot of lighter games because I play them with my family - sadly, it was you who read too much into my review when you looked through my rankings/collection and decided that I don't like games with "strategic depth" simply because I happen to own many games that do not have it.
The group of friends I played Agricola with has enjoyed many games with strategic depth - some (according to BGGs depth rankings) even heavier than Agricola (as mentioned above).
We don't like the game Agricola because we don't like the game - not because we don't like strategic depth. We simply don't like the way Agricola implements it.
Going back to the analogy of hot dogs and ketchup - we like hot dogs (games), we like ketchup (strategic depth) - but Agricola puts them together in a way we don't like. We like hamburgers (other games) with ketchup (again, strategic depth). Please stop telling us we don't like ketchup simply because we don't like hot dogs with ketchup and you do.
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Tadeu Zubaran
Germany Berlin
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Yes, you can like a whole spectrum of games but many people tend to like heavier or lighter games. I read your previous argument and I was ok with it, both that you like the whole spectrum of games and that your ratings are not a perfect picture of your taste (maybe I should have acknowledged in my previous post). I only responded to the part I had a problem with.
If you see my first post you will see I used the word probably, I used it precisely because people may not stick with lighter/heavier games all the time.
I feel we are both nit picking and I won't respond anymore.
regards
Nikoms wrote: tkzubaran wrote: Nikoms wrote: you're not smart enough to like MY games You are reading to much on my comment. I know very smart people that prefer lighter games. I think a minimum intellectual capacity is a requirement to like heavy games, but not liking them does not imply your are stupid. The bolded is my point - we do not "prefer" lighter games. We prefer games we enjoy. I happen to own and rank a lot of lighter games because I play them with my family - sadly, it was you who read too much into my review when you looked through my rankings/collection and decided that I don't like games with "strategic depth" simply because I happen to own many games that do not have it. The group of friends I played Agricola with has enjoyed many games with strategic depth - some (according to BGGs depth rankings) even heavier than Agricola (as mentioned above). We don't like the game Agricola because we don't like the game - not because we don't like strategic depth. We simply don't like the way Agricola implements it. Going back to the analogy of hot dogs and ketchup - we like hot dogs (games), we like ketchup (strategic depth) - but Agricola puts them together in a way we don't like. We like hamburgers (other games) with ketchup (again, strategic depth). Please stop telling us we don't like ketchup simply because we don't like hot dogs with ketchup and you do.
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James 3
United States Atlanta Georgia
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agreed on the stress part. and i echo the concern that varied starting cards tilt the game alot, and that denial by other players is often just accidental. Ive played twice, and enjoy many heavy strategy games, but this one did feel like stressful work to me too, and "building my own farm" didnt suck me in like it does to many. I'll play again, but this isn't anywhere near the top of my list of thinky Euro games after playing through dozens of titles this year. overhyped FOR ME.
putting animeeples in the box would make it ALOT more appealing as far as components go.
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Benjamin Wells
United Kingdom Bradford W Yorkshire
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Nikoms wrote: The point of this review was to point out to people who do like ketchup, why they may not like it on Agricola
Ketchup on your Agricola sir : exploded head:
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Nikoms wrote: The bolded is my point - we do not "prefer" lighter games. We prefer games we enjoy. I happen to own and rank a lot of lighter games because I play them with my family - sadly, it was you who read too much into my review when you looked through my rankings/collection and decided that I don't like games with "strategic depth" simply because I happen to own many games that do not have it.
The group of friends I played Agricola with has enjoyed many games with strategic depth - some (according to BGGs depth rankings) even heavier than Agricola (as mentioned above).
We don't like the game Agricola because we don't like the game - not because we don't like strategic depth. We simply don't like the way Agricola implements it.
Part of the problem is that you said you like (or are perfectly tolerant of) the same things in the games you play that are not named Agricola and you can't articulate why (eg, "fiddlyness", weak theme, heavy ruleset). So we have to assume it's because you're biased against it.
You may just hate worker placement games period. This is perfectly fine. You may hate Agricola because it's Agricola. This is also perfectly fine, but you haven't really explained what makes it different. You've explained things that you do like.
