Recommend
2 
 Thumb up
 Hide
3 Posts

Agricola: Farmers of the Moor» Forums » Sessions

Subject: Solo Moor, Level 3, with variants -- first attempt rss

Your Tags: Add tags
Popular Tags: [View All]
Dave
United States
flag msg tools
badge
Avatar
mbmbmbmbmb
Since Christmas, most of my Moor solo games have been on complexity level two (expansion decks only). Lately, though, I’ve been spending a lot of my board gaming time getting familiar with Uwe’s other two harvesting projects: Loyang and Le Havre. After reading MisterG’s latest multiplayer Moor session report, I was inspired to dive back in, this time with occupations and all (level three complexity). (Unlike Geoff’s session, I didn’t use the Through the Seasons addition, but I’m interested in trying it later.)

Here’s what happened:

I decide to start out simple with the expansion’s basic deck and the base game’s easy deck. I deal myself 10 occupations, 7 expansion minors, and 6 base game minors, and return three of each. The outcome (“X” marks those returned):

OCCUPATIONS
X 151 MASTER BUILDER
153 MENDICANT
171 DOCK WORKER
187 CLAY DELIVERYMAN
189 LORD OF THE MANOR
190 MAID
X 194 PLOW DRIVER
195 PLOW MAKER
X 200 CONSERVATOR
208 STABLEMASTER

MINOR IMPROVEMENTS, BASIC
M026 HOME WOOD
X M029 POT ROAST RECIPE
M032 PHEROMONES
M036 HEALING CLAY
X M049 MOOR BIRCH TREE
M051 WILLOW BANK
X M057 FARMHANDS’ QUARTERS

MINOR IMPROVEMENTS, EASY
25 SPICES
32 POTATO DIBBER
39 MARKET STALL
X 45 PRIVATE FOREST
X 57 DOVECOTE
X 60 CATTLE MARKET


The clay deliverman will help supply needed clay, and the maid will relieve some food stress once I renovate, as will the pheromones and healing clay (especially if anyone falls ill). The dock worker may be of help if I accumulate a surplus of wood, and the willow bank can augment my reed supply. The spices, potato dibber, and market stall could assist with vegetables.

I also choose the variant where cooking improvements need a fuel to become active. My goal is 72 as described in the instruction booklet. Here’s the lay of my farm:

START CARD 2
_ F F F _
H M M _ _
H M _ F F


I’ll identify my farm positions below using Cartesian coordinates, with (0,0) being the lower left corner and (5,3) the upper right.

STAGE 1

ROUND 1: IMPROVEMENT, 4/5P SLASH & BURN/CUT PEAT

DAY LABORER: +2 FOOD
SLASH & BURN (5,1): +1 FIELD
CUT PEAT (2,1): +3 FUEL, -2 FOOD
TAKE GRAIN: +1 GRAIN

ROUND 2: SOW & BAKE, 5P BLACK MARKET/CLANDESTINE WORK

DAY LABORER: +2 FOOD
TAKE CLAY: +2 CLAY

ROUND 3: FENCES

MAJOR IMPROVEMENT
FIREPLACE: -2 CLAY
BLACK MARKET: -1 FUEL
WILLOW BANK
TAKE GRAIN: +1 GRAIN

ROUND 4: SHEEP, 5P HIRING FAIR/FELL TREES

FELL TREES (2,3): +2 WOOD, +1 REED
SOW: -1 GRAIN
FISHING: +4 FOOD

HARVEST
FIELD: +1 GRAIN
FEED: -6 FOOD
HEAT: -2 FUEL
BREED: 0


My first available special actions are good ones to start with, so I use two of them, with the day laborer paying for the second. With a field already in play, I take a grain in hopes of sowing before the harvest. While I await a nice haul of wood, I take clay and a little more food, then build the fireplace. The black market allows me to put the willow bank in play, then I clear some trees and discover reed in the mix -- surprise! I take another grain for good measure, sow, and fish. Uneventful harvest, so on I go.

STAGE 2

ROUND 5: STONE, 2P HORSE COPER, HIRING FAIR, BLACK MARKET, CLANDESTINE WORK

OCCUPATION
CLAY DELIVERYMAN
TAKE REED: +5 REED

ROUND 6: FAMILY GROWTH THEN MINOR IMPROVEMENT, 4P HORSE COPER/FELL TREES

+1 CLAY
TAKE WOOD: +12 WOOD
BUILD ROOMS (1,3) (2,3): -10 WOOD, -4 REED
HORSE COPER: +1 HORSE
FAMILY GROWTH
MINOR IMPROVEMENT
PHEROMONES: +1 FOOD

ROUND 7: RENOVATION THEN IMPROVEMENT, 4P HIRING FAIR/BLACK MARKET/CLANDESTINE WORK

+1 CLAY
ACTIVATE COOKING IMPROVEMENT: -1 WOOD
TAKE SHEEP: +3 SHEEP
COOK: -3 SHEEP, +6 FOOD
TAKE CLAY: +5 CLAY
BLACK MARKET: -1 WOOD
HEALING CLAY: -1 CLAY, +1 FOOD
RENOVATE TO CLAY HUT: -1 REED, -4 CLAY
MAJOR IMPROVEMENT
FORESTER’S LODGE: -1 WOOD, -2 CLAY

