“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.
Yes, you can cook them directly. From the rulebook, p.9:
1 Sheep (Stage 1): Place 1 Sheep on this space in the Replenish phase (Phase 2) of each round. A player who selects this action takes all the Sheep from the Action
space and must either put them into his farmyard or use an Improvement
to turn them into food. Sheep that cannot be pastured or ...
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.
I think the house rule will be harmless, and also that after playing a few games, no one will take advantage of partial renovation - because it's a terrible idea. It also introduces unnecessary complexity.
Balance: The only balance consequence I see is that the Renovation action can be taken much more often than in standard Agricola. In principle, you could ...
You can add at most one newborn regardless of the number of empty rooms you might have.
The rules are clear on this:
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.
A player who chooses a Family growth action adds their newborn offspring to the Action ...
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 ...
The Yoke is talking about the other minor improvements with "Plow" in the name: the Swing Plow, Stump-Jump Plow, Riding Plow, etc. So, for each one that's been built (and is still in play) at the time you build the Yoke, you can immediately plow one field.
If nobody has played any of the Plows/Ploughs/Harrow, then it's not useful. It's cheap to build (as ...
Unfenced stables give you a point by removing an unused farmyard space at the end of the game.
Since you get -1 point for each unused farmyard space, and stables count as a used farmyard space, they are also 'rewarded' with one point. In order to keep the balance, the rules ensure that you effectively get one point for each stable no matter where it is ...
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 ...
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 ...
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 ...
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 ...
No, you have to buy the Major improvement that is above first. This isn't explicitly defined, but it is implied on p.2 of the rules:
An advantage of placing 12 of the 14 new Major Improvements underneath others at the start of the game is that the use of the cards does not need to be explained in detail at the start of the game. The only two new Major ...
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 "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.
My initial, gut reaction to this question is "no, the Complex deck is not intrinsically more powerful".
Sure, it has some truly standout cards in it - Wet Nurse, I'm looking at you - but for every one of those it has a card with little to no good applications, e.g. Smallholder. There are some strong Minor Improvements, but again, as well as all the ...
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 ...
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 ...
No one can really answer your question directly, but I can give an overview of the four different games and their play styles.
Complex rules and might be a bit heavy for a non-gamer initially.
About building a farm. Everyone likes building a farm.
"Aggressive" play comes from resource denial
Most games will take 30 minutes per player to play. ...
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 ...
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 ...
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:
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 ...
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 ...
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.