agricola [Updated July 1, 2009]

AGR   HSW   
  20    21
  21   18    21  
 

     Ballroom B   Vista D     Terrace, Table #5  

Rob Kircher, RI

2008 Champion

2nd: David Platnick, VA

3rd: Rodney Bacigalupo, MD

4th: Jeff Bowers, UT

5th: Joshua Cooper, MD

6th: Mike Kaltman, PA
Event History
2008    Rob Kircher    48

Malinda Kyrkos, NY

2009 GM

Links

   

old McDonald had a ...

In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

The rules include a beginner's version and an advanced version.

Agricola is a turn-based game. There are 14 game turns plus 6 harvest phases (after turn 4, 7, 9, 11, 13, and 14). Each player starts with two playing tokens (farmer and wife) and thus can take two actions per turn. There are multiple options, and while the game progresses, you'll have more and more: first thing in a turn, a new action card is flipped over. Problem: Each action can be taken just once per turn, so it's important to do some things with high preference. Each player also starts with a hand of 7 job cards (of more than 160 total) and 7 item cards (of more than 140 total) that he may use during the game if they fit in his/her strategy. Speaking of: there are countless strategies, some depending on your card hand. Sometimes it's a good choice to stay on course, sometimes you better react on what your opponents do.

Up to 16 winners will advance to the semi-finals. If less than 16 winners appear for the semis, enough alternates will advance to fill the next multiple of four.

Heats: Single Win (HSW) Tiebreakers -

Tiebreakers will be used to trim the field or identify alternates to complete the field, as listed below in the following order:

  1. Win in first Heat entered
  2. Most Wins
  3. Win in second Heat entered
  4. Scoring differential in best game (e.g., winning by two would be a +2, losing by one would be a -1, tying for a win would be 0).
  5. Most seconds
  6. Average finish in all heats entered (e.g., a 2nd and two 3rds = 2.67 and beats two 2nds and two 4ths = 3) 7 – High dice roll
 GM      Malinda Kyrkos  [1st Year]   NA  
   mintylish2@yahoo.com   NA

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