NB: Minor Improvements are given in the form: Name(VPs, Cost to Build, Pre-Requisites to Build) Description

Generated a 5-player Game Using the Complex (K) Deck

(Please refresh to get a different number of players)

Player 1

Occupations
Magician Whenever you use your last person to choose the “Traveling Players” action on an Action space, take an additional 1 Grain and 1 Food.
Wood Distributor At the start of the Work phase, you can distribute the Wood from the “3 Wood” Action space as evenly as possible onto the neighboring Clay, Reed and Fishing spaces. When you play this card, you receive 2 Wood.
Educator Whenever another player plays an Occupation card, you can pay 3 Food to play one yourself. From your 4th Occupation, this only costs 2 Food. (If you play an Occupation yourself, you cannot play this card to play a second Occupation.)
Tanner When you convert Wild boar or Cattle to Food, you can choose to place them on this card. At the end of the game, you receive 1/2/3 bonus points for 2/4/6 slaughtered Wild boar as well as for 2/3/4 Cattle.
Perpetual Student Whenever you can play an Occupation card, you can ask another player to draw one of your cards instead of choosing one yourself. If you do this, you receive 3 Food before you pay the costs of the card, but you must play the card that the other player draws. (If you are unable to pay the costs of the card you must draw Begging cards for any missing Food.)
Basin Maker For each Wild boar that you convert into Food, you can place up to 2 Wood from your personal supply on this card. At the end of the game, you receive 1 bonus point for each Wood on this card except the 1st, 4th, 7th and 10th.
Storehouse Keeper Whenever you use a Family member’s action to take Reed and Stone, you also receive your choice of 1 Clay or 1 Grain.
Minor Improvements
Bakehouse (5VPs, 3 Stone, Return an Oven) Whenever you use the “Bake bread” Action, you can use the Bakehouse to convert up to 2 Grain into 5 Food each. Additionally, when you play this card, you can also take the “Bake bread” Action.
Wooden Strongbox (0VPs, 1 Wood, None) At the end of the game, you get 2 bonus points if your home contains 5 rooms or 4 bonus points if you have 6 or more rooms.
Corn Sheaf (0VPs, None, None) When you play this card, take 1 Grain. After you play this card, pass it to the player on your left, who adds it to his/her hand.
Granary (1VP, 3 Wood or 3 Clay, None) Place 1 Grain each on the spaces for Rounds 8, 10 and 12. At the start of these Rounds, you receive the Grain.
Flail (0VPs, 1 Wood, 1 Occupation) Whenever you use the “Plough 1 Field” or “Plough 1 Field and/or Sow” Action spaces, you can also take the ”Bake bread” action.
Liquid Manure (0VPs, None, 4 Animals) Whenever you sow, place 1 additional Grain or Vegetable from the general supply on your newly planted fields.
Loom (1VP, 2 Wood, 2 Occupations) Whenever you have at least 1/4/7 Sheep during the Field phase of a Harvest, you receive 1/2/3 Food. At the end of the game, you receive 1 Bonus point for every 3 Sheep.

