“Agricola” is the Latin word for “farmer” (dictionary).
It is derived from “ager” (“field”) and “-cola” (“-tiller”, “-cultivator”). “Agriculture” shares the same root, and so does “acre” (albeit indirectly).
That a Roman general had it as his last name is unrelated.
The only time that a family member is only fed 1 food instead of 2 food is if that family member was just added to the family in the round that immediately preceded that harvest. In other words, if that family member has never yet taken any actions.
The third member will occupy the third room of your house, even if you use the "Family Growth even without a room" action.
The relevant rule starts on page 9 of the rule book, under "Family Growth even without a room":
Note: If a player who uses this card later extends her home, she may not use the other Family Growth card again until she has more rooms ...
According to the rulebook (pg 9):
After Family Growth, also 1 Minor Improvement (Stage 2): A player may only use this Family growth space if he has more empty
rooms than Family members. It is irrelevant how the family has grown
before and whether the Family members are on the game board or in the
Since you had four family members and four ...
At first, the additional complexity definitely feels like a downside. But once you play enough, the decisions present in the family version become much more intuitive and faster. At that point, the additional complexity becomes a good thing: deciding which minor improvements and occupations to use (and when) becomes a big, interesting decision. And it's not ...
You pay the cost a single time when you play the card. That is, you take an action that allows you to play an occupation or minor improvement, pay the cost, take the card from your (secret) hand and put it face up on the table.
Note that in your question, you seem to have conflated "play the card" and "use the card". In the rules, "play" is used as I have ...
No, the field does not 'top up'.
You cannot sow the field again until it is empty again.
From the page 6 of the rules:
Grain may be sown in empty fields.
In the side panel:
1 Grain becomes 3, 1 Vegetable becomes 2. Players can use the Sow action to sow several empty fields at once. It is irrelevant whether Grain or Vegetables was sown in the ...
There are a number of options, but if you've only played a couple of times then a Fireplace + sheep is the way to go.
Sheep are worth two food each, so a pile of sheep is a valuable commodity. If you can keep them in pastures long enough to breed (i.e. without eating them first), then they're a valuable investment, providing you with two action-free food ...
The Well that shows three Stone and one Clay is a misprint, which was packaged up with the rest of the cards. The other well was included separately from the rest of the cards as a replacement to fix it. So you should only use the one that is the same as the original version, that costs three Stone and one Wood.
Sources for this information:
During the Work Phase your family members perform Actions that are selected from those currently available on the board.
Stage 1 has the Sow and/or Bake Bread Action which will show up sometime during the first four rounds (Other bake actions are also available depending on how many players there are). To use the Bake Bread part of this action you must have ...
The "return well" wording is a cost to play the card, just like when other cards show "1 wood" or "2 clay" to play them. So you cannot play a card that says "return well" unless you pay the cost of returning a well. So you need to first purchase the well before you can play Village Well.
How about a foamcore insert? I just finished my Agricola foamcore yesterday. I haven't benchmarked the setup and breakdown times (yet). There are no zip top bags to open, it should only take a minute.
I have friends who get a little tacklebox organizer for each game. This takes more effort than that, but it's much more customizable.
For a crash course ...
My own thoughts:
Komplex Deck - Yes. The rules for all occupations and minor improvements are more complex than E-Deck. Some improvements are harder to play. For instance, the Plow(plow 3 fields a time) improvement can be played as a combo in Plow and also Sow but in Complex Deck, this is forbidden. But there are more bonus points can be collected via ...
The trade-off is between setup time and maintenance (restocking at the beginning of each turn). We've chosen to split the difference as follows:
Each set of player pieces goes into its own ziplock bag. Hand each player a bag at the beginning of the game and let him manage it from there.
All the goods (wood, clay, reeds, stone, grain) go into a single ...
The game already supports this with improvements like Pottery, which converts clay to food. Clearly, the imagined implication isn't that suddenly your family has a fulfilling case of pica — it's that the clay is used to make some good which can be exchanged for food (and that's abstracted away).
Imagine something similar for animals in the game, and there ...
Not everyone feels the way you do. Agricola is rated #7 on BoardGameGeek seven years after it was released. Agricola is rated as "Medium-Heavy" on BGG with a 3.6 rating out of 5 which means that most people see it as among the more complex games they've played.
If you enjoy the family game, there's nothing wrong with just playing that. Without knowing ...
I am almost certain this is a UK / US difference. Specifically, I believe it was named this way because of a marketing decision by the US publisher.
Although Agricola's creator is Uwe Rosenberg: "a German game designer", the main publisher is Mayfair Games:
"an American publisher of board, card, and roleplaying games"
As you mentioned "All ...
The Agricola cards are not wrapped in the box strictly by which deck they belong to. You'll need to open and sort through all the cards that came with the game. The terms "E-deck", "I-deck", and "K-deck" just refer to subsets of those cards. The E-deck is all of the cards with the E symbol, and so on.
Should you need a manifest of all the cards, this ...
Whenever anyone takes the "Take 1 Grain" action space, they must first pay the Sycophant 1 food. After receiving this payment, the Sycophant then (also) receives 1 food from the supply.
When the Sycophant uses the "Take 1 Grain" action space, they (also) receive 1 food from the supply.
Source: compendium v9.0
Even though family members come home at the end of a round, you still cannot take the "Family Growth" action if you don't have more rooms than family members.
This is pretty explicit on page 9 of the rule book, under "Family Growth even without a room":
Note: If a player who uses this card later extends her home, she may not use the other Family Growth ...
There is a website that lists out all of the cards and effects here.
The card you are asking about is the Artisan:
At most once per harvest, when you use an improvement to convert a building resource to food, you receive 2 additional food.
You can search through that list for things like "2 additional food" to find similar cards.
You could build a wooden room for 3 wood.
Carpenter's Parlor sets the base cost, and Brushwood Collector allows you to pay part of the cost differently. Essentially, they don't even interact, since the Parlor is changing the wood cost of wooden rooms and the Collector is changing the reed cost of building/renovation.
The sole* value of getting family growth is having extra action. Each round that you can get family growth earlier and is one extra action you can take.
*Actually there are other reasons you might want to take family growth earlier - to block other people from taking it that round, or in order to not lose out on the three points for the family member at ...
I think you are being a bit harsh on these cards. Let's say you renovate to stone in round 11 - definitely doable. Ignoring any combos, for the cost of one action and 1 or 2 food, you could get:
Plow driver -> 3 fields for 3 food. That is likely to get you at least 6 net points (with extra if you sow at some point). It's also similar payback to one of the ...
A "Plano box" did it for me. You'll find these for general organization across a lot of specific disciplines, primarily arts and crafts but also fishing and home improvement. Any big-box department store should have a respectable selection, as does Amazon.
I count 10 different resource types in the base game (including animals), but some are more plentiful ...
The short answer is: it depends. Agricola is quite a complex game and there are all sorts of variables at play that determine your strategy. You have already said that you are trying out various different strategies. Keep doing that, and see what works!
The longer answer:
What I've found from my own experience is that going for an all-out strategy too ...
This is in the rules here
On page 9
To play a Solo game, start with 0 Food.
and later on the same page
Because you have more permanent Occupations after each
game, the 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 the eighth game, the Solo game ...
Usually you can drag the animals to the storage bar at the bottom of the screen to assist in moving them around. Just like whenever you get new ones and have to drag them out, I have usually just dragged them onto that bar, near the location of their little respective icon.