Agricola

Agricola

#64BGG7.9RATING
Updated Jun 9
1–5
PLAYERS
30–150
MINUTES
4
BEST WITH
3.6
HEAVY
Ask Mira about 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)"
    AUTHOR: Hanno (Hanno Girke, designer, publisher)SOURCE: boardgamegeek.comDATE: 2008-01-16
  • 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."
    AUTHOR: Hanno (Hanno Girke, designer, publisher)SOURCE: boardgamegeek.comDATE: 2008-01-16
  • 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."
    AUTHOR: Hanno (Hanno Girke, designer, publisher)SOURCE: boardgamegeek.comDATE: 2008-02-18
  • 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."
    AUTHOR: Hanno (Hanno Girke, designer, publisher)SOURCE: boardgamegeek.comDATE: 2011-01-28
  • 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'."
    AUTHOR: Hanno (Hanno Girke, designer, publisher)SOURCE: boardgamegeek.comDATE: 2011-01-28
  • 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.)"
    AUTHOR: Randy Cox (rogeracox, designer)SOURCE: boardgamegeek.comDATE: 2008-09-24
  • 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.)"
    AUTHOR: Randy Cox (rogeracox, designer)SOURCE: boardgamegeek.comDATE: 2008-09-24
  • 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.)"
    AUTHOR: Randy Cox (rogeracox, designer)SOURCE: boardgamegeek.comDATE: 2008-09-24
  • 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.)"
    AUTHOR: Randy Cox (rogeracox, designer)SOURCE: boardgamegeek.comDATE: 2008-09-24
  • 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."
    AUTHOR: Randy Cox (rogeracox, designer)SOURCE: boardgamegeek.comDATE: 2008-09-24
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.
    AUTHOR: Ponton (Grzegorz Kobiela, designer, publisher)SOURCE: boardgamegeek.comDATE: 2009-01-03
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).
    AUTHOR: pijll (Eugene van der Pijll, designer)SOURCE: boardgamegeek.comDATE: 2008-07-24
  • 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.
    AUTHOR: byronczimmer (B C Z, designer)SOURCE: boardgamegeek.comDATE: 2009-07-18
  • 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.
    AUTHOR: pijll (Eugene van der Pijll, designer)SOURCE: boardgamegeek.comDATE: 2010-06-01
  • 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.
    AUTHOR: Ponton (Grzegorz Kobiela, designer, publisher)SOURCE: boardgamegeek.comDATE: 2008-09-02
  • 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.
    AUTHOR: cagriggs (Henry James)SOURCE: boardgamegeek.comDATE: 2008-08-10
  • 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.
    AUTHOR: cagriggs (Henry James)SOURCE: boardgamegeek.comDATE: 2008-08-10
  • 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).
    AUTHOR: cagriggs (Henry James)SOURCE: boardgamegeek.comDATE: 2008-08-10
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.
    AUTHOR: Barticus88 (Randall Bart, designer)SOURCE: boardgamegeek.comDATE: 2008-09-15
  • 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.
    AUTHOR: TiwazTyrsfist (designer)SOURCE: boardgamegeek.comDATE: 2009-11-28
  • 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.
    AUTHOR: byronczimmer (B C Z, designer)SOURCE: boardgamegeek.comDATE: 2009-12-30

Last researched: 2026-04-29

CATEGORIES

Animals·Economic·Farming

MECHANICS

Automatic Resource GrowthClosed DraftingEnclosureIncrease Value of Unchosen ResourcesSolo / Solitaire GameTurn Order: Claim ActionWorker Placement

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

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Wingspan — End of Round, p. 11

Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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