How to Play Agricola: Complete Rules for New Players
Agricola is the game that made worker placement a genre. It's also famous for being cruel: you start with two family members, a two-room wooden hut, and a farm that produces nothing. Everything you need has to be taken from a board that everyone else is grabbing from too.
The Core Loop
Each of the fourteen rounds follows the same rhythm, and it is worth learning this shape before anything else.
A round of Agricola
Reveal a new action space
Replenish the accumulation spaces
Place family members, one at a time
Return home
What You Can Do
The available actions grow through the game, but they fall into a few recognisable groups:
The Harvest
Six times across the game, a harvest interrupts everything. It has three phases, in order:
Resolving a harvest
Field phase
Feeding phase
Breeding phase
Growing Your Family
You begin with two family members, which means two actions per round. Growing your family gives you a third, then a fourth, then a fifth — more actions than anyone else, every single round for the rest of the game.
The catch is that each new person needs a room to live in before they can be born, and each one raises your food bill by 2 every harvest. Family growth is simultaneously the strongest move in the game and the fastest route to a pile of begging cards.
Scoring
Agricola scores you on breadth, not depth. You get points for each category based on how much you have — and crucially, you get negative points for having none of something.
- Fields, pastures and fenced stables — more is better
- Grain and vegetables — counted at game end
- Sheep, wild boar and cattle — each type scored separately
- Rooms and house type — clay and stone rooms score more than wood
- Family members — a solid 3 points each
- Unused farmyard spaces — −1 each
- Begging cards — −3 each
Which Edition Are You Playing?
The full game includes Occupation and Minor Improvement cards dealt to each player, which add enormous variety and complexity. Most editions also include a family game variant that removes them entirely.
Play the family variant first. The core farm-building puzzle is hard enough on its own, and adding fourteen unfamiliar cards to your first game turns a tough teach into an unpleasant one.
Where to spend those precious early actions is covered in your first five rounds.