I just played this again yesterday and I got furnace boy (or w/e he's called, lets you bake if you collect wood) and assistant tiller (plow on dayjob). So I thought I could do a baking based strategy. But it just seems so action intensive to set up and maintain. At the start you have to 2 collect wood twice (for the house), 3 reed once (for the house), 5 play assistant tiller and day job (to plow), 6 Go to the resource market for stone 7 get clay for the oven 8 get wheat so you can bake when you build the oven 9 build the oven (and bake) 11 get 2 more wheat so you can sow and bake in 1 action I didnt even need the furnace boy since I had more issues getting wheat than getting enough bake actions.
It's not the easiest feeding plan to pull off, and as you've noticed, you can't achieve everything in the early game. In an ideal world you would want help getting grain from your cards too, though this is difficult with only the base game cards. Two main points would be: 1 - with nearly all baking strategies you want to have grain sown in the ground before baking any. 2 - the early food from Day Laborer and Resource Market (and maybe a Fishing action) mean you won't need an Oven until Stage 3. So Stage 1 for grabbing your room parts and plowing a couple of fields. Stage 2 for building/growing, grabbing grain and sowing it. Stage 3 for getting clay and buying oven (potentially while renovating). Oven Firing Boy can probably be left out anyway! It's much easier to find the tempo to play a minor improvement that helps with baking, like playing Bread Paddle while you grow, for example.
You could mention the 2 stables for breeding idea. A good baseline of 2VP per action. And 4 wood will likely get you 2VP, which is why 6 wood is so good. You also deny resources while getting them. You rightly focus on the growth que, which is why the game becomes a bit stale after a while, there is just too much to gain from this main-line strategy, and it's difficult to impossible to do other things at the same time. Grow and feed, and then the real game begins.
I intentionally left stables out. I think they can be great to build early in certain games and traps in others (which I see newer players do a bit). They are guaranteed to delay extra rooms and fencing which is not the message I wanted to send. With more experience you can judge whether they'll be worth it or not, but pretty hard for a newer player to grasp. I can see your point about the game becoming stale. At the end of the day you'll have the same or similar end farm in 90% of games. For me the large number of different cards and ways to get there is still exciting!
@@NoWondersTV I only mentioned it because you left it out on the how to make food from animals segment. A trap in what way? 2 wood allows you to cover a farm space and potentially breed animals and on a space you'll be using anyway. The trap is spending too much wood on houses. You could have also mentioned that if clay is less sort after then you can alternatively build clay rooms instead.
@@ricardorix73 Building too many rooms is a bigger trap. I wouldn't advocate building to 5 rooms in most games. I think stables are a smaller trap for the same reason, the scarcity of wood in most games. Spending 4 wood on stables to breed animals means a couple of things. You need 9 wood before building your first room. If you have 9 wood early you probably don't have a Fireplace. Either you're building late or getting lucky with big wood grabs. Spending 4 wood means delaying or abandoning ideas of a 4th room. And overall fencing later (or fencing smaller). The difference between fencing in round 11 or round 13 can be substantial for animal points. The upside is extra food every harvest which is good. As someone who did build stables with their first room when learning to play, the hit in tempo can be costly but not noticeable. Luckily it was pointed out to me by Lumin! Clay rooms would have been the next topic if I made the video a bit longer. If I ever do a follow-up video I'll touch on them
Hey Michael. I am looking to cover heavier games. Feast for Odin is certainly one I'll look at, but I would not say soon as I haven't played it before!
Great tips for newcomers to Agricola. Loved how concise you are on each point
Great breakdown and guide for newer players!
I just played this again yesterday and I got furnace boy (or w/e he's called, lets you bake if you collect wood) and assistant tiller (plow on dayjob). So I thought I could do a baking based strategy. But it just seems so action intensive to set up and maintain. At the start you have to
2 collect wood twice (for the house),
3 reed once (for the house),
5 play assistant tiller and day job (to plow),
6 Go to the resource market for stone
7 get clay for the oven
8 get wheat so you can bake when you build the oven
9 build the oven (and bake)
11 get 2 more wheat so you can sow and bake in 1 action
I didnt even need the furnace boy since I had more issues getting wheat than getting enough bake actions.
It's not the easiest feeding plan to pull off, and as you've noticed, you can't achieve everything in the early game. In an ideal world you would want help getting grain from your cards too, though this is difficult with only the base game cards.
Two main points would be:
1 - with nearly all baking strategies you want to have grain sown in the ground before baking any.
2 - the early food from Day Laborer and Resource Market (and maybe a Fishing action) mean you won't need an Oven until Stage 3.
So Stage 1 for grabbing your room parts and plowing a couple of fields. Stage 2 for building/growing, grabbing grain and sowing it. Stage 3 for getting clay and buying oven (potentially while renovating).
Oven Firing Boy can probably be left out anyway! It's much easier to find the tempo to play a minor improvement that helps with baking, like playing Bread Paddle while you grow, for example.
Excellent tutorial, well done!
Great video! :)
You could mention the 2 stables for breeding idea. A good baseline of 2VP per action. And 4 wood will likely get you 2VP, which is why 6 wood is so good. You also deny resources while getting them. You rightly focus on the growth que, which is why the game becomes a bit stale after a while, there is just too much to gain from this main-line strategy, and it's difficult to impossible to do other things at the same time. Grow and feed, and then the real game begins.
I intentionally left stables out. I think they can be great to build early in certain games and traps in others (which I see newer players do a bit). They are guaranteed to delay extra rooms and fencing which is not the message I wanted to send. With more experience you can judge whether they'll be worth it or not, but pretty hard for a newer player to grasp.
I can see your point about the game becoming stale. At the end of the day you'll have the same or similar end farm in 90% of games. For me the large number of different cards and ways to get there is still exciting!
@@NoWondersTV I only mentioned it because you left it out on the how to make food from animals segment. A trap in what way? 2 wood allows you to cover a farm space and potentially breed animals and on a space you'll be using anyway. The trap is spending too much wood on houses. You could have also mentioned that if clay is less sort after then you can alternatively build clay rooms instead.
@@ricardorix73 Building too many rooms is a bigger trap. I wouldn't advocate building to 5 rooms in most games. I think stables are a smaller trap for the same reason, the scarcity of wood in most games.
Spending 4 wood on stables to breed animals means a couple of things. You need 9 wood before building your first room. If you have 9 wood early you probably don't have a Fireplace. Either you're building late or getting lucky with big wood grabs. Spending 4 wood means delaying or abandoning ideas of a 4th room. And overall fencing later (or fencing smaller). The difference between fencing in round 11 or round 13 can be substantial for animal points.
The upside is extra food every harvest which is good. As someone who did build stables with their first room when learning to play, the hit in tempo can be costly but not noticeable. Luckily it was pointed out to me by Lumin!
Clay rooms would have been the next topic if I made the video a bit longer. If I ever do a follow-up video I'll touch on them
Could you make the sound a bit louder next time? I always have to turn up my volume for your videos.
Thanks for the feedback, I'll see what I can do
What is the heaviest game you've made a strategy guide for? Any chance Feast for Odin is coming soon?
Agricola is definitely the heaviest so far (3.64), followed by Blood Rage (2.88) and IAWW C&A (2.63).
Hey Michael. I am looking to cover heavier games. Feast for Odin is certainly one I'll look at, but I would not say soon as I haven't played it before!
I better not aee HUNTER C on here 😅