Agricola rules: how to play and how to score
Reviewed on 16 October 2026 against the publisher’s rulebook. How we check
Agricola plays 1 to 4 players: everyone develops their farm over 14 rounds, feeding their family at every harvest. Here are the essential rules, final scoring and setup, based on the official rules of the revised edition.
- Players
- 1 to 4
- Play time
- About 30 minutes per player
- Winner
- Most points; on a tie, the most building resources
Agricola quick rules
- The goal
- Each player develops their farm over 14 rounds: extending the house, growing the family, plowing fields and raising animals. Six harvests force you to feed your family. At the end, almost everything on your farm scores points, and every gap costs points: a balanced farm wins.
- A round
- Each round, a new action space card joins the game board and the accumulation spaces are refilled, even if they are not empty. Then, starting with the starting player, everyone places a single person on a free action space and takes the action right away, until all people are placed. Finally, everyone returns home.
- Action spaces
- A space holds only one person per round. On an accumulation space, you take everything that has piled up; a permanent action space always gives the same thing. You must take at least one action from a space, in order when it says “and afterward.” The Meeting Place makes you starting player.
- House and family
- Your house starts with two wood rooms; another room costs 5 wood and 2 reed. Basic Wish for Children adds a person, as long as you have a free room; the newborn plays from the next round. Renovation turns your whole house into clay, then stone, for 1 reed plus 1 clay or 1 stone per room.
- Animals
- Animals must be accommodated on your farm, or they wander off. A pasture, fully surrounded by fences at 1 wood each, holds 2 animals of a single type per space, and each stable built in it doubles its capacity. A stable on its own holds one animal, and your house holds one pet.
- Fields
- Plow a field next to your other fields, then sow: one grain from your supply becomes 3 grain on the field, one vegetable becomes 2. At each harvest, you take just one crop from each of your sown fields.
- The harvest
- At the end of rounds 4, 7, 9, 11, 13 and 14, everyone harvests their fields, feeds their family, then gets one newborn animal of each type they have at least two of, if they can accommodate it. Each person requires 2 food, a newborn 1. Each missing food gives you a begging marker, worth −3 points.
- The cards
- Major improvements are available to everyone: Fireplaces and Cooking Hearths turn animals and vegetables into food, and let you bake bread. Each player also holds 7 minor improvements and 7 occupations; an occupation is played on a Lessons action space. The text on a card takes precedence over the rules.
- Game end and scoring
- The game ends after the harvest of round 14. Each farm category scores from −1 to 4 points, each unused space costs a point, and rooms, people, fenced stables and cards are added. The most points wins.
- Beginner pitfalls
- Plan your food before each harvest: begging is very costly. An animal without room is lost. Basic Wish for Children is useless without an empty room. And do not skip any category, since each empty one costs a point.
- Solo
- You use the two-player rules, with no food at the start. The Forest only gets 2 wood each round, and each adult person requires 3 food. A card you would pass to a neighbor is removed from play. The appendix offers an eight-game campaign.
How to score Agricola
- Field tiles
- 0 or 1: −1; 2: 1; 3: 2; 4: 3; 5 or more: 4. Planted or not.
- Pastures
- None: −1; then 1 point per pasture, 4 at most, whatever their size.
- Grain
- Supply and fields: 0: −1; 1 to 3: 1; 4 or 5: 2; 6 or 7: 3; 8 or more: 4.
- Vegetables
- Supply and fields: 0: −1; then 1 point per vegetable, 4 at most.
- Sheep
- 0: −1; 1 to 3: 1; 4 or 5: 2; 6 or 7: 3; 8 or more: 4.
- Wild boar
- 0: −1; 1 or 2: 1; 3 or 4: 2; 5 or 6: 3; 7 or more: 4.
- Cattle
- 0: −1; 1: 1; 2 or 3: 2; 4 or 5: 3; 6 or more: 4.
- Unused farmyard spaces
- −1 per space not covered by a tile, not in a pasture and without a stable.
- Fenced stables
- 1 point per stable in a pasture, 4 at most.
- Clay or stone rooms
- 1 point per clay room, 2 per stone room; a wooden house scores nothing.
- People
- 3 points per person, newborns included.
- Points for improvements
- The printed points of the major and minor improvements in front of you.
- Bonus points
- From cards, including the Joinery, Pottery and Basketmaker’s Workshop, minus points lost to some cards.
- Begging markers
- −3 points each.
- Building resources (tie-breaker)
- No points: on a tie, the most wood, clay, reed and stone in your supply wins.
Worked example
Emma ends with 4 fields (3 points), 3 pastures (3), 5 grain (2), 2 vegetables (2), 6 sheep (3), 3 wild boar (2) and 2 cattle (2), for 17 points. She loses 2 points for 2 unused spaces, and gains 2 points for 2 fenced stables, 4 for her house of 4 clay rooms and 12 for her 4 people. Her improvements are worth 6 points and her cards give 2 bonus points: 17 − 2 + 2 + 4 + 12 + 6 + 2 = 41 points.
Common mistakes
- Scoring a single field as a point: you need two, and one costs a point.
- Forgetting the grain and vegetables still on your fields: they count with your supply.
- Counting the spaces of a pasture: you count pastures, 4 at most.
- Scoring an unfenced stable: it scores nothing, but its space is no longer unused.
- Scoring leftover food: it is worth nothing.
How to set up Agricola
Setup takes about ten minutes. Follow the three parts; solo steps say so. The starting player is chosen at random: they get 2 food, everyone else 3.
The game board
- Place the large game board in the middle and attach the game board extension for your number of players.One extension has the 1- and 2-player sides, the other the 3- and 4-player sides.
- Sort the 14 action space cards by the number on their backs, from 1 to 6, and shuffle each stack face down.Each number is a stage of the game.
- Stack them into an action space deck: stage 1 on top, stage 6 at the bottom.At the start of each round, reveal the top card.
- Place the supply board for the major improvements next to it, with the 10 major improvements on their spaces.
- Make a stack of the clay room tiles, and two stacks of the wood room tiles: one wood room side up, the other field side up.
- Set up the general supply: animals, wood, clay, reed, stone, grain, vegetables and food, with the goods tiles and begging markers.Only people, stables and fences are limited.
The cards
- Deal 7 minor improvements to each player.You do not draw any more cards during the game.
- Keep the occupations for your number of players and deal 7 to each player.The square symbol tells you: 1+, 3+ or 4.
- Solo: take 7 occupations marked 1+ and 7 minor improvements, at random or by choice.You may also choose the order of the action space cards, stage by stage.
Each player
- Each player takes a farmyard board, their 5 people, 4 stables and 15 fences.
- Each player places one person in each of the 2 wood rooms printed on their farmyard board.The rest is their personal supply.
- The starting player, chosen at random, takes the starting player token and 2 food; everyone else takes 3 food.
- Solo: you start with no food.The Forest then only gets 2 wood each round.
Frequently asked questions
How much food do you need at an Agricola harvest?
Two food per person, and one for a person born that round. Solo, three per adult person. Each missing food gives you a begging marker, worth −3 points.
Who wins a tie in Agricola?
The player with the most building resources in their supply: wood, clay, reed and stone. If still tied, the players share the win.
How many animals fit in a pasture?
Two per space, of a single type. Each stable built in the pasture doubles its capacity: a two-space pasture with one stable holds 8 animals.
Ludingo’s Agricola sheet was last reviewed on 16 October 2026, based on: rulebook (PDF), lookout-spiele.de 1, lookout-spiele.de 2, BoardGameGeek.