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Agricola - All Creatures Big and Small

This document describes the rules for the board game Agricola - All Creatures Big and Small. The game involves raising animals on a farm over 8 rounds, with actions to collect resources, expand pastures, build structures, and breed animals. The goal is to have the most valuable farm with the most animals at the end of the game.

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0% found this document useful (0 votes)
115 views6 pages

Agricola - All Creatures Big and Small

This document describes the rules for the board game Agricola - All Creatures Big and Small. The game involves raising animals on a farm over 8 rounds, with actions to collect resources, expand pastures, build structures, and breed animals. The goal is to have the most valuable farm with the most animals at the end of the game.

Uploaded by

damon.prater
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Agricola – All Creatures Big and Small with More and Even More Buildings Exps.

Introduction
You are farmers raising sheep, pigs, cows and horses. You have three workers on your farm, who will build stalls, enclose
pastures, and upgrade your farm. Stalls become stables, and your cottage can be upgraded into a half-timbered house. The
winner will be the player who has raised the most animals and built the most valuable buildings at the end of the game.

Game End and Goal


The game ends after the 8th round. Both players total their points: the player with the most points wins.

Setup
1. Place the Game Board in the middle of the table.
2. Give both players a Farm Board. Place them so that the forest is at the top and the path is at the bottom.
3. Lay out the 4 Special Buildings (Half Timbered House, Open Stables, Shelter, and Storage Building) next to the
Farm Board.
a. If playing with the expansions, in addition, place 4 Special Buildings at random from the expansion(s) in
play.
4. Place the 4 Farm Expansions (5 Farm Expansions if playing with the expansions), 10 Feeding Troughs, and 4
Stall Tiles (Stables on reverse) ( 5 Stall Tiles if playing with the expansion(s)) to one side of the Game Board.
5. Sort the Building Materials (17 Wood, 15 Stone, and 5 Reed) into piles.
6. Sort the Animals (22 Sheep, 15 Pigs, 13 Cows, 14 Horses) into piles.
7. Pick up the 26 Borders (yellow wooden sticks). Give each player 9 Borders. Place the remaining 8 Borders next to
the “Expand” section on the Game Board.
8. Determine a Start Player.

Gameplay
The game is played over 8 Rounds. Each Round consists of four Phases:
1. Refill Phase
2. Work Phase
3. Home Phase
4. Breeding Phase

Phase 1: Refill Phase


Each action space that has a brown “Refill Arrow” receives the goods depicted next to the arrow. The space is refilled even
if there are still goods on the space from the previous round. Do not add goods to any spaces without a Refill Arrow.

If a refill space is of a Good 1/Good 2 format:


• If the space is empty when Refill Phase comes, place Good 1 on the space;
• If the space has any goods on it when Refill Phase comes, place Good 2 on the space.

Make sure you don’t forget to add 1 yellow Border per round to the “Expand” space to count the round number!

Phase 2: Work Phase


Beginning with the Start Player, players alternate placing a worker and taking the corresponding action until both players
have used their three workers. Once a space is occupied, it cannot be used again this round by either player.
• If an action space containing goods is selected, take the goods on that space.
o Building materials are placed in personal supply
o Animals must be placed straight onto your Farm Board. If you do not have space for any animals you
receive, they immediately run away (and are returned to general supply).
§ Remember that you can rearrange the animals on your farm at any time.
§ Remember that you can release animals from your farm at any time (back to supply) e.g. to
replace them with more valuable animals.
• In order to choose an action space, you must be able to do the action of that space.
• You do not have to have completely filled your main board before making pastures/buildings on your expansion
boards!

Phase 3: Home Phase


All workers return from the Game Board to their farm.

