Appendix - Mayfair Games
© 2016 Lookout GmbH
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D- 27804 Berne, Germany.
This appendix consists of ten parts, namely:
1 Blitz Intro to Agricola
2 Efficient Replenishing
3 Major Improvements
4 Occupations and Minor Improvements
5 Terms and Phrases
6 Action Spaces
7 Variants
8 Campaigns
9 Credits
10 The Scoring in Detail
1 Blitz Intro to Agricola
When Agricola first came out, I would basically teach it every day. Inspired by computer games, I came up with an explanation
technique reminiscent of a cinema experience. “Imagine this is a computer game in which you must build a farm, but you
have no clues other than what you see right before you. This is wood, this here is clay, etc. In turn order, each player places a
person and takes actions with that person. Try this game out and I will explain to you on the fly what it is about. There is house
building, cultivation, animal breeding, and the need to feed your family. At the end, you get points for pretty much everything,
so I will explain you the exact scoring rules later. You will lose points for unused farmyard spaces. Thus, try to build as much
on your farmyard board as possible.” With this short intro, people can start playing within a couple of minutes. The players are
supposed to explore the game while playing it. After about 90 minutes, this “show” should be done, including the setup and
explanation time. If you play with children, I recommend you show the child three action spaces to choose from on their turn.
Mark these action spaces with the suggestion markers included with this game.
Beginner’s Variant without Hand Cards
If you like, leave out the hand cards on your first game, so that people stay focused and
listen carefully to the “animator”, instead of studying their hand cards.
If you do leave them out, you should make the “Meeting Place” action space an
accumulation space that accumulates 1 food per round.
Additionally and especially in a 4-player game, you should add the “Side Job” special tile to the game board, because
baking bread becomes so much more important in games without hand cards.
Side Job: ②/ ③/ ④ player variant, Build a Stable and/or Bake Bread
You can build exactly 1 stable (see page 8 of the rule book), paying 1 wood for it. Additionally or alternatively, you
can “Bake Bread” (see page 10 of the rule book), meaning if you have a baking improvement, you can turn grain
into at least 2 food per grain. How much food you get per grain is stated on the improvement card.
2 Efficient Replenishing
Some groups tend to place the new goods that are replenished each round on the text portion of the
accumulation space. Only after all accumulation spaces have been replenished do they move the goods
to the center of the space, adding them to the goods that are already there.
Using this trick, all players can help replenishing the accumulation spaces without running the risk that
some spaces get replenished multiple times while others are overlooked.
Sheep Market
Alternatively, at most two or three players should replenish goods. Each replenishing player
should be assigned certain accumulation spaces that they are responsible of.
When playing with people who are new to Agricola, you can also place goods on
permanent action spaces like “Grain Seeds” or “Resource Market” even though these
spaces provide the same amount of goods each round.
Stage 1
You can place the 1 grain provided by the “Grain Seeds” action
space on the space. Make sure
you do not place another grain if
that 1 grain has not been taken.
3 Major Improvements
There is a designated supply board for the major improvements. Each of these 10 improvement cards has its own space on this board.
Place the major improvements on their designated spaces. All players have access to them during the course of the game: when you
take a “Major Improvement” action, pay the cost printed on the card you wish to build and place it face up in front of you.
Fireplaces and Cooking Hearths: There are two Fireplaces and two Cooking Hearths. A single player may build both Fireplaces
and both Cooking Hearths, if they like. The two Fireplaces only differ in cost. The cheaper one costs 2 clay, the
other one costs 3 clay. The two Cooking Hearths also differ in cost. The cheaper one costs 4 clay, the other one Cooking
costs 5 clay. To save clay, instead of building a Cooking Hearth directly, you can exchange a Fireplace that you Hearth
built before for a Cooking Hearth when taking a “Major or Minor Improvement” action.
If you upgrade your Fireplace, return it to the supply board and take a Cooking Hearth from there. The Fireplace
you returned can be built again. Fireplaces and Cooking Hearths are worth 1 point each. Having a Fireplace
At any time:
Cooking Hearth increases the food value of vegetables and allows you to turn animals into food (how much food
you get is printed on the card). Also, when using the appropriate action space, you can bake bread (see page 10 of
"Bake Bread" action:
the rule book). Compared to a Fireplace, a Cooking Hearth provides 1 additional food for everything but sheep.
The Clay and Stone Oven are very efficient in baking bread. They cost 3 clay plus 1 stone and 1 clay plus 3 stone
and they are worth 2 and 3 points, respectively. When you build them, they allow you to bake bread immediately, as an additional action.
The Clay Oven turns exactly 1 grain into 5 food, whereas the Stone Oven turns at most 2 grain into 4 food each.
At any time:
The Joinery, Pottery, and Basketmaker’s Workshop provide another use for wood, clay, and reed, respectively. Each harvest, you can
turn at most 1 respective building resource into 2 food (Joinery, Pottery) or 3 food (Basketmaker’s Workshop). These craft buildings cost
2 stone plus 2 wood, 2 clay, and 2 reed, respectively. They are worth 2 points each at the end of the game, plus up to 3 bonus points for
building resources of the respective types left in your supply. How many bonus points you can get is stated on the cards.
Because you get those bonus points without spending the building resources, they do also count towards the
page 12
of the rule book).
The Well provides 1 food
each over the course of 5 rounds. If there are fewer than 5 rounds left when you build the Well, only place as
much food as there are
rounds left. Place the food (as shown in the illustration)
on eachHut
of the next 5 remaining round spaces and
2 Occu3- stone and 1 wood and is worth 4 points.
take it from there during the preparation phases of these rounds. The Well costs
2 OccuA002*
4 Occupations and Minor Improvements
Card Categories
OccuEvery card in Agricola belongs to one of eight categories, represented by symbols on1the
Market A032*
: These cards facilitate developing
ro c er
your farmyard board.
