Agricola Victory Conditions

The player with the most Victory Points is the winner. If there is a tie, the tied players share the victory.
End Game Trigger
The game ends after the Harvest at the end of the 14th round (Stage 6).
End Game
- Complete the Harvest after round 14 (Field phase, Feeding the family, Breeding).
- Calculate each player's Victory Points using the scoring overview.
Final Scoring
- Fields: Score -1/1/2/3/4 points for 0-1/2/3/4/5+ fields.
- Pastures: Score -1/1/2/3/4 points for 0/1/2/3/4+ pastures (fenced areas, not individual pasture spaces).
- Grain: Score -1/1/2/3/4 points for 0/1-3/4-5/6-7/8+ Grain (in fields and supply).
- Vegetables: Score -1/1/2/3/4 points for 0/1/2/3/4+ Vegetables (in fields and supply).
- Sheep: Score -1/1/2/3/4 points for 0/1-3/4-5/6-7/8+ Sheep.
- Wild boar: Score -1/1/2/3/4 points for 0/1-2/3-4/5-6/7+ Wild boar.
- Cattle: Score -1/1/2/3/4 points for 0/1/2-3/4-5/6+ Cattle.
- Unused farmyard spaces: Lose 1 point for each unused farmyard space (empty and unfenced spaces without rooms, fields, or stables).
- Fenced stables: Each fenced stable earns 1 point. Unfenced stables earn no points.
- Clay hut rooms: Each Clay hut room earns 1 point. Wooden hut rooms earn no points.
- Stone house rooms: Each Stone house room earns 2 points.
- Family members: Each Family member earns 3 points (maximum 5 members for 15 points).
- Improvement and Occupation cards: Score the point value shown in the yellow circle on each played card. Some cards also provide Bonus points as described in their text.
- Begging cards: Lose 3 points for each Begging card held at the end of the game.
Gamers Paper
Your board game rules companion for quick reference at the table so you can focus on playing.
Setup Guides
Step-by-step setup for any player count
Card References
Browse cards, abilities, and effects
Scoring Tools
Track scores and victory conditions
Loading Gamers Paper
Returning to your game...