I got Agricola the day before Christmas. I bought it myself: asking family or friends for a $50 to $70 board game that's only available on a handful of specialty websites would spell disappointment. This is the first reprint so no animeeples and no extra deck of cards, just the base game... Nothing to complain about though, since the base set of Agricola is very much like the base set and first three expansions of many other board games.
After reading through the rules a couple times and organizing the set into all the little baggies I talked a friend into trying it out with me. We've played three games so far: two sessions of the 2-player family game and one session of the 2-player full game with the E-deck. It's outstanding.
I've been excited about Agricola based on the descriptions of the game on BoardGameGeek: an economic development/resource management game matches up well with the other board games I've enjoyed recently and the ability to scale from 1 to 5 players makes it workable in the groups I play with. The farming theme also appeals to me (unlike many other people, I suspect). I did have some fears, however. I've successfully introduced several games recently to the set of casual gamers I frequently play with (Settlers of Catan, Ticket to Ride, Carcassonne). These have been accepted I think because they're lightweight games with fairly straightforward rules and actions, and all of them have been recommended by gaming sites as introductory games. Agricola was supposed to be on the other end of the scale: a heavy Eurogame with some 700 components and a rulebook in 9-point type, a game with nine resource types and variable gameboards. I'm a gaming hobbyist and relish tackling difficult games but I was worried the complexity of Agricola would scare others away, and I would be left with a good but expensive solitaire game that takes a long time to set up and take down.
In practice, though, it is unexpectedly straightforward to understand, particularly with the family rules. Most of the game's rules are commonsensical (it just makes sense that bigger families need bigger houses, that you have to feed everyone, that you have to plow fields before you can sow crops, that animals require a pasture or stable, and so forth). Others are explained clearly on the action boards and cards. The harvest phase is a little complicated but also explained on the board and seem obvious in the context of the farming theme. There must be one person who understands the game thoroughly to play well. Setting up the game, particularly if you're playing the full rules and have to manage the Occupation and Minor Improvement decks, is really the most difficult part of the endeavor. Overseeing each round's new Action card, prompting people to remember the upcoming Harvests, managing the replenishment phase of each round, and tallying the scores at the end are all complex enough to intimidate casuals, but they can all be done by one industrious player (me) while everyone else concentrates on building their little farms. I would say that the actual turn-by-turn gameplay is no more difficult to understand than basic Settlers of Catan.
My second surprise is that it is a fast game (discounting set up and tear down times). I'm playing with a guy who is very prone to analysis paralysis but the game still moves at a quick pace, even with the full rules. It may take a while to get the game on the table and set up, but once it's down it is possible to blast through multiple games in a night. And it feels fast too: actions are straightforward enough that each player's downtime should be minimal. It's not as sparse in activities-per-turn as Ticket to Ride but each turn is much less protracted than Settlers of Catan.
Which leads me to one of the fundamental strengths of the game: You're always doing something that feels essential to your strategy. There's so much stuff to try to accomplish that you can't possibly do it all, but on the other hand whatever you're doing at the moment has an impact on the game immediately. I never feel like I'm sitting around waiting on the game to give me something to do. It's more of a mad scramble to take advantage of a myriad of strategies that only get pared down as other players take resources or as I construct my farm in specific ways. And there are many ways of constructing a winning farm. So far we've had completed farms with no fields at all; farms with no pastures at all (but multiple types of animals!); farms with no animals at all (but stables!); farms with 4, 5, or 6 room houses made of wood, clay, or stone; all in just three plays and two people, and all the games were strikingly close in score. The "simple" family rules game still has a myriad of possible strategies and enough randomness in action order that it isn't apparently "solvable"; each player must improvise strategies on the fly to win.
We played one session of the full game with the E-Deck. The game is certainly more complex, but still not much beyond basic Catan in my view. In exchange for complexity you gain a vast increase in possible strategies. It's amazing to me that the game has no duplicate cards: across the three base Decks (E for beginner, I for interactive, K for complex) you have some 360 cards and all are unique. I'll probably never hold the same set of 14 cards again that I had last game, and I may never utilize the same set of tools that let me construct a weird but winning strategy of harvesting vegetables into food and turning a clay hut into food without either bothering to plow fields or buy ovens. There seems to be an untold number of other possible paths to victory, though, which unfold with the combinations of cards in your hand from that gigantic pile included in the box. $50 starts to look cheap.
I'm raving about Agricola. If you can get past the farming theme, the cumbersome set up, and the little problem of all the components barely fitting in the box I think it's a fantastic game and not just for hobbyists.