Thursday, August 7, 2014

Agricola Strategy - Gameknight

Agricola: Strategy Guide


Prepared by Master Farmer Jeff Hannes.
So you’ve bought Uwe Rosenberg’s masterpiece game Agricola. You’ve learned the rules, played several times, maybe even invested in upgrading your components to fancy wooden or even handmade clay pieces. That’s all well and good, but now how do you actually win this brain-burning game? You’ve come to the right place…
This article focuses on the regular game, which includes Occupations and Minor Improvements, though many of the basic concepts also apply to the Family Game. The main difference between the regular game and the Family Game is that when playing without the cards, your accomplishment expectations need to be lower. Even with good cards it’s hard to do everything well; without cards it’s impossible. But even in the family game there are tried-and-true techniques and strategies that will allow you to build a balanced and (mostly) appealing farm. So where to start?
LET IT GROW…
There are a lot of moving parts to Agricola, but ultimately it all comes down to making your family bigger. More family members means more actions, more actions means more points. Not to mention, family members themselves are worth three points each at game end. But it’s real simple… the sooner you get a new family member out, the more actions you’ll have for the rest of the game. Everyone starts the game with 2 family members, which means a base 28 actions during the game. If you manage to grow your family in Round 5 (typically the first time the option might be available, barring a select few occupations/improvements), that will give you 9 more actions.
So how do you grow quickly? Well, first you need a room, which means 5 wood and 2 reed. Your goal should be to collect these resources by the end of Stage 1 (the first four rounds). How available these resources are will depend on the number of players in the game, and the cards in players’ hands. Ideally you’ll be able to collect these resources in three actions… In a 2-player game it might be 3 Wood, 3 Wood, 2 Reed. In a 4-player game, the Reed, Stone, Food [RSF] is also a very good option… You might take four actions (3 Wood, 2 Wood, RSF, RSF). That’ll give you everything you need to build your first room, plus 2 extra food (enough to get you up to four for the first harvest) and a couple of stone, which you’ll certainly find a use for down the road.
In a 5-player game it might be even easier to collect the resources, since you have the 4 wood and the Reed, Stone, Wood space. Take those two and then you just need one more reed. 3-player games can be tricky, as you’ve got three players fighting over one Reed accumulating spot. Unless you’ve got a card that lets you replace or lower the reed requirement for building (for example, Brushwood Roof which lets you use Wood instead of Reed, or Ladder which makes your rooms cost one less Reed), someone probably isn’t going to get their room-building resources until well into Stage 2. There’s always the “Take 1 of any resource” space which you can use to get a single reed in a pinch, but without cards in play to give you something more from there (for example, Landing Net would give you 1 reed AND 2 food), that space is a pretty weak play. In 3-player games in particular, jockeying for starting position can be very important.
And so we get to the importance of a well-timed Start Player action. Typically (though not always) players won’t bother taking 1 Reed from the basic reed accumulation space, because there are often better spots. This means that in rounds 2 and 4 there will be two reed available for the taking — exactly what you need to build a room. The best way to ensure you get that reed? Use the Start Player action in round 1 or round 3, and then use your first action of the round to take the Reed. Though keep in mind that the other players will have the same thoughts, so don’t expect the Start Player space to be waiting for your on your last action; you may need to spend your first action of the round to ensure it. And if you’re already Start Player? The only way to prevent someone from taking it from you is to take it yourself to ensure that you keep it.
Getting the wood will often be easier, but don’t get greedy. Don’t wait for wood to accumulate to 6-wood or even to 4-wood. Early game actions are going to be less efficient than late-game actions. In a 3-player game there’s absolutely nothing wrong with using two actions to grab 3-wood and 2-wood to ensure building resources for your first room. Would more wood be better? Yes… but if you aren’t willing to grab wood when you have the chance and wait for it to stockpile, your opponents may well shut you out.
