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We are meeting to dive into Agricola, a legendary masterpiece of resource management and tight worker placement. You begin the game as a farming couple in a modest two-room wooden hut. Over 14 rounds, you must plow fields, sow crops, build fences, breed livestock, and expand your family to increase your labor force.

Agricola is a beautifully balanced, high-friction system where every single action space on the board can only be claimed by one player per round. The core challenge is navigating the constant threat of starvation during the Harvest phases while avoiding negative points for empty farm tiles or missing resource types. Your success depends entirely on efficient engine-building, proactive planning, and out-maneuvering your opponents for crucial resources and actions. If you love deep, punishing rulesets and absolute mechanical optimization, this is your game. New players welcome and I'll happily go through the rules for anyone before we begin.

Tight Table Rules & RSVP Accountability

Because Agricola balances precisely around its player count, table consistency is strictly enforced.

  • Hard Cap: Attendance is capped at exactly 5 spots. If show up without an active RSVP, seat priority will be given to people who have RSVP'ed.
  • The Hard Start Clause: Setup begins at 6:30 PM. The first turn starts at 6:45 PM sharp.
  • Late Arrival Policy: If you arrive after 6:45 PM, you have forfeited your seat to someone who has shown up earlier, but you are welcome to spectate. The table permanently locks once the first turn begins.
  • No-Show Policy: Committed groups require committed people. If you RSVP and flake, or change your status at the last minute without communication, it disrupts the entire night's scheduling. Repeated no-shows or last-minute cancellations will result in removal from the group.

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