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Subject: Solo Session, K-deck 106 points rss

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Kevin Beckey
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Occupations
Wetnurse: Family Growth action when building rooms -1 Food per Family Growth
Adoptive Parents: Immediately use Family member after Family Growth for -1 Food
Wood Carver: Once per round, -1 Wood for Build/Renovate/Improvement/Fences/Stable
Clay Worker: +1 Clay for taking Clay or Wood with an action
Wood Deliveryman: +1 Wood for Rounds 8-14
Traveling Salesman: Play 2 Minor Improvements instead of 1
Market Woman: +2 Grain for taking Vegetable action

Minor Improvements
Duck Pond: +1 Food for the next 3 Rounds
House Goat: +1 Food for each Harvest
Beehive: +2 Food for the next Even Rounds
Bookshelf: +3 Food before playing cost of an Occupation
Clay Pit: +3 Clay for Day Laborer action
Clay Hut Extension: Extend Clay Hut by 1 Room
Broom: Discard hand of Minor Improvements and gain +7 Minor Improvements

Forest Pasture: Hold unlimited number of Boar on this card
Swan Lake: +1 Food for the next 5 Rounds
9 Pelts: +1 bonus point per pelt, one pelt per room
Wooden Strongbox: +4 bonus points for 6 or more rooms
Brushwood Roof: Replace 1 or 2 Reed with Wood for Renovation/Extension
Turnip Field: Immediate Sow action and may sow Vegetables on this card
Mansion: +2 bonus points per Stone room



Round One: Sheep
1. Occupation: Wetnurse
2. Day Laborer: +2 Food

Round Two: Major/Minor Improvement
1. Occupation: Adoptive Parents -1 Food
2. Minor Improvement: Duck Pond

Round Three: Fences +1 Food (Duck Pond)
1. Day Laborer: +2 Food
2. Minor Improvement: House Goat

Round Four: Sow/Bake Bread +1 Food (Duck Pond)
1. Reed: +4 Reed
2. Fishing: +4 Food

HARVEST +1 Food (House Goat)
Food: 10 Food, eat 6 Food for Family = 4 Food
Supply: 4 Reed




Round Five: Stone +1 Food (Duck Pond)
1. Wood: +10 Wood
2a. Build 2 Rooms: -10 Wood, -4 Reed
2b. 2 Immediate Family Growths: -4 Food (Wetnurse/Adoptive Parents)
3. Occupation: Woodcarver -1 Food
4. Minor Improvement: Beehive

Round Six: Renovate & Improvement +2 Food (Beehive)
1. Minor Improvement: Bookshelf (Woodcarver)
2. Occupation: Clay Worker +2 Food (Bookshelf)
3. Start Player Minor Improvement: Clay Pit
4. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)

Round Seven: Family Growth
1. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
2. Occupation: Wood Deliveryman +2 Food (Bookshelf)
3. Reed: +3 Reed
4. Fishing: +3 Food

HARVEST +1 Food (House Goat)
Food: 14 Food, eat 12 Food for Family = 2 Food
Supply: 8 Clay, 3 Reed




Round Eight: Boar +2 Food, +1 Wood (Beehive/Wood Deliveryman)
1. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
2a. Renovate 4 Rooms: -4 Clay, -1 Reed
2b. Minor Improvement: Clay Hut Extension: -4 Clay, -1 Reed
3a. Family Growth: Immediate -1 Food (Adoptive Parents)
3b. Minor Improvement: Broom (Wood Carver)
4. Occupation: Traveling Salesman +2 Food (Bookshelf)
5a. Minor Improvement: Forest Pasture
5b. Minor Improvement: Swan Lake (Traveling Salesman)

Round Nine: Vegetable +1 Food, +1 Wood (Swan Lake/Wood Deliveryman)
1. Occupation: Market Woman +2 Food (Bookshelf)
2. Vegetable: +1 Vegetable, +2 Grain (Market Woman)
3. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
4a. Major Improvement: Cooking Hearth -4 Clay
5. Boar: +2 Boar

HARVEST +1 Food (House Goat)
Cooking Hearth: Cook 1 Vegetable for +3 Food
Food: 16 Food, eat 15 Food for Family = 1 Food
Supply: 2 Wood, 4 Clay, 1 Reed, 2 Grain
Forest Pasture: 3 Boars




Round Ten: Cattle +3 Food, +1 Wood (Beehive/S. Lake/W. Deliveryman)
1. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
2. Vegetable: +1 Vegetable, +2 Grain (Market Woman)
3. Plow 1 Field
4. Wood: +10 Wood, +1 Clay (Clay Worker)
5a. Minor Improvement: Pelts
5b. Minor Improvement: Wooden Strongbox (Wooden Carver/T. Salesman)

