Agricola Dominance!


Last night at game night had us order up seconds of the current hot Game of the Month!, Agricola.  It had been a while since I'd gotten to play (what with my multiple daycare-induced illness and a trip out of town), so I was a bit worried that the learning curve of the regulars would have passed me by.  Well, there was apparently nothing to worry about, as I managed to pull out wins in both games, unseating the "other Chris" from his dominant position as head peasant farmer.  

As I have now played a grand total of 5 games of Agricola (winning 3, by the way), I declare myself to be an expert and will now dole out bits of strategy to you poor fools as a rich man drops crumbs from his plate for the dogs at his feet...

Well, I guess that metaphor may be pushing it a bit, but I will at least try to explain what I was trying to do in both games, and how I more or less did some of it.  I started the first game with the intention of growing my family ASAP, and decided (since I had the Shepherd's Crook in my hand) to feed them with sheep.  Through a little luck and some brilliant turn-order play (IMnotsoHO), I got enough wood to build a 4-space field (and get some free sheep from the Crook), expand my wood house to 4 rooms, and pick up the horde of sheep that had built up (since I was the only one to have space for them) by turn 7 or so.  I quickly expanded the family to four, added more pastures and animals, and eventually upgraded the house to stone (even if it took me three actions on one turn to collect the stone I needed), and maxed out to 5 family members.  With everything working so well, I scored 44 points and won pretty handily, having only played 3 or 4 of my cards.

Now, we played both of these games with the I Deck, and (at my diligent insistence) we added in the Z Deck for the second game.  When James played the stinking Mail Coach Driver on turn one, I realized the folly of my request.  But no, I say!  It was... interesting to experience Agricola with such a game-changing (some might say game-crippling) effect in play!  Oh, who am I kidding - that card sucks royal butt! But anyway, back to my priceless words of wisdom...

So, I then found myself in turn 7 with a butt-load of grain in my fields (from the use of my lovely Planter Box), a pasture with a good handful of sheep, and a newly purchased Stone Oven, ready to cook up some sheep to feed the old family and prepare myself to plow and further expand my grain-growing empire.  Then, unfortunately, Chris pointed out that you can't cook sheep in the Stone Oven.  I asked, "Even if I chop them up really small?", but the response was the same - "Come begging with me!" he said.  Yes, he had come up 2 food short, and after chewing on two handsful of grain and some scraps I found in the pantry, I still had one food missing myself.  Neither of us were very happy.  

Anyway, I proceeded to buy a fireplace large enough to cook mutton on a spit, and continued to press on.  Alton was swimming in grain and food, and used the Mother of Twins to expand up to 4 family members while most of us still had only the little woman and ourselves to rely on.  I eventually managed to max out on fields, grain, and vegetables, take minor losses for boar and cattle, but also capatilize on Pottery from a ridiculously large cache of clay that built up for most of the game.  Alton had focused too much on his grain empire and decadent feasts of sweetbreads, meanwhile ignoring his need for meat and a cluttered farmyard, and I managed to again pull out a win despite my shame at having to seek welfare earlier in the game.

So, what are the gems of brilliance I have to share?  First, family members are good.  Get some extras, but be sure that you can feed them.  Which brings me to number two - have a plan to feed your family!  Usually this requires getting some little advantage from one of your Occupations or Minor Improvements, but then that leads right in to number 3 - Don't play too many cards!!!  Already, I've seen way too many people vomit forth cards from their hand at every possible opportunity.  While this is a pretty fun and varied way to play the game, it appears to dilute the rest of your actions too much and isn't exactly the way to consistently win.  While cheap minor improvements are not much of a problem if you're getting them "free" with other actions, the occupations are almost always at the expense of other, potentially more valuable actions.

This really reminds me of something from my Magic-playing days.  One nugget of wisdom about deck-building was to avoid "win more" cards.  What does that mean?  For instance, often times you'd be tempted to throw in some grand combo that, if you got it out in a game, would totally lock down your opponent and guarantee victory.  The problem?  Well, by the time you could get the combo into place, you pretty much already had to have the game won - so it wouldn't help you win the game, it would just let you "win more" impressively than you would have before.  Of course, the added inefficiency of having the combo would make it less likely that you would win at all!