Once you get to that magical 5 Wood and 2 Reed, you still need to build the room. Here’s where it really pays to take notice of what resources the other players have. Just because you have the resources to build your room doesn’t mean you need to rush to take the action. If no one else has the capability to build a room, you can wait and do it when you’re ready to grow, or if someone else gets the necessary resources to build a room, immediately after so they don’t have a chance to build before you. With a rare few exceptions (the often-banned Wooden Hut Extension for example), your opponents can’t steal actions out from under you. Though do be aware of how a changing Start Player can affect turn order. Let’s say it’s Round 4 and you are the start player. With your first action you take 2 reed, and now have the resources to build a room. The next player only has 3 wood and 2 reed and uses his action to take Start Player. Now it’s your turn… Your opponent doesn’t have the resources to build a room so you can wait, right? Not exactly… If you don’t build a room, your opponent could use his second action to take wood and then, with the first action of the next round, build his room before you have a chance. That can be a big momentum shift, as you’ll now have to wait until turn 6 to build your room, and maybe even later to finally grow your family.
This jockeying for position is particularly tricky in the four-player game, because you’ve got four players competing for one Build Room and one Family Growth spot. If Family Growth doesn’t appear until Round 7, it’s probable that one of the players won’t get first growth until Round 10. Often in 4-player games you’ll end up with what experienced players call the “Family Growth” queue. You’ve got your room, but now you’re waiting for growth to appear. After a player takes Family Growth, the player to his left will take Starting Player to ensure that he is the next to have an opportunity to grow, and so right down to the final player in the queue. Try not to let that person be you! If you do end up being the last to expand your home, see if you can gather enough resources for a double room build (10 wood and 4 reed minus any deductions from cards). Then you can at least make up for being the last to grow by efficiently building two rooms in one action (whereas the others will likely spend one action per room) and also, if timed right, being the first to get your fourth family member.
PLAY THE CARD, USE THE CARD
It’s easy to get overwhelmed or over-excited by a handful of cards. When choosing which cards to play and when to play them, try to follow two important rules. First, can you put the card to good use within the next few turns? There’s no point in playing the Stone Carrier (gain an additional stone every time you take stone) in the first round of a 2-player game. At a minimum, you won’t be able to use it until round 5, and possibly not until round 7. By contrast, Clay Worker (gain an additional clay every time you take Wood or Clay) can be put to use immediately. And that leads to card rule #2… “Play the card, use the card.” If you spend an action to get the Field Watchman into play (Plow a field every time you use the Take 1 Grain action), then USE it. If you then only take one grain for the rest of the game, the card was basically a wash. Success in Agricola is about efficiency, and generally the purpose of the cards is to turn multiple actions into fewer actions. Always remember that it actually costs an action to play a card.
A good example here is the Plough Maker (When you Plough a field, you may pay 1 food to plough a second field). Seems pretty good right? Well, it depends. Without the card it’ll take two actions to plough two fields. With the card it’ll still take two actions (one to play the Occupation, one to plough) and also at least 1 food (and possibly more depending on which space you used to play the Occupation). At this point, you have not been efficient. Now if you plough a second time, you’ve got four fields for three actions, though it also still cost you 2-3 food. To make the most out of the Plough Maker, you really have to plough three times. That’s four actions for six fields. And even then that’s only worth it if you’re actually going to be able to plant in those fields. Do you have cards that give you extra grain or vegetables, or a bonus for having more than five fields? If not, then it might not have been worth it to play the Plough Maker at all. Never play a card just for the heck of it. It costs a precious action to play an Occupation; make sure that action is well spent.