Round Eleven: 2nd Stone +1 Food, +1 Wood (Swan Lake/Wood Deliveryman)
1. Plow 1 Field
2. Vegetable: +1 Vegetable, +2 Grain (Market Woman)
3. Fences: -11 Wood for 4 one-space Pastures (Wood Carver)
4. Cattle: +2 Cattle
5a. Minor Improvement: Brushwood Roof
5b. Minor Improvement: Turnip Field (Traveling Salesman)
5c. Sow 1 Grain & 2 Vegies (Turnip Field)

HARVEST +1 Food (House Goat)
Cooking Hearth: Cook 2 Vegetable & 1 Boar for +9 Food
Pelts: -1 Food for 1 Pelt
Food: 16 Food, eat 15 Food for Family = 1 Food
Fields: 2 Grain, 1 Vegetable, 1 Vegetable on Turnip Field
Supply: 3 Wood, 9 Clay, 1 Reed, 6 Grain
Pastures: 2 Cattle, 1 Cattle, empty, empty
Forest Pasture: 3 Boars




Round Twelve: Plow/Sow +3 F, +1 W (Beehive/S. Lake/W. Deliveryman)
1. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
2. Vegetable: +1 Vegetable, +2 Grain (Market Woman)
3. Clay: +13 (Clay Worker)
4a. Build 1 Room: -5 Clay, -1 Reed, -1 Wood (Brush Roof)
4b. Build 2 Stables: -3 Wood (Wood Carver)
5a. Sheep: +12
5b. Cooking Hearth: Cook 5 Sheep for +10 Food
5c. Pelts: -4 Food for 4 Pelts

Round Thirteen: Family Growth +1 F, +1 W (S. Lake/W. Deliveryman)
1. Vegetable: +1 Vegetable, +2 Grain (Market Woman)
2. Boar; +4 Boar
3. Stone: +9 Stone
4. Wood: +6 Wood, +1 Clay (Clay Worker)
5a. Major Improvement: Clay Oven -3 Clay, -1 Stone
5b. Clay Oven: Bake 1 Grain for +5 Food
5c. Cooking Hearth: Bake 3 Grain for +12 Food

HARVEST +1 Food (House Goat)
Food: 31 Food, eat 15 Food for Family = 16 Food
Fields: 1 Grain, empty, Turnip Field is empty
Supply: 7 Wood, 19 Clay, 8 Stone, 7 Grain, 4 Vegetables
Pastures: 2 Cattle, 2 Cattle, 4 Sheep, 4 Sheep
Forest Pasture: 8 Boars




Round Fourteen: Renovate/Fences +2 F, +1 W (Beehive/W. Deliveryman)
1. Reed: +7 Reed
2. 2nd Stone: +4 Stone
3a. Build 3 Rooms: -15 Clay, -5 Reed, -1 Wood (Brush Roof)
3b. Build 2 Stables: -3 Wood (Wood Carver)
4. Cattle: +3 Cattle
5a. Renovate -9 Stone, -1 Wood (Brush Roof)
5b. Minor Improvement: Mansion -3 W, -3 Clay, -2 R, -3 Stone

HARVEST +1 Food (House Goat)
Cooking Hearth: Cook 1 Sheep +2 F, Cook 2 Cattle +8 F, Cook 1 Boar + 3 Food
Pelts: -4 Food, for 4 Pelts
Food: 26 Food, eat 15 Food for Family = 9 Food
Fields: empty, empty, Turnip Field is empty
Supply: 1 Clay, 8 Grain, 4 Vegetables
Pastures: 3 Cattle, 3 Cattle, 4 Sheep, 4 Sheep
Forest Pasture: 8 Boars



Scoring
2 Fields = 1 point
4 Pastures = 4 points
4 Fenced stables = 4 points
8 Grain = 4 points
4 Vegetables = 4 points
8 Sheep = 4 points
8 Boar = 4 points
6 Cattle = 4 points
9 Stone Rooms = 18 points
5 Family Members = 15 points

Cooking Hearth = 1 point
Clay Oven = 2 points

Duck Pond = 1 point
House Goat = 1 point
Beehive = 1 point
Bookshelf = 1 point
Clay Pit = 1 point
Clay Hut Extension = 0 points
Broom = 0 points

Forest Pasture = 1 point
Swan Lake = 2 point (Originally posted as 1 point)
9 Pelts = (+9 bonus points for 9 pelts in 9 rooms)
Wooden Strongbox = (+4 bonus points for 6 or more rooms)
Brushwood Roof = 0 points
Turnip Field = 1 point
Mansion = (+18 bonus points for 9 Stone Rooms)

Total points = 105
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Kevin Beckey
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Re: Solo Session, K-deck 104 points
Swan Lake is worth 2 Points so I actually scored 105 total points instead of 104.
 
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Johan Sporre
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Re: Solo Session, K-deck 105 points
Regarding round 8:
Doesn't the Broom allow you to play one of the improvements you drew immediately? If you play the Salesman earlier in that round maybe you can save an action there.
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Kevin Beckey
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Re: Solo Session, K-deck 105 points
Steinman wrote:
Regarding round 8:
Doesn't the Broom allow you to play one of the improvements you drew immediately? If you play the Salesman earlier in that round maybe you can save an action there.