FWIW, I can understand why people don't like it. You may hate the scoring mechanism because you don't feel a sense of satisfaction (some people like looking at the farm at the end of the game, some don't). You may hate that your best-laid plans are done in by somebody inadvertently picking up that Clay pile you wanted (I'm decently good at doing this, and it's actually on purpose.) It may feel like work because of the shame of picking up a begging card means you inadvertently take 10 actions to pick up enough food for your family. You may hate the whole "non-direct player interaction" thing (but I think most of the time someone doesn't like it it's an excuse that they can't grief other people when they do the whole "inadvertently pick up the thing you wanted" thing. It's a natural feeling somewhat. One of my friends doesn't like that type of game because of that. But if I arrange for you to be in a multiplayer game where everyone picks on you, I can probably get rid of that feeling fairly quickly.)
PS I would suggest you not get Innovation either - as it has the same "tactically strong but strategically chaotic" feeling. When I play both games, 90% of the time I just "go with the flow of gameplay" which means I let the game state dictate my strategy (but there are exceptions, like growth which I try to aggressively get until I figure out better when it's not necessary) the reason I like those games is that it means there are lots of ways to win and so I need to constantly find the way that works best.
So anyways, that giant wall of text, and really I have 2 things:
1) You seem to hate games where people compete for limited resources with no recourse, and in particular Agricola does this so that it seems accidental (though I would argue it's not especially with better players in the game. More beginner players tend to have a 1-track strategy.) 2) You seem to dislike games that make you adapt quickly due to changing circumstances. I'm not quite sure about this one, but I think this is correct. RftG and other "multiplayer-solitare" games don't make you change your whole strategy at the drop of a Settle action being called by another player. Neither do wargames much, I think (I said "at the drop of a hat" - your strategy may change but it isn't drastic).
I don't think Agricola is the game for you. #1 will not change except in 2-player, where blocking is very direct and against good players you will find yourself repeatedly "griefed" until you find a way out or you do the same to them. I used to dislike 2p for that reason but actually I've turned around on it.
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Greg Gresik
United States Bolingbrook Illinois
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zeroth hour wrote: Nikoms wrote: The bolded is my point - we do not "prefer" lighter games. We prefer games we enjoy. I happen to own and rank a lot of lighter games because I play them with my family - sadly, it was you who read too much into my review when you looked through my rankings/collection and decided that I don't like games with "strategic depth" simply because I happen to own many games that do not have it.
The group of friends I played Agricola with has enjoyed many games with strategic depth - some (according to BGGs depth rankings) even heavier than Agricola (as mentioned above).
We don't like the game Agricola because we don't like the game - not because we don't like strategic depth. We simply don't like the way Agricola implements it. Part of the problem is that you said you like (or are perfectly tolerant of) the same things in the games you play that are not named Agricola and you can't articulate why (eg, "fiddlyness", weak theme, heavy ruleset). So we have to assume it's because you're biased against it. You may just hate worker placement games period. This is perfectly fine. You may hate Agricola because it's Agricola. This is also perfectly fine, but you haven't really explained what makes it different. You've explained things that you do like. FWIW, I can understand why people don't like it. You may hate the scoring mechanism because you don't feel a sense of satisfaction (some people like looking at the farm at the end of the game, some don't). You may hate that your best-laid plans are done in by somebody inadvertently picking up that Clay pile you wanted (I'm decently good at doing this, and it's actually on purpose.) It may feel like work because of the shame of picking up a begging card means you inadvertently take 10 actions to pick up enough food for your family. You may hate the whole "non-direct player interaction" thing (but I think most of the time someone doesn't like it it's an excuse that they can't grief other people when they do the whole "inadvertently pick up the thing you wanted" thing. It's a natural feeling somewhat. One of my friends doesn't like that type of game because of that. But if I arrange for you to be in a multiplayer game where everyone picks on you, I can probably get rid of that feeling fairly quickly.) PS I would suggest you not get Innovation either - as it has the same "tactically strong but strategically chaotic" feeling. When I play both games, 90% of the time I just "go with the flow of gameplay" which means I let the game state dictate my strategy (but there are exceptions, like growth which I try to aggressively get until I figure out better when it's not necessary) the reason I like those games is that it means there are lots of ways to win and so I need to constantly find the way that works best. So anyways, that giant wall of text, and really I have 2 things: 1) You seem to hate games where people compete for limited resources with no recourse, and in particular Agricola does this so that it seems accidental (though I would argue it's not especially with better players in the game. More beginner players tend to have a 1-track strategy.) 2) You seem to dislike games that make you adapt quickly due to changing circumstances. I'm not quite sure about this one, but I think this is correct. RftG and other "multiplayer-solitare" games don't make you change your whole strategy at the drop of a Settle action being called by another player. Neither do wargames much, I think (I said "at the drop of a hat" - your strategy may change but it isn't drastic). I don't think Agricola is the game for you. #1 will not change except in 2-player, where blocking is very direct and against good players you will find yourself repeatedly "griefed" until you find a way out or you do the same to them. I used to dislike 2p for that reason but actually I've turned around on it. You've got it (in your second part - the part with your 2 point summation).