Phase 4: Breeding Phase


At the end of each round, the animals on your farm breed. If you have at least two animals of the same type, you receive
one more animal of that type.
• i.e. You can receive at most 1 Sheep, 1 Pig, 1 Cow, and 1 Horse per breeding phase.
• Newborn animals that you do not have room for immediately run away (and are returned to general supply).
Effect of Action Spaces
Image Name Effect
Start Take the start player marker.
Player Also take all the wood from this space and add it to your supply.
and 1 If no-one takes this action, the start player remains the same in the next round. You may take this
Wood action if you are already the start player to retain that status.
3 Wood Take all the wood from this space and add it to your supply.

1 Stone Take all the stone from this space and add it to your supply.

2 Stone Take all the stone from this space and add it to your supply.

Fences Add as many borders to your farm as you want. You can only use borders from your personal
supply. Pay 1 wood for each border you add.
Walls Add as many borders to your farm as you want. You can only use borders from your personal
supply. The first two borders are free. You must pay 2 stone for each additional border. You may
just build the free borders if you wish.

Building Take 1 wood, 1 stone and 1 reed from the general supply and add them to your supply. (This is
Materials not a refill space).

Expand Take one Farm Expansion and add it to the left or right of your farm so that the edges match. You
also receive all of the yellow borders on the Expand space, adding them to your personal supply.
Important! You are not allowed to place the borders with this action. You may take this action
even if there are no Expansions left, to get the borders. A player may have as many Expansions on
his farm as he likes. The total number of available Farm Expansions is limited to 4 (or 5 if playing
with More/Even More Buildings).
Stalls Build exactly 1 Stall. This costs 3 stone and 1 reed. You can add it to any farm space without a
building yet. You may build a stall on a space with a feeding trough.

Feeding Build 1 feeding trough for free. You can build additional feeding troughs for 3 wood each. You
Trough can add them to any farm space without a feeding trough yet.

Millpond Take the reed from this space and add it to your supply. Also, take all the sheep from this space,
and keep them on your farm, or let some (or all of them) run away.

Pigs and Take all the animals from this space, and keep them on your farm, or let some (or all of them)
Sheep run away.

Stables Pay either 5 wood, or 5 stone (but not a combination of both) and turn one Stall over to become
a Stables. You can repeat this action as many times as you want. Stables can hold up to 5 animals.
A stall with a feeding trough becomes a stable with a feeding trough.

Special There are two special building spaces on the board, so two workers (from the same player, or
Building one from each player) can build a special building each round. Whenever you use this space, you
may build exactly 1 available special building, paying the costs shown on the building and adding
it to your farm.
Cows Take all the animals from this space, and keep them on your farm, or let some (or all of them)
and Pigs run away.
Horses Take all the animals from this space, and keep them on your farm, or let some (or all of them)
and run away.
Sheep

The Rules of Raising Animals


Animals can be kept in Pastures and in Buildings. Feeding troughs increase the number of animals a pasture or building
can hold.

Keeping Animals in Pastures:


Pastures are used to keep animals. To keep animals in a Pasture, it must be completely enclosed (i.e. have a border all the
way round). The border can be made from any combination of:
• Walls
• Fences
• Sides of buildings – Note that if you build a building along the edge of an existing border, you do not get the border
back into supply, nor does it provide any additional effect.
Each space of pasture can hold two animals. Only animals of the same type can be stored in the same pasture.

Keeping Animals in Buildings:


Animals can also be kept in buildings. At the start of the game you have one building – your Cottage:
• Cottage – You can keep exactly 1 animal in your cottage. If you upgrade your Cottage to a half-timbered house, you
may keep 2 animals of the same type in it.
• Stalls and Stables – A Stall costs 3 stone and 1 reed. Each Stall can hold 3 animals of the same type. A stall can be
upgraded to a Stable at a cost of 5 wood or 5 stone, and can hold 5 animals of the same type. There is also an Open
Stable Special Building, which could also replace a Stall. It can also hold 5 animals of the same type, and comes with a
free horse or cow.
• Special Buildings – The number of animals of the same type that a special building can hold is indicated in the
bottom right of the tile.

