For instance, on the mountain section of the board, you'll add 1 stone on one side and 2 stone on the other. These will be added even if nobody took them the previous round, which means they'll accumulate over time. Work is when you take turns sending your workers out to do things.
Place one of your workers on a space on the game board, and immediately take the associated action. Some spaces allow you to take goods resources, animals, fences, etc. One space also lets you take the starting player tile for the next round. But each space can only hold one worker, so once that spot has been taken, nobody else can take that same action until the following round. Home is when you collect all your workers off the game board and put them back near your farm.
Breeding, of course, is when your animals can breed. If you have at least two of a type of animal, then you can add one more to your farm — but you can only get one more of each type of animal. These are very regulated animals; even if you have a dozen sheep, only one new lamb will be born each round. There are specific rules for how many animals you can keep and where you can keep them. Some buildings can house a specific number of animals; fenced pastures can hold two animals per space, and feeding troughs double that, but you have to segregate your animals by type.
Animals can be moved around on your farm as needed, but anything that has been built has to stay put. If at any time you acquire more animals whether from the game board or through breeding but you don't have room for it, then it just runs away and you discard it back to the supply.
After eight rounds of play, you calculate your score. First, you get one point for every animal you have, and points for any buildings you've built each building has a point value on it. For farm expansions, you get 4 points if you've used all three spaces on them in some way — enclosing it, or building something on it.
Finally, you get bonus points for the animals by referring to that chart on the side of the box: you lose points if you have three or fewer of any type of animal, and you get bonus points for having a bunch of the same type. For example, it takes 8 sheep to get the first bonus point, but only 5 horses. The more you have of a particular type of animal, the more bonus points you may score.
Whoever has the most points wins; in case of a tie, the player who wasn't starting player in the last round wins. As I've said before, the original Agricola remains one of my favorites: there are so many paths to get points, but you don't have time or enough workers to get to all of them. However, as much as I like it, I don't get it out that often because of the time commitment. Just getting it out and setting it up for the photo above, and then putting it all away, took nearly as long as it would to play an entire game of Agricola: All Creatures.
And that's for a two-player game. Once you add in three more players, then you've got additional action cards and another hour or two of play time.
Playing the slimmed-down Agricola: All Creatures feels similar, despite the fact that fields and planting are completely gone in favor of the animal husbandry.
But let's face it: little wooden animals are much cuter than wooden vegetables. When I wrote about Zooloretto Mini , another compact adaptation of a larger game, I noted that it felt like what the original game should have been in the first place. Not so with Agricola: All Creatures — I'll definitely be keeping the original for when I have more time and players and want the full experience, but now I have an excellent alternative when time is tight and I've just got one person to play with.
Partly it's the theme: building out your farm, taking control over a little plot of land and deciding where to put things is just plain fun cf.
But it's also the way the theme makes sense of the mechanics: you only have so many workers, and they can only do so much each round. If they're out chopping wood, then they can't also be building fences. If you don't build a fence around the pasture, you can't keep animals there because they'll wander off. Things seem to make sense. It's also the limitations that the game places on you: because you only have so many rounds and so many workers, you can't do everything.
You can raise a few of each animal, but then you may not get the bonus points for having, say, a whole bunch of pigs. But if you don't get the minimum of 4 of each type of animal, it'll cost you points. So do you make up for that by building some great buildings or expanding your farm? Or do you go after all those animals, and skimp on the building?
Much of this will also be determined by what your opponent is doing, because if they take all the cows, then you'll just have to find some other way to make up those lost points. Finally, I like the way the scoring works — but this may because I'm a min-maxer. I like the challenge of figuring out how to maximize my scoring with the opportunities left on the board: taking those sheep might get me those bonus points plus the extra sheep during breeding , but how does that compare to the three points I'll lose by not having enough horses?
What's the best way to get the most bonus points, now that the other player took those fences I was counting on? 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 - see Overview of game phases. 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.
There are examples of play, with explanations, on the reverse sides of three of the boards. Place the three game boards as shown in the illustration to the right. Each player chooses a color and takes the playing pieces in that color, as well as one farmyard. These are placed in front of the player facing whichever direction the player chooses. On each of the two building spaces on this farmyard, players first place a Wooden hut room tile and then in each of these rooms one of their Family members.
The remaining playing pieces additional Family members, fences and stables remain in the bag for now or are placed to one side. Sort the remaining house and hut tiles and the rest of the game components and place them beside the playing area. Sort the cards according to the color of the reverse side.
Depending on the number of players, different green Action cards B are used. Sort the blue Round cards according to the Stage of the game. Shuffle each small pile and place the piles on top of each other with the cards for Stage 6 at the bottom, Stage 5 on top of that, etc - finishing with the four cards for Stage 1 on the top.
The Round cards make new actions available during the game. If you are playing with 3, 4 or 5 players, take the corresponding set of green Action cards and place them face up on the spaces to the left of the first game board.
The order in which the cards are laid out is irrelevant. In a 3-player game, there are 4 cards, in 4- and 5-player games there are 6 cards. In solo and 2-player games, no green Action cards are used. The purple symbol on the left side of the yellow Occupation cards shows how many players the card is used for: means for players, for players, for players.
Cards that are not in use are removed from the game; the full deck of Occupation cards is only available in a 4- or 5-player game. Shuffle the cards. Each player is dealt a hand of 7 Occupation cards and may look through them.
The remaining Occupation cards are put to one side. Shuffle the orange Minor Improvement cards. Each player is dealt a hand of 7 Minor Improvement cards and may look through them. The remaining Minor Improvement cards are put to one side. Place the 10 red Major Improvement cards face up on the Major Improvements board. As soon as 9 Major Improvements have been bought, the board is turned over to show the scoring overview and the remaining Major Improvement is placed on the space on the reverse of the board.
Each player takes a Summary card and places it in their playing area. One side of the card gives an overview of the game phases; the other explains the scoring at the end of the game. There are no scoring rounds during the game.
Players choose a starting player who receives the Starting player marker and 2 Food. The other players each receive 3 Food. The Starting player marker is not automatically passed on to the next player at the end of a round: it passes to the player who chooses the "Starting player" action.
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