We actually like worker placement games (AoEIII was a big hit) - but you pretty much nailed everything else.
In regards to point 2) - the worse part is that the "having to change your plans" is often not because the other players have intentionally done something to you to - more inadvertantly totally torpedoed your plans. I understand that it is occasionally an intentional block - but it's similar to a game where a single die roll can change the outcome...that is, if it doesn't happen often enough, it can't even out. Thus it doesn't feel balanced.
But nicely put.
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Boots
Australia Petersham New South Wales
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I completely agree with the OP's points about Agricola, and have noticed (as J B has pointed out) that almost everythign I hate in Agricola I like in other games.
Race for the Galaxy and Innovation are two of my favourite games, and they are both as chaotic as Agricola, requiring changes in strategy and adaptation as the game unfolds. I don't mind fiddly games at all - I play the mother of all heavy wargames, ASL, and it doesn't come more fiddly than that game. I've recently been getting back into medium-weight Euros liek Glen More, and loving limited resources and resource management. So why don't I like Agricola?
The blocking is the number one reason. Sometimes it's deliberate, and sometimes it's accidental. It's always annoying as hell, especially after ten minutes of Analysis-paralysed thought from the player just to your right that culminates in taking the only action you wanted. It's just not fun. Like I said - I don't mind limited-resource games, but for me to enjoy a game there should always be another way out. Another wood or clay tile that gives me the same basic benefit, not a consolation prize space that gives me not enough wood or clay to do what I wanted to do. More than one "build a room" or "have a kid" space. It's thematically awful and frustrating as all hell in gameplay.
But my second biggest gripe about Agricola - and something starkly absent from games I like - is the enforced diversity. Your farm never ends up looking any different, You are penalised so hard by the scoring for specialisation most of the time that no other broad strategies are even possible. I know cards ameliorate this but they substantially unbalance the game in the process. This also exacerbates problem #1 - everyone NEEDS to get vegetables at some point, but only one person can get vegetables per round. It's not fun, it's just annoying as hell.
I like open-ended games. Games with many paths to victory, and games that reward specialisation as much as they reward diversity. I want to be able to make a farm that only grows vegetables and still win because I did it better than other players, if that's what I choose to do. It's why I like Glen More so much - it lets you choose where you're going and how you get there. For me, Agricola is too restrictive, in every way, all the time.
I have high hopes for Ora et Labora, because I appreciate Agricola is a well-designed game. I even acknowledge that it's a good game. I just hate it.
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Boots01 wrote:
The blocking is the number one reason. Sometimes it's deliberate, and sometimes it's accidental. It's always annoying as hell
Quote: But my second biggest gripe about Agricola - and something starkly absent from games I like - is the enforced diversity.
Quote: I have high hopes for Ora et Labora, because I appreciate Agricola is a well-designed game. I even acknowledge that it's a good game. I just hate it.
You would probably like Ora et Labora then. Even if you get blocked, there are frequently ways to use the same space with another building. While there are buildings that reward diversity, there are also opportunities to specialize. So, feel free to be excited.
