Whenever you build room(s), you may grow your family by up to the number of rooms that you build, if you have the room to house the new family members. Can also be used if you have only 1 occupation card left. One (and only one) of your unfenced stables may hold up to 3 animals of the same type. in which case, it remains on the farmyard space. He must then, if possible, play a different occupation card instead. Spaces with forest or moor tiles do not count as unused spaces. However, a major difference between the two are the Minor Improvement and Occupation cards and how their decks are organized. Check out our honest reviews before buying. When you play this card, immediately take a bread baking action. And farming is what the game is all about. Whenever you convert animals into food, you receive 1 additional food for each animal. Is not activated when you use any other action space to take stone. If you renovate, you only get a discount of 1 stone, no matter how many rooms your house has. Please share any comments and suggestions. Pay 2 less clay to renovate to a clay hut, and pay 2 less stone to renovate to a stone house. Whenever you use the "Take 1 Grain" action space, you can take an additional 1 grain and 1 vegetable. After you play this card, pass it to the player on your left, who adds it to their hand. You immediately receive 2 food. Includes 60 Minors and 60 Occupations. 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. Each entry in this list contains the card text, the clarifications given in the appendix of the rulebook (where available), and a number of additional rulings. This horse does not count during the breeding phase of the harvest. If a room is built later, the offspring occupies it immediately. Whenever you use the "Hiring Fair" special action or the "Day Labourer" action space, you also receive 1 fuel. If more than one player wants to buy, you choose one of them. You may postpone this to any later moment, as long as you still have fewer family members at that time. So, have any of these things improved in the new Revised Edition of Agricola? These tiles show that you can use the special action "Cut Peat" at the start of the round. You perform a sowing action, which you can only use for this vegetable. Then there was the (L) Deck which wasn't really a deck, per se, but an amalgamation of every promo card given out. When counting moors, e.g. From the next round, you can place this as you would a family member. Whenever another player plays an occupation card, you can pay 3 food to play one yourself. When you play this card, immediately carry out a Family growth even without room action (similar to the round card from stage 5). because of. Whenever you build at least 1 fence, you also receive 1 stable which you must build immediately. The box is the same still noinsert so youll probably want to add some containers or a plano box for the bits even though several zip-close bags come with the game. The player with the biggest and greater farm wins the game. In addition, each player who has at least one stable or pasture receives 2 food. (Of course, it still counts as a single improvement.). The food is taken from the general supply, not from the other player. Pay 2 food for each of your family members, and receive a total of 4 bonus points. At the start of the round, you can place the forest tile on an empty space in your farmyard. You only have to pay the costs of this minor improvement. The grain that is used to buy the Brewery and grain that you want to convert into 3 food may not be on fields; they must be taken from your personal supply. Food is still represented by cardboard tokens. [. Whenever another player has offspring and then has a larger family than you, you receive 1 food. Whenever you fence a new pasture that covers at least 4 farmyard spaces, you receive 2 sheep and place them in the new pasture. Pay 1 wood to every other player who has at least 1 fence. Up to 3 stacks of food may be planted on it in total. You use only one person to take the double action. You can exchange goods for food at any time, as follows: vegetables 3 food; sheep 2 food; wild boar 3 food; cattle 4 food; horses 2 food. At the end of the game, you receive 6 bonus points if this is the only occupation you have played. [, The Horse does not count as an animal for prerequisites of minor improvements. Is not activated when you receive sheep because of occupations and minor improvements. Is not activated if anybody uses the "Sow and Bake Bread" action space, but does not bake. You can use the Quarryman at any time to convert stone to food. The cards were developed and tested by users of. Whenever you have an animal in your home (including House Goat), move all resources planted in this room to the general supply. The newly pared down set of cards seems to contain the cream of the crop from both the base set and its many expansions. Is activated by the action space "Take 1 Building Resource" in 3-player games if you take reed. Whenever you use the "Cut Peat" special action, you can place 1 fence from your supply on the emptied farmyard space. Discard the Jack-of-all-trades when you play another occupation. The Well cannot be acquired while it is covered by the Village Church. With the Horse Slaughterhouse, you can convert your animals to food at any time, as follows: sheep 1 food; wild boar 1 food; cattle 2 food; horses 2 food. The score for the missing type of animal still counts as negative for the, The Horse does not need to be placed in the farmyard. Playtime 90 Minutes | Made by Lookout Games Visit the Lookout Games Store New to Amazon $13999 FREE Returns About this item If you build more than one room, you can use the Axe for each room. You can only use this card once per turn to place 1 extra field, even if you plough several fields at once. The start cards are numbered from 1 to 9. Fences must always be placed according to the rules. They are only available as people in the next round. Whenever you take exactly 3 wood from an action space, you can pay 1 food to receive 1 additional wood. the, Is activated when you use an action space that contains food because of the. 