Thanks a lot alex and cranesflyhigh for starting this thread!
Removing a few unplayable cards is an idea that came up a few times in my conversations with other Agricola aficionados. If you could play these cards (almost) for free --that is if you had freshman, teacher's desk or begging student (cards that are currently in the banlist for being too strong)--they would still be nice to have. But having to take an extra action to play them is almost never worth it. This becomes a problem in draft 7/8 when you might encounter a few of them in some packs. I favor a relatively low draft count --I prefer when this game is about dealing with resource scarcity and finding the right scoring categories to focus on, rather than ticking all the boxes and racing for ceiling-- but having to choose between many of these unplayable cards is not super fun and actually reduces the odds of making other "niche" combos happen.
I think the weak cards ban lists suggested above are super reasonable. From my experience, these unplayable cards are, indeed, typically occupations, rather than minors. Some of these cards have some niche uses, like sugar baker, hardworking man, or wealthy man. I would be fine with keeping them or getting rid of them. I don't think my experience as a player is strongly affected by missing out on the one in a thousand games where I could make wealthy man work.
In short, I am in favor of removing the 10-15 most unplayable cards from the draft. The 10 cards listed by Alex in the post above mine should make the list. I don't care too much if we add a few more to that list or not, as removing these 10 cards should hopefully fix the problem of having to chose between many unplayable cards in low count drafts.
Removing a few unplayable cards is an idea that came up a few times in my conversations with other Agricola aficionados. If you could play these cards (almost) for free --that is if you had freshman, teacher's desk or begging student (cards that are currently in the banlist for being too strong)--they would still be nice to have. But having to take an extra action to play them is almost never worth it. This becomes a problem in draft 7/8 when you might encounter a few of them in some packs. I favor a relatively low draft count --I prefer when this game is about dealing with resource scarcity and finding the right scoring categories to focus on, rather than ticking all the boxes and racing for ceiling-- but having to choose between many of these unplayable cards is not super fun and actually reduces the odds of making other "niche" combos happen.
I think the weak cards ban lists suggested above are super reasonable. From my experience, these unplayable cards are, indeed, typically occupations, rather than minors. Some of these cards have some niche uses, like sugar baker, hardworking man, or wealthy man. I would be fine with keeping them or getting rid of them. I don't think my experience as a player is strongly affected by missing out on the one in a thousand games where I could make wealthy man work.
In short, I am in favor of removing the 10-15 most unplayable cards from the draft. The 10 cards listed by Alex in the post above mine should make the list. I don't care too much if we add a few more to that list or not, as removing these 10 cards should hopefully fix the problem of having to chose between many unplayable cards in low count drafts.