Rules Agricola

Agricola Feeding Rules: How to Never Take a Begging Card

Two food per family member, every harvest. Here's how to plan for it instead of panicking.

Every Agricola player remembers their first begging card. You've built a lovely farm, you've grown your family to four, the harvest arrives, and you discover you have three food and need eight. That's −15 points and a game that's effectively over.

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Quick Answer

Each harvest costs 2 food per adult and 1 per newborn. Work out your bill for the next harvest before you grow your family, not after — and build a cooking improvement early.

The Bill

At every harvest's feeding phase you pay:

  • 2 food for each adult family member
  • 1 food for each family member born since the previous harvest

Miss any of it and you take one begging card per food short, each worth −3 points at the end. There is no way to discard them.

What each harvest costs you

Family size Food per harvest Across 6 harvests
2 (starting) 4 24
3 6 36
4 8 48
5 10 60

Raw Goods Are Not Food

This is the rule that ruins first games. Grain, vegetables, sheep, boar and cattle are all worth points at the end, but none of them feed anybody until you can convert them.

Conversion needs an improvement — a Fireplace, a Cooking Hearth, or something similar. Without one, your only food sources are the handful of board actions that give food directly, and those are contested by everyone.

Where Food Actually Comes From

BEST

Grain, baked

Sow a field, harvest grain over several turns, bake it into food with an oven or hearth. Slow to set up, but it feeds you passively for the whole game — it's the closest thing Agricola has to an engine.

GOOD

Animals, cooked

Sheep and boar breed on their own if you keep two of a type with space to grow. Eating the surplus while keeping the breeding pair is efficient — but every animal eaten is points lost at the end, so it's a genuine trade.

EMERGENCY

Day labourer and direct food spaces

Reliable, always available, and a waste of a precious action. Using these once is fine. Building your whole food plan around them means you'll never develop your farm.

The Rule That Prevents Every Disaster

Before you take the "grow your family" action, do this arithmetic:

How many harvests are left? What will my family size be? Can I actually generate that much food between now and then?

Growing to four people two rounds before a harvest, with no cooking improvement and no grain in the ground, is how good positions collapse. The extra actions are worth a lot — but not −9 points.

When a Begging Card Is Correct

Rarely, but it happens. If taking one begging card lets you complete a pasture, fill your last farmyard space and secure several categories, −3 can genuinely be the cheaper option.

The key is that it must be a decision, made in advance, with the maths done. Nobody has ever accidentally stumbled into a good begging card.

For how the harvest fits into the round structure, see the complete rules.