Minor Improvements are nice boons, but resist the urge to try to play them all. Until you’ve got a really good feel for the game you should pretty much NEVER use the “Major Improvement/Minor Improvement” space to play a Minor Improvement. Instead, wait for an opportunity to take Start Player or Family Growth + Minor Improvement. And don’t play a Minor Improvement just because you can. That Grain Storehouse might look nice (Pay 3 Wood or 3 Clay to to receive three grain in future rounds), but will spending the resources to play the card cost you the ability to play something vital like a Build Room or Fireplace? This is why Minor Improvements that have no cost and no requirements (like House Goat and Horse) are particularly prized in draft formats. Having them ensures that you’ll always be able to play something when you choose Starting Player or Family Growth.
FOOD ENGINES
So you know how to get more family members, you’re getting a handle on only playing cards that will actually help you, but then there’s this one other element you have to worry about… feeding your family at the harvest. Having a 4-person family by Round 6 might seem exciting, but you’ll think otherwise if you have no way to feed them.
The most common food engine involves a Fireplace or Cooking Hearth and, well, nothing else needed. As soon as you have one of these Major Improvement cookeries in play, you can always take animals and immediately cook them for food. If you have a Fireplace and you use an action to take 3 Sheep from the sheep space, you can cook all three for six food immediately, even if you don’t have room for them. Trust me, it’s right there in the rulebook. Or better yet, you can cook 2, keep one in your house, and then cook that one at any time only if necessary. Once Boar show up in Round 8-9 and Cattle in Round 10-11, your food options will be even better.
An early Fireplace can make a big difference, which is why being the first person to have 2-Clay can be valuable. Though watch out… if the Major Improvement space doesn’t show up until Round 3 or 4, another player might have the chance to get that cheap fireplace before you. And once two or more players have a cooking improvement, animals become a less reliable source of feeding.
There’s also the Fishing space, and in 4-5 player games, the Traveling Players, but unless you have cards which give you extra food or resources on these spaces (like the Fishing Rod), they won’t be a *reliable* food source, especially later in the game when you’ve got more mouths to feed. If you don’t get your hands on a Fireplace or Cooking Hearth, the accumulation spaces alone won’t be enough. If you don’t have cards to supplement your food intake, you’ll need to be able to cook animals… or bake.
The second main food option is baking bread, which can be very efficient when it gets rolling, but is also difficult to pull off without card support. Look at the Clay Oven… You need 3 clay and 1 stone to get it into play (that’s at least three actions to take the resources and play the card) and then you still need Grain to bake. Don’t make the rookie mistake of being inefficient. Taking 1 Grain and then a Sow & Bake action is NOT a food engine. It’s 2 actions for 5 food, and you have to repeat the process over again. Instead, you only want to have to take grain once or twice the whole game. And this is where farming comes in. If you want to go with a baking strategy, here’s a good baseline to try…
Go for these five actions by the end of Round 7: Plough a field, Plough a field, Take 1 Grain, Take 1 Grain, Sow both grain in two fields. Then, from the Round 2 harvest on, you’ll receive two grain per turn. Once your fields are empty, resow two of the grain (allowing you to use the other four to bake) and hopefully by then you’ll have at least one more field and be able to sow a Veggie as well. Meanwhile, you’re now free to pursue a Baking strategy without having to waste critical mid-game actions taking grain. Now when you build that Clay Oven you automatically get a chance to bake one of your grain for 5 food. If you must you can use a Sow & Bake action to turn around another 5 food on a later action, but ideally by then you’ll have ploughed another field and be able to also Sow with that action. It’s all about efficiency.
A baking engine takes some effort to set up, and without some really supportive cards you shouldn’t expect it to kick into gear until Round 8 at the earliest, but when done right it can make feeding your family a breeze. Often setting up an early baking engine comes at the expense of other areas of the game (like being one of the first to grow), but once you have the engine going you’ll be spending fewer actions to feed your family than your opponents will, which can make up for growing late or last.
VARIETY IS THE SPICE OF CARDBOARD FARMING