HARVEST
FIELDS: +1 GRAIN
FEED: -8 FOOD, +1 BEGGING
HEAT: -1 WOOD, +2 ILL
BREED: 0


The stone comes out early, and the horse coper debuts, albeit the expensive one. I’ll pass for now. I put the clay deliveryman in play since he starts work in the next round. I haul in a load of reed and wood and build two rooms on my hovel, and then take a free horse. I can wait for the next round to grow my family and save on feeding, but the extra action will be useful, and my mendicant can help cover a food shortfall, so I add one, and pull out the pheromones for a little food. I light up the fireplace to barbecue mutton, and then take some clay for my upcoming renovation. Seeing a fuel shortage in my future, I get the healing clay to make the most of my trips to the infirmary. I renovate, then build the forester’s lodge, eyeing the many forests still lying on my land. I go begging for a food, and two family members get chills.

STAGE 3

ROUND 8: WILD BOAR, 3P FELL TREES/HIRING FAIR/BLACK MARKET/CLANDESTINE WORK

+1 CLAY
INFIRMARY: +2 FOOD
INFIRMARY: +2 FOOD
FELL TREES (4,3): +4 WOOD, +1 REED
OCCUPATION (-1 FOOD):
MAID

ROUND 9: VEGETABLE, 2P FELL TREES/SLASH & BURN/CUT PEAT

+1 FOOD, +1 CLAY
TAKE STONE: +5 STONE
MAJOR IMPROVEMENT
PEAT-CHARCOAL KILN: -1 STONE
CUT PEAT (2,1): +5 FUEL, -2 FOOD
SLASH & BURN (4,1)
FISHING: +5 FOOD

HARVEST
FIELDS: +1 GRAIN
FEED: -7 FOOD, -1 GRAIN, +1 BEGGING
HEAT: -3 FUEL
BREED: 0


Sick leave yields four food with the healing clay. I clear more trees very efficiently, and then the maid arrives, promising more food. Once everyone’s feeling better, I take the stone and build the peat-charcoal kiln in time to cut some peat and gain needed fuel. I pay to burn off another forest for a field, then resort to fishing, but it’s not enough and I go begging again -- fortunately still within the mendicant’s purview.

STAGE 4

ROUND 10: CATTLE

+1 FOOD, +1 CLAY
FELL TREES (4,3): +4 WOOD, +1 REED
TAKE WOOD: +8 WOOD
FAMILY GROWTH
MINOR IMPROVEMENT
POTATO DIBBER: -1 WOOD
MAJOR IMPROVEMENT
MUSEUM OF THE MOORS: -1 CLAY, -1 REED, -1 STONE

ROUND 11: STONE, 3P HORSE COPER/SLASH & BURN/CUT PEAT

CUT PEAT (3,2): +5 FUEL
FENCES (3,2) (4-5,2) (4-5,3): -13 WOOD
TAKE WILD BOAR: +4 BOAR
TAKE CATTLE: +2 CATTLE
TAKE SHEEP: +4 SHEEP
COOK: -4 SHEEP, -1 BOAR, +10 FOOD
TAKE VEGETABLE: +1 VEGETABLE

HARVEST
FIELD: 0
FEED: -12 FOOD
HEAT: -2 FUEL
BREED: +1 BOAR, +1 CATTLE


I need lay down some fences soon, so I get my materials in order, then grow my family again so I’m able to take a variety of animals. I add the potato dibber to increase my vegetable production and build the moor museum to save on major endeavors. I clear another space for more fuel, fence in three pastures, and drive home boar, cattle, and sheep, but I route the sheep right into my fireplace for some yummies. I take a vegetable, feed and heat sufficiently, and breed a couple livestock.

STAGE 5

ROUND 12: FAMILY GROWTH WITHOUT SPACE, 5P HORSE COPER

+1 FOOD, +1 CLAY
FAMILY GROWTH WITHOUT SPACE
HORSE COPER: -1 FOOD
TAKE STONE: +3 STONE
RENOVATE TO STONE HOUSE: -1 REED, -4 STONE
MAJOR IMPROVEMENT
STONE OVEN: -1 CLAY, -2 STONE
BAKE: -2 GRAIN, +8 FOOD
SOW: -1 GRAIN, -1 VEGETABLE

ROUND 13: PLOW & SOW, 2P HORSE COPER/HIRING FAIR/BLACK MARKET/CLANDESTINE WORK

+1 FOOD, +1 CLAY
MAJOR IMPROVEMENT
COOKING HEARTH: RETURN FIREPLACE
TAKE CATTLE: +2 CATTLE
COOK: -1 BOAR, -2 CATTLE, +11 FOOD
TAKE STONE: +3 STONE
TAKE REED: +8 REED
CLANDESTINE WORK: -1 FOOD, -1 FUEL
BASKETMAKER’S WORKSHOP: -1 REED, -2 STONE
TAKE WOOD: +6 WOOD

HARVEST
FIELD: +1 GRAIN, +1 VEGETABLE
FEED: -15 FOOD
HEAT: -2 WOOD
BREED: +1 BOAR, +1 CATTLE, +1 HORSE


I grow my family for the last time, and I recall that all three were not immediately before a harvest -- costly growth this game. I get another horse to breed them for rich points. I take stone and renovate again, then also build an inexpensive stone oven. I bake two grain, then sow a third and my high-yield vegetable. I trade my fireplace for a cooking hearth and bring in more cattle to roast. I find more stone and reed and take the basketmaker’s workshop (thank you willow bank). The wood can help eliminate a negative with my lack of sheep, so I haul it in. The harvest is productive. Now the home stretch.

