cellio: (gaming)
[personal profile] cellio
At Origins Dani played Agricola and found it worthy of more exploration, so he bought a copy. We've played several two-player games and yesterday we played a four-player game. The game is evocative of Puerto Rico and Caylus and plays in about half an hour per player. I've found it a lot of fun so far.

The description from BoardGameGeek starts:

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?
In each turn you can take one action per person in your family. Each action can only be taken once per turn, so there is competition for certain spaces (not always the same ones). A new action becomes available each turn. Some actions provide resources, some allow you to plow and sow fields, some let you build things (which consume resources), and some let you acquire skills, and, later, some let you expand your house and then grow your family. You start the game with a hand of two types of cards, minor improvements (these are things you can build) and occupations (skills). Both give you some sort of advantage and there's a great variety. For example, the fishing pole (cost one wood) lets you take extra food from the "fish pond" action. The woodworker (occupation) lowers the cost of building wood improvements. The oven (costs three clay and a stone) lets you bake bread (one grain becomes five food).

At set points during the game there are harvests: you take grain or vegetables from your sown fields, must feed your family (if you have a fireplace you can cook animals or vegetables for this), and then can increase your flocks/herds (if you have enough fenced pastures to hold them). As you increase your family you need more food and as the game goes on the harvests get closer together.

Scoring is based on how well you did in several factors, and, like all optimization games, you have to choose which ones to pursue and which ones to accept lower scores for. You lose points if you didn't touch a category at all (for example if you had no plowed fields or no grain). Points are given for plowed fields, fenced pastures, three different types of livestock, two different crops, upgrades to your house, and number of family members, and some improvements also give points. So you'll find yourself facing quandries like "if I don't get a vegetable to sow I'll lose points for that, but if I blow that off I could build this improvement that'll be worth points, but it requires materials I might not be able to get in time".

I find that the cards add a lot of variety to the game without adding a lot of complexity. When I play Puerto Rico I'll probably settle into one of the established strategies (corn king, builder, variety, etc), depending on what the other players are doing. In Caylus (which I have not played as much) there also seem to be some basic strategies that players fall into, again depending on what others are doing. All of that is true of Agricola too, but the occupations and improvements in your hand can play a big role in this, so, at least so far, it feels like there are more strategies available. Or maybe it's just that the tactics are more varied. Either way, I'd like to play more.

(no subject)

Date: 2010-07-05 11:01 pm (UTC)
From: [identity profile] miz-hatbox.livejournal.com
Am I the only one who imagines a lederhosen-clad man calling the name of this game from an Alpine mountaintop?

(no subject)

Date: 2010-07-06 03:50 am (UTC)
From: [identity profile] metahacker.livejournal.com
I played Agricola once and was quite fond of it. Nice balancing act and you get to build up a plot of land for yourself...I kind of wanted to move in after I'd made a nice homestead. :)

(no subject)

Date: 2010-07-06 10:38 am (UTC)
From: [identity profile] magid.livejournal.com
In my hs Latin class, the stress was on the 2nd syllable.

(no subject)

Date: 2010-07-06 11:34 am (UTC)
From: [identity profile] byronhaverford.livejournal.com
You don't describe any player interactions. How do I stop you form accomplishing your goals?

(no subject)

Date: 2010-07-08 05:55 am (UTC)
From: [identity profile] galeran.livejournal.com
I'm very fond of Agricola and Caylus . .they're complex optimization games that retain excellent replay value. Agricola is a much friendlier game, but can feel a little like solitaire; even when someone takes the action that you were hoping for, there's usually something else available that's also decent. Caylus, played at a high level, is incredibly tight, and it is a lot easier to get kicked in the teeth. One needs to spend as much time predicting what other players will do and manipulating the timing of the turn order as one spends deciding which action one will take oneself. One also needs to be willing to aggressively deny other players their optimal strategies. I've literally won a game of Caylus by paying to take an irrelevant action, just so that I wouldn't have to pass before a specific other player (thereby gaining the right to make a later decision on whether or not to move the provost).

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