Ok, so you can make your family bigger, you’re only playing cards that help you move forward, and you’ve figured out how to feed your family? You’re all set then, right? Er, not exactly. Ultimately, the name of the game is points. When calculating the worth of various items, keep in mind two things: First, negative points for not meeting the minimum “requirement,” (for example, -1 points for having 0 sheep), and second, unused farm spaces. Every unused farm space is worth -1 point at the end of the game. But since everyone starts with the same -13 points (13 unused spaces), it’s better to think of every used space as +1 point. So with that in mind, consider:
* Plough at least two fields. Here’s a point comparison: 0 fields = -1 points. 2 fields = 3 points. (+1 point for having two fields, +2 points for two used spaces). And from there-on, every additional field (up to 5) is +2 points (+1 for the field scoring, +1 for the used space).
* Build fences. Not only will fences allow you to hold more than one animal (critical to avoid negative points), but they chew up a lot of points. Consider the difference between no fences and a simple 2×2 pasture that covers four spaces: -1 points for no pastures, or 5 points (+1 for the pasture, +4 for the used spaces. That’s six points for 8 wood and a Fencing action, AND it gives you the capacity to hold two types of animals (including one in your home). Now consider a step up from that… With just 4 more wood in your stores, you can fence a 2×2 grid of four single-space pastures. Now you’re getting 8 points vs. -1 AND you’ve got space for all kinds of animals. And with just 3 more wood, you can hit the gold standard of fencing… A 2×3 enclosure with 1×1, 1×1, 1×2 and 1×2 pastures. That’s 10 points, and capacity for 12 animals.
Realistically, not every game is going to present the opportunity for 5 fields and/or 4 pastures, but there is one certainty… If you ignore either or both until the final rounds of the game, it becomes that much harder (if not impossible) to get there. You don’t need to build your fences right away (and often you won’t want to until Stage 4 or later), but you CAN collect the wood ahead of time so you’re not scrambling in the end. Likewise, plough an early field or two when the opportunity arises, so you aren’t left with nothing accomplished as the end rolls near. Until Round 12-13 there’s only one Plough Field space, which can make it VERY competitive in larger games. Likewise with the Fencing action… If you wait too long, you might lose your opportunity to fence. These are less likely to be issues in 2-3 player games, but even then you need to pay attention to what your opponents are doing. If a 3-player game enters Round 14 and no one has fenced yet, someone’s going to get left out. Don’t let that person be you!
* One or none. Several of the remaining points options are much easier to quantify. Until you really become a whiz, it’s easiest to just think in terms of them in one of two states — some or none. Sheep, Boar, Cattle, Grain, Vegetables…. Get one and it’s effectively worth 2 points (going from -1 to 1). The progression after that can be confusing until you have a good feel for it, so just ignore it for now. If you get an early farming strategy going, you should be able to easily extend your points from Grain and Veggies by planting them. (Consider that sowing a vegetable is effectively worth a point, since it bumps you +1), but when learning to get good at the game it’s more important to just worry about erasing negatives than trying to maximize a single one of these categories).
* Stables? Don’t stress on them. A common rookie mistake is to go into a Build Room action with 7 wood and 2 reed and build a room and a stable. However, unless you have very specific plans for that stable, it’s almost always a bad idea. In most cases one stable does very little for you. You still can’t breed animals, and it’s effectively only worth 1 point (either if covers an unused space or it’s in a pasture). You’ll almost always be better off holding on to that 2 wood to help pay for a Minor Improvement or your second room expansion. The one time it makes sense to get early stables is if you can get a pair. Then you have “breeding” stables… You can keep two animals in the stable, and during the harvest their offspring can go in your home. Then AFTER the harvest and in the following stage, if you’ve got a Cooking Improvement, you can cook the third animal, giving you food toward the next harvest and making room for a new baby so you can start the cycle again. It can be an effective food engine, particularly if you’ve got a Cooking Hearth and you’re breeding Boar or Cattle. BUT… it’s four wood you’re giving up toward your second room expansion. As with all things in Agricola, just because you can spend the resources doesn’t mean you should. If you’ve got cards that give you extra wood then it may well be worth it, but when faced with the choice of building stables, choose very carefully what you do with those resources. As for the increased capacity afforded by stables… it rarely comes into play in most games. Usually unstabled pastures will hold all the animals you’ll be able to get your hands on (and not have to cook for food). Rare is the game when acquiring and housing 8 sheep is a realistic goal.
