Whenever you convert any 2 goods to food at one time using a Fireplace, Cooking Hearth or Cooking Corner, you receive 1 additional food. There are also multiple expansions for each edition which can be grouped into the Original/Z-Man era and the Revised/Mayfair era. You only give food to another player if he has the improvement in front of him on the table. Is built with either 2 wood & 2 reeds or 2 clay & 2 reeds. Theme of this deck is Austria. Whenever you have at least 3 horses, you receive 1 bonus point for each cattle that you convert to food. A guest does not count as family member in the final scoring, even if you use the guest in the last round. The person from the Coffee House is placed before using the, The Coffee House counts as played improvement, e.g. But then there was the the Belgium Deck which contained the two separate codes: (FL) for the Flanders sub-deck and (WA) for the Willonia sub-deck. Place a claim marker on an empty field. Moving a person with the Countryman counts as taking an action, e.g. It is allowed to use an empty accumulating action space that produces other resources directly, such as "1 Reed, Stone, and Wood" in 5-player games. The same pattern applies to everything you do in Agricola. I regret tossing the punch-board that was attached to the game board. This allows them more actions but remember you have to grow more food to feed your family as it grows! Whenever you use a special action, you may immediately take a Sow action as long as you have at least 2 horses. Place, alternately, 1 fuel or 1 horse on each of the next 7 remaining round spaces, beginning with 1 fuel. Agricola (Revised Edition) Board Game. for requirements, only the top tile on a space is counted. You (and only you) can use these actions immediately; the other players must wait until the appropriate round. ALL RIGHTS RESERVED. It is irrelevant whether the person has a bed marker or not. Board Topics. When this card has 5 wood, move the wood from this card to your personal supply. Whenever you use a person to take the Plough fields action, you can take a special action card immediately afterwards, as long as it has not already been used twice. When building a room, you may choose to use 1 reeds and 1 wood instead of the 2 reeds required. You can remove 1 tile with the "Fell Trees" special action---you cannot use the "Slash and Burn" action on spaces with 2 forest tiles. The effects of this card are not optional! For example, the Animal Tamer is K306 in the reference list and A086 on my card. You immediately receive 2 fuel. Because each action on the board can only be taken once each round by just one player, you constantly have to adjust your priorities and tactics accordingly. Roll your crew dice to survive the onslaught of an alien armada. If another player has the Robber, Animal Farm does not count as a person left to place, unless you already took the guest token. This card serves as a room for one of your people. If you already have a stone house when you play this card, place the food immediately. the. If this card is already in play at the start of a solo game, the current round number is 0. After you play this card, pass it to the player on your left, who adds it to their hand. Choose your product line and set, and find exactly what you're looking for. Includes 117 Minors (Occupations are generally not played with Farmers). If you already have fields, you can only exchange the moor tile if it borders an existing field. At the end of the game, all players with the most total grain receive 2 bonus points each. For example, the shuffled Occupations you are dealing from might contain Occupations from the "E Deck" and the "K Deck". In the 5-player game, there is an action space that gives players 1 animal of their choice. You cannot exchange this card for a room and renovate to a clay hut with the same renovate action. You can play this card even if you do not have a family member token left in your supply, but you don't get an extra person. You can immediately carry out a family growth even without space in your home action, but you do not place a person to take this action. At the start of round 11 (or immediately, if you play this card after the start of Round 11), turn over the round cards for the remaining rounds. You need room in your home for the offspring. [, Reed on this card is not part of your personal supply. Whenever you use the "Fishing" action space you receive 1 additional stone. The stable may be built inside or outside the fenced area. Whenever you convert animals into food, you receive 1 additional food for each animal. With this improvement, you can keep 1 animal (except a sheep) on each of your forest tiles. At the start of each round, you receive the fuel or the horse. Players begin the game with two family members and can grow their families over the course of the game. Whenever you use any family growth action, you receive 1 bonus point as well as 1 fuel and 1 food. You do not get animals for stables that have already been built when you play the Stockman. You immediately receive 2 wood. You receive either 1 wood or 1 clay when you play this card. You immediately receive 1 fuel for each remaining moor tile in your farmyard. A converted wild boar may either be placed on the. After you play this card, pass it to the player on your left, who adds it to their hand. The Chapel is an additional action space. You require 2 less wood and 1 less reed to build wooden hut rooms. At