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:
- Win in first Heat entered
- Most Wins
- Win in second Heat entered
- 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).
- Most seconds
- 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
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