Effect of Feeding Troughs


• A feeding trough doubles the number of animals that a pasture or building is capable of holding.
o Remember: You can even place a feeding trough in your starting cottage if you wish!
• A feeding trough on an unenclosed farm space can keep exactly 1 animal.
• A maximum of 1 feeding trough may be added to each occupied or unoccupied farm space.
o Therefore you may have multiple feeding troughs in a multiple-space pasture. (E.g. in a 1x2 pasture with
two feeding troughs, the total pasture can store (2+2)*2*2 animals of the same type (16 animals)).
o You may enclosure a pasture around an pre-existing feeding trough
o You may build a stall or other building on top of a pre-existing feeding trough – the feeding trough is
placed in the building, and doubles the capacity of that building.
o You may upgrade a stall containing a feeding trough to a stable. The feeding trough stays place and
doubles the capacity of the stable.

Component Limitations
• Building materials and animals are unlimited. If you run out, use the cardboard multiplier tiles to signify higher
numbers.
• Feeding troughs, stall tiles, and farm expansions are limited, and when they have been taken by players, no more
are available.

Game End
The game ends after 8 rounds. Rounds are counted down by adding the yellow borders to the board each.

Final Scoring
At the end of the game, calculate your final score as follows:
1. Total number of animals – Count the number of animals you have. Gain 1 point per animal.
2. Animal Bonus Points: Then score points by comparing the number of each type of animal you have with the below
table (points are not limited to 6 if you have additional animals of a type – gain 1 additional VP for each animal
above the top limit for each animal type):
-3 1 2 3 4 5 6
Sheep 0-3 8-10 11-12 13 14 15 16
Pigs 0-3 7-8 9-10 11 12 13 14
Cow 0-3 6-7 8-9 10 11 12 13
Horses 0-3 5-6 7-8 9 10 11 12
3. Each farm expansion where all three spaces has been used is worth 4 points:
a. A farm space is used if it has a building, a feeding trough or is part of a fully enclosed pasture.
b. A farm space is unused if it is part of a pasture that has no borders, or the border does not fully enclose it.
c. Farm expansions are worth 0 points if they are not fully used.
d. Whether or not your Farm Board is fully used has no effect on your ability to score your farm expansion
boards.
4. Buildings (Stalls, Stables, and Special Building) are worth the points shown on them. The storage building scores
points depending on how many building materials you have in your supply.

The player with the most points wins the game. In the case of a tie, the player who was not the Start Player at the
beginning of the game is the winner.

Special Buildings
NB – If a building uses the wording ‘also’, the part of the action before ‘also’ is mandatory, but the part after ‘also’ is
optional.
NB2 – A building may be built inside a Pasture. A trough in the space being built on is placed inside the building rather
than being applied to the pasture. The pasture is now one space smaller.

Base
Name Cost Effect VP
Half-Timbered 3 wood, The Half-Timbered House is built over the cottage. You may not build the Half-Timbered House 5
House 2 stone, on a different farm space. You can keep up to 2 animals of the same type in the Half-Timbered
1 reed House.
Storage Building 2 wood, Only the building materials in your own supply count when scoring points. Do not round up or 0.5 x
1 reed down. Half points are possible. Borders left in your personal supply do not count as building building
materials. The Storage Building cannot keep any animals. materials
Shelter 2 wood, When you build the Shelter, immediately take 1 animal of your choice from the supply and place 0
1 stone it in your Shelter or elsewhere on your farm. You can keep 1 animal in the Shelter.
Open Stables 3 wood The Open Stables are stables but are built with the Special Building action space. When you build 2
or 3 the Open Stables, return the stall tile it replaces to the general supply (you cannot build an
stone Open Stables if there is no Stall to return). That tile is again available to either player. When you
build the Open Stables, immediately take either 1 horse or 1 cow from the supply and add it to
your farm. You can keep up to 5 animals of the same type in the Open Stables.

