Agricola

1 – 4Players
30 min/playerPlay Time
12+Age

Your two Meeples are settled into a small wooden house with an empty plot of land — and harvest is coming. Place your Meeples on action spaces to grow crops, raise animals, expand your house, and most importantly, keep everyone fed. Your neighbour is competing for the same spaces.

Our full thoughts: Agricola Review

Note: These simplified rules are a starting point — Agricola has a 12-page rulebook plus a 12-page appendix. You will need the rulebook. This guide makes reading it less intimidating. Download the Agricola Rules PDF.

The Big Picture

Each player manages their own farm board. You place Meeples on action spaces on a shared central board to collect resources, improve your land, and grow your family. The game runs 14 rounds grouped into 6 stages. A harvest happens at the end of each stage — you must have enough food to feed every Meeple or take begging tokens (negative points).

The player with the most points after all rounds wins.

Starting the Game

1
Each player starts with a small 2-room wooden house and 2 Meeples (one per room).
2
Each player is dealt 7 Minor Improvement cards and 7 Occupation cards. These vary every game and largely drive your strategy.
3
The central Action Board and Major Improvements board are placed where all players can reach them.
4
One new action card is flipped face-up at the start of each round, gradually expanding the available options.

How a Round Works

1
Flip the new round card — a new action space becomes available.
2
The first player places one Meeple on any open action space and takes that action.
3
Play continues clockwise, one Meeple at a time per player, until all Meeples are placed.
4
Once all Meeples are placed, the round ends. Check if a harvest is due (see the round tracker).
5
Retrieve all Meeples. Replenish accumulating resources on unvisited spaces. Begin the next round.

Important: Once a Meeple occupies a space, no other Meeple can use it that round. Competition for spaces is real.

Harvest Time

Harvests are triggered at the end of rounds 4, 7, 9, 11, 13, and 14. Each harvest has three steps:

  1. Harvest fields — collect grain/vegetables from sown fields.
  2. Feed your Meeples — pay 2 food per Meeple. If you can’t feed everyone, take begging tokens (−3 points each).
  3. Breed animals — if you have 2+ of an animal type and space, gain one offspring.

Harvests get more frequent as the game progresses. By the final stage, you’re feeding your family almost every round. The pressure never lets up.

How Scoring Works

Points come from almost everything on your farm board at game end:

CategoryPoints
Grain fields1–4 pts based on count
Vegetable fields1–4 pts based on count
Sheep / Boar / Cattle1–4 pts each based on count
Rooms in your house1 pt each (more for stone/clay)
Family members (Meeples)3 pts each
Fenced pastures1–4 pts
Stables1 pt each
Empty farm spaces−1 pt each

Negative points for empty spaces are the constant reminder to diversify. You can’t just specialize in one thing and ignore the rest of your land.

Cards That Shape Your Game

Occupation cards give your Meeples special abilities for the rest of the game. Minor Improvement cards grant permanent upgrades to your farm. Major Improvements (shared board) include ovens, fireplaces, and other facilities that let you convert resources to food more efficiently.

These cards are what make every game of Agricola different, and why the replayability is so high.

Tips for New Players

  • Use the quick-start setup your first game — it removes some of the starting placement complexity.
  • Always have a food plan before harvest arrives.
  • Diversify early. Empty farm spaces cost you at the end. Fill them with something.
  • The action spaces that accumulate resources (wood, clay, etc.) get better every round they’re not visited — sometimes letting them pile up is worth it.