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Subject: Little Agricola tutorial (Part 3) rss

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Hanno Girke
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Now we're in the middle of turn 8, and you need the file ruleshelpsheet2 (in the Images section).
THis time, we're going to talk about the Occupation and Improvement cards, how they work and affect gameplay.
The helpsheet in in German, but you'll see that this doesn't matter.

In the top row, you see the three different types of cards. From left to right:
Occupation cards (Ausbildung) have a yellow background. The 4+ icon tells you that this card is for games with 4 or 5 players only. The E icon tells you that it is in the Einsteiger deck (Beginner's deck; The other icons are (I for interactive and K for complex)
Major improvements (große Anschaffung) have a dark red background.THe icons in the top right corner tell you the cost to play that card: 3 stone and 1 wood. The golden icon in the middle tells you the number of victory points you get for playing this card (here: 4)
They don't have a deck icon, as they're always in the game.
Minor improvemnts (kleine Anschaffung) have an orange background, but work the same way as the major improvements. Here, the deck letter is K for complex. Here, you have alternbative cost. THe word "oder" means "or". So you either pay 3 wood or 3 clay.

So how do those cards work? These cards are special examples for the type of cards who give yu a bonus in later turns.
For example, Hüttenbauer says: If you played this card in turns 1-4, you may expand your house at the beginning of turn 11 by one room - if you haven't upgraded to Stone house yet.
To make sure you don't forget that this card gives you a free extra room, just put a room counter on the Turn-11-space.
Brunnen gives you 1 Food at the beginning of the next 5 turns. Again, we recommend to place the food marker on the gameboard on the appropriate spaces. This well was played in turn 5, so there were food markers for turns 6-10 (you can still see those for turns 9 and 10).
Getreidespeicher gives you 1 grain in turns 8, 10, and 12 (if not played yet). If this card was played this turn (turn 8), the player just gets the turn 10 and turn 12 grain, as it's awarded at beginning of turn, and not in retrospective.
Similar for the Pflüger (left bottom card). He lets you plow a field in future turns. When you play Pflüger, add 4, 7, and 10 to the acutal turn number. We assume the cad was played in turn 5, so there's a free plowed field in turns 5+4=9, 5+7= 12 and 5+10=15. No, wait. There's no turn 15! So the third possible plowed field is forfeited because you played that guy too late!

Not all those cards have their effect at the beginning of a turn, but those are the most tricky.

Speaking of tricky: be aware of the three Round cards that come into play last.
In stage 5 (turns 12 and 13), it's those two:
* 1 Acker pfügen und/oder Aussäen (Plow one field and/or sow your fields)
This is a great action, as you get two in one. You plow a new field and can sow all those you just harvested.
* Familienzuwachs ohen Platz in der Hütte (Offspring that doesn't need a room for itself)
Need to say more? This guy hangs around the last turns living with his siblings in one room.

In stage 6 (turn 14), it's another combo card:
* Nach Renovierung auch Zäune (Renovate, then optional Fences)
A great way to spend all your resources in the last inute at once. Upgrade your house and spend all your remaining wood on fences to get more pastures and score more points!

Part 4 of the tutorial will talk about how scoring works. Later this week...
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