Shepherd's *
Food Provider
: These cards provide food
by turning grain into food).
: These cards improve your
Actions Booster
Crop Provider
: These cards provide
1 food on
flexibility by providing additional actions and options.A083*
and vegetables (e.g. by allowing
You immediately get
of the next
3 round
you to
sow more
1 vegetable. (Effectively,
: Cards in this category are
you are exchanging 1 grain Each
for 1 vegetable.)
ou immediately getthe player on
a lot
ofit points and may also provide
: These cards
your left
, who
use the Provider
get the
to the irpoints.
getable. (Effectively,
provide wood, clay, reed, and stone.
Immediately plow 1 field.
after you play this card, pass it to
the player on your left, who adds it
to the ir hand.
"Grain Seeds" action space,
During scoring,
if your
re exchanging 1 grain
get an
you getLivestock
1 additional
grain. : These cards
Deck letter and pastures
cover at least
for 1 vegetable.)
Each time
you use
card category
of the
categories are placed in this one.
provide sheep,
wild boar,
and cattle.
farmyard spaces,
ou play this card, pass it to
Pile the following
"Fishing" accumulation
yer on yourSome
left, who
in only one category, but we cannot have a category
for every
get ancase.
additional Paper aker
to the ir hand.
The symbols facilitate
a new pasture
as shown in the
1 food
and 1 reed.
card texts.
illustration. *All major improvements belong in this least 4 farmyard spaces,
(The craft buildings could also be placed in the
For cards likeget
Paper Maker,
you immediately
At any time, youPoints
it is imperative that only
Provider category.)
Playing an Occupation
Immediately before playing
2 sheep onone
can buy the top
each occupation after this
be played
one, you can pay
When playing
1 wood total to get 1 food
good an
1 food. there can be two costs to pay. Usually, these are food, at a time.
for each occupation you
but they can be other types of goods as well.
have in front of you.
The occupation cost is what you must pay when playing the occupation card from your hand. It is stated on the
“Lessons” action space. The (rather rare) individual cost is printed on the occupation card itself. If this cost is food, it can never be
Some card effects allow you to play an occupation without using a “Lessons” action space. In this case,
the card effect tells you what the occupation cost is.
Some cards allow you to play additional
cards without placing a person.
The Scholar requires a stone house to learn a new occupation each
round. The occupation cost is stated on the card: it is 1 food. The
occupations played by the Scholar do not require placing a person.
S c h ol a r
Once you live in a stone
house, at the start of
each round, you can play
an occupation for an
occupation cost of 1 food,
or a minor improvement
(by paying its cost).
Playing a Minor Improvement
The layout of minor improvement cards is more extensive than that of occupations. Each minor
improvement usually features a prerequisite under which you can play the card (top left) and the cost
for playing it (top right).
1 Occupation
The Prerequisite
• We distinguish between the terms “prerequisite” and “condition”. The prerequisite must be met to play the card; the condition must be met
to use its effect.
Place 2 field tiles
• If an improvement requires “x Occupations” or “x Improvements”, having more than that is fine. The required cards must beoninthis
card.of you
Twice this game,
(i.e. traveling cards you played do not count). Below you see the Beanfield. You can play it even if you have 3 or more occupations.
when you use the
• In general: think of each prerequisite as starting with “at least”, unless it explicitly states “exactly” or “at most”.
"Farmland" action space,
you candoes
also plow
• The term “No” means you may not have the stated thing at the moment you play the card. Whether or not you had it previously
not 1 field
from Fields”
this card. also
matter, as long as you do not have it now. “No Field Tiles” means you may not have any Field Tiles on your farmyard board. “No
includes minor improvements that identify themselves as fields.
• “1 Grain Field” requires you have a field that currently contains at least 1 grain. A field that had grain in it at one point but does not now
does not count. The same applies to vegetables.
Points for Playing a Minor Improvement
These are the points you get during the
scoring for having played the card.
The Beanfield is worth 1 point.
2 Occupations
Bea nfield
The Cost
• You may not play an improvement
without first meeting the prerequisite
(top left) and paying the cost (top right).
Collective Terms
• Wells are improvements whose names
The Card Text
end with “Well”.
• If a card says you get something but does
• Ovens are improvements whose names
not state from where, you get that thing
end with “Oven”.
from the general supply.
• Fields are field tiles as well as all cards
This card is a field that can
• If a card refers to a game component,
only grow vegetables.
that identify themselves as such. (If a
it usually means one of yours (in your
card says it functions like a field but does
hand or supply, on your farmyard board,
not explicitly state that it is one, then it is
or otherwise in front of you). If it means
not a field.)
the components of all players or only
those of other players (like their people in
particular), it explicitly says so.
• Slashes in card texts like “when you take clay/stone, you also get 1 food/grain” define a correlation between things: if you take clay, you
get 1 food, but if you take stone, you get 1 grain. Exception: we write “1 and 2, respectively” instead of “1/2”, because the latter looks too
much like “one half”.
• When you play an occupation or minor improvement or build or acquire a major improvement, you must
place the card face up in front of you. The only exception to this are the “traveling card”: when you play a
“traveling” minor improvement, you pass it to the player to your left who must take it into their hand. It is
possible that the same traveling card is played multiple times during the same work phase (by different
players). Traveling cards are shown by the arrow next to the illustration.
You immediately get
1 vegetable. (Effectively,
you are exchanging 1 grain
for 1 vegetable.)
Cooking Hearths are considered upgrades of Fireplaces. You can exchange a Fireplace for a Cooking Hearth when taking the
You immediately get
“Major or Minor Improvement” action (see page 2 of the appendix).
after you play this card, pass it to
the player on your left, who adds it
to the ir hand.
