What are some good general guidelines for strategies when playing Agricola? I know it will depend on the exact games, but are there any typical dos and/do nots?
John
What are some good general guidelines for strategies when playing Agricola? I know it will depend on the exact games, but are there any typical dos and/do nots?
John
Pat Ludwig has mentioned some good ideas. In my opinion, the four most important things are:
As the available actions change based on the number of players, I'll say up front that this advice is primarily for the 4p game. Also, these are general guidelines. There are exceptions for everything!
You don't say whether you're playing with the Farmers of the Moor expansion; if so, the following suggestion may not apply, as having to heat your 4-room wooden house becomes quite an operation, but:
In the standard game, I'd say that growing your family is THE dominant strategy, especially playing against newbies. If you can accumulate 10 wood and 4 reed and build two extra rooms (ideally, in one action) shortly after the first harvest, then grow your family twice in advance of most of the other players, all the extra actions you'll be getting will soon give you an insuperable advantage.
Having said that, the real key to winning Agricola is to slurp up and make best use of undervalued resources; so, if everyone is dead set on building rooms, do something different! Rather than battling strenuously for wood, be the first to 2 clay, build the Fireplace and see your food problems vanish when you pick up a flock of sheep that no one else could do anything with...
One thing that newbies often don't spot is that, while getting food through baking bread or slaughtering animals are both fine, especially when backed up with Occupations and/or Minor Improvements, there is a third way, the way of Major Improvements. The Basketmaker's Workshop in particular is great at providing both food and victory points, in the many games where players undervalue reed because, after they've built a room or two, it doesn't do very much.
Taking of Major Improvements, notice that the Well is often cheaper and better than renovating to Stone; and if you get it early enough provides you with a nice little food bonus too. Don't get fixated on renovation, unless you can get a really good Major Improvement (or in the last round, Fences) on the side.
I concur with other posters who advise not to get hung up on Occupations too much. Unless an Occupation is going to save you two or more subsequent actions in the course of the game, it's questionable whether you should be playing it at all. As such, there are some which are obviously good to play (hello Field Watchman etc), but oh so many that are traps, when you could be doing something properly constructive on your farm. Then again, it can be worth using the Occupation square early on, just to make sure other players don't get their busted cards out too easily! Since your first Occupation costs no food, of course, and Occupations are usually at their best when played early. But if the player to your right is hogging the space, don't worry, just smile and grab the Wood that he's foolishly neglecting to take.
That's enough for the time being I think!
You need to have a plan for food. You should choose one of these options and work hard towards it:
Agricola is about turn management. Everything comes down to making the best use of your turns and every action you make has an opportunity cost. The different numbers of players should also change your strategy. There are some general guidelines that you can use to improve your play.