HOME IMPROVEMENT
Finally, how big do you make your house, and when do you Renovate? Two other common beginner mistakes: First, building a house too big, and second, forgetting to Renovate. First, house-size. In most games, a 4-room house is a perfectly acceptable and realistic goal. In 2-3 player games without card-support, there just might not be enough Reed or Wood in the game to support a 5-room house. Unless you’ve got cards which make building cheaper, you should often just make a 4-room house your goal, and then try to jockey for the Family Growth Without Room space that appears in round 12 or 13. (This often then means using your first or second action of Round 11 to take Starting Player.) If you can get to a 5-room house, great. But don’t do so at the cost of everything else. With fewer and fewer opportunities to grab wood, the 5-wood cost can be painful in the late game, especially if you haven’t fenced yet. And the 2 reed? You may well need that reed for Renovation. Which brings us to the second part… Don’t ignore Renovation! Renovation is one of the most powerful actions in the game. First, there’s the immediate points. Renovating a 4-room house to Clay or Stone gives you 4 points for one action — very efficient. What’s more, you then get an additional, powerful action. In most cases that second action will be a Major or Minor Improvement.
The best thing about Renovation is that it’s very easy to see who on the board is capable of taking it and plan accordingly. Let’s say you’ve got a baking strategy in the making and you’re ready for that Clay Oven. You’re the only one with 3 Clay and 1 Stone, so you know no one can swipe it out from under you. But what if you can’t get to the Major Improvement action. Although generally you want to use that space for MAJOR improvements, there’s nothing stopping an opponent from using it to get out a Minor Improvement, which could then muddle your plans. But if you are the only one who can Renovate… well then you’ve got a guaranteed Major Improvement opportunity waiting for you. In the example of the baking strategy, consider stockpiling these resources: 7 Clay, 1 Reed, 1 Stone. Now, as long as no one else has the means to renovate, you’ve got the ability to Renovate and build the Clay Oven all in one action — without any fear of being blocked. If you plan it right, that’s 6 points and 5 food in one action. Majorly efficient.
On a smaller-level but equally efficient scale… If you’ve got a Fireplace, then the Renovate action can also be a good time to upgrade that Fireplace to a Cooking Hearth (for free). Bottom line, Renovation not only gets you points, it you gives you a good, well-timed opportunity to play a Major improvement. You almost never want to Renovate without playing some kind of improvement; unless it’s the end of the game and you have no other means to get points that’s just a waste. The act of Renovating itself does nothing to further your game, so wait until you can couple it with a useful improvement (or fencing in round 14). But as always, be aware of the competition. Towards the final rounds of the game, if you still haven’t renovated, it’s good to take stock of which players have accumulated the necessary resources to renovate. If it’s round 13 and there are five outstanding renovations (perhaps including a player who has enough resources to renovate to clay and then to stone) there’s going to be competition for the three remaining renovation actions.
IN CONCLUSION…
Obviously all these tips are baselines, and can be modified dramatically by the card play, both yours and your opponents’. Consider that your opponent’s card plays can affect you just as much as them. If your opponent puts Brushwood Roof into play (can use Wood instead of Reed to build and renovate) he’s less likely to take the Reed space, which means there will be more for you and the other players. Renovating early CAN have a function if you have a card like the House Steward, which lets you take Family Growth as a “Without Room” action once you have a Clay Hut. So the cards may change the rules and the way you play the game, but for most games the baseline strategies outlined above will help you get a leg up on the competition.