STAGE 6

ROUND 14: RENOVATE THEN FENCES

+1 FOOD, +1 CLAY
OCCUPATION: -1 FOOD
MENDICANT
PLOW (3,1)
SOW: -1 VEGETABLE
BUILD STABLE (2,1): -2 WOOD
TAKE SHEEP: +3 SHEEP
COOK: -2 SHEEP, -1 BOAR, -1 CATTLE, +11 FOOD
MAJOR IMPROVEMENT
CLAY OVEN: -2 CLAY, -1 STONE
CLANDESTINE WORK: -1 FOOD, -1 WOOD
RIDING STABLES: -2 WOOD, -1 CLAY, -1 REED
TAKE WOOD: +2 WOOD

HARVEST
FIELD: +1 GRAIN, +2 VEGETABLE
FEED: -14 FOOD, -1 GRAIN
HEAT: -2 WOOD
BREED: +1 CATTLE, +1 HORSE


Time for the mendicant to erase my history of begging. I plow and sow vegetables, thinking I may cook a harvested one for food. I build a stable and put a sheep there, cooking two others along with a boar and cattle since I’ve no room for breeding otherwise -- turns out food really wasn’t going to be a problem. I build the clay oven for points, and work clandestinely for the riding stables for more. A couple wood will get me another bonus point on the peat-charcoal kiln. Harvest requires I eat a grain and burn two wood for heat. Cattle and horse multiply. And the tally:

SCORE
FIELDS: 3 2
PASTURES: 3 3
GRAIN: 2 1
VEGETABLES: 5 4
SHEEP: 1 1
WILD BOAR: 3 2
CATTLE: 4 3
HORSE: 4 4
UNUSED SPACES: 0 0
FENCED STABLES: 0 0
CLAY HUT ROOMS: 0 0
STONE HOUSE ROOMS: 4 8
FAMILY MEMBERS: 5 15
ILL FAMILY MEMBERS: 0 0
SUBTOTAL 43

COOKING HEARTH 1
CLAY OVEN 2
STONE OVEN 3
BASKETMAKER’S WORKSHOP 2
5 REED BONUS 3
PEAT-CHARCOAL KILN 1
4 FUEL, 1 WOOD BONUS 2
FORESTER’S LODGE 1
1 FOREST BONUS 1
RIDING STABLES 3
MUSEUM OF THE MOORS 3
BEGGING (2) -6
MENDICANT (-2) 6
SUBTOTAL 22

TOTAL 65


I fell short of my goal by seven, but feel pretty good about this with it being my first attempt at this level. I only put three occupations into play, so perhaps I’ve got room to grow here. The special actions, expansion major and minor improvements, and forests and moors certainly add a lot to think through during play on top of the base game’s multiple components. But the potential for greater point totals awaits with each choice. I look forward to my next attempt.

Thank you for reading. I welcome any comments or critiques.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Harold Coleman
United States
Austin
Texas
flag msg tools
mbmbmbmbmb
dlewis2 wrote:
ROUND 6: FAMILY GROWTH THEN MINOR IMPROVEMENT, 4P HORSE COPER/FELL TREES+1 CLAY
TAKE WOOD: +12 WOOD
BUILD ROOMS (1,3) (2,3): -10 WOOD, -4 REED
FAMILY GROWTH/MINOR IMPROVEMENT/PHEROMONES: +1 FOOD


Hi David. So I see you're writing up Agricola solo sessions. After reading your Loyang writeups, I enjoyed this one just as much, though I'm not sure why your paragraphs run off the page. Just one comment/question: How were you able to take 3 actions in Rd 6, the third being your first family growth? I found I made many mistakes the first two times I played FoTM solo. Your writeup set me straight on another one - not discarding special action cards when not used.
1 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Dave
United States
flag msg tools
badge
Avatar
mbmbmbmbmb
hgcoleman wrote:
... I'm not sure why your paragraphs run off the page.

I'm not sure either. They don't look that way when I pull it up. Is it my narratives or fixed-text, or both?

Quote:
How were you able to take 3 actions in Rd 6, the third being your first family growth?

Probably because my mind was racing ahead of my fingers, and I was anticipating my options more than acting in the moment. It was an error and I knew better. This is one of the challenges with solo play: No competitors to keep you honest (even when your intentions are best). Thanks very much for catching that ( ). Now I'm motivated to try again!

And thanks for the compliments -- I'm glad you enjoyed it. If you are a fan of Le Havre, I've posted a few solo games there recently, too, if you're so inclined.

David
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.