Haven't played Agricola yet; unfortunately had a bunch of work this weekend so wasn't able to play anything.
iapetus said:
Interesting. In what way do most people play it fundamentally wrong? Intrigued to see whether I've got it right.

Or do you just mean that most people end up messing up
some of the rules because there are so many?
Off the top of my head, some of these being more material than others, and some are more obvious than others:
-Flying monsters only attack people on the street when their symbol comes up, not just every time there is an investigator on the street. This means a big batch of flying monsters can actually bump up the Terror level fairly quickly just because there is no way to dispatch of them until they come out and attack you once they've gone to the Sky.
-When you go over the outskirts limit, you discard the number of monsters TO the limit as well as the monster that made you go
over the limit.
-You cannot trade clue tokens or trophies.
-Combat bonuses do not apply to fight checks, Sneak bonuses do not apply to evade checks, etc.
-When you close a gate, remove all monsters with the Gate symbol from anywhere (ALWAYS forget this one at least once a game).
-the +1 skill cards give you BOTH +1 to the skill and the opportunity to add an extra bonus die when paying a clue token to roll another die.
-you reshuffle after ever draw from a location deck (some people house-rule this differently)
I know there are about a dozen more big ones, but that's what I can think of right now. A lot of the "missed" rules are just products of there being so many things to keep track of more so than any rule's complexity, though I will note that this game more than many others features some fairly tricky
interactions between distinct rules and events, such as, e.g., drawing an encounter that allows you to close a gate, but getting knocked out in the process.