
Agricola Score Calculator & Score Sheet
All 14 rows of the Agricola pad, for 1–5 players, with every bracket printed under its row — and the negatives counted, not forgotten.
Score Calculator
| Category | ||
|---|---|---|
| Fields0–1 = −1 · 2 = 1 · 3 = 2 · 4 = 3 · 5+ = 4 | ||
| Pastures0 = −1 · 1 = 1 · 2 = 2 · 3 = 3 · 4+ = 4 | ||
| Grain0 = −1 · 1–3 = 1 · 4–5 = 2 · 6–7 = 3 · 8+ = 4 | ||
| Vegetables0 = −1 · 1 = 1 · 2 = 2 · 3 = 3 · 4+ = 4 | ||
| Sheep0 = −1 · 1–3 = 1 · 4–5 = 2 · 6–7 = 3 · 8+ = 4 | ||
| Wild Boar0 = −1 · 1–2 = 1 · 3–4 = 2 · 5–6 = 3 · 7+ = 4 | ||
| Cattle0 = −1 · 1 = 1 · 2–3 = 2 · 4–5 = 3 · 6+ = 4 | ||
| Unused Spaces−1 per empty space — enter as a negative | ||
| Fenced Stables1 pt per stable inside a pasture — enter the count | ||
| Clay Rooms1 pt each — enter the number of clay rooms | ||
| Stone Rooms2 pts each — enter the number of stone rooms | ||
| Family Members3 pts each — enter the number of people | ||
| Points for CardsPoints printed on your cards (begging = −3) | ||
| Bonus PointsBonus points from card conditions | ||
| Total | 0 | 0 |
It's a tie — rare, on a sheet this long. Recount the empty spaces.
The seven bracketed rows and Unused Spaces take points, and they accept a minus sign. Stables, rooms, and family members take a count — the calculator multiplies for you.
This calculator totals all 14 rows and forgets when you leave. Saved games, player stats, and win rates live in the free Meeply app →
How Agricola Scoring Works
Agricola scores once, after the harvest at the end of round 14, and the pad is famously a wall of brackets. Seven categories each score somewhere between −1 and 4 depending on how many you have; four more are flat per-unit counts; the rest are the points on your cards. The important part is that the sheet punishes gaps: leave a category empty and it takes a point off you. Here's every row, with its bracket written out.
1Fields
0–1 = −1 · 2 = 1 · 3 = 2 · 4 = 3 · 5+ = 4
Count the field tiles ploughed on your farmyard — whether or not anything is growing in them at the end. Nought or one field is worth −1 point, two fields score 1, three score 2, four score 3, and five or more top the bracket at 4. The trap is that first bracket: ploughing a single field all game earns you exactly the same −1 as never touching a plough, so if you only ever plough once, plough twice.
2Pastures
0 = −1 · 1 = 1 · 2 = 2 · 3 = 3 · 4+ = 4
A pasture is an area of your farmyard fully enclosed by fences — not the fences themselves, and not the animals inside. No pastures at all costs you 1 point; one pasture scores 1, two score 2, three score 3, and four or more score the maximum 4. Because it's the number of separate enclosures that counts and not their size, four small pastures beat one enormous one on this row (though the big one may hold more animals for the rows below).
3Grain
0 = −1 · 1–3 = 1 · 4–5 = 2 · 6–7 = 3 · 8+ = 4
Add every grain you own: the grain still standing in your fields plus any loose grain in your personal supply. Zero grain is −1 point, 1–3 grain scores 1, 4–5 scores 2, 6–7 scores 3, and 8 or more scores 4. Grain you baked into food during the game is gone and doesn't count, which is why a farm that fed itself entirely on bread often lands in the bottom bracket.
4Vegetables
0 = −1 · 1 = 1 · 2 = 2 · 3 = 3 · 4+ = 4
Same rule as grain, but the brackets are far tighter: count the vegetables in your fields plus any in your supply. None is −1, one vegetable is 1 point, two is 2, three is 3, and four or more is 4. A single vegetable swings you two points against a player who skipped them entirely, which is why so much of Agricola's late game comes down to one desperate trip to the Vegetable Seeds space.
5Sheep
0 = −1 · 1–3 = 1 · 4–5 = 2 · 6–7 = 3 · 8+ = 4
Count the sheep on your farm at game end, wherever they're legally housed — in pastures, in stables, and the one you're allowed to keep in your house. No sheep costs you a point; 1–3 sheep scores 1, 4–5 scores 2, 6–7 scores 3, and 8 or more scores 4. Animals eaten or sold during the game don't count; only what's standing on the farm at the finish does.
6Wild Boar
0 = −1 · 1–2 = 1 · 3–4 = 2 · 5–6 = 3 · 7+ = 4
Boar climb faster than sheep: none is −1, 1–2 boar scores 1, 3–4 scores 2, 5–6 scores 3, and 7 or more scores the full 4. That means a modest pen of boar is worth more per animal than the same number of sheep — and it also means a farm with a single boar has already turned a −1 into a +1 for the price of one animal.