5 Terms and Phrases
1 vegetable. (Effectively,
you are exchanging 1 grai
for 1 vegetable.)
after you play this card, pass it to
In this section, we will explain the terms and phrases used on the cards. These explanations are sorted thematically.
Game Board
the player on your left, who adds
to the ir hand.
Action space, round space, action space card: The game board features action spaces and round spaces. Action spaces are all
spaces on which you can place a person. Round spaces are the spaces numbered 1-14. As the game progresses,
action space cards will be placed on the round spaces. Certain cards can place goods on both types of spaces.
On the next x round spaces: Some cards tell you to place goods “on the next x round spaces”. If there are fewer than x rounds
left to play, only place the required goods on the remaining spaces. (There are only 14 round spaces.) If you lose the
card or the card effect that told you to place goods on round spaces, you also lose your claim to these goods.
Using an action space, taking an action: Using an action space always entails placing a person on that action space. Using the
effect of an action space or taking an action does not necessarily entail placing a person (but it can).
Taking goods from an accumulation space: When using an accumulation space, you must take all the goods from that space,
moving them to your supply (unless some card tells you otherwise). You cannot simply leave goods behind.
Obtaining a good: “Obtaining a good” is the umbrella term for moving a good to your supply, e.g.
taking a good from an accumulation space, taking a good off a card and into your supply,
getting a good from the general supply, harvesting a good, etc.
Column of the game board: A “column of the game board” is the collective term for a set of action
spaces that are vertically above each other on the game board.
Adjacent action spaces: Only orthogonally adjacent action spaces are actually considered adjacent, i.e.
if they share an edge (even across a larger gap). (Diagonal adjacency does not count.)
The Grove is adjacent to both
Farm Expansion and Meeting
Course of Play
Start of the round: The first of four phases of a round is the preparation phase. If a card says “before the start of
the round”, it refers to the moment immediately before the preparation phase begins: consequently,
the effect triggers even before you get goods from the current round space, if any.
Preparation phase: Round spaces are spaces of the game board on which you place action space cards (see above).
The Plow Driver and
• You may not decline goods that you would get from a round space.
Scholar allow you
• To remind yourself which goods are yours on a round space, you could
to spend food at the
start of a round in
assign each player a separate corner on that space. Illustrations of picnic
exchange for a field
blankets and other elements in different colors are supposed to help you
tile and occupation,
with that.
respectively. You
could use food from a
• If you would get something from a round space in exchange for
Well for that.
something else, you can decline the exchange. If the components offered
in exchange are your stables, fences, or people and you decline the exchange, return
The Smallthose components to your supply. If you decline tiles or goods offered in exchange,
Scale Farmer
provides 1
return them to the general supply. If you decline an exchange, you cannot make it later.
wood from the
• If you get multiple goods during the preparation phase (whether directly or in
general supply
exchange for something), take these goods in an order of your choice.
each round.
P low
S c h ol a r
a stone
Once you live in
of each
house, at the start
1 food
round, you can pay
to plow 1 field.
Once you live
in a stone
house, at the start
each round, you
can play
an occupation
for an
occupation cost
of 1 food,
or a minor impr
(by paying its
all-S cale Far mer
As long as you live
in a house with
exactly 2 rooms,
at the start
of each round,
you get 1 wood.
Work phase: • Some cards allow multiple people of the same or different players on the same action
space. It is imperative you read those cards carefully, espcially in regard to which people are actually
allowed on the same space.
• If the last person is removed from an action space during the work phase (i.e. even before the returning home
phase), the action space is considered unoccupied and can be used again by any player.
• When you “sow” goods, you will harvest them one by one during the following harvests.
• Except for the breeding phase (which is usually part of the harvest), you can turn new animals that you get into
food right away (provided you have an appropriate
improvement). You do not have to accommodate them on
your farm first, unless a card explicitly says that you do.
• If a card lets you play certain phases of the harvest outside of the regular course of action, this is not considered
a “harvest”. Only if a card explicitly says you play a harvest without certain phases, it is actually considered a
Players and People
Player, person, people: Since you are playing a family of farmers in this game, we distinguish between the terms “player” and
“person”. Player: this is you. Person (plural: people): these are the tokens you use to take actions.
At the start of the game, your third, fourth, and fifth person is still in your supply. These people are called
“offspring”. To get offspring, use one of the “Wish for Children” action spaces.
A person from your supply that you place next to another person of your color on a “Wish for Children” action
space is called “newborn” until the end of that round (including the harvest, if relevant). Afterward it becomes an
“adult person”.
• Some cards refer to the number of people you have: a newborn person counts towards that number the moment it
is placed next to the parent person.
• Some cards allow you to grow your family during the work phase without using a “Wish for Children” action
space. In this case, place the newborn next to the adult person who took the most recent action.
(An)other player: When a card says something about “another player”, you cannot be that other player. The effect only triggers
when any player but you meets the described condition.
Action, person’s action: The terms “person’s action” and “turn” cover all the things that a person does on an action space, which
may be multiple actions. Many cards provide actions that you can take without placing a person. These actions are
not considered a person’s actions or turn.
Placing a person: “Placing a person” and “occupying an action space with a person” means taking a person from your house and
moving it onto an action space. This does not include taking the actions provided by the action space. “Using an
action space”, however, always means first placing a person, then taking at least one action provided by the action
space or taking a replacement action (allowed by a card you played).
Placing two people immediately after one another: “Placing two people immediately after one another”
(see the text on the “Lasso” card) means that when it is your turn to place a person, you place
two people instead, one after another. Your next turn is not skipped by that—when it is your turn
again, you place one person as usual. Consequently, you take your actions way earlier than the
other players.
You can place exactly two
people immediately after
one another if at least one
of them uses the "Sheep
Market", "Pig Market",
or "Cattle Market"
accumulation space.
