Hi everyone, I promised a FotM play this week and here we are.

I'm with my regular playgroup. They're not familiar with the game, as was I, so we all made a very very poor showing. Occ E/3 Minor E/4 Minor Moor E. I not only made mistakes because I hadn't played FotM before, I also made them because I wasn't familiar with 5-player.

I look at my initial hand and frown. No field helpers, no real animal helpers, no building helpers, 1 resource collector... this is gonna suck. However, my biggest mistake was my own fault (you'll see)

Occs: Yeoman Farmer, Animal Trainer, Clay Mixer, Renovator, Guildmaster, Conjurer, Fisherman
Base Minors: Clogs, Basket, Drinking Trough
Moor Minors: Arid Field, Peat Barge, Hardware Store, Peat Burn-off

Players:
B: Ling (SP), P: Steve, G: George, R: Me, W: Richard

And away we go!

Round 1 (Sheep)
B: CP (3fl)
P: FT (2W)
G: Occ0/Tutor
R: 4W (4)
W: 3W (3)
B: 3C (3)
P: Occ5/Woodcutter (-1f)
G: R(1)SW
R: HC (-1f, 1Horse)
W: PF
B: SP + Swamp
P: Animals (Sheep + 1f)
R: 1R (1)

1R was kind of a terrible play here, but it was that or DL. SP might have been a better choice instead of the Horse Coper. My group tends to take CP/FT very early, by the way.

Round 2 (Sow/Bake)
B: 4W (4)
P: CP (3fl)
G: FT (2W)
R: 3C (3)
W: Occ0/Hobby Farmer
B: HC (-1f, 1Horse)
P: Occ5/Berry Picker (-1f)
G: R(1)SW
R: CW/Fp2 (-1f, -1W)
W: Animals (Sheep + 1f)
B: 1C (2)
P: 3W (3+1+1f)
G: PF
R: SP + Arid Field

Used "1 Wood could be exchanged for 1 Fuel" here. SP was for Sheep, though I think I could have waited.

Round 3 (MIMI)
R: 1 Sheep(3)Burn3
W: 1R (2)
B: CP (3fl)
P: 3C (3)
G: Occ0/Thatcher
R: FT (2W)
W: 4W (4)
B: MIMI/Forester's Lodge
P: SP + Clay Roof
G: HC (-1f, 1Horse)
R: CP (-2f, 3fl)
B: Fish (3f)
G: BM (-1fl)/Canoe
R: R(1)SW
G: TP (3f)

Grab my 6 juicy food and use it immediately for some fuel. Look at that Thatcher and Clay Roof...

Round 4 (Fences)
P: SB (PF)
G: 3W (6)
R: 4W (4)
W: FT (2W)
B: R(1)SW
P: MIMI/Fp3
G: Fish(1f+1f+1R)
R: Occ0/Clay Mixer
W: BR(1)
B: SP + Peat Moss
P: 3C (3)
W: CP (-2f, 3fl)
W: 2C (2)

Steve actually has a Simple Fireplace which he can trade for a Cooking Hearth/Cookhouse, so I think he made a mistake here. Richard takes 2 Begging cards to setup the Mendicant later.

Round 5 (Renovate + MIMI)
B: FT (2W+2W)
P: CP (3fl)
G: 3C (3)
R: SP + Peat Barge
W: FG5
B: 1 Stable
P: R(1)SW
G: Renovate(C) + Clay Supports
R: B1R
W: 4W (4)
P: 1 Sheep (1)/Burn1

I mess up here severely, due to lack of experience with 5 player. I could have grown first, forgot about the FG/Occ space, and leave it for Richard. Again, a great room builder comes out. Oh, did I mention that George already had the Thatcher out and thus his rooms cost no reed? Heheheh...

Round 6 (FG + MI)
R: FG + Peat Burn-off (+1fl, PF)
W: 3C (3)
B: Occ0/Seasonal Worker
P: SB (PF)
G: FT (2W)
R: Fishing (2f+2fl)
W: MIMI/CH4
B: 1C (2)
P: 1R (2)
G: BM (-1fl)/Carp Pond
W: Occ5/Cook (-1f), Burn1Sheep
P: BR (1)
G: SP + Clear Felling
G: TP (3f)

I make not one but 2 critical mistakes here. FG wasn't being contested so I didn't have to worry about competition for the spot, and my Peat Burn-off was in an odd spot beside my house. The forests were connected to the spot I converted into a field, but then I had to make an even more critical mistake and Fell the Forest that connected them! I kept thinking Slash and Burn converted _Moors_ into fields, not Forests. Double ugh.