Agricola Strategy - Part 3


Getting Better: Agricola Part 3

This is a column that helps you get better at your favorite games. Whether it's knowing the odds to draw black trains that are left in the deck in Ticket to Ride, or understanding the ramifications of picking a Rocket Courier X-99 early in a game of Ascension, if you're looking to gain an edge over your friends, this is the column for you.
Agricola Strategy III
Father: “One day, my lad, all this will be yours!” *points to the window*
Son: “What, the curtains?”
Monty Python & the Holy Grail

Welcome back to the third in my Agricola article series. Here, I will be number crunching some of the basic statistics associated with trying to build your farm. For example, is there enough stone in the game to build the Well, Stone Oven and have a 5 room stone house?
Before considering what we need for any given game of Agricola, consider the ideal farm below, taking into context the constraints of playing the game:
If we score this farm we get:
o 4 Points for 5 Fields
o 2 Points for 2 Pastures
o 3 Points for 6 Grain
o 4 Points for 4 Vegetables
o 3 Points for 6 Sheep
o 2 Points for 3 Wild Boars
o 1 Point for 1 Cattle
o 8 Points for 4 Stone rooms
o 15 Points for 5 Family Members
o 1 Point for the Fireplace
o No negative points for empty spaces or begging cards
Total: 43 Points
This sort of score will likely place you 2nd or 1st in your game and excludes bonus points for any other Improvements or Occupations. In a way, this “Family Version” farm demonstrates it is perfectly possible to win Agricola without having to resorting to your hand of Occupation and Minor Improvement cards.
Now, let’s consider the building resources we need:
· 10 Wood & 4 Reed for 2 extra Wooden Rooms
· 4 Clay & 1 Reed for Clay House Renovation
· 4 Stone & 1 Reed for Stone House Renovation
· 2 Clay for the Fireplace
· 12 Wood for Fences
Totals:
· 22 Wood
· 6 Clay
· 6 Reed
· 4 Stone
Now let’s calculate the total material available in each variant of Agricola and compare the amounts with our requirements for building the ideal farm above:
2 Players
· To explain the Min and Max availability columns, if both Stone cards appear in rounds 7 and 11, you get the minimum amount of stone. If they appear in rounds 5 and 10, you get to see the maximum amount of stone. · Here, there are enough resources to allow both players to create their own ideal farm although in 2 players it is viable to play a denial strategy (such as always going to the Clay Action space) since you only have one opponent to beat.
· A pattern you see here (and for the other tables below) is that there has been no allowance made for either:
o Building any of the other Major Improvements
o Using Building Resources as food or Victory points for the Joinery, Pottery or Basket Maker’s Workshop
· Whilst there is an abundance of Stone, none of it is available until at least Round 5 (As it is the only variant to not have Stone available from the start of the game)
3 Players
· *3 Players also has the “Take One Building Resource Action Space” To keep things simple, this space has not been factored into the table. · As noted, there is not enough Reed for each player to build the ideal farm. The “Take one Building Resource” goes a little way to alleviating the problem, but is generally inefficient to use multiple times and will be competed over for early Stone acquisition.
4 Players
· Building Major Improvements is easier than in 2 or players due to the high amount of Clay and Stone available. · The Pottery is usually an attractive choice to build since Clay is often deemed less critical than Wood or Reed (and can thus be eaten or stockpiled more easily)
· Reed is also at its highest availability in the 4 player version: Whilst this means easier to build those extra rooms (as there are also 3 spaces to gather Wood), racing for the “Build Rooms” and “Family Growth” action spaces is another matter…
5 Players
· Compared to the 4 player variant, Reed and Stone are in slightly shorter supply. Because of this, the “Take Reed, plus 1 Wood and 1 Stone” action space is of considerable value. In my personal opinion, I value this space more than the “Take 4 Wood” and the “Occupation” action spaces during the early part of the game, simply because of the maximum flexibility offered by the space:
o Visiting this space twice = Joinery or Basket Maker’s Workshop
o Visiting this space twice plus any “Take Wood” Action Space = Wooden Room
o Visiting this space once plus “Take 3 Clay” Action Space = Clay Oven
o Visiting this space three times (if you are lucky!) = Well
· Like in the 4 player variant, the Pottery is a good choice to build as Clay will likely be in excess (though with four other players, at least one of them will be thinking the same thing!)


This concludes our little series on “Getting Better” at Agricola for now. Covering these topics does not begin to scratch the surface of how much strategic depth the game has to offer even after four years of sowing, breeding and baking bread. Which is great because I certainly don’t want to ever grow bored of this game!