Skipping means that on your turn, i.e. when you have at least one person left in your house, you
do not place a person, but pass. This does not mean you place fewer people. It only results in you
placing your people later.
Starting player: The starting player is the player who currently holds the starting player token. When using the “Meeting Place”
action space, immediately take the starting player token, becoming the new starting player right away even though
another player started that round.
Animal Husbandry
Pastures and meadows: Pastures are green spaces on your farmyard board surrounded by fences.
Meadows are green spaces that are not surrounded by fences.
Fence spaces: Fences are built on “fence spaces”, i.e. between adjacent farmyard spaces or at the
edge of the farmyard board. Your farmyard board contains farmyard and fence spaces.
Capacity: Each pasture can hold a certain maximum number of animals. This “capacity” can
be doubled by stables or otherwise modified by cards. The term “total capacity”
emphasizes the modifiability of pastures.
Fence spaces
Newborn animals, parent animals: Newborn animals are animal offspring. Parent animals are the
two animals that provided the offspring.
Fields and field tiles: Field tiles are the tiles that you place on your farmyard board. “Field” is the umbrella term for field tiles and
cards that identify themselves as fields (so-called “field cards”).
Plowing a field: “Plowing a field” always means taking a field tile and placing it on your farmyard board. If you already have
field tiles on your farmyard board, you must place the new ones adjacent to existing ones.
Grain field, vegetable field: A grain field is a field in which there is at least 1 grain (among other things, potentially). As soon as
you harvest the last grain from it, it is no longer considered a “grain field”. The same applies to vegetable fields. A
field is considered unplanted if there are no harvestable goods in it. A field is considered empty if there is literally
nothing in it. (Hence, empty fields are necessarily unplanted fields.)
Farm and Farmyard Board
Farmyard spaces in rows and columns: There are 15 spaces on your farmyard board: 2 spaces are wood rooms at the start of
the game; the other 13 can be used however you like. These spaces are organized in three rows and five columns,
including your initial wood rooms.
Used and unused farmyard spaces: A farmyard space is considered used if there is a tile or stable on it or if it is (directly or
indirectly) surrounded by fences. It is considered unused if it is empty or if there are just goods on it (see also
scoring of unused farmyard spaces on page 11 of this appendix). At the start of the game, there are 2 used and 13
unused spaces in your farmyard.
On your farm, on your farmyard board: Components “on your farm” are either on your farmyard board or next to it (e.g. in
your supply, but excluding unborn people, as well as stables and fences you have not built yet). Components on
cards are only considered to be on your farm when the card specifies that they belong to you already (e.g. if the card
is a field or provides room for animals). In most cases, cards only hold goods that you can get in the future, in which
case these goods are not considered to be on your farm, they are not in your supply, and they do not count during the
Adjacent farmyard spaces, connected fence spaces: Farmyard spaces are considered adjacent if they have a common fence
space between them, i.e. if they are orthogonally adjacent to the same fence space. Fences and fence spaces are
never considered adjacent to one another, but they can be connected.
Types of goods: Grain and vegetables are collectively called “crops”. Wood, clay, reed, and stone are
“building resources”. Crops and building resources together constitute “resources”. Sheep, wild boar, and
cattle are “animals” (sheep and cattle are “dairy animals”). Resources, animals, and food are called “goods”.
When you (have to) pay goods, you must use goods from your supply (or, in case of animals, from your farm).
Goods on fields and cards must first be taken from them, before you can pay them. (Taking goods off a field or card
is usually not allowed just like that.)
• A “building cost” is a set of goods you have to pay for rooms, stables, fences, renovations,
and cards—as shown in the top right corner of a card. (Even crops, animals, and food can
be part of a building cost.)
• An “occupation cost” is an amount of food you have to pay to play an occupation on a
“Lessons” action space.
Gifts, trading, discarding: You are generally not allowed to give another player goods or personal components or trade with them. You
may, however, discard goods into the general supply at any time. (You may not discard components in your player color.)
Any number of: When a card offers you or lets you pay or discard “any number of something”, including fences, stables, cards, and
tiles, this number may be 0.
Exchanging goods: Exchanging goods, turning goods into food, and buying goods with food are all basically the same: you trade
one thing for another. When buying things with food, we treat food as some sort of currency.
6 Action Spaces
There are two types of action spaces on the game board: spaces that accumulate goods and spaces that have a permanent effect.
The following applies to all action spaces showing an ocher-colored arrow, the so-called accumulation spaces: when you use an
accumulation space, you must take all the building resources, animals, and food from the space and place them in your supply.
Permanent action spaces require that you take at least one of the offered actions (or a replacement action, as defined by a card you
played), otherwise you may not use them. In the following section, listing all action spaces, we explain the more important ones in
great detail.
First, we focus on the action spaces that are available in all games, regardless of the number of players. Next, we explain the
action space cards, organized by the stage they appear in (you can find an overview on the reverse side of the “Side Job” tile).
Finally, we address the action spaces that are only available in 3- and 4-player games.
Farm Expansion: Build Rooms and/or Build Stables
How to build rooms is explained in detail on page 7 of the rule book. How to build stables is explained on page 8. Before your
first renovation, each new room costs 5 wood and 2 reed, afterward 5 clay and 2 reed. After your second renovation, each
new room costs 5 stone and 2 reed. You can build as many rooms and/or stables as you want. You are allowed to only build
rooms or only build stables. Each new room must be orthogonally adjacent to an existing one. (There is no such restriction for
stables.) You can only build one stable per farmyard space. That space may not be covered by a tile.
Meeting Place: Become the Starting Player and afterward Minor Improvement
Immediately take the starting player token (or keep it). From that moment, you are considered the
“starting player” (even though another player started the current round). Additionally, you can play
exactly one minor improvement from your hand: most cards are placed face up in front of you when
played, some are passed to the player to your left (traveling cards). Read the text on the card aloud.