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Neo_1 wrote: I've played Agricola at least 6 times, and agree with most of the OPs points. Both Agricola's & Puerto Rico's theme are rather meh! But in Puerto Rico I feel like I have a chance at success. In Agricola, it bothers the hell out of me that everyone starts with different cards, and yet somehow this is "supposed to be balanced". Really??? I'm sure it's just my poor play, but it doesn't seem balanced when someone has cards that work with each other and I don't.
Agree with the components. Look what you get for Age of Empires III: Age of Discovery components for $40.
Of course, to each his own, and AoE III is way better (to me) in every way over Agricola.
I wasn't sure I would like Agricola when a friend bought it. Turns out I love it dearly.
However - the rulebook frustrates me somewhat, and I am convinced that this is a game that ought to have been printed with an order to PLAY THE FAMILY GAME FIRST. Not suggest it for inexperienced gamers, force it upon everyone. It's a big game, with a lot to do, and easing into it for the first couple of plays is essential.
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Nikoms wrote: In regards to point 2) - the worse part is that the "having to change your plans" is often not because the other players have intentionally done something to you to - more inadvertantly totally torpedoed your plans. I understand that it is occasionally an intentional block - but it's similar to a game where a single die roll can change the outcome...that is, if it doesn't happen often enough, it can't even out. Thus it doesn't feel balanced.
But nicely put.
Heh - that's the bit I love the most about Agricola. The game I won last night with my highest score yet was a triumph of my adapting on the run. I identified a single error (not grabbing boars, because I forgot the priorities on my little list of things to do), but otherwise I ran smoothly, and screwed over my opponents (deliberately a couple of times on the way - and they failed to adapt.
But the previous game I played - uuurgh. I just could not adapt properly (I tried too hard to maintain my starting idea in the face of a changed landscape), and failed miserably.
But I still loved it, because I understood what I did wrong.
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Tadeu Zubaran
Germany Berlin
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JasonJ0 wrote: [q="Neo_1"]the rulebook frustrates me somewhat DO NOT OPEN THE RULE BOOK BEFORE GOING HERE:Episode 3 – Agricola
(as a rule of thumb, always check if there is a how to play episode for any game before reading the rulebook)
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Greg Gresik
United States Bolingbrook Illinois
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Ironically, I am toying with the idea of High Frontier - maybe theme does have something to do with it.
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Nathaniel Todd
United States Canton New York
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Boots01 wrote: But my second biggest gripe about Agricola - and something starkly absent from games I like - is the enforced diversity. Your farm never ends up looking any different, You are penalised so hard by the scoring for specialisation most of the time that no other broad strategies are even possible. I know cards ameliorate this but they substantially unbalance the game in the process. This also exacerbates problem #1 - everyone NEEDS to get vegetables at some point, but only one person can get vegetables per round. It's not fun, it's just annoying as hell.
You are right that Agricola scoring rewards diversity, but it does not punish you for specializing somewhat either. There is a certain snowball effect when building different aspects of your farm. For instance, getting grain and vegetables snowballs into getting a lot of them due to the sowing process, and thus rewards you with more points. Same for animals and breeding. This is the case even more so with the cards, as your occs and minor improvements will likely allow to you acquire some farm elements more efficiently and thus max out on the points bonuses for those categories.
As far as every farm looking the same, seriously? Every game we play features winning farms that are radically different. To me the scoring mechanism really pushes diversity because there needs to be tension between specialization and diversification and without that emphasis the game would favor specialization far too much. As far as your point about the vegetables, all you need for a two point swing in that category is exactly 1 vegetable. If you really are unable to take the veggie action space once in the game then I'm sure you're making up for those lost points in some other way.
Really out of all the reasons people list for disliking Agricola this may be the one I disagree with the most.
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Nim Chimpsky
United States
New York
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tkzubaran wrote: I think Agricola has excellent value for the money. It is a top notch production with top notch art, graphic design and components. I am really demanding in terms of component quality and I think Agriocla's production is just fantastic. Buy Ora et Labora, which costs the same, and see what is an overpriced, terrible quality component game for the exact same price.
Agricola was the second game I purchased (the first being Ticket to Ride), so it's always the game I go to when comparing component quality vs price. As soon as I took the game out of the shipping box, I was surprised at how hefty it was.
