Agricola Express
Overview
A dice-based adaptation of Agricola where players compete to build the best farms by selecting combinations from dice rolls. The game spans 6 rounds across 3 harvests, with scoring after each harvest. Players roll 13 custom dice and select combinations to improve their farms by building rooms, upgrading houses, planting fields, fencing pastures, tending crops and livestock, and growing families.
Components
- 13 Custom dice:
- 2 Farm dice (orange): House, Pasture, Field faces
- 1 Occupation die (yellow): Mayor, Builder, Farmer, Rancher, Gatherer, Midwife
- 1 Improvement die (red): Oven, Hearth, Basketmaker’s Workshop, Joinery, Pottery Workshop, Stonecutter’s Workshop
- 3 Produce dice (green): Food, 2 Food, Grain, Vegetable
- 3 Resource dice (beige): Reed, Wood, Brick, Stone
- 3 Animal dice (brown): Sheep, Boar, Cattle
- Score sheets (1 per player)
Setup
- Give each player a score sheet. Mark starting resources: Wood House, 2 Food, 1 Reed, 1 Wood, 1 Brick, 1 Stone.
- Gather all 13 dice.
- Start player: most recent Agricola player/winner.
Turn Structure
Game Structure
- Harvest 1: 3 rounds, then score
- Harvest 2: 2 rounds, then score
- Harvest 3: 1 round, then score
Each Round
Players take turns clockwise from start player, using actions. Each player starts with 2 actions (family members). Each baby gained adds +1 action immediately.
Each Action
On your turn, either:
- Reuse the unused dice from the previous player’s roll, OR
- Gather and roll all 13 dice fresh.
Then optionally use one acquired occupation’s power. Finally, choose dice to use for your action.
Actions
Farm Actions (using Farm dice)
- Build Room: Use House face + required resources to add a room
- Build Pasture: Use Pasture face + 4 wood to fence a pasture
- Plow Field: Use Field face to add a field
Resource Collection (using Resource dice)
Take resources shown on dice faces.
Produce Actions (using Produce dice)
Gain food, grain, or vegetables as shown.
Animal Actions (using Animal dice)
Gain sheep, boar, or cattle as shown.
Occupations (using Occupation die)
Acquire an occupation that grants a permanent power to manipulate dice on future turns.
Improvements (using Improvement die)
Build a farm improvement for permanent bonuses (e.g., Oven converts grain to food).
Family Growth
Requires a House face on a Farm die + an empty room. Gain a baby = +1 action per round.
Scoring / Victory Conditions
Score after each harvest. At game end, total all 3 harvest scores.
Scoring Categories
Same as base Agricola:
- Fields, Pastures, Grain, Vegetables
- Sheep, Boar, Cattle
- Family members, House upgrades
- Improvements, Occupations
- Unused farmyard spaces (-1 each)
- Begging cards (-3 each, for unfed family)
Feeding at Harvest
Each family member requires 2 food. Unfed members = Begging cards.
Highest total across all 3 harvests wins.
Special Rules & Edge Cases
- After Harvest 1 and 2, the player with the lowest score becomes the new start player.
- Baby actions are gained immediately in the round the baby is acquired.
- You may choose to reuse the previous player’s dice roll instead of rolling fresh.
- Only 1 occupation power may be used per action.
- The Midwife occupation is an exception to standard occupation rules.
- Animals need proper housing (pastures or stalls) or they cannot be kept.
Player Reference
Game Structure
| Harvest | Rounds | Cumulative |
|———|——–|———–|
| 1 | 3 | Rounds 1-3 |
| 2 | 2 | Rounds 4-5 |
| 3 | 1 | Round 6 |
Dice Summary
| Dice | Count | Color |
|——|——-|——-|
| Farm | 2 | Orange |
| Occupation | 1 | Yellow |
| Improvement | 1 | Red |
| Produce | 3 | Green |
| Resource | 3 | Beige |
| Animal | 3 | Brown |
Starting Resources
Wood House, 2 Food, 1 each of Reed/Wood/Brick/Stone