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. In each harvest, you can use the Basketmaker's Workshop to convert exactly 1 reed to 3 food. Up to 2 players. For example, if you live in a wooden hut, you need 3 wood and 2 reed. Whenever you use the action space "Family Growth and Minor Improvement", you may carry out the family growth action twice in the same turn, using only 1 person. Food that you receive at the start of a round can be used to pay for the fences immediately. From now, the Pottery is a minor improvement for you and costs you nothing. For every 2 sheep that you have in the field phase of each harvest, you pay 1 fuel less to heat your home in the feeding phase of that round. You may not use this card to change the costs of the. But aside from that, some decks simply didn't play well with others. Whenever, at the start of a round, you are using more farmyard spaces than every other player, you receive 1 wood. ALL RIGHTS RESERVED. Browse . Renovating your wooden hut to a clay hut costs you only 1 clay and 1 reeds. Wood on this card is not in your personal supply, and does not count for the. When using the "Family Growth and Minor Improvement" action space, it is not possible to build this improvement first, and then use the new room to grow your family in. Required fields are marked *. Pay the costs using 1 less building resource of your choice. and by the "Sheep, Wild Boar, or Cattle" action space in the 5-player game. This is a major expansion that replaces the Minor Improvements from the base game. Whenever you use the Sow action, you can plant up to 3 food on this card. You must pay the building costs for the room. They do not count as part of the family. Only resources in your personal supply count. You receive 2 food for each horse. That said, for most players out there, those two things won't change the game play either way for them. These points are doubled or tripled if you have 2 or 3 of each type of animal. At the start of these rounds, you receive the grain. In one game we played, we tried the card drafting variant. When you rebuild the fences, you must use the same number of fences. Grain fields are fields on which there is at least 1 grain marker. Whenever you choose not to use a craftman's building to convert building resources to food during the harvest, you receive your choice of 1 food or 1 fuel instead. Play this card at the latest during round 13. You can exchange an animal that comes directly from an action space or from an improvement or occupation, without having to make room for it in your farmyard. the, If there is no wood on the action space, for example because of the. 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. You may pay 1 food to the general supply to receive another of the resources paid. Between the field and feeding phases of each harvest, you may play a minor improvement or pay 2 food to build a major improvement. When you take this card, you can also bake bread immediately. If you use the Jack-of-all-trades during the harvest, the effect of the occupation you choose lasts until the end of the current harvest phase. for prerequisites of minor improvements. Does not count as a pasture when scoring. Thus, I usually mixed the (E) Deck and (K) Deck for my games. After the field phase of a harvest, each player can use the Water Mill to convert up to 1 grain to 3 food. You may look at the action card of the next round at any time in the game. You cannot sow different resources on a single field. due to the Wood Distributor). If you sleep late and another player played Neutrality the previous round, both of you take alternating turns placing your people, in player order. I mean, have you ever tried to shuffle 500 cards at once? Wood or food planted on. The promos were given out at cons and could later be purchased on the aftermarket. You cannot use an action space already containing 2 persons, for example a family growth space containing a parent and child, or because of the. Agricola player piece comparison original (left) vs. revised (right). Whenever you have fewer family members than all of the other players and you have room in your home, you may immediately take a family growth action. Agricola, the award-winning and highly acclaimed game by Uwe Rosenberg, features a revised rulebook and gameplay, along with . You do not have to pay anything if you use the action space yourself. Is activated when you use a baking improvement (with the baking symbol) to convert grain to food. Place 2 food on each remaining round space. Each round you get one action per family member. The food on this card is not part of your personal supply. You can use this card once for every sowing action. Place 1 food on the round space for each remaining round. The fenced space may not border your existing pastures. At the end of the game, you receive 1 bonus point for each forest in your farmyard. Includes 48 Occupations. Other players may use the food from the "Day Labourer" action to pay you. Includes 60 Minors and 60 Occupations. 