More Buildings Big and Small


Name and Cost Effect VP
Image
Animal Trader 2 wood, Any time and any number of times during the Work Phase you may exchange 2 animals of 3
2 reed. different types for 1 animal of another type. (You may not do this during the Breeding Phase to
make room for newborns). You can keep up to 2 animals of the same type on the Animal Trader
tile.
Barn Floor 1 stone, Immediately take 1 pig or 1 cow when you build the Barn Floor Manufacturer. 0
Manufacturer 1 reed
Breeding Station 2 wood, At the end of the game, only you get an additional Breeding Phase. In other words, your animals 0
3 stone breed twice at the end of the last round. You can keep up to 2 animals of the same type in the
Breeding Station.
Carpenter 1 wood, You can relocate your stalls and feeding troughs on your farm at any time. This is also true for 1
1 stone any other buildings called “stall”, like the Cow Stall or Pig Stall (but not the stables).
Cattle Farm 2 wood, Whenever you add a farm expansion to your farm, you may exchange one of your animals for 1
2 stone one cow. You can keep up to 3 cows in the Cattle Farm (but no other animals).
Country House 3 wood, Immediately take 1 cow when you build Country House. Also immediately add a Farm Expansion 1
3 stone to your farm, if there are any left. You can keep up to 3 animals of the same type in the Country
House.
Cow Stall 4 wood, At the end of the game, the Cow Stall is worth 4 points if you have at least 11 cows, otherwise it is *
1 reed worth 0 points. Immediately take 1 cow when you build the Cow Stall. You can keep up to 3 cows
in it, but no other animals. The Cow Stall is considered a Stall, and can be upgraded into any
Stables using the respective action. If you do, return the Cow Stall to supply (to make it available
for purchase again).
Dog House 1 wood You can keep 1 sheep on each unoccupied farm space of the middle and bottom row (these rows 0
do not touch the forest) as if there was an unenclosed feeding trough. These spaces are considered
to be unoccupied for final scoring
Duck Pond 6 The Duck Pond may only be built if you have at least 6 unused farm spaces. Immediately take 1 1
unused reed from the general supply when you build the Duck Pond.
farm
spaces
Farm Shop 1 wood, The Farm Shop needs to be built adjacent to the Road (The road is depicted at the bottom of your 0
must be farm). Immediately take 1 building material and 1 animal of your choice when building the Farm
next to Store. You can keep 1 sheep in the Farm Store, but no other animal
road
Farm Well 1 wood, If possible, at the beginning of rounds 6, 7 and 8, build 1 free feeding trough before the start 0
2 stone player places his first worker.
Feed Storehouse 1 wood, At the end of the game, the Feed Storehouse, is worth 3 points if you have at least 5 feeding *
1 reed troughs. Otherwise it is worth 0 points. Immediately build 1 free feeding trough when you build
the Feed Storehouse.
Fence 1 stone, After building the Fence Manufacturer, immediately carry out a “Fences” action. Do not place a 0
Manufacturer 1 reed worker for this purpose. Pay wood for the fences as usual. The “Fences” action space will not be
