Agricola
ERRATA10
Academic occupation counts as 2 (not 3)designerpublisher
- RULING
- "Akademiker/Academic: counts only as 2 occupations (please replace the 3 with a 2)"
Allotment Gardener corrected effectdesignerpublisher
- RULING
- "Kleingärtner/Allotment Gardener: When you play this card, you get 1 vegetable and an immediate additional Sowing action that can be used just for this 1 vegetable."
3-player "Take 1 Stone" action upgraded to resource choicedesignerpublisher
- RULING
- "Uwe has decided to improve that 'Take 1 stone' card from the set for 3 players only. Instead of just getting 1 stone, you now have the choice of 1 of Wood/Clay/Reed/Stone."
Taster (I-deck #260) activation cost raised to 2 fooddesignerpublisher
- RULING
- "Starting with the 7th edition of Agricola, Taster (I-Deck, #260): To activate the taster's ability, the player now has to pay 2 food instead of 1."
Horse (K-deck #135) renamed to Steed in English editionsdesignerpublisher
- RULING
- "Starting with the 7th edition, Horse (K-deck, #135) will have a new name to avoid confusions with the FotM horses. The new name for the EN card will most likely be 'Steed'."
Animal Yard holds any 2 animals and is not a pasturedesigner
- RULING
- "Animal Yard: On this card you can hold up to 2 animals of your choice. They need not be the same type of animal. (This card does not count as a pasture for scoring). (This card does not give you animals.)"
Swineherd receives extra boar from "Take 1 Wild Boar" spacedesigner
- RULING
- "Swineherd: Whenever you use the 'Take 1 Wild Boar' Action space, you receive 1 additional Wild Boar from the supply. (The '1 Wild Boar' Action is added in Stage 3.)"
Hedge Keeper builds up to 3 extra fences without additional wooddesigner
- RULING
- "Hedge Keeper: Whenever you build at least 1 fence, you can build up to 3 additional fences without paying any additional wood. (You can only place fences if they enclose a complete pasture.)"
Rancher receives wood when fewest unused farmyard spacesdesigner
- RULING
- "Rancher: Whenever, at the start of a round, you have fewer unused farmyard spaces than any of the other players, you receive 1 Wood. (If there is a tie, you get nothing.)"
Smallholder animal capacity clause correcteddesigner
- RULING
- "Smallholder: Your pastures that can hold 2 animals can hold 3 animals. Also, while you have at most 2 Fields, add 1 extra Grain or Vegetable when you Sow. Delete the final 'while you have at most 2 Fields' clause from the animal capacity sentence — it applies only to the Sowing bonus."
DESIGNER CLARIFICATIONS1
Begging cards are the mandatory last resortdesignerpublisher
- CONTEXT
- The rulebook's phrasing "cannot or does not wish to produce the required Food" suggested begging was optional, but Uwe clarified otherwise.
- RULING
- "Uwe told me explicitly that begging cards are not optional to take food, but may only be taken if you have no other way to go." Players must convert all available grain and vegetables to food before taking any begging cards.
Q&A7
Taking animals when you have no room for themdesignerlinked official source
- QUESTION
- May a player take animals from an action space when they have no room to stable them?
- ANSWER
- Yes. You may take animals even with no room: cook them immediately using an improvement, or release them back to the supply. Both options are confirmed by the lookout-games.de official forum (cited in the thread).
Player trading of resourcesdesigner
- QUESTION
- Can players trade resources with each other?
- ANSWER
- No. Trading is not part of the rules. There are no trading rules in Agricola; allowing trading means you are not playing the game as designed.
Can players choose not to place a family memberdesigner
- QUESTION
- Can a player with a family member remaining choose not to place it to avoid a costly action?
- ANSWER
- No. Players must place all family members each round. If every accessible action space requires a cost the player genuinely cannot pay, that family member stays home; but voluntarily skipping to avoid spending food is not allowed.
Dumping grain from sown fields; releasing animalsdesignerpublisher
- QUESTION
- Can a player intentionally remove grain or vegetables from a sown field?
- ANSWER
- No. Sown fields are untouchable until harvest; nothing in the rules permits deliberately clearing them. Animals, by contrast, may be released at any time.
Starting food distributionsticky
- QUESTION
- How much starting food does each player receive?
- ANSWER
- The starting player receives 2 food; all other players receive 3 food.
Stables multiply pasture capacity multiplicativelysticky
- QUESTION
- How do stables interact with pasture capacity when multiple stables are present?
- ANSWER
- Each stable doubles the total capacity of its pasture. Multiple stables stack multiplicatively: a 2-space pasture (base 4 animals) with 2 stables holds 4 × 2 × 2 = 16 animals. Only one stable per farmyard space is allowed.
Renovation always costs exactly 1 reed totalsticky
- QUESTION
- How many reeds does renovation cost for a multi-room house?
- ANSWER
- Renovation costs exactly 1 reed total regardless of room count. A 4-room clay→stone renovation costs 4 stone and 1 reed (not 4 reeds). You cannot renovate twice in one action (e.g., wood→clay and clay→stone in the same turn).
EDGE CASES3
Cannot bake bread during the harvest feeding phasedesigner
- SITUATION
- A player has an oven and grain during the harvest feeding phase and wants to bake bread to generate food.
- RULING
- You cannot bake bread during the harvest feeding phase. Baking requires a "Bake Bread" action taken during a round. During harvest, you may only convert grain or vegetables 1-for-1 to food, cook animals with an improvement, or use cards that specifically grant a harvest-phase ability.
Maximum one offspring per animal type per harvestdesigner
- SITUATION
- A player enters the breeding phase with 2 cattle, 4 boars, and 8 sheep. How many animals are born?
- RULING
- Exactly one offspring per animal type with 2 or more animals and room for one more. The player gains at most 1 cattle, 1 boar, and 1 sheep — regardless of how many pairs exist.
Cannot cook animals during the breeding phasedesigner
- SITUATION
- A player wants to cook a surplus animal during the breeding phase to make room for a newborn.
- RULING
- You are not allowed to cook animals during the breeding phase, period. All animal cooking must happen during the feeding step of harvest. Room for newborns must exist before the breeding phase begins.
Last researched: 2026-04-29
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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.
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Null cards deal 0 damage regardless of base value or any bonuses applied.
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