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. You can only get food or fuel for buildings that you own. It is allowed to choose an action space with a sowing action, only to sow wood on the Copse. Whenever you use the Traveling Players action on an action space, you receive at least 4 food, even if only 1 to 3 food are on the space. This still counts as taking wood, and activates e.g. (Of course, it still counts as a single improvement.). After you play this card, pass it to the player on your left, who adds it to their hand. for the. You put extra grain on grain fields, and extra vegetables on vegetable fields. Whenever you take 4 or more wood from an action space, you can pay 1 food to receive 2 additional wood. with Clay Roof and. Add 4 to the current round and place the tile on the corresponding round space. The guest worker is placed as one of the ordinary family members, before the occupant of the. If you receive resources on the "Day Labourer" action space, e.g. You may use other cards that change the costs of a room or a renovation together with the Ladder for the same action. In the end, there were many decks out there that added up to over 1,000 Minor Improvement and Occupation cards. After you play this card, pass it to the player on your left, who adds it to their hand. The improvements are drawn from the cards that were removed from the game at the start. In addition you can (optionally) immediately exchange 1 moor tile for a field tile. Place, alternately, 1 fuel or 1 food on each remaining round space, beginning with 1 fuel. This card still counts as a minor improvement. Includes 60 Minors and 60 Occupations. Includes 60 Minors and 60 Occupations. During the breeding phase of harvest, if you have 2 or more grain in your personal supply, you receive 1 grain from the general supply. Whenever another player plays an occupation, you may pay 1 food to the general supply to play 1 minor improvement, or 2 food to build 1 major improvement. No. Whenever you use the "Hiring Fair" special action, you also receive 1 stone from this card. The Ladder has no effect if the number of reeds required is already lowered to 0, e.g. Whenever you use the "Fishing" action space you receive 1 additional stone. At the end of the game, you can pay 1 food each for any number of unused farmyard spaces. Cheats. Agricola (Revised Edition) Board Game. The Chapel is an additional action space. Includes 12 Minors and 12 Occupations. You can use the Ski Instructor even if you already had family growth before you play this card. Once you have a stone house, at the start of a round you can always either pay 1 food to play an occupation card or play an improvement card by paying its costs. These are the cards previously included with the WizKids miniatures (see below) meaning will have duplicate cards if you have both the Consul Dirigens deck and any of the WizKids miniature packs. At the end of the game, if your pastures occupy 6/7/8/9+ farmyard spaces, you receive 1/2/3/4 bonus points. When you play this card, you have to decide immediately if you want to take it back. An empty, harvested field does not count as a vegetable field. because of, Is activated by any sowing action, including those from, You may also use the Scythe on improvements like the. Immediately turn 1 of your occupations before you face down. The vegetables on this card are counted in the scoring at the end of the game. This still counts as taking wood, and activates e.g. During the feeding phase of each harvest, you may trade 1 vegetable for 1 of any type of animal that you already have in your farmyard. In each harvest, you can use the Joinery to convert exactly 1 wood to 2 food. Add 4 and 7 to the number of the current round and place 1 vegetable on each corresponding round space. Farmers of the Moor expansion and the Artifex, Bubulcus and Corbarius decks hopefully follow someday. Each pasture (with or without a stable) can hold up to 2 more animals. When you bake bread you can convert as many grain with the Cookhouse as you want. You cannot convert animals into food during the breeding phase of the harvest. The Clay Oven, Stone Oven, Furnace and Heating Stove major improvements and the Built-in Oven minor improvement are each worth 1 additional bonus point to you. A game for 1-4 players ages 12 and up; play time is 30 minutes per player. If you build several rooms in one action, you can only use the Wood Carver for one of them. You can use the animal action space with your first or second family member. This also applies to the. The special action card costs 0 or 2 food, as usual. When you play this card, immediately extend your stone house by 1 room. [, This is a plough. Spaces with fences count as used at the end of the game. Pile (from bottom to top) 1 stone, clay, stone, clay, reed, clay, wood on this card. Whenever you sow 2 fields, place 1 extra good on each. However, you may not use that food to buy more animals with the Fish Seller. Whenever you use a bread baking action, you may convert: grain 3 food. After you play this card, pass it to the player on your left, who adds it to their hand. 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