Agricola Strategy - Part 1



This is a column that helps you get better at your favorite games. Whether it's knowing the odds to draw black trains that are left in the deck in Ticket to Ride, or understanding the ramifications of picking a Rocket Courier X-99 early in a game of Ascension, if you're looking to gain an edge over your friends, this is the column for you.

Agricola Strategy I

Welcome to the first of our Agricola Getting Better series. The first article will concentrate on good common sense strategy; useful if you have only played a couple of games and you really want to get into the swing of the game. If you have more than a few games under your belt this article may cover items that are obvious and later articles will get in to more in depth strategy.

Avoid Begging Cards

As the game suggests, you should avoid earning begging cards at any costs: The -3 penalty for being short for each missing food is quite steep. Sometimes it feels there is a choice between taking begging cards and keeping that grain for sowing or that pair of sheep for breeding. In these situations it is almost always better to feed your family and wait for an opportunity later to get your farm operating. The only time you can safely take begging cards is if you have the Mendicant occupation.

Get your Third Family Member

With players competing to build rooms and increase the number of family members, there is a viable opportunity to utilise underused action spaces and start developing the rest of your farm. Whilst it is not necessary to be the 1st or 2nd player to grow their family, it is important in 4/5 player games to get your third family member at some point during the midgame. Unless you have a very good set of supporting occupation cards, winning with a 2 person family is very difficult: Family members are worth 3 victory points and the extra clay or stone rooms will also give your opponents points where you will score none. Just be sure to build up your required 5 Wood and 2 Reed over the course of the game and get your third room and person, even if it is as late as Round 10 or 11. Don’t wait to take advantage of the Family Growth without Room action as you will get too few uses out of that member compared to the savings of not building a third room.

Establish a Food Engine

The term Food Engine is the ability to generate food without the need to constantly dedicate family members to pick up food tokens on action spaces. An example of a simple food engine can be:
• A couple of fields with sown grain and a Clay/Stone Oven (Grow Grain, replant some, bake the rest)
• Animals kept in pastures with a Fireplace (Keeping enough to breed new animals to replace the ones eaten as well as picking up more on the actions spaces)
Letting the Fishing/Travelling Player space accumulate food over several rounds is certainly not a reliable way to get the food needed to feed your family and a savvy opponent might take that food right when you need it and you end up with begging cards instead.
All of the Major Improvements represent a way of establishing a food engine, so it is worth building at least one early in the game; even if it is using the Major/Minor Improvement Space over the more efficient Renovation + Improvement Space: remember your opponents may be after them as well! As a rule of thumb, if you are able to use one or no family members to visit a Fishing/Day Labour/Travelling Players action space in between each harvest, you are doing well to sustain your family’s food needs.

Watch your opponents’ resources and actions.

It pays to keep an eye on what your opponent is capable of building: it is possible to build up a short-term picture of which of your desired action spaces are ‘safe’ and which ones need to be taken at the first opportunity. For example, if no opponent has Grain or vegetable, it is likely that you can take Sow/Bake Bread as your final action for the turn. If an opponent builds some fences, it may be necessary to take those sheep for your fireplace before it gets back round to his turn.

Note what is in short supply within your game of Agricola.

A unique feature of Agricola is that the game plays in subtlety different ways depending on the number of players in the game. In each variant, there is usually one area where players will be competing for because that commodity is only available on one action space. The following is rare according to the number of players:
• 2 Players: Clay
• 3 Players: Reed
• 4 Players: Family Growth Space (when trying to get that 3rd family member. See above)
• 5 Players: None, but with 5 players, it is likely that most Major Improvements will be more heavily competed over.
Occupations or Improvement cards that help you in that particular shortage will give you an advantage over your opponents. For example, playing the Reed Pond minor improvement in a 3 player game will give you extra valuable reed in a game that would otherwise only produce 14 reed between all the players (one per round).
In the next article: Improvement & Occupation cards. They are all not equal in power level and knowing which ones to keep a lookout for can give you that extra unique edge!