blocked by this. You can keep 1 animal on the Fences Manufacturer.
Fodder Beet 2 of The Fodder Beet Field may only be build if you have at least 2 animals of each type. Immediately 0
Field each take 1 sheep, 1 pig, 1 cow, and 1 horse when you build the Fodder Beet Field.
animal.
Hay Rack 3 wood, Immediately take 1 sheep, 1 cow and 1 horse when you build the Hay Rack. 0
1 reed
Home Workshop 2 wood, At the beginning of each Breeding Phase, you can pay 3 Stone and 1 reed to build exactly 1 stall. 1
1 reed (This happens outside the Home Phase and does not require a worker).
Insemination 2 stone In the Breeding Phase, at the end of each round, you only need to have 1 animal of each type to 0
Centre receive a newborn of that type.
Joinery 1 stone, At the beginning of each Breeding Phase, you can pay 2 wood to build a feeding trough 0
1 reed immediately. Is discounted to 1 wood per feeding trough if you also have the Sawmill.
Large Extension 3 wood At the end of the game, the Large Extension is worth 2 points per horizontally or vertically *
adjacent building, i.e. between 0 and 8 points. You can keep up to 2 animals of the same type in
the Large Extension.
Log House 2 wood, The Log House is built over the cottage. At the end of the game it is worth 4 points if you have at *
1 reed least 4 wood in your supply, otherwise it is worth 0 points. You can keep up to 4 animals of the
same type in the Log House.
Pig Stall 4 wood, At the end of the game, Pig Stall is worth 4 points if you have at least 13 pigs. Otherwise it is *
1 reed worth 0 points. Immediately take 1 pig when you build the pig stall. You can keep up to 3 pigs in
it, but no other animals. The pig stall is considered a stall and can be upgraded into any stables
with the respective action. If you do, return the Pig Stall to supply (to make it available for
purchase again).
Ranch 2 wood, Whenever you receive 1 newborn horse during the Breeding Phase, you can build 1 free border 2
3 stone from your supply. You can keep up to 2 horses on the ranch, but no other animals.
Rearing Station 2 wood, The rearing station allows you to keep up to 1 sheep, 1 pig, 1 cow and 1 horse. However, you 1
1 reed. must move these animals elsewhere during the Breeding Phase to make room for newborn
animals (i.e. Rearing Station must be completely empty before Breeding Phase starts).
Sawmill 5 stone When you have the Sawmill, pay 1 less wood whenever building a feeding trough, a stall, or a 4
special building that requires wood.
Small Extension 1 stone At the end of the game, the Small Extension is worth 2 points per horizontally or vertically *
adjacent building (i.e. 0-8 points). You can keep 1 animal in the small extension.
Stud 1 wood, You can keep up to 2 horses on each unoccupied space that is horizontally or vertically adjacent 3
3 stone, to this building. These spaces are considered to be unoccupied for final scoring. You can also keep
1 reed up to 2 horses on the Stud, but no other animals.
Wild Boar Pen 2 wood You can keep 1 pig on each unused farm space of the top row (close to the forest) as if there was 0
an unenclosed feeding trough. You can keep up to 2 pigs on the Wild Boar Pen, but no other
animals