Round 7 (Stone)
G: 3C (3)
R: 1 Sheep (2)/Burn2
W: R(2)SW
B: 4W (8)
P: CP (3fl)
G: 3W (6)
R: FT (2W)
W: HF (1f)
B: DL (2f+1V)
P: FG + River Clay
G: Occ0/Mushroom Collector (-1f)
R: Occ5/Fisherman (-1f)
W: Animals (Sheep + 1f)/Burn1
W: SP + Peat Burn-off (+1fl)

I _wanted_ to setup the Fisherman. Everyone (Steve and George) kept taking Fishing at 1/2f.

Round 8 (Vegetables)
W: SB (PF)
B: FT (2W)
P: CP (-2f, 3fl)
G: BR (2)
R: 1R (2)
W: 4W (4)
B: Occ0/Land Agent (-1f, 1V)
P: R(1)SW (+1W, +1f)
G: FG + x
R: 3C (3+2)
W: B1R
P: Fishing (2f+2C)
R: SP + Basket
W: Sow/Bake (Sow 1V)
P: 3W (3+1+1f)

Uneventful. Resource gathering after feeding. George says, "I have no minors to play, at all!" here.

Round 9 (Wild Boar)
R: 1 Sheep (2)/Burn2
W: FT (2W)
B: 4W (4)
P: SB (PF)
G: 3W (2+2f)/Leave1
R: 1S (3)
W: 3C (3)
B: Fences (2 1x2)
P: 1C (3)
G: MIMI/Basketmaker's Workshop
R: CW (-1f, -1fl)/Pottery
W: FG + x
B: HC (-1f, 1Horse)
P: BR(2)
G: Fishing (1f+1f+1R)
R: CP (-2f, 3fl)
W: Animals (Boar)
P: 1Boar (1)/Burn1
R: TP (3f)

I use the Pottery to feed this turn. Kept getting Renovate blocked obviously Clay rooms are a lot better than they used to be. Also, Richard and I are the only two that didn't build 2 Rooms at once.

Round 10 (Stone)
R: R(2)SW
W: FT (2W)
B: SB (PF)
P: Renovate(C) + Cookhouse
G: 3C (3)
R: 3W (2+2f)/Leave2
W: 4W (4)
B: 1V (+1G)
P: 1Boar (1)
G: CW (-1f, -1fl)/Fp3
R: BR(1) + 2 Stables
W: Fences (2x1)
B: 1R (2)
P: Fishing (1f+2C)
G: MIMI/Cookhouse
W: Animals (Boar)
G: FG + x
W: 1Sheep (1)

Blah. I needed fences too... even though I had stables.

Round 11 (Cattle)
R: FT (2W)
W: CP (3fl)
B: 3C (3)
P: 3W (5+1+1f)
G: 1Cattle/Burn1
R: 1C (2+2)
W: R(1)SW
B: Renovate(C) + Peat Burn-off> (+1fl)
P: 4W (4+1+1f)
G: 1V
R: FG + Clear Felling> (+2W, 2 Forest->2Moor)
W: Animals (Boar)
B: DL (2f+1V)/Burn1
P: 1Boar (1)
G: HC (-1f, 1Horse)/Burn1
R: TP (2f)
W: 1 Sheep(1)/Burn1
G: SP + x
W: 1S (2)
G: PF

Burn baby burn. Regret that I don't have anything to sow with. Also regret that I don't have enough food to yoink the HC.

Round 12 (Plow/Sow)
G: CP (3fl)
R: 4W (2+3f)/Leave2
W: FT (2W)
B: 1S (3)
G: 1V
R: 1G
W: Plow/Sow (Sow 2V)
B: Renovate(S) + x (I think...? Maybe she took a cookery here.)
P: Fences (3x2)
G: HC (-1f, 1Horse)/Burn1
R: SP + Clogs
W: R(1)SW
B: DL (2f+1V)
P: FG + Healing Clay
G: FT (-2f, 2W)
R: 3W (1+3f)/Leave2
W: 1Boar (1)/Burn1
G: PF
W: CP (-2f, 3fl)
G: Sow/Bake (Sow 2V)
W: Animals (Sheep + 1f)
G: 1R (2)

Blah, spend lots of inefficient actions to feed. Yay for SpAct wars. Managed to get FGWR, which is why I was so anxious to feed.