the end of the game, you receive 1 bonus point for each wood on this card except the 1st, 4th, 7th and 10th. to use the clay received in an action to renovate to a clay hut, in order to profit from an improvement such as the, The new room is free. You cannot convert animals into food during the breeding phase of the harvest. At the end of that round, return the guest marker to the supply. At the start of each round, place 2 wood on the card. If you sow, you do not get anything from the Field Worker. This card cannot be played once all other players have 2 or more occupations (3 occupations in a 3-player game, 4 occupations in a 2-player game). Using the Windmill does not count as baking. We held an Agricola Release event at our store. You cannot use the newborn to take an action in this round. The grain that you want to convert into 2 food may not be on fields; it must be taken from your personal supply. Each color included 9 unique Minors and 11 unique Occupations. Fields that have two stacks of grain on them count as two fields for prerequisites. Whenever you have 2/3 different types of animals at the beginning of the field phase, you may add 1 more resource on 1/2 of your planted fields (or planted cards). If you also receive other building resources, this costs you 1 food. Is also activated by the action space "1 Reed, Stone, and Wood" in 5-player games. You are allowed to play this card after round 9, but it has no effect. Once during the game, at any time after your home reaches at least 5 rooms, you may extend it by 1 room at no cost. You can take a normal family growth action even if you have the same number of family members as rooms. You may pay 1 food to the general supply to receive another of the resources paid. You can also use the School for actions in which you can play only a minor improvement, such as the one on the "Family Growth and Minor Improvement" action space. I have literally gotten a migraine playing Agricola. Whenever you play an occupation, you may also bake bread. Whenever you use one of the "1 Stone" action spaces that become available in rounds 5--7 and 10--11, you receive 1 additional stone. At the end of a 4/5 player game, you receive 1 bonus point for every 3/4 food on this card. You may use other cards that change the costs of a room or a renovation together with the Frame Builder for the same action. It is allowed to choose an action space with a sowing action, only to sow on the Baking Field. Place a field tile on the space for round 11, a moor tile on round 12, and a forest tile on round 13. Magician or Opportunist, and you use that card when you place your last family member, you can no longer use the Hired Helpers that turn. Find many great new & used options and get the best deals for Agricola Board Game REVISED EDITION Expansion MINIATURES + 20 CARDS at the best online prices at eBay! Does not count as a pasture when scoring. At the start of these rounds, you receive the wild boar. In each harvest, you take one grain from each of the stacks. Whenever you sow during an even-numbered round, add 1 additional resource of the appropriate type to 1 field you just sowed. Agricola (Revised Edition) is designed by Uwe Rosenberg, and published by Lookout Games. There are a lot of copies of it in gamers' collections and for sale on the used market, but new-in-shrink copies are becoming harder to find. And farming is what the game is all about. Whenever you use an action to take stone, you may immediately afterward pay 1 food to play an improvement that has a printed stone cost. These food are treated in the same way as sowed grain and are harvested during the harvest. You can play 1 more minor improvement immediately. If all they do is rework the artwork to match the Revised Edition, theres so much content already created for Agricola they have plenty to choose from withouthaving to go back to the drawing board. Is activated when you use an action space on which stone is placed each round. If you buy more than one room, you receive the discount for all rooms. The bonus point is in addition to the 1 regular point of this card. Thus, I usually mixed the (E) Deck and (K) Deck for my games. On the corresponding round space, place 3, 4, 5, or 6 fuel (depending on which number you added). In one game we played, we tried the card drafting variant. Then there are the serious deck expansions that heavily expand the (A), (B), (C), and (D) decks. with the. You can immediately turn over up to 2 forest tiles to show the moor side, as long as there is nothing except the forest tile on those spaces. [, You may use food received at the start of the round, for example from the. One grain, sheep or wild boar costs 2 food. You do not need a cooking improvement to convert the animals to food. You may immediately convert the animal into food with an appropriate improvement, without having to make room for them in your farmyard. You receive 2 food for each horse. Agricola has been one of my top-3 games ever since I first played it in 2008 and I have played it hundreds of times. Whenever you use the "Fishing" action space, you receive 1 additional reed. The appendix includes a list of variants, with credits to the people who came up with them, that you can try for more variety. Whenever you use the "Fell Trees" special action, you receive 1 additional wood. Discarded occupations are removed from the game and do not count for determining future occupation costs or for requirements of improvements. A