Grain Seeds: Get 1 Grain (and place it in your supply)
You get 1 grain from the general supply, placing it in your supply. You may not sow this grain right away, even if you have
empty fields. (To sow it, you must take a “Sow” action on a later turn.)
Farmland: Plow a Field
Place a field tile on an unused farmyard space of your choice. (Unused farmyard spaces blocked by certain card effects are
not eligible. If there are goods on the space that you are allowed to remove, return them to the general supply, before placing
the field tile.) If you already have field tiles on your farmyard board, you must place the new one orthogonally adjacent to an
existing one. Once placed, you cannot remove a field tile.
Lessons: Play an Occupation (occupation cost: 1 food; the first one is free)
Play exactly one occupation card from your hand, placing it face up in front of you. Read the text on the card aloud. The
following applies to all players: The first occupation you play in the game is free if you play it using this “Lessons” action
space. Each occupation after that costs 1 food here. You have a certain selection of occupation cards in hand that only you have
access to.
Day Laborer: Day Laborer, Get 2 Food
You get 2 food from the general supply.
Forest: Accumulation Space: +3 Wood
Clay Pit: Accumulation Space: +1 Clay
Reed Bank: Accumulation Space: +1 Reed
Fishing: Fishing, Accumulation Space: +1 Food
Major Improvement: Stage 1, Major or Minor Improvement
You can either build 1 major improvement or play 1 minor improvement—your choice. You
can choose from ten major improvements that are available to all players. In your hand, you
have a certain selection of minor improvement cards that only you have access to.
Fencing: Stage 1, Build Fences
How to build fences is explained on page 8 of the rule book. You can build any number of fences, paying 1 wood for each new
fence you build. You are allowed to fence a stable or divide an existing pasture in several smaller ones by building fences on
the fence spaces inside the pasture.
Grain Utilization: Stage 1, Sow and/or Bake Bread
How to sow is explained on page 9 of the rule book. “Baking bread” (see page 10 of the rule book) means turning grain in
your supply (and not from your fields) into 2 and 3 food using a Fireplace and Cooking Hearth, respectively. Various oven
improvements allow you to turn your grain into even more food.
Sheep Market: Stage 1, Accumulation Space: +1 Sheep
When taking sheep from an accumulation space, you must accommodate them on your farm (see animal husbandry rules on page 8
improvement. Sheep that you can neither accommodate nor turn into food must
of the rule book) or turn them into food using a
be returned to the general supply. (You may not simply leave them on the accumulation space.)
Basic Wish for Children: Stage 2, Family Growth with Room Only and afterward Minor Improvement
You can only use this action space to grow your family if you currently have more rooms than people, regardless of whether
these people are still at home or on action spaces. You may not skip the family growth only to play a minor improvement.
House Redevelopment: Stage 2, 1 Renovation and afterward Major or Minor Improvement
You may only build a major improvement or play a minor improvement (see pages 10-11 of the rule book) if you renovate first
(see page 7 of the rule book). You are not allowed to renovate your house twice in a single action.
Western Quarry: Stage 2, Accumulation Space: +1 Stone
Vegetable Seeds: Stage 3, Get 1 Vegetable (and place it in your supply)
You get 1 vegetable from the general supply, placing it in your supply.
You may not sow this vegetable right away even if you have empty fields.
Pig Market: Stage 3, Accumulation Space: +1 Wild Boar
This space is much like the “Sheep Market” accumulation space, only for wild boar.
Cattle Market: Stage 4, Accumulation Space: +1 Cattle
This space is much like the “Sheep Market” accumulation space, only for cattle.
Eastern Quarry: Stage 4, Accumulation Space: +1 Stone
Vegetable Seeds
Stage 3
Cattle Market
Stage 4
Pig Market
Stage 3
Urgent Wish for Children: Stage 5, Family Growth Even without Room
Unlike the “Basic Wish for Children” action space, the number of rooms in your house does not matter for this effect. (If you
grew your family three times on this action space, you could have 5 people in only 2 rooms.) Note: If you grow your family on
this space and build a single room later, you will not be able to use “Basic Wish for Children”. The new room gets immediately
occupied by the person who did not have a room of its own yet.
Cultivation: Stage 5: Plow a Field and/or Sow
You can plow one field and then immediately sow grain or vegetables in all of your empty fields (see page 9 of the rule book),
including the one you just plowed.
Farm Redevelopment: Stage 6, 1 Renovation and afterward Build Fences
You can only build fences (see page 8 of the rule book) if you renovate first (see page 7 of the
rule book). You are not allowed to renovate twice in a single action.
Grove: ③ players, Accumulation Space: +2 Wood
Hollow: ③ players, Accumulation Space: +1 Clay
Resource Market: ③ players, Get 1 Reed/Stone and 1 Food
Take your choice of 1 reed or 1 stone as well as 1 food from the general supply
and place them in your supply.
Lessons: ③ players, Play an Occupation (occupation cost: 2 food)
Play exactly one occupation card from your hand, placing it face up in front of you. Read the text on the card aloud. The
occupation costs 2 food on this action space (which is therefore more expensive than the other “Lessons” action space).
Copse: ④ players, Accumulation Space: +1 Wood
Grove: ④ players, Accumulation Space: +2 Wood
Hollow: ④ players, Accumulation Space: +2 Clay
Resource Market: ④ players, Get 1 Reed, 1 Stone, and 1 Food
Take 1 reed, 1 stone, and 1 food from the general supply and place them in your supply.
Lessons: ④ players, Play an Occupation (occupation cost: 2 food, the first two cost 1 food each)
Play exactly one occupation card from your hand, placing it face up in front of you. The following
applies to all players: The first two occupations you play in the game cost 1 food each if you play them
on this “Lessons” action space. Each occupation after that costs 2 food here.
