How to Play

Agricola

1-5 players 30-150 min 7.9 Board Game Geek Rating

Players begin as farmers with spouses in wooden shacks, taking turns selecting from expanding action options each round. Only one player can choose each available action per round, creating strategic tension. Families can grow through children for additional actions, requiring house expansions and food management. Victory comes from accumulating the most points through farm improvements and development.

Published 2007

Agricola

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the game boards
Put the 3 boards on the table in the play area
2
Distribute player components
Each player picks a color and receives playing pieces plus one farmyard board
3
Prepare starting farmyard
Put wooden hut room tile and family member disc on each of the 2 building spaces on farmyard
4
Sort card decks
Organize cards into Action cards, Round cards, Occupation cards, Minor Improvement cards, Major Improvement cards, Begging cards, and Summary cards
5
Prepare Round cards
Sort Round cards according to Stages, shuffle each pile, place piles on top of one another in order with Stage 6 at the bottom
6
Set up Action cards (3-5 players)
Take the corresponding set of Action cards and place them faceup on the spaces to the left of the first board in any order
7
Skip Action cards (1-2 players)
No Action cards are used in 1 or 2 player games
8
Select card decks
Choose a deck of Occupation and Minor Improvement cards or mix them, marked as Basic, Interactive, or Complex
9
Remove unused Occupation cards
Check the purple symbol on Occupation cards showing player count requirements and remove cards not used for your player count
10
Deal Occupation cards
Shuffle remaining Occupation cards and deal each player a hand of 7 cards
11
Deal Minor Improvement cards
Shuffle Minor Improvement cards and deal each player a hand of 7 cards
12
Display Major Improvements
Place 10 Major Improvement cards face-up on the Major Improvements board
13
Place Begging cards
Put Begging cards face-up beside the play area
14
Distribute Summary cards
Each player takes a Summary card
15
Determine starting player
Choose start player who receives the Starting Player marker and 2 Food; other players each receive 3 Food
16
Note component limits
Apart from 5 family member discs, 4 stables, and 15 fences per player, all other components are considered unlimited

On Your Turn

What you can do during your turn.

1
Phase 1: Reveal Round card
Draw new Round card and place on board spot, then take any new Round actions on cards
2
Phase 2: Replenish accumulation spaces
Add goods, food, and animals from supply to spaces that require them each round
3
Phase 3: Worker placement
In clockwise player order, take 1 family member and place on unoccupied Action space, taking the action
4
Handle excess animals
If taking animals, any that cannot be placed in farmyard or house must be returned to supply or transformed to food
5
Phase 4: Return workers
Return family members home from game board to player house
6
Harvest Time (end of each stage)
Remove 1 grain or vegetable from each sown field and place in personal supply
7
Action A: Extend or Renovate
Build new rooms of same material as existing home, placed orthogonally to existing room; when renovating, must renovate complete hut; renovate to stone requires 2 turns; may purchase Improvement after renovation; can also build up to 4 stables for 2 wood each
8
Action B: Family Growth
Add family member token to Action space if you have room in home; place in room during Return Home phase; maximum 5 family members; may purchase Minor Improvement after growth
9
Action C: Plow and Sow Fields
Place field tile adjacent to existing field; to sow, place 1 grain from supply +2 more or 1 vegetable from supply +1 more on empty field; may bake bread if specified using owned Improvements
10
Action D: Raise Animals
Keep 1 animal as pet in home; fenced pastures hold only 1 type and 2 animals per square; stables in pastures double capacity; unfenced stables hold 1 animal; fences cost 1 wood each and must fully enclose pastures when built
11
Play Occupation cards
First Occupation is free, subsequent ones cost 1 food; read aloud and take immediate effect
12
Play Improvement cards
Pay cost shown on top right from supply; check prerequisites in top left; read aloud when acquired

Winning

How to claim victory.

1
Game end trigger
The game ends after the Harvest at the end of the 14th round (Stage 6)
2
Score Fields
Earn -1/1/2/3/4 VPs for 0-1/2/3/4/5+ fields
3
Score Pastures
Earn -1/1/2/3/4 VPs for 0/1/2/3/4+ pastures regardless of size
4
Score Grain
Earn 1/2/3/4 VPs for 1/4/6/8+ grain in supply and on fields
5
Score Vegetables
Lose 1 VP for no vegetables, then earn 1 VP per vegetable up to maximum 4 VP
6
Score Sheep
Earn -1/1/2/3/4 points for 0/1/4/6/8+ sheep
7
Score Wild Boar
Earn -1/1/2/3/4 points for 0/1/3/5/7+ wild boar
8
Score Cattle
Earn -1/1/2/3/4 points for 0/1/2/4/6+ cattle
9
Penalize unused spaces
Lose 1 VP for each unused farmyard space (empty and unfenced)
10
Score fenced stables
Earn 1 VP for each fenced stable
11
Score house rooms
Earn 1 VP per Clay hut room, 2 VP per Stone house room; Wooden hut rooms earn nothing
12
Score family members
Earn 3 VP for each family member up to maximum of 5
13
Score cards
Earn VP shown on bottom left of owned cards
14
Penalize Begging cards
Lose 3 VP for each Begging card held at game end
15
Determine winner
Most VP wins; ties have no tiebreaker

watch & Learn

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Agricola - poradnik

Agricola - poradnik

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FULL rules

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