harvest counts as part of the preceding round. You immediately receive as much food as you would receive from one of your baking improvements if you baked 1 grain into bread. Whenever you convert at least 1 animal to food during the feeding phase of the harvest, you receive 1 additional food. At the beginning of each harvest, you may exchange 1 grain or vegetable for 1 sheep. Play this card during round 1--4. When you play this card, you receive 2 stone. Each player starts with two playing tokens (farmer and spouse) and thus can take two turns, or actions, per round. Whenever you plough 1 or more fields, you receive 1 wood from the general supply for each field you just ploughed. If you sleep late and another player played Neutrality the previous round, both of you take alternating turns placing your people, in player order. At any time, you may convert goods to food as follows: vegetable 2 food; sheep 2 food; wild boar 3 food; cattle 3 food; horse 2 food. The Agricola base game is a revised edition of Uwe Rosenbergs celebrated classic. Whenever you convert animals, vegetables, grain, or building resources to food, you may place that good on this card. Place it beside your farmyard. When you play this card, you receive 1 vegetable. You do not need to pay any wood for the stable. It is allowed to choose an action space with a sowing action, only to sow on the Bean Field. You may not play this card without grain in your personal supply --- not even in combination with the Market Woman. They count as 1 field during the final scoring. An additional action because of moving an already placed person, e.g. Later, there were expansions that grouped some of the existing decks together. for the. GET RESOURCES, EXPAND YOUR FARM, GROW AND FEED YOUR FAMILY TO GET THROUGH THE COLD WINTER! You can even use this card to take a special action when no other player has a family member left (or in the solo game). If a new room costs only 1 clay, e.g. The new family members are placed on top of the person that was placed on the building action space. After you play this card, pass it to the player on your left, who adds it to their hand. Food that you receive at the start of a round can be used to pay for the animal immediately. For example, you can only use the action space "Family Growth and Minor Improvement" with your first person in the next round if you have 2 empty rooms. You can use the Quarryman at any time to convert stone to food. Bonus points from the Astronomer are counted at the end of the turn when all persons has been placed, and before they return home. That space cannot be used to hold anything now, but is counted as used, and is worth 1 additional bonus point at the end of the game. The TCGplayer Price Guide tool shows you the value of a card based on the most reliable pricing information available. These points are doubled or tripled if you have 2 or 3 of each type of animal. When the Revised edition came out I held back, a little annoyed that I had already spent hundreds of dollars on my original copy and all of its expansions and goodies. due to the Wood Distributor). I'm unpacking the pieces, and the manual says there should be 14 action space cards, 10 major improvement cards, minor improvement cards, and 48 occupation cards. You cannot use this card twice in one round. Whenever you convert cattle, wild boar, or horses to food, you receive 1 additional wood for each of these animals that you convert. when you have the. In rounds 10 and 12, all other players may not place 1 of their family's offspring (if they have any). At the end of the game, all players who have the most plowed fields receive 3 bonus points each. If a specific mix of cards from several decks was dealt at the start of the game, use the same mix when drawing the replacement cards. because of, You may not move your person to the "1 Reed, Stone, and Wood" action space, or to an action space that contains wood because of the, You may move your person to the action space introduced by the. You can place exactly two people immediately after one another, if at least one of them uses the "1 Wild Boar", "1 Cattle" or "1 Sheep" action space. If you also have another card that sets a new base cost (e.g. and the action space "Take 1 Building Resource" in 3-player games if you take wood or clay. You can keep 3 animals of your choice on this card, and other players can keep 1. Place the offspring on this card until the returning home phase. If you have the. In 5 player games, this also applies to stone action spaces. Theme : Cave Mining and Farming : Cave Mining and Farming : Cave Mining and Farming : Cave Mining : Cave Mining : Animal Husbandry : Number of Cards Can be used for every room you build, if you build more than 1 room. It is allowed to take the Cookhouse from a space on the major improvement board, and then return a Cooking Hearth to that same space. Place 1 food each on the next 4 remaining round spaces. because you are last in player order or because you have more family members than anyone else, you do not receive bonus points for them. Only the improvements and occupations that lie open in front of you count. The capacity of the Animal Yard is increased by the. The WizKids expansions each include a few Minors and Occupations from the (C) and (D) decks but are mainly meeple upgrade kits (there's one for each player color in the game). You may use other cards that change the costs of a room or a renovation together with the