Traveling Players: ④ players, Traveling Players, Accumulation Space: +1 Food
Additional Action Spaces
When setting up the game, you can introduce an additional action space tile to the game. The large tile features additional (and
decidedly varied) actions for the 2-player game, the small one provides two actions for games with 3 and 4 players.
In the 2-player game, when you place a person on the depicted action space tile, you must choose exactly one of the four action
spaces and use it. Afterward all four action spaces on the tile are blocked until the end of that
round. Among the four spaces is an accumulation space. When you use it, take all the wood from
the space. When you use another action space, leave the wood on the accumulation space.
Copse: ② player variant, Accumulation Space: +1 Wood
Resource Market: ② player variant, Get 1 Stone and 1 Food
Take 1 stone and 1 food from the general supply and place them in your supply.
Animal Market: ② player variant, Recive 1 Animal
You must choose one of three options: either get 1 sheep and 1 food, or get 1 wild boar, or buy
1 cattle for 1 food. Take the animal from the general supply and place it on your farm. With an
appropriate improvement or occupation, you can turn the animal into food immediately.
Modest Wish for Children: ② player variant, From Round 5: Family Growth with Room Only
From round 5 (inclusive), you can grow your family on this action space, provided you have enough room.
In the 3- and 4-player game, you can only choose between two action spaces. Still, only one person can use
the action space tile each round.
Animal Market: ③ + ④ player variant, Recive 1 Animal – see above
Modest Wish for Children: ③ + ④ player variant, From Round 5: Family Growth with Room Only
– see above
7 Variants
A lot of variants popped up after the release of Agricola, especially ones changing the start of a game. We would like to present a
small selection of these.
After the release of Agricola, drafting* – originally introduced by Stephan Valkyser – soon became one of the most popular
• Each player gets 7 occupations, chooses one and passes the remaining 6 to the left. They then choose one of the 6 cards getd,
passing the remaining 5 to the left, etc. This process continues until only 1 card is passed to the left. The same procedure is applied
to the minor improvements. This is how drafting is done at (see credits on page 10).
• The Agricola app deals each player 7+7 cards and they choose 1+1 cards each time, passing the rest to the left.
• When Li Kuang Che organizes an Agricola tournament in Taiwan, each player gets 8 occupations at first and then 8
improvements later, drafting those as described above. The last remaining card of each type is removed from play, so that
each player ends up with a hand of 7+7 cards as required.
*Drafting is a term that became popular with the “Magic” card game.
Quick Drafting
Jens Bernsdorf sped up the drafting process by letting each player choose 3+3 cards to keep, passing the remaining 4+4 cards to
the left, then choosing 2+2 cards from those getd and passing the rest to the left. After this, the draft is complete.
Another quite popular variant is to deal each player 10 cards, from which they have to choose 7.
Some groups allow a player to discard all cards of one type to draw a new set of that type, but with one fewer card in it. This could
be repeated several times in a row, if a player is still unsatisfied with their new selection of cards.
None of these variants take as much time as the regular draft.
Living Hand of Cards
Designer Rüdiger Dorn, who is known for award-winning games like “Goa”, introduced the following variant: Each player starts
the game with only 5 occupations and 5 improvements in hand. Each time a player plays a card from hand, they immediately draw
a new card, which may be of either type. At the end of each harvest, in clockwise order, each player may discard one card from
hand to draw a new one of either type.
Later Rüdiger reduced the starting hand of cards even further, letting each player start with just 3 occupations and 3
improvements. For that, at the start of the game, each player may discard a card to draw a new one of the same type, up to six
times. Each time they play a card during the course of the game, they draw a new one as usual. By now, Rüdiger dropped the
exchange of cards during the harvest.
Georg Deifuss uses a variant in which each player starts the game with 6 regular minor improvements and 1 traveling card.
Michael Lopez deals each player 3 “1+” occupations, 2 “3+” occupations, and 2 “4+” occupations. Franz-Josef Petri places some
cards face up on the table. Each round, exactly one player may skip their turn to take one of the face-up cards into their hand.
Team Play
In this variant by Daniel Winterhalter, the two players sitting opposite from each other constitute
a team. When a player uses the “Marketplace” action space, introduced by this variant, they
can give their team partner goods and/or get goods from them. Regardless of which way the
exchange goes, the active player has to pay 1 good to the general supply to move any number of
goods of that type from one player to the other.
When building rooms and stables, a player can build rooms and stables for their partner by
paying 6 wood and 3 reed per room (clay and stone rooms accordingly) and 3 wood per stable.
When building fences, a player can use their partner’s fence pieces to build fences on their
partner’s farmyard board. If they do, they have to pay an additional 1/2/... wood for 1-3/4-6/...
fences they build on their partner’s behalf. Building cost reducing cards played by one player
also apply to their partner. When a player plows a field, they can plow a field on their partner’s
farmyard board instead. During the scoring, each player in a team determines their own score in
each category and only the lower of the two values in each category counts for the team.
• Clerk Lee from Taiwan suggests the players multiply their total scores.
We have printed the
Marketplace on the reverse
side of one of the variant
House Rules
As a house rule, many players like to play that you must accommodate animals on your farm before you can turn them into food.
Another interesting house rule by Jennifer Ha suggests that you cannot keep a type of animal in more than one pasture. This
variant greatly increases the value of stables and the pet. Georg Deifuss likes to play that you can only take as many animals from
an animal accumulation space as you can actually use (by accommodating them on your farm or turning them into food). Animals
that you cannot use remain on the accumulation space. Another popular house rule allows for incomplete pastures when building
fences or ignoring the adjacency rule for pastures. David Larkin lets each player start with 3 food, but in the first round, the
second person of each player is played in reverse turn order. Norbert Szongott provided us with the idea of adding an extra action
space in the 2-player game, as described on page 10 of this appendix. He addresses the lack of wood in the 2-player game with an
additional “Copse” action space.
