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 4-player games, if possible. 5-player games
will be used to balance the number of entrants for each heat,
with the table(s) using a 5-player format to be determined randomly.
The player who starts fifth in all 5-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 semifinal round to
be comprised of four 4-player games. Advancement to the semifinal
will be determined using the following HMW/G format:
1) Most wins
2) Total points earned in the tournament as follows: For 4-player
games, twelve (12) points are awarded for a win, eight (8) points
for second place and four (4) points for third place. In the
case of 5-player games, twelve (12) points are awarded for a
win, nine (9) points for second place, six (6) points for third
place and three (3) points for fourth place. Points will not
be awarded for last place finishes. In the case of ties, points
are split (for example, if players tie for a win in a 4-player
heat, both players receive ten (10) points while the third place
finisher receives four (4) points).
3) Highest score in a heat, followed by next highest score
in a heat, followed by next highest score in a heat
4) Random
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 will be resolved by the
following methods:
1) 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.
2) Fewest begging cards.
3) Fewest negative categories.
4) Most scoring categories that the player has achieved the
maximum value.
5) Total card points (point value of the cards plus bonus
points).
6) Reverse turn order from the start of the game.
Note: Scoring categories are Fields, Pastures, Grain, Vegetables,
Sheep, Wild Boar, Cattle and unused spaces.
During the heats, the standard EIK decks will be used. All
three (3) decks will be shuffled together and each player will
be dealt seven (7) Occupation cards. Each player will choose
one card and pass the remaining Occupation cards to their left.
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 right. This will continue until
each player has selected seven (7) Minor Improvement cards.
During the semifinal and Final rounds, the EIK decks will
be shuffled together with the WM deck (World Championship 2011).
The draft will commence as described above using the mixture
of the four (4) decks (EIKWM).
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:
· Moldboard Plow may be used twice per game rather
than once
· Brushwood Roof has a prerequisite of two (2) Occupations
played rather than three (3)
· 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:
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)
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