Agricola Victory Conditions

How to Win
The player with the most Victory Points is the winner. If there is a tie, the tied players share the victory.
Game End Trigger
The game ends after the Harvest at the end of the 14th round (Stage 6).
End Game Procedure
- 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.