Anyway, getting out all the possible combos in your hand is simply a "win more" strategy.  And in Agricola, "win more" is actually "win less" or "don't win at all".  Instead, just use your cards to open up two or three options that support your overall strategy, then put most of your attention and effort into being efficient with the other actions you choose.  

I have spoken!  Listen and take heed!!!

Oh, by the way, we also got in a game of TransAmerica last night, and it was a lot better than what I'd heard from other "gamers".  I can't to try it with my wife! 

  

 

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  • 9/17/2008 8:02 PM Britt wrote:
    Chris,
    I agree with your assessments on Agricola strategy. Carol and I played 6 games of Agricola over last weekend, and the winner was usually the person who maximized their family, while managing their cards most effectively.

    I had hoped to join at least one game of Agricola on Tuesday, but alas, that did not come to pass.

    Next Tues, I WILL(!!!) play Agricola. Hopefully twice! I love this game!
  • 9/18/2008 7:11 AM Chris Ingersoll wrote:
    I don't play a ton of cards because I want to, I play a ton of cards because there are either no better choices when my turn rolls around or as a side benefit of doing something else.

    And I don't think that last game should count. Man, that Mail Coach Driver is a horrid, horrid card.
    1. 9/19/2008 11:15 AM Chris Norwood wrote:
      Yeah, I think that Alton pretty much blew it in the second game, because he seemed to be way more on-track early in the game.  He just got freaking obsessed with his fields and never worked on animals and pastures like he needed to.  Agricola is definitely a game where you must diversify (to at least some degree) if you want to win.
  • 5/28/2009 7:21 PM Ken Bagwell wrote:
    After my first 4-5 games, I thought very much like these posts. Now that I have played 25+ times now with some very serious gamers, I think differently. In all the really good games I have seen, players have played practically all their cards, and have scores approaching 60. These are in very competitive 4-5 player games. Due to it's complexity, you can beat weak comp. with any coherent strategy. But to beat the "pros", you have to get out as many cards as possible to leverage their power and VP creation. And I totally feel your pain with broken cards. If someone is lucky with the draw, you may be just playing to max your score rather than win, but it's such a great game I don't even mind - I want to call some people up and play right now!
    1. 5/28/2009 10:13 PM Chris Norwood wrote:
      Thanks for your perspective, Ken!  I've only played Agricola a handful of times since it was Game of the Month!, and it's great to hear from someone with a lot more consistent experience with it.  Of course, needing to rely more on the cards for scoring makes the game even more dependent on randomness of the draw than I thought, which is not necessarily a good thing...  Unless you happen to use some drafting thing to choose your cards instead of relying totally on the deal.
      1. 6/1/2009 11:48 PM Ken Bagwell wrote:
        Thank you Chris. I like drafting too. Another thing I love is the varity of the decks. IMHO, The I deck has a few more, shall we say "interesting" cards, that could be considered very powerfull/broken(reed buyer, chamberlain, taster). The E deck has a lot of cool cards, but is a more even handed. The K deck is more intricate and subtle. The Z deck is a smaller set of promo cards that all seem to be very powerfull - you could add these to an exsiting deck to spice things up. The replayability of this thing is amazing.
  • 2/6/2010 7:35 PM Luke wrote:
    I just played my first game of Agricola last night, and now that I've seen it in action, I decided to go look up strategies. My two cents, based on the fact that I did, after all, emerge victorious, is that cards can be extremely powerful, but not necessarily in every scenario.

    I had the Braggart, which gave me 9 bonus points for having 9+ improvements. I didn't play him until Round 13, so people who had made fun of my assortment of marginally useful minor improvements suddenly realized that I was a contender!

    Added to the 9 or so victory points that just came with the cards, and I was able to give myself (just) enough of a boost to win, despite having sown zero fields and leaving 3 spaces unimproved (sheep + fireplace fed my family). My score was 42.

    My biggest mistake early on was playing a couple of cards that give you resources every other turn or so...it seemed very powerful at the time, but in retrospect, the turns and resources I had to invest in that delayed growing my family and probably prevented me from having a better farm.

    Adaptability seems to be key, as the second place player (41 pts) bought a clay oven and just baked bread repeatedly, growing a big family quickly.
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