Brushwood Collector for the same action. One vegetable or cattle costs 3 food. Up to 3 stacks of food may be planted on it in total. If you have both the Sawmill and the Joinery at the end of the game, you do not get any bonus points for wood from the, even if you have more wood than you need to receive maximum bonus points for the Sawmill. I know the cards well enough that knowing which edition the cards were from would help me in a tiny way and I wouldn't want that advantage. At the start of each round, you receive the food. Add 4 to the current round and place the tile on the corresponding round space. At the end of the game, you receive bonus points if you have wild boar markers on this card: {4 or more markers, 3 points; 3 markers, 2 points; 2 markers, 1 point}. It cannot be used for anything else than paying for occupations. Immediately discard all the occupations that you have played. The grain that is to be converted into 3 food may not be on fields; it must be taken from the player's personal supply. Sowing the vegetable is optional. The token is used as a family member disc. The action spaces must have the same size. (Note to self: words = Occupation, no words = Improvement.). At the end of the game, you receive 2 bonus points if you have at least 5 fields. You can renovate your wooden hut to a stone house without first needing to renovate it to a clay hut. If all of your pastures qualify, you receive 1 additional bonus point. Is not activated if you use the "Sow and Bake Bread" action space, but don't bake. You also get the extra goods if planting on the. This also applies to clay action spaces. You can immediately place up to 2 field tiles on empty spaces in your farmyard---on the condition that neither tile borders any other field at the time when it is placed. You may not deny other players the right to use the Harrow. At the start of this round, you can take the tile and place it on an empty space in your farmyard. Want to try your hand at animal husbandry? The resources come from the general supply, and are not part of your personal supply until you buy them. Food that you receive at the start of a round can be used to pay for the fences immediately. [. Play this card at the latest during round 13. Check out our honest reviews before buying. The game also features a detailed tutorial for you to learn the ropes. Is activated by the "1 Sheep" action space (round 1--4). Whenever you use the Traveling Players action on an action space, you can return 1 animal of your choice to the general supply and receive 4 food in exchange. You can place 1 food and 1 wood on the affected unbuilt major improvements to remind you to take the tokens. When you build a stone house, place 3 food on each remaining round space. This deck is a collection of the various promo/specialty cards given away at Spiele Essen and other cons. If a player moves a person at the end of a round, e.g. Add 1, 5, and 9 to the current round. If a player has played more than one of these improvements, you give him more than one food. You can keep sheep, wild boar and cattle in the same pasture. Feeding your family is a special kind of challenge and players will plant grain and vegetables while supplementing their food supply with sheep, wild boar and cattle. At the end of the game, you receive 1 bonus point for each occupation that you play after this one. Before scoring, return the 3 animals. You can no longer keep animals in it. Place 1 food on each remaining space for rounds 10 to 14. Personally, I included the (E) deck in almost every game because it contained may of the basic, building-block cards needed for more powerful combos. Whenever you receive vegetables through a person's action or through a minor improvement, you receive an additional 2 grain. Find many great new & used options and get the best deals for Box Insert: Agricola Family Edition | NIB | by Go7Gaming at the best online prices at eBay! If you want, you can add fences of another colour where these pastures border your home, for clarity. This card does not count as a field when scoring. (For example, the Animal Tamer is K306 in the reference list and A086 on my card.). At the end of the game, you receive 1 bonus point for each room in your stone house. You do not have to pay anything if you use the action space yourself. If you fence 2 large pastures in one action, you receive 4 sheep. This is a complete list of minor improvements and occupations in the game Agricola. These do not lose you points in the scoring. no open pastures). You no longer need reed when you extend or renovate your home. For 2 food, the Wet Nurse allows an immediate family growth of 2 people; for 3 food, 3 people. Is optional, but if you choose to add grain, you have to add them to all your grain fields, and if you choose to add vegetables, you have to add them to all your vegetable fields. Add 5 and 9 to the number of the current round. Place 1 food on each remaining odd-numbered round space. At the start of each harvest, shuffle all the start cards and draw 1. Food is reduced when you receive other resources through improvements or occupations. When you play this card, immediately plough 1 field. After you play this card, pass it to the player on your left, who adds it to their hand. At the start of these rounds, you receive food. You cannot harvest the food. Only the food that was lying on the action space can be used to buy animals. 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