For a long time, I was toying with the idea of introducing the following restriction to the base game, which makes Agricola
even more strategic: everything you build on your farmyard board must be adjacent to an already existing structure.
Additionally, rooms must be adjacent to rooms, fields to fields, and pastures to pastures. (E.g. the first pasture you build
must be adjacent to your house or a field, if you already have one.) I like to play this way myself, because it is quite
challenging on the player. I would only recommend this variant to experienced players, though.
8 Campaigns
A campaign is a series of games played by the same people, with each game affecting the next one. We have devised such a
campaign mode for Agricola.
Multiplayer Game
If you are going to play a series of games of Agricola, we recommend the following:
With 4 players, you get 7/5/4/3 campaign points after your first game, 8/5/3/2 after the second, and 9/6/3/1 after the third.
With 3 players, you get 7/5/3, then 8/5/2, and finally 9/5/1 campaign points, respectively.
With 2 players, you get 1/0, then 2/0, and finally 3/0 campaign points, respectively.
The player who has the most campaign points at the end of the campaign wins.
• The winner of one game becomes starting player in the next. The player who ends up last in one game starts the next with an
additional 1 food as consolation.
• Each player can keep an occupation they played in the previous game for the next, leaving it face up in front of them. This
applies to both the second and third game. (On your third game, you can keep the occupation you kept for the second.)
You do not have to pay an occupation cost for the occupation you keep, but if it shows an individual cost,
you must pay that. (With this starting occupation, you can have up to 8 occupations in play.)
You could not afford to keep the Lover between games, as you
cannot possibly pay his individual cost of 7 food. Luckily, you
will not encounter him before an expansion comes out.
If there is a tie in campaign points at the end of the campaign, the player with the higher combined score
between all three games breaks the tie.
When you play this card,
you can immediately pay
7 food (only once) to take
a "Family Growth" action
even without room.
Solo Game
The solo campaign is a series of up to 8 games. After the first game, choose one of your played occupations. This is now a
permanent occupation and is placed face up in front of you before the start of all subsequent games without costing an action nor
an occupation cost. Each subsequent game, you can make another occupation permanent (so that it stays in play), choosing it from
those played during the previous game. Reduce your occupation hand by the number of permanent occupations you have, so that
you have a total of 7 occupations at the start of each game. Once an occupation is made permanent, it must stay in play for the
rest of the campaign. As the number of permanent occupations increases from game to game, your goal score that you must reach
goes up in each game: in the first game, your goal is 50 points, then 55, 59, 62, 64, 65, 66, and 67 points. After eight games, the
campaign is over.
At the start of each game, you get 1 food for every 2 points by which you exceeded the goal score for the previous game (rounded
Any occupations that were not made permanent are shuffled back into the deck—so you can see them again potentially. The same
applies to the minor improvements.
Details on Costs:
Some occupations show an individual cost that must be paid when the occupation is played (see “Lover”). If you make such
an occupation permanent, you must pay the individual cost at the start of each game. Because the amount of food you start
with varies from game to game, it may happen that you cannot pay an individual cost at some point. If this happens, you must
shuffle the occupation back into the deck, losing it from your pool of permanent occupations.
If you fail to reach the goal score, you can try again, but this time starting with no food.
If you like, you can continue playing even after the eighth game with the final set of permanent occupations you have in front of
you. The goal score keeps going up by 1 point after each game. This way you can play indefinitely, always trying to beat your
previous score.
9 Credits
Master Artist
Whenever you use the “Traveling
Players” action, you can sketch one of
the other players on a sheet of paper. Each
other player, starting with the starting
player, has 1 chance to guess who it is.
The first player to guess correctly receives
2 Food from you, and you receive 1 Bonus
point. (If no-one guesses correctly, you
do not receive the Bonus point.)
“Agricola” was designed by Uwe Rosenberg in 2005 and realized by Hanno Girke. Klemens Franz did all the
illustrations. He and his wife also did the typesetting and graphic design of the 16 different language versions
that are now out there. The present form of the rule book was penned by Uwe Rosenberg and proofread by
Alex Yeager and Grzegorz Kobiela. Many thanks for that.
Also many thanks to our over 100 play-testers of the first edition as well as for all the feedback and suggestions
that we getd since the original release that helped us improve the game even more. In the early phases of
development, Hagen Dorgathen pointed out that breeding each pair of animals or even breeding on a perpasture basis gets out of hand pretty quickly. Anja Grieger introduced the rule that an unfenced stable can hold
1 animal, and I like to consider Frank Grieger as the intellectual father of the Day Laborer. A special thank
you to Melissa Rogerson for the original translation and to Grzegorz Kobiela for the current one, as well as to
William Attia for inspiring me with his game “Caylus” , for improving many phrases, and for the original French translation. Also
thanks to Jeroen Doumen, Joris Wiersinga, and Klaus Teuber for the inspirations I got from “Antiquity” and “Löwenherz”, as well
as to Dale Yu and Hanno Girke for revising the original solo and family game rules. We would like to thank Ferdinand de Cassan
for continuously organizing the Agricola world championship and the Playdek company for the award-winning
munity Leade
Agricola app. There is even an app for the Agricola variant “All Creatures Big and Small” by now, for which
we have to thank the digidiced company.
Last but not least, we are hugely indebted to Chris Deotte, the creator of, sort of a
“tinkering platform” on which we could test countless cards. Today we have over 1000 extensively tested
Agricola cards. Almost every single one of the original cards has been played over 3000 times—based on
the statistics we have. The strength of each card is measured by its power value, which helped us revise the
weakest and strongest cards. Without Chris, we would have never had as deep of an insight into the game as
we have today.
You no longer need to help
replenish Accumulation spaces or
put this board game back in its box
later. Once during the game, you
may have 1 Action space replenished
twice instead of once. During each
Feeding phase, your opponents must
replenish your drink.
