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Subject: Unbalanced cards? rss

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Mark H
United States
Florida
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Are there any unbalanced cards in the base game? Or any of the expansions?
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Ben Bateson
United Kingdom
Ross-on-Wye
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If you go about trying to identify unbalanced cards before even playing them, how do you expect to ever form your own opinions?

I hold that there are none in the base game, Farmers of the Moor, or the G- and WM-decks.
 
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Blorb Plorbst
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Bloomington
Indiana
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I think we're all bozos on this bus.
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ousgg wrote:
If you go about trying to identify unbalanced cards before even playing them, how do you expect to ever form your own opinions?

I hold that there are none in the base game, Farmers of the Moor, or the G- and WM-decks.


I think some cards are definitely stronger than others - don't know if that leads to imbalance.

Some card combinations can be especially unbalancing though.

I like using the cards for variety but I think that the family game provides a more strategic experience.
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W M
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Not all the cards are equal and some are stronger than others either individually or in combination with one or more other cards. Part of the fun of the game is figuring out which ones are strong, and this changes over time as you develop more experience in the game.

After a few hundred mostly two player games we've found there are some cards we would rather not play with. These are mainly those which skip the turn order for family growth, and include: Occupations- Wetnurse, Taster, Minor improvements: Wooden Hut Extension, Reed Hut

Lots of people remove Ratcatcher and the Buyer occupations in the expansions because they are annoying rather than they are particularly good.

There are some others but those are the ones that come to mind.


LifeIsAFeather wrote:
Are there any unbalanced cards in the base game? Or any of the expansions?
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Adam Kazimierczak
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Falmouth
Maine
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As family growth is a strong strategy with virtually no downside in the base game, any cards that let you achieve family growth early will be stronger.

That said there are some very strong card combinations that I have exploited, but most require strategic play to set up the big payoff.

I personally hate the "Take one ______ and pass this card to your left" cards. yuk
 
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Björn -
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The following cards are very often banned:

E-deck:
Ratcatcher - just annoying, not to strong
I-deck:
Taster - far to strong in the original version (where you have to pay 1 food), still strong and annoying in the new official version (where you have to pay 2 food)
Wooden-Hut-Extension - annoying as it may change the FG-queue completely and in some situations very strong, mainly in 4p-games.
K-deck:
Reed-Hut - far too strong
Lover - you could FG in rd 2 (rarely in rd 1). If the normal FG-card appears in rd 7, that's game breaking. As you don't know that before, it's banned in most games. Still strong, but not that game-breaking in 5p-games, where FG appears in rd 5 for sure.
Wet Nurse - similar to Lover. You can FG in rd 3. Again it depends a lot on the apperance of the normal FG. Not to strong in 5p-games.

G-deck:
Latesleeper - to strong
WM-deck:
none
PI-deck:
none

More cards out of Ö, Cz, Z, NL, FL, WA-decks. If you are interested i will tell you as well.
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Derakon Derakon
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If you're just playing local games (edit: as opposed to playing online against the play-agricola group), then odds are that you won't be playing against players who are good enough for the relative strength of cards to be a major factor. Player skill is vastly more important than card strength; it's only when player skill is uniformly high that card strength becomes the determining factor in who wins a given game.
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Matt Shields
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LifeIsAFeather wrote:
Are there any unbalanced cards in the base game? Or any of the expansions?


Yes, but don't worry about it until you've played a couple dozen games. Until you're familiar with the game, it's hard to exploit the truly overpowered cards.
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Jeff Hannes
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There are plenty of unbalanced cards, both in the base game and especially in some of the expansions.

Among those not mentioned from the base set, some that leap to mind are Chamberlain, House Goat and Charcoal Burner. Charcoal Burner may not be banned, but it easily one of the best cards in the game... Typically in a 4-5 player game it will give you 6-7 wood AND 6-7 food, which is generally twice the effect of many occupations that only give you wood OR food, but not both. Is it over-powered? Well that's another question, but it's absolutely unbalanced.

And then there are cards on the flip side... Holiday House, Clapper, Bread Seller, Estate Manager... These cards are pretty unbalanced in terms of how bad they are.

Why do you ask the question though?
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Marcelo Duarte
Brazil
Brasília
Distrito Federal
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In our group, we usually start the draft with 10 occupations and 10 minor improvements. That being said, I think Braggart is the most powerfull and unbalanced card in the game.
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James Huang
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cesso wrote:
In our group, we usually start the draft with 10 occupations and 10 minor improvements. That being said, I think Braggart is the most powerfull and unbalanced card in the game.


Ah someone who drafts the same as my group! Certain cards get much stronger when you can draft around them. Braggart is definitely one of them, and is not a card you would want to pass (if you pass it, it gives incentive for the player after you to take SP more often to play minors), and the braggart player is often going to just draft cheap minors. Similarly, Educator is a very strong card, but its power level really depends on the draft.

I pretty much agree with Bjorn. If you have a fast grow card and growth comes out on Round 7, that's almost a guaranteed win given equal skill. But, if I had to ban a single card it would be ratcatcher. It's just a not a fun card.
 
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