My only [minor] complaint was that some of the house tiles weren't centered very well, and one of the farm boards had a dented/creased corner (canceled out by the fact that an extra farm board was included for some reason).
The complaints about Ora & Labora's quality, and its similar price to what I paid for Agricola, are what's making me hold out for a reprint.
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Dan Nunuyerbiznez
United States Unspecified Nevada
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zpeteman wrote: Oddly, my experience is the exact opposite on nearly all points. Great components, set-up in 2-3 mins, no downtime, love the theme (always feels very much like managing a farm/family). Get the Agricalc app for your iPhone and scoring is a snap. Almost endless replayability.
You're right on the stress level, though, but that's part of what makes it such a great game. That is one that has always interested me.
How could an iPhone app make scoring any faster (or, for that matter, easier)? It is the interview that takes all the time, not calculating, and writing scores down with a pencil takes much less time than entering them into a tiny screen... The math is done before the pencil stops, so that is no advantage.
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Boots01 wrote: But my second biggest gripe about Agricola - and something starkly absent from games I like - is the enforced diversity. Your farm never ends up looking any different, You are penalised so hard by the scoring for specialisation most of the time that no other broad strategies are even possible. I know cards ameliorate this but they substantially unbalance the game in the process. This also exacerbates problem #1 - everyone NEEDS to get vegetables at some point, but only one person can get vegetables per round. It's not fun, it's just annoying as hell.
There are a few cards that will reward specialisation - Basin Maker if you can get it to work, bonus point cards, etc. The problem is that if you make too many of them or all the categories are like that, people will rarely or never "inadvertently block each other" so it becomes a race. The game falls apart at that point.
Farmers of the Moor, on the other hand, fixes this by allowing Horses (which are unbounded points), giving you special actions that you aren't forced to grow quickly, and your farms look different because different clearing strategies. The extra Majors also allow a better "straight major" strategy as well as not being forced to use your unused spaces (since they have trees and swamp on them).
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I agree on all points, except regarding the stress. After a few plays, you'll see how the parts fit together in the end game better, and it'll be good tension. But not good enough to make this a great game.
The components are crap. Instead of all those cards, why not use the flip side of a farm for the action places for each number of players? On a 3 player game, you have 2 farm boards unused; use them! Tiles instead of cards would have been nice as well. Setup time would be drastically improved. The poor design of the components, with all the cards to check for family version and number of players is just annoying, and it puts me off every time I play it.
The rules are absolutely terribly written; I say this as a person who spends most of his day reading statutes and regulations.
And there is no interaction. Adding a settlers type trading phase might have been interesting. I may try that next time I play.
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Mauricio de Souza Fonseca
Brazil
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This review lost any value for me the moment the reviewer, who says he is an experienced gamer and wargamer, had 90 minutes to play a game of AGRICOLA.
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Greg Gresik
United States Bolingbrook Illinois
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msouzafon wrote: This review lost any value for me the moment the reviewer, who says he is an experienced gamer and wargamer, had 90 minutes to play a game of AGRICOLA. 
Ummm...sorry? A couple of us had a previous commitment to get to, but we wanted to try this highly touted game - so we set up and played until we ran out of time. If being a responsible group of adults who stick to our commtiments disqualifies our group and our opinions in your mind, I can live with that.
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United States Norwood Massachusetts
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Nikoms wrote: msouzafon wrote: This review lost any value for me the moment the reviewer, who says he is an experienced gamer and wargamer, had 90 minutes to play a game of AGRICOLA.  Ummm...sorry? A couple of us had a previous commitment to get to, but we wanted to try this highly touted game - so we set up and played until we ran out of time. If being a responsible group of adults who stick to our commtiments disqualifies our group and our opinions in your mind, I can live with that.
To the OP:
Ummm, come again? Not anywhere do you give that information in your review. If you can't give a game a fair shake leave it to those who can. And yes - that DOES disqualify you when you respond with such a backpedal because you don't like someone's comments about your review. That goes with the territory.
Any true, responsible gamer would know that. Don't make excuses after the fact.
p.s.: I'm not crazy about the game either. I'm not defending the 'game' here. But at some point common sense has to prevail. We can't read your intentions.
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