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Agricola (AGR) Email GM Last updated June 29, 2022
Class A: Experienced Players Only Rules will not be explained. Neither GMs nor players will teach the game to beginners during the event. 
Schedule GM: Rob Murray (7th Year)
Round Day Start Time Duration Location
Heat 1/3FSa143Seasons
Heat 2/3FSa173Seasons
Heat 3/3FSa213Seasons
2022 Tournament Format  HMW-P

The 17th Century: Not an easy time for farming

Central Europe, around 1670 A.D. The Plague, which has raged since 1348, has finally been overcome. The civilized world is revitalized. People are upgrading and renovating their huts. Fields must be plowed, tilled and harvested. The famine of the previous years has encouraged people to eat more meat (a habit that we continue to this day).

Players start the game with a farming couple living in a simple two-roomed hut. During the course of the game, these families have abundant possibilities to improve their quality of life by building up their home, improving their fields and breeding their animals. In each of the game’s 14 rounds, each of a player’s Family members may take exactly one action. They can generate building resources such as Wood and Clay, add more people to their family, and ensure that they are fed. In each round, each action can only be taken by one Person – players will miss out if another player chooses the action first. A new action becomes available in each round. You must plan to grow your family at the right time – but not too soon, because even the next generation must be fed. Growing your family is important, though, because it allows you to take more actions as they become available. At the end of the game, the winner is the player who has established the best farmyard. Victory points are awarded for the number of fields, pastures and fenced stables, as well as for Grain, Vegetables, Sheep, Wild Boar and Cattle. Players lose one point for each unused farmyard space. Additional points are awarded for extension and renovation of the family’s home, for the number of Family members, and for played Occupation and Improvement cards.

All games will be four-player games, if possible. Five-player games will be used to balance the number of entrants for each heat, with the table(s) utilizing a five-player format to be determined randomly. The player who starts fifth in all five-player games will receive four (4) food to start the game (Note: This is a tournament-specific rule and is not included within the base rules of Agricola).

Sixteen (16) players will advance to a Semi-Final round to be comprised of four (4) four-player games. Advancement to the Semi-Final will be determined using the “Heats: Most Wins – Points Tiebreaker” WBC standardized scoring method.

The semifinal tables will be seeded based upon performance during the three (3) heats. The top four (4) qualifiers will be placed into Group A, positions 5 through 8 into Group B, positions 9 through 12 into Group C and positions 13 through 16 into Group D. One qualifier from each Group will be drawn randomly and placed at each semifinal table.

All ties during elimination rounds using Original/Classic Agricola will be resolved by the following methods:

  1. The player in Seat 4 wins all tiebreakers
  2. Most food leftover at the end of the game. Note: During elimination rounds you MUST ensure all conversion of any goods to food MUST be made prior to final breeding. Once final breeding has occurred following Round 14, the final state of your board cannot be modified
  3. Fewest begging cards
  4. Fewest negative categories
  5. Most scoring categories that the player has achieved the maximum value
  6. Total card points (point value of the cards plus bonus points)
  7. Reverse turn order from the start of the game.

Note: Scoring categories are Fields, Pastures, Grain, Vegetables, Sheep, Wild Boar, Cattle and unused spaces.

Any ties encountered playing Revised Agricola will be settled using the tiebreaker format found in the published rules of the game.

During the heats, tables may choose any format of Agricola as follows:

  • EIK, with all three (3) decks shuffled together
  • EIKWm, with all four (4) decks shuffled together
  • Revised Agricola, using any/all of the Revised cards that are available (Note: copies of games will not be provided. Players must bring their own copies.)

The default choice will be Original/Classic EIK format unless players unanimously agree to play another version of any of the options above. This also holds true for the Semifinal and Final rounds.

Each player will be dealt seven (7) Occupation cards. Each player will choose one card and pass the remaining Occupation cards to their right. This will continue until each player has selected seven (7) Occupation cards. Players will then be dealt seven (7) Minor Improvement cards. Each player will choose one card and pass the remaining Minor Improvement cards to their left. This will continue until each player has selected seven (7) Minor Improvement cards.

All questions regarding card rules or combinations will be clarified by the GM (or one of the assistant GMs). Decisions may be based on information contained within the Agricola compendiums available on the internet for all decks used in the tournament.

The following errata will be observed in tournament play (All Original cards):

  • Moldboard Plow may be used twice per game rather than once
  • Brushwood Roof has a prerequisite of two (2) Occupations played rather than one (1)
  • Swineherd text should read that when a player takes wild boar, they receive an additional wild boar

Note: The following cards are banned from use in the tournament and must be removed prior to the start of the draft:

  • Original/Classic Agricola:
    • Braggart (E Deck, Occupation)
    • Ratcatcher (E Deck, Occupation)
    • Chamberlain (I Deck, Occupation)
    • Taster (I Deck, Occupation)
    • Wooden Hut Extension (I Deck, Minor Improvement)
    • Lover (K Deck, Occupation)
    • Wet Nurse (K Deck, Occupation)
    • Reed Hut (K Deck, Minor Improvement)
  • Revised Agricola:
    • Caravan (Minor Improvement)

HEATS: MOST WINS - POINTS (HMW-P):Tie-breakers are:

  1. Most Wins (e.g., total in all heats entered)
  2. Most Second Places
  3. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  4. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  5. Fewest Heats
  6. High dice roll.