How to Play

Agricola (Revised Edition)

1-4 players 30-120 min 8.0 Board Game Geek Rating

In this 17th-century farming game, players start with two family members and expand their households over time. Larger families provide more actions but require more food. Players cultivate crops, raise livestock, and manage resources to sustain their growing families. Victory goes to whoever best guides their family to prosperity through strategic resource management and agricultural development.

Published 2016

Agricola (Revised Edition)

Get Ready

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

1
Choose player color
Take 5 family members, 4 stables, and 15 fences in your chosen color
2
Prepare farm board
Each player takes a farm board and places 2 family members in separate rooms of their wooden hut
3
Sort room/field tokens
Place clay/stone room tokens in a stack; divide field/wooden room tokens into two piles (field side up and wooden room side up)
4
Arrange main board
Place the main game board in the center with the appropriate extension board based on player count
5
Distribute starting food
The randomly chosen starting player receives 2 food tokens; all other players receive 3 food tokens
6
Set up major improvements
Place the 10 red major improvement cards on the major improvements board (2 Fireplaces and 2 Cooking Hearths included)
7
Deal minor improvements
Shuffle orange minor improvement cards and deal 7 to each player
8
Deal occupations
Sort yellow occupation cards by player count symbols ([1+], [3+], [4]); remove cards not matching your player count, shuffle remaining, and deal 7 to each player
9
Prepare action cards
Shuffle action cards and sort by stage numbers (1-6) on card backs; stack them with stage 6 on bottom and stage 1 on top
10
Create supply pools
Place all wooden animal tokens (sheep, wild boar, cattle), resources (wood, clay, reed, stone), vegetables, grain, and food tokens beside the board

On Your Turn

What you can do during your turn.

1
Preparation phase - reveal new action
Draw the top action card and place it on the round space matching the card number
2
Preparation phase - collect timed goods
Take any goods placed on round spaces by improvements or occupations when that round begins
3
Preparation phase - replenish accumulating spaces
Add the indicated goods to action spaces marked with light brown arrows, even if goods remain from previous rounds
4
Work phase - place family member
Starting with the first player and proceeding clockwise, place one family member on an unoccupied action space
5
Work phase - execute action immediately
Perform the action shown on the space after placing your family member
6
Work phase - continue placement
Repeat placing family members until all players have placed all their workers
7
Take accumulating goods
When using an accumulating space, take all goods currently on that space
8
Perform compound actions
Some spaces allow multiple actions in any order (and/or) or require actions in sequence (then optionally)
9
Build rooms
Pay 5 wood and 2 reed per wooden room; rooms must be adjacent to existing rooms
10
Grow family
Use "Wish for Children" action to add a family member when you have an empty room; new member returns to hut at round end
11
Renovate hut
Pay 1 clay/stone per room plus 1 reed total to upgrade all rooms from wood to clay, or clay to stone
12
Build fences
Pay 1 wood per fence segment to create enclosed pastures on empty farm spaces; pastures hold 2 animals per space
13
Build stables
Pay 2 wood per stable; stables double the animal capacity of their space or pasture
14
Plow fields
Take a field token and place it on an empty farm space; fields must be adjacent to existing fields
15
Sow crops
Place 1 grain from your supply on an empty field, then add 2 more grain from general supply (3 total); place 1 vegetable and add 1 more (2 total)
16
Take animals
Animals must be housed in pastures, stables, or as 1 pet in your dwelling; homeless animals escape
17
Convert goods to food
Use Fireplace/Cooking Hearth symbols to convert animals and vegetables to food at any time
18
Bake bread
Use "Bake Bread" action with oven improvements to convert grain to food (2-5 food depending on improvement)
19
Play occupations
Use "Day Laborer" space to play first occupation free; subsequent occupations cost 1-2 food each
20
Build improvements
Use improvement actions to purchase major or minor improvements by paying their resource costs
21
Return home phase
After all workers are placed, return all family members to your dwelling
22
Harvest - field phase
At rounds marked with harvest symbol, remove exactly 1 grain or vegetable from each planted field to your supply
23
Harvest - feeding phase
Pay 2 food per adult family member (1 food for newborns who haven't worked yet); unpaid food becomes begging cards worth -3 points each
24
Harvest - breeding phase
If you have 2+ animals of one type with space for offspring, gain 1 animal of that type; each animal type breeds at most once per harvest

Winning

How to claim victory.

1
Complete 14 rounds
The game ends after round 14 and the final harvest
2
Score fields
Earn -1 point for 0-1 fields, 1 point for 2, 2 points for 3, 3 points for 4, and 4 points for 5+ fields
3
Score pastures
Each enclosed pasture scores 1 point regardless of size
4
Score grain
Earn -1 point for 0 grain, increasing to 4 points for 8+ grain (count supply and fields)
5
Score vegetables
Earn -1 point for 0 vegetables, increasing to 4 points for 4+ vegetables (count supply and fields)
6
Score sheep
Earn -1 point for 0 sheep, 1 point for 1-3, 2 points for 4-5, 3 points for 6-7, and 4 points for 8+
7
Score wild boar
Earn -1 point for 0 boar, 1 point for 1-2, 2 points for 3-4, 3 points for 5-6, and 4 points for 7+
8
Score cattle
Earn -1 point for 0 cattle, 1 point for 1, 2 points for 2-3, 3 points for 4-5, and 4 points for 6+
9
Score unused spaces
Lose 1 point for each empty space on your farm board
10
Score fenced stables
Earn 1 point for each stable inside a pasture
11
Score rooms
Clay rooms earn 1 point each; stone rooms earn 2 points each
12
Score family members
Each family member is worth 3 points
13
Score improvements
Add points shown on yellow circles of played improvement cards
14
Score bonus points
Calculate special points from cards marked with bonus point symbols
15
Deduct begging cards
Subtract 3 points for each begging card
16
Determine winner
The player with the highest total score wins
17
Break ties
If tied, the player with the most building resources remaining wins; if still tied, share victory

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FULL rules

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