Yes. Good catch! Now I have to figure out what to do with the extra action.


Round Eight: Boar +2 Food, +1 Wood (Beehive/Wood Deliveryman)
1. Occupation: Traveling Salesman +2 Food (Bookshelf)
2. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
3a. Renovate 4 Rooms: -4 Clay, -1 Reed
3b. Minor Improvement: Clay Hut Extension: -4 Clay, -1 Reed
4a. Family Growth: Immediate -1 Food (Adoptive Parents)
4b. Major Improvement: Cooking Hearth -4 Clay (T. Salesman)
5a. Minor Improvement: Broom (Wood Carver)
5b. Minor Improvement: Forest Pasture
5c. Minor Improvement: Swan Lake (Traveling Salesman)

Round Nine: Vegetable +1 Food, +1 Wood (Swan Lake/Wood Deliveryman)
1. Occupation: Market Woman +2 Food (Bookshelf)
2. Vegetable: +1 Vegetable, +2 Grain (Market Woman)
3. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
4. Boar: +2 Boar
5. Extra Action

 
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Dan C
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Re: Solo Session, K-deck 105 points
I have not yet used the K-deck (and therefore the Broom)... but it seems that the Broom is rather game-breakingly powerful! 7 new cards in a game where nobody gets new cards? I mean, how can players hope to compete with someone who essentially has twice as many cards to play as them through out the game (in any game for that matter, but especially Agricola)?! And how could anyone compare it to other solo plays where the broom was not in play?

Maybe I'm missing something here, but it seems rather unbalanced to include this card.
 
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Geoff Burkman
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Re: Solo Session, K-deck 105 points
Not really. A lot of times, the extra cards you get from the Broom are unplayable anyway, plus you sacrifice whatever other Minors you haven't played before the Broom. It's a nice one to have, but nowhere near broken or even unbalancing.
 
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Kevin Beckey
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Re: Solo Session, K-deck 105 points
With the extra action, I was able to purchase the Fireplace Major Improvement by switching the Round in which I take the Clay action.


Round Eight: Boar +2 Food, +1 Wood (Beehive/Wood Deliveryman)
1. Occupation: Traveling Salesman +2 Food (Bookshelf)
2. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
3a. Renovate 4 Rooms: -4 Clay, -1 Reed
3b. Minor Improvement: Clay Hut Extension: -4 Clay, -1 Reed
4a. Family Growth: Immediate -1 Food (Adoptive Parents)
4b. Major Improvement: Cooking Hearth -4 Clay
5a. Minor Improvement: Broom (Wood Carver)
5b. Minor Improvement: Forest Pasture
5c. Minor Improvement: Swan Lake (Traveling Salesman)

Round Nine: Vegetable +1 Food, +1 Wood (Swan Lake/Wood Deliveryman)
1. Occupation: Market Woman +2 Food (Bookshelf)
2. Vegetable: +1 Vegetable, +2 Grain (Market Woman)
3. Day Labor: +2 Food, +4 Clay (Clay Worker/Clay Pit)
4. Major Improvement: Fireplace -2 Clay (Extra Action)
5. Boar: +2 Boar


Round Twelve: Plow/Sow

5. Major Improvement: Clay Oven -3 C, -1 S (Originally Round 13)




Round Thirteen: Family Growth

5. Clay: +14 (Clay Worker) (Originally Round 12)





Additional Scoring

Fireplace = 1 point

Total points = 106
 
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Kevin Beckey
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jedimusic wrote:
I have not yet used the K-deck (and therefore the Broom)... but it seems that the Broom is rather game-breakingly powerful! 7 new cards in a game where nobody gets new cards? I mean, how can players hope to compete with someone who essentially has twice as many cards to play as them through out the game (in any game for that matter, but especially Agricola)?! And how could anyone compare it to other solo plays where the broom was not in play?

Maybe I'm missing something here, but it seems rather unbalanced to include this card.



The Broom is awesome in solo play! My K-Deck Score would be much lower without it.

 
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Johan Sporre
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jedimusic wrote:
I have not yet used the K-deck (and therefore the Broom)... but it seems that the Broom is rather game-breakingly powerful! 7 new cards in a game where nobody gets new cards? I mean, how can players hope to compete with someone who essentially has twice as many cards to play as them through out the game (in any game for that matter, but especially Agricola)?! And how could anyone compare it to other solo plays where the broom was not in play?

Maybe I'm missing something here, but it seems rather unbalanced to include this card.


In sessions where you're designing your cards for optimum points (which I assume has been done here) the Broom is very useful, but in regular play I don't find it that powerful - you still need to have resources/fulfil requirements and the actions to spare to play the new minor improvements.
 
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