agricola [Updated April 2008]

AGR      
     13   14
  21   22 
  11    

   Ballroom B   Limerock

 Paradise Terrace, Table #2  

Debut Event

 

Links

  

GM: Tom McCorry

old McDonald had a ...

In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

The rules include a beginner's version and an advanced version.

Agricola is a turn-based game. There are 14 game turns plus 6 harvest phases (after turn 4, 7, 9, 11, 13, and 14). Each player starts with two playing tokens (farmer and wife) and thus can take two actions per turn. There are multiple options, and while the game progresses, you'll have more and more: first thing in a turn, a new action card is flipped over. Problem: Each action can be taken just once per turn, so it's important to do some things with high preference. Each player also starts with a hand of 7 job cards (of more than 160 total) and 7 item cards (of more than 140 total) that he may use during the game if they fit in his/her strategy. Speaking of: there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, sometimes you better react on what your opponents do.

ADVANCEMENT TIE-BREAKERS: In Multiple Entry, Single Elimination events for multi-player games, players possibly qualify for Single Elimination play in the second round by winning any of up to four preliminary Heats. Occasionally, players may advance wihout winning a heat. Players can enter one or more Heats without limit. All events for most multi-player games consist of three rounds; an opening Round consisting of two to four Preliminary Heats, a semi-final and a Final. The sem-ifinal round will advance a predesignated optimum number of players to fill the second round; i.e., 25 players for a five-player game, 16 players for a four-player game, etc. but in all cases will advance no more than half of all players which participated in the Preliminaries. If insufficient players advance to warrant a semi-final round, the scheduled semi-final will instead become the Final.

Up to 16 winners will advance to the semis. If less than 16 winners appear for the semis, enough alternates will advance to fill the next multiple of four.

Heats: Single Win (HSW) Tiebreakers -

Standard tiebreakers used to trim the field or identify alternates to complete the field, as listed below in the following order:
1. Win in first Heat entered;
2. Most Wins (e.g., total in all heats entered);
3. Win in second Heat entered;
4. Average finish in all heats entered (e.g., a 2nd and two 3rds = 2.67 and beats two 2nds and two 4ths = 3); and
5. High dice roll.

 GM      Tom McCorry  [1st Year]   NA  
    tommccorry@gmail.com   NA

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