7Cattle
0 = −1 · 1 = 1 · 2–3 = 2 · 4–5 = 3 · 6+ = 4
Cattle have the steepest brackets of the three animals: none is −1, a single cow is already worth 1 point, 2–3 cattle score 2, 4–5 score 3, and 6 or more score 4. Six cattle is a genuinely large herd, so most farms cap out around 2 or 3 points here — but grabbing one cow late is the cheapest two-point swing on the whole pad.
8Unused Spaces
−1 per empty space — enter as a negative
Your farmyard is a 3×5 grid of 15 spaces. At the end, look at every space that holds nothing at all — no room, no field, no pasture, no stable — and lose 1 point for each. Fenced-but-empty pasture spaces are used, so they cost you nothing. This is the row people forget when they add up in their heads, and on a sparse farm it can quietly erase four or five points. Enter it as a negative number here.
9Fenced Stables
1 pt per stable inside a pasture — enter the count
Each stable that sits inside a fenced pasture is worth 1 point, up to the four stables you own. Stables built on open, unfenced ground score nothing on this row — they still hold animals and still keep a farmyard space from counting as unused, but the point only arrives once fences go around them. Enter how many of your stables ended up inside pastures.
10Clay Rooms
1 pt each — enter the number of clay rooms
Once you renovate your wooden hut to clay, every room in your house is worth 1 point. Count the rooms, not the renovation: a three-room clay house scores 3. Wooden rooms are worth nothing at all, so a big wooden house does plenty of work holding family members without adding a single point of its own here.
11Stone Rooms
2 pts each — enter the number of stone rooms
Renovate again, from clay to stone, and each room doubles to 2 points. A five-room stone house is 10 points on this row alone — one of the biggest single blocks on the pad — which is why the second renovation is such a common late-game push. Your house is either clay or stone, never both, so fill in one of these two rows and leave the other blank.
12Family Members
3 pts each — enter the number of people
Every family member on your farm is worth 3 points, and you start with two, so this row is never lower than 6. Grow to five people and it's 15 — usually the largest number anywhere on the sheet, and the reason growing the family early is the standard opening advice. Each new person also needs feeding at every harvest, which is exactly how farms end up with begging cards.
13Points for Cards
Points printed on your cards (begging = −3)
Add the victory points printed on the Occupation and Minor/Major Improvement cards you played in front of you. Plenty of cards are worth nothing here and earn their keep in actions and resources instead, so only count the ones showing a printed value. Begging cards go in this row too, as negatives: each one you were handed for failing to feed your family is −3 points, so a farm that begged twice starts this row at −6.
14Bonus Points
Bonus points from card conditions
Some cards don't have a flat printed value — they pay out at the end based on what your farm actually looks like, per animal, per field, per room, or for meeting a condition. Resolve each of those against your finished farm and total them here, separately from the flat printed values above. Read them one card at a time: they're the most commonly missed points in the game because they reference things you've already stopped looking at.
The Negatives Are the Whole Game
New players read Agricola's pad as a list of things to collect, and it isn't — it's a list of things you get punished for skipping. Each of the seven bracketed rows hands you −1 for owning none of that category, so a farm that never got around to vegetables, boar and cattle is three points down before a single positive is counted, and a farm that neglected all seven is at −7. Add −1 for every empty space still showing on your 3×5 farmyard, and −3 for every begging card you took for failing to feed the family, and it's entirely possible to build a busy-looking farm that finishes in the teens. One of everything, and nothing left blank, beats a specialist almost every time.
Looking for an Agricola Score Sheet?
Agricola comes with a score pad in the box — this is the same pad with the math already done and the brackets remembered. Every row is here, each one showing its bracket underneath so nobody has to squint at the tiny print and argue about whether six sheep is 2 points or 3, and the totals handle the minus signs for you. It forgets everything when you close the tab, though. For a score sheet that remembers — every game, every player, every win — Agricola is one of 300+ games in the free Meeply app.
Expansions and Editions
Farmers of the Moor, the big expansion, adds horses as a fourth animal with their own scoring row, plus fuel to keep the family warm and the forest and moor tiles that cover part of your farmyard — so its pad extends the sheet rather than replacing it. The 2016 revised edition reworked and consolidated the card decks that come in the box, but it scores exactly the same 14 categories, so every row and bracket above applies to either printing.
This Page Adds. Meeply Remembers.
A calculator gives you tonight's total and forgets it. Meeply keeps the whole story — every Agricola game, every player's win rate, every "I only lost because of the begging cards" settled with receipts.
Free to try. Agricola is one of 300+ games with rules-aware scoresheets built in.