10 The Scoring in Detail
The scoring takes place after the harvest of round 14. The table on the side of the game board as well as the
scoring pad tell you exactly what to score. If you have any questions, read the following detailed explanation
of the scoring. You score and lose points in the following categories:
Field Tiles on Your Farmyard Board:
Score all of your field tiles, regardless of whether or not they are planted. You lose a point for 0 to 1 field
tiles, 1 point for 2 field tiles, 2 points for 3 field tiles, 3 points for 4 field tiles, and 4 points for 5 or more
field tiles. (You only score your field tiles, not the total of your fields—some cards identify themselves as
fields, but they do not count as field tiles.)
You get points for the total of green areas on your farmyard board
that are surrounded by fences (so-called “pastures”), but not for the
individual spaces (so-called “pasture spaces”). The size of a pasture does
not matter for this scoring category (neither does the fact whether or not
there are animals in the pasture). If you do not have any pastures, you lose
a point. Four of your pastures are worth 1 point each. If you have more
than 4 pastures, you still only get 4 points in this category.
Stables and animals in those pastures are subject to other scoring
categories (see “Animals” and “Fenced stables”).
3 pastures are worth 3 points.
Grain and Vegetables:
G ro c er
You score points for the total of grain and vegetables you have in your supply and on
your fields.
If you have no grain, you lose a point. If you have at least 1/4/6/8 grain, you get
1/2/3/4 points.
If you have no vegetables, you lose a point. Four of your vegetables are worth 1 point
each. If you have more than 4 vegetables, you still only get 4 points in this category.
Crops on cards do count if those cards identify themselves as fields or state explicitly
The Grocer offers you
that these crops belong to you. Crops on cards do not count if they constitute
and vegetables.
rewards for which you had to meet some condition that you have not met (or if they
crops do not
were offered in exchange for something and you have not made that exchange).
Pile the following
goods on this card
as shown in the
At any time, you
can buy the top
good for 1 food.
belong to you as long as
they remain on the card.
If you have no sheep, wild boar, or cattle, you lose 1 point in the respective category.
If you have at least 1/4/6/8 sheep, at least 1/3/5/7 wild boar, or at least 1/2/4/6 cattle, you get 1/2/3/4 points
in the respective category.
Animals on cards do count for this if the card specifies that those animals belong to
you (a lot of cards provide room for animals). Animals on cards do not count if they
constitute rewards for which you had to meet some condition that you have not met (or
if they were offered in exchange for something and you have not made that exchange).
Unused Farmyard Spaces:
You cannot have a positive score in this category. You lose a point for each unused space
in your farmyard.
A farmyard space is considered “used” if it is covered by a room or field tile, or if it
is (directly or indirectly) surrounded by fences, or if there is a stable on it. If a card
defines some farmyard space as used, then that space is considered used as well.
Unfenced farmyard spaces are considered “unused” if they are empty or containing
just animals or goods due to some card (which does not explicitly state that the space
be considered “used”).
Some cards change the function of a room, pasture, field tile, or unfenced stable. This does not affect the
status of the farmyard space with that component—it remains used.
Fenced Stables:
You do not lose any points if you have not built any stables. You get 1 point for each stable in a pasture
(so-called “fenced stable”). (Having unfenced stables, on the other hand, saves you from losing points for
unused farmyard spaces.) Because each player only has 4 stables in their color, you can score at most 4
points in this category (as is the case with most scoring categories).
Even if some special effect causes you to have more than 4 stables, you cannot get more than 4 points in this
Some cards can change the function of a fenced stable or redefine it as something else entirely. Regardless
of how a card affects a fenced stable in particular, it is still considered a fenced stable for the purposes of
the scoring.
Clay rooms are worth 1 point each. For instance, if you have 4 clay rooms, you
get 4 points.
Stone rooms are worth 2 points each. For instance, if you have 4 stone rooms,
you get 8 points.
Each person you have in play is worth 3 points. Consequently, you can score at
most 15 points for people, because you can have at most 5 people in play.
Points for Cards:
2 Occupations
Each major and minor improvement card shows how many points it is worth in a yellow circle on
the left.
You only get points for improvements that are face up in front of you. (Discarded improvements
left in your hand do not count.) Occupations do not have printed points.
Bonus Points:
Some cards provide additional points described in their text. These points are scored in the
“Bonus Points” category.
Cards providing bonus points show a bonus point symbol on the right, next to their printed
In the field phase of
points value.
harvest, if you ha
Some cards provide bonus points during the game, which you must note on the scoring pad
at least 1/4/7 sheep, y
the moment you get them. From your bonus points total, subtract the points lost from certain card texts
1/2/3 food. During sc
and begging markers. (This may result in a negative score. Each begging marker is worth -3 points.)
you get 1 bonus poi
You do lose points for missing goods and unused farmyard spaces even if some card provides bonus every 3 sheep.
points for those (they do not cancel each other out directly).
The major improvements „Joinery“, „Pottery“, and „Basketmaker‘s Workshop“ allow you to exchange
leftover building resources in your supply for bonus points. The Joinery, for
instance, allows you to exchange either 3 wood for 1 bonus point, or 5 wood for
2 bonus points, or 7 wood for 3 bonus points. The same applies to the Pottery
but with clay. Similarly, the Basketmaker‘s Workshop lets you exchange either
2 reed for 1 bonus point, or 4 reed for 2 bonus points, or 5 reed for 3 bonus
points. (You cannot get more than 3 bonus points per craft building.) You can
only exchange building resources that are literally in your supply.
2 Occupations
In the field phase of each
harvest, if you have
at least 1/4/7 sheep, you get
1/2/3 food. During scoring,
you get 1 bonus point for
every 3 sheep.
B asketm
Works aker's
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