Round 13 (FGWR)
R: FGWR
W: Renovate + Clear Felling> (+2W)
B: Plow/Sow (Sow 2V)
P: 4W (6+1+1f)
G: SB (PF)
R: FT (2W)
W: Fences (1x2)
B: 3W (5)
P: 1Cattle (1)
G: HC (-1f, 1Horse)/Burn1
R: Fishing (2x3f+2fl, 1f->:G)
W: Animals (-1f, Cattle)
B: SP + Clear Felling> (+2W)
P: R(1)SW (+1W+1f)
G: 3C (6)
R: 1Sheep (2)/Burn2
W: 1G
P: 1S (2)
G: 1V
R: HC (-3f, 1Horse)
G: PF
R: CP (-2f, 3fl)
G: BR (1)
R: 1C (2+2)

The horrible Horse Coper Hiring Fair slaughter continues. That's why I took the Horse Coper back (that and it breeds.) Finally get to use the Fisherman decently.

Round 14 (Renovate + Fences)
B: FGWR
P: Renovate(S) + Simple Fireplace
G: Plow/Sow (Sow 1V)
R: Renovate(C) + Fences (1x2)
W: 1Boar (2)
B: 3 Stables
P: 1Cattle (1)
G: CP (3fl)
R: MIMI/Clay Oven (1G->5f)
W: Occ0/Mendicant (-1f)
B: SB (-2f, PF)
P: HC (-1f, 1Horse)
G: R(1)SW
R: 4W (2+3f)/Leave2
W: Animals (Boar)
B: DL (2f+1V)
P: HF(1f)
G: CW (-1f, -1fl)/Basket Stall
R: Occ5/Yeoman Farmer (-2f)
W: PF
P: 1V
G: 1G
R: 3C (3+2)
P: FG + x
G: 1R (2)

I _had_ to use the Yeoman Farmer, basically. I didn't get any animals except Horses, and no fields or veggies/grain either.

Final Score (Total):
Fields/Pastures/Grain/Veg/Sheep/Boar/Cattle/Horse/Unused/Stable/Rooms/Family/Card points/Bonus
Ling (B) (33): 2/2/1/1/-1/1/-1/6/0/2/6/12/2/0
Steve (P) (33): 2/3/1/1/-1/-1/-1/-1/0/0/10/15/5/0
George (G) (26): 4/-1/1/4/-1/-1/-1/1/-3/0/5/12/3/3
Me (R) (27): 0/1/0/0/0/0/0/4/-6/1/4/15/6/3
Richard (W) (30): 3/2/1/3/1/3/-1/0/0/4/12/1/0

Yeah, some improvement needs to be made here. Yeoman farmer made me lose less...

I will update with some more thoughts once I wake up tomorrow. Main lessons here:

1) Fences are kinda important because you need the Horses to rack up big points. Which means you need to pull some wood in the mid-game to build them.
2) Special actions are good, and complicate the process of "well, is it good to have a great action or two not-so-great ones?"
3) Basket was clearly a poor choice of minors to play here, I think. But I'm not sure what exactly I should have played. I should have gotten a major Cookery in the midgame though, I was the only one left with a fireplace when it was over.
4) Should have used the Occ I did play (Clay Mixer) more often.
5) Wood is still incredibly important in the expansion. Fences are more important because of Horses (free points!)
6) You really need to be able to breed. Resisting torching _all_ of your animals. And try not to be the only person with the Fireplace.
7) Don't make spatial errors like me.

Hopefully I will play better next time.

Edit: add points 5 onward.
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Andrew Wood
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A couple of minor things here on your 1st round
Unlike normal Agricola the 1st round card should always be Major or minor improvement (I've made this mistake myself a couple of times)

Taking the 1 reed in the 1st go is only really a blocking technique to stop someone else getting 2 reed, blocking in a 5 player game isn't really much of a benefit, day labourer would have given you an extra food to go towards buying a special action.
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BoardGameExtras wrote:
A couple of minor things here on your 1st round
Unlike normal Agricola the 1st round card should always be Major or minor improvement (I've made this mistake myself a couple of times)

Taking the 1 reed in the 1st go is only really a blocking technique to stop someone else getting 2 reed, blocking in a 5 player game isn't really much of a benefit, day labourer would have given you an extra food to go towards buying a special action.


DL was the better play there, I admit.

Also totally forgot about MIMI being the first Round card. Everyone forgot. Food was really tight this game, by the way.
 
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