1127: The Stench of Manure

Page_1There are a few games that our gaming group plays on a regular rotation. One of them is Days of Wonder’s Ticket to Ride, which is a fantastically accessible game that pretty much anyone can pick up and enjoy. The other is Z-Man Games’ Agricola, which is still relatively easy to understand, but which I find immensely difficult. (And, judging by a few comments I received on Facebook earlier, I’m not alone in that!)

Agricola, for the uninitiated, is a game based on the thrilling world of 16th century German farming. As experienced board gamers will know, however, fairly tedious-sounding themes like this are actually ideal for adaptation into a board game. You have a variety of different tasks to perform and inevitably not quite enough time in which to perform them. You have the opportunity for expansion and building. And you need to think ahead in order to enjoy success.

My trouble with Agricola has always been that I get overwhelmed by all the possible courses of action and end up picking just one, following it to the exclusion of all else. While this is a valid strategy if no-one else is doing the same thing as you, the second someone takes an action that you were planning to do, your whole plan falls apart, since in the cutthroat world of 16th century German farming, only one person may plough a field at any one time.

Such was the difficulty I’ve had with Agricola in the past that I had convinced myself that I don’t like it very much, and found myself generally resisting requests to play it in our group. (I like to play something I can win every so often!) However, in an attempt to better myself and also allow my friends to play the games they want to play a bit more often, I picked up my own copy of Agricola recently in the hopes of getting in a bit of practice and improving my own skills.

The nice thing about Agricola is that it’s eminently suitable for solo play. Sure, it takes a bit of time to set up and it has a tendency to sprawl across the entire table, but as a solitaire game it’s relatively quick and straightforward to play, and the nature of its mechanics mean that there aren’t too many difficult-to-remember rules adaptations for solo players. Consequently, it’s an experience fairly similar to playing with others, only without people getting in your way — and as such, it’s a good means of trying out a few different strategies.

I’ve played a couple of solitaire games so far, and my score improved between the two of them. I’m not sure if I was actually playing better or if I simply had better “luck” the second time around, but I did feel a bit more confident and comfortable with my choice of actions in the second game. Rather than feeling like I was “wasting” certain turns, as I was in my first solo game, I felt like each turn achieved something. In an attempt to study my own way of playing, I even made a note of how each turn unfolded — what I did and how it affected my score. I’m not sure how helpful those notes will be, though I will say that writing things down as I played actually helped me to think a bit harder about what I was doing. It’s not always easy to organise complex, abstract mechanics in your head — let alone plan several moves ahead and take into account the fact that anyone might scupper your plans at any minute.

The net result of me playing a few solo games of Agricola, though — plus introducing Andie to it earlier (she liked it! Yay!) — is that I feel a bit better about the prospect of playing it again in the future. I have no doubt my score will still be demolished by my companions, who have all played it much more than I have and thus know the good strategies and cards to look out for, but at least I’ll feel like I have a bit more of a fighting chance.

We’ll see, I guess. To the farm!


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