Even More Buildings Big and Small


Name and Cost Effect VP
Image
Assembly Hall 3 wood, At any time during the game (including outside Work Phase), as many times as you like, you can 2
1 reed give your opponent one of your unused fences. If you do, you may immediately build one of your
other unused fences for free.
Barn 3 wood You may immediately upgrade the next Stall you build after this Barn into a Stables for free. You 0
can keep 1 animal in this Barn.
Building Firm 2 wood, At any time during the game (including outside Work Phase), as many times as you like, you may 2
1 stone. pay 2 stone to replace a feeding trough with a stall. The stall must be placed on the same farm
space that the feeding trough was on, and this farm space may not contain a building. However,
that farm space may be completely fenced in.
Byre-Dwelling 3 wood, The Byre Dwelling must be built over your cottage, and nowhere else. If you already built over the 3
3 stone, Cottage, you cannot build over it again. You can keep up to four animals of the same type in the
1 reed Byre.
Carpenter’s 2 wood, Whenever you carry out the “stalls” action, you may additionally build 2 of your unused fences for 2
Workshop 1 stone free. You can keep 1 animal in the Carpenter’s workshop.
Cattle Market 4 wood, At any time during the game (even outside work phase), any number of times, you may trade 1 2
1 stone reed for 1 animal of your choice. You can keep up to 2 animals of the same type in the Cattle
Market.
Conservatory 1 stone When building the Conservatory, you may immediately build another special building that must be 1
placed next to the Conservatory. You must pay the building costs of both buildings. You can keep 1
sheep in the Conservatory, but no other animals
Corner Houses 2 stone, Must be built in one of the 4 corners of your farm board. Once built, you may no longer expand 4
1 reed your farm. When you take the Expand action, you just get the border(s). You may keep up to 3
animals of the same type in the Corner house.
Cottage 1 Wood Can only be built in the first round of the game with your second action. From now on, you must 4
Extension build all your buildings vertically or horizontally adjacent to one another, including your cottage,
stalls, stables and all special buildings. You can keep up to 3 animals of the same type in the cottage
extension.
Dairy Farm 3 stone, You can keep up to 2 cows on unused farm spaces that are horizontally or vertically adjacent to the 3
1 reed Dairy Farm. When cows are placed in this way, the spaces they are on are still considered unoccupied
for expansion occupation scoring at game end. You can keep up to 2 cows in the Dairy Farm itself.
Estate 2 stone, Immediately take 1 horse when building the Estate. At the end of the game, the Estate is worth 3 *
1 reed points if you have built at least 3 more special buildings (not counting the Estate, the cottage, or its
upgrades). Otherwise it is worth 0 points. You can keep up to 2 horses in the estate. Stalls and
normal Stables are not Special Buildings.
Feeding Station 2 wood From now on, each of your fully enclosed pastures can hold 1 more animal of the same type unless 0
it contains a feeding trough. You can keep up to 1 animal in the feeding station.
Hayrick 0 costs All Stables and Special Buildings containing “Stables” in their title, which could normally hold 5 1
animals of one type may now alternatively hold up to 3 animals of one type, and 3 animals of a
different type (but not 6 of one type). A feeding trough doubles these values.
Home Depot 2 stone Whenever you receive three different building materials at the same time (e.g. building materials 1
action), also take 1 wood from the 3 wood action space (if there is no wood there, you get none).
You can keep 1 horse in the Home Depot
Inn 2 stone, Immediately take 1 horse when building the Inn. You can keep up to 2 pigs at the inn. 4
1 pig, 1
cow
Materials 1 reed Replaces a regular Stables Tile (but not a “Stables” special building). Must be built on the space 7
Outlet vacated by the Stables. When building, immediately take 4 wood, 3 stone. You can keep 1 horse in
your Materials Outlet.
Office 2 wood, No effect during game. At game end, you lose 2 points for each building adjacent to the forest (top 6
2 stone row). You can store 2 horses in the Office.
Manor 1 wood, No effect during game. At game end, you lose 2 points for each building adjacent to the road 7
3 stone (bottom row), including your cottage (or its upgrade). You can store up to 2 animals of the same
type in the manor.
Organic Farm 2 wood, When building the Organic Farm, put 1 more animal of the same type on each of your pastures that 4
3 stone, already contains exactly 1 animal. This does not apply to buildings containing 1 animal
1 reed
Pen 2 wood No effect during game. At the end of the game, animals kept in the Pen do not count for base or 0
bonus animal scoring. The Pen is not a pasture. You can keep up to 4 animals of the same type in
the Pen.
Reed Hut 1 wood, You must pay 3 reed before building the reed hut, even though you get 3 reed on building it. You 0
3 reed. can keep up to 3 animals of one type in the Reed Hut
Servant’s 2 wood When building the Servant’s Cottage, you may immediately build 2 of your unused fences for free. 0
Cottage Afterwards you may pay 2 wood to build a feeding trough (one time effect). You can keep 1 animal
in the servant’s cottage.
Steward’s 4 wood, At the end of each work phase, after all workers have been placed, you may use an available action -3
Office 3 stone, space. You can keep 1 animal in the Steward’s office.
2 reed
Stone Carver’s 5 wood At the end of each round, you may put exactly 1 of your stone on this building. At the end of the *
W/S game, the Stone Carver’s Workshop is worth 2 points per stone on it.
Trading Station 1 wood, Once before each breeding phase, you may trade 2 different building materials for 1 animal of your 1
1 stone. choice. You can keep 1 cow in the Trading Station.
Timber Shop 2 stone Immediately take 3 wood every time all of the action spaces in the top row of the game board have 1
been used. You get the wood as soon as the fourth of these action spaces has been used.
Woodworking 2 wood, You may immediately build newly gained borders for free (from the Expand action). You can keep 1
Shop 2 stone up to 2 animals of the same type in the Woodworking shop.

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