Agricola

2007 · Dyr

Agricola

Players take the role of farmers starting in a small wooden hut with a spouse. Each round, family members occupy action spaces to perform tasks such as plowing fields, sowing and harvesting crops, collecting building materials, building fences, and acquiring animals. New action options unlock as the game advances, and players can expand their household to gain more actions. Cards representing Occupations and Minor Improvements optionally add asymmetry and strategic choices, altering available tactics and efficiencies. Only one player may take each action per round, creating competition for limited resources; the game ends when farms are scored for constructed improvements, fields, animals and other elements to determine the winner.

Spillere
1–5 bedst 4
Spilletid
30–150 min
Alder
12+
Kompleksitet
3,6 / 5
7,9 på Ludoyafra 399,95 kr.ØkonomiskLandbrugSolo / SolitærspilPlacering af arbejdereØg værdien af ikke-valgte ressourcer

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7,9/10

fra 215 anmeldelser på Ludoya

  • Sjov10,0
  • Interaktion8,0
  • Genafspilbarhed8,0
  • Originalitet10,0
  • Udseende10,0
  • Tilgængelighed8,0
  • Jan Solo8,0

    El clásico Eurogame de colocación de trabajadores y losetas. Con ellos deberás obtener recursos, sembrar, y gestionar tus animales y mejorar tu granja. Las cartas de oficios le dan al juego una buena rejugabilidad, aunque es posible que sufras para alimentar a tu familia.

  • Francisco Campos9,0

    Juego de "Colocacion de trabajadores" en el que el agobio esta asegurado. Tendremos dos versiones: la familiar (Modo Facil) y normal. Ademas con la introduccion de los mazos de oficios y adquisiciones menores, las partidas se hacen totalmente diferentes a las anteriores.

  • Daniel5,0

    La mecanica esta bien, pero simplemente me aburre mucho esta tematica.

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Regelspørgsmål

Besvaret ud fra regelbogen af Ludoyas regelassistent.

What happens if I can't feed my family at Harvest?

You must take one Begging card for each missing Food; you may not remove family members to avoid feeding, and each Begging card costs -3 points at game end (page 4).

Do newborn family members eat 1 or 2 Food at the next Harvest?

Newborn offspring born during the current round consume only 1 Food at that Harvest, and will require the normal 2 Food in subsequent Harvests (page 4).

Can I convert animals to Food during Harvest without an Improvement or Occupation?

No — unprocessed animals have no Food value; animals can only be converted to Food using an Improvement or Occupation that provides an animal-to-food conversion (these conversions may be used at the indicated times; see pages 4 and 10).

Do animals still breed if I don't have room for the baby?

Animals breed if you have at least two of the same type, but a baby animal must be accommodated in your farmyard or on an appropriate Improvement card or it runs away — you get no extra animal if there is no room (page 4).

Do I have to Renovate my house before I can build fenced pastures?

Yes — the ability to Fence pastures becomes available after performing the Renovation action (the Stage 2 Renovation and the final Renovation allow fencing); fences cost 1 Wood each and must form fully enclosed pastures (pages 5, 10 and 6).

When can I play Occupation or Minor Improvement cards, and do they cost Food?

You play Occupation cards only when you take an Occupation action (the action spaces specify the Food cost: e.g. in a 3-player Occupation action it costs 2 Food; in 4/5-player slots first/second Occupation may cost 1 Food and later ones 2 Food), and Minor Improvements are played when you take an action that permits them (for example the Minor Improvement action or after Renovation); when you play or buy a Major Improvement you must read its text aloud (pages 3, 5 and 10).

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