Player 2

Occupations
Resource Seller Pile (from bottom to top) 1 Stone, Clay, Stone, Clay, Reed, Clay, Wood on this card. You receive the top marker when you receive that type of building resource.
Countryman After all players have placed their Family members, you may move one of your Family members from a “Take 1 Grain” or “Take 1 Vegetable” Action space to a unoccupied “Sow” Action space after you have taken the Grain or Vegetables.
Animal Tamer You can keep 1 animal in each room of your home. You may keep more than 1 type of animal in your home.
Sheep Farmer Whenever you take Sheep with one of your people, take an additional Sheep from the supply. You can exchange 3 Sheep for 1 Cattle and 1 Wild boar at any time (except during the breeding phase).
Schnaps Distiller In the Feeding Phase of each Harvest, the Schnaps Distiller can convert up to 1 Vegetable to 5 Food.
Acrobat Whenever you use the “Travelling players” action on an Action space, after all other players have finished their turns you may move that person to a free “Plough” or “Take 1 Grain” Action space, and take the action.
Stone Breaker At any time, you can Renovate your Clay hut to a Stone house without using the “Renovation” Action space. (You must still pay the costs of the renovation.)
Minor Improvements
Pelts (0VPs, None, 3 Occupations) For each animal that you slaughter and return to the general supply, you may place 1 Food from your personal supply in 1 of your rooms. You may have a maximum of 1 Food in each room. You cannot use this Food any more, but each is worth 1 bonus point at the end of the game.
Cooking Hearth (1VP, None, Return 1 Fireplace) At any time, you may convert goods to Food as follows: Vegetables => 3 Food; Sheep => 2 Food; Wild boar => 3 Food; Cattle => 4 Food. Whenever you use the “Bake bread” action, you may convert 1 Grain => 3 Food.
Mansion (0VPs, 3 Wood + 3 Clay + 2 Reed + 3 Stone, None) At the end of the game, you receive 2 bonus points for each room in your Stone house. (In total, you receive 4 points per room instead of the usual 2 points.)
Horse (0VPs, None, None) You receive 2 Bonus points for any one type of animal missing from your farm at the end of the game. (The Horse replaces that type of animal.) (You still lose the point for the missing animal type.)
Swan Lake (2VPs, None, 4 Occupations) Place 1 Food each on the next 5 remaining Round spaces. At the start of these Rounds, you receive the Food.
Lumber (0VPs, 1 Stone, None) When you play this card, you receive 3 Wood. After you play this card, pass it to the player on your left, who adds it to his/her hand.
Sawhorse (0VPs, 2 Wood, None) The next stable you place in your farmyard, as well as your 3rd, 6th, 9th, 12th and 15th fence, costs you nothing.

Player 3

Occupations
Wood Carver In each round, you pay 1 Wood less for one of the following: an Improvement, a Room of a Wooden hut, a stable or a fence.
Tinsmith You can convert Clay into Food at any time. You receive 1 Food per Clay. If any player has built a Well (including the Village Well), you receive 3 Food for each 2 Clay.
Traveling Salesman Whenever you select the “Minor Improvement” action on an Action space, you can play a Major instead of a Minor Improvement. If you select a “Major or Minor Improvement” action, you can play 2 Minor Improvements.
Shepherd Boy Once you live in a Stone house, place 1 Sheep on each remaining Round space. At the start of these rounds, you receive the Sheep. (If you already live in a Stone house, place the Sheep immediately.)
Animal Breeder When you fence unused spaces to create at least one new pasture, you can buy a pair of animals: 2 Sheep for 1 Food, 2 Wild boar for 2 Food or 2 Cattle for 3 Food.
Pieceworker Whenever you receive Wood, Clay, Reed, Stone or Grain on an Action space, you can buy one more of the same good for 1 Food. Whenever you receive Vegetable(s) on an Action space, you can buy one more for 2 Food.
Smallholder While you have at most 2 Fields, add 1 extra Grain or Vegetable when you Sow. Also, your pastures that can hold 2 animals can hold 3 animals.
Minor Improvements
Herb Garden (1VP, None, 1 Vegetable Field) Place 1 Food on each of the next 5 Round spaces. At the start of each Round, you receive the Food.
Bread Paddle (0VPs, 1 Wood, None) Whenever you play an Occupation, you may also take the “Bake bread” action.
Duck Pond (1VP, None, 2 Occupations) Place 1 Food on each of the next 3 Round spaces. At the start of these Rounds, you receive the Food.
Ox Team (1VP, 3 Wood, 2 Cattle) When you play this card, count how many complete rounds are left to be played. You can Plough this many Fields, up to a maximum of 3.
Landing Net (0VPs, 1 Reed, None) Whenever you receive Reed on an Action space, you receive an additional 2 Food. This is reduced to 1 Food if you receive other building resources as well as Reed.
Sawmill (3VPs, None, Return Cabinet Maker's) In each Harvest, you may convert up to 1 Wood to 3 Food. At the end of the game, you receive 1/2/3 Bonus points for 2/4/5 Wood.
Brushwood Roof (1VP, None, 2 Occupations) Whenever you extend or renovate your home, you can replace 1 or 2 Reed with the same amount of Wood.

Player 4

Occupations
Scholar Once you have a Stone house, at the start of a round, you can always either pay 1 Food to play an Occupation card or play an improvement card by paying its costs.
Seed Seller Whenever you use the “Take 1 Grain” Action space, you receive 1 additional Grain. When you play this card you receive 1 Grain.
Wet Nurse Whenever you Build Room(s), you may grow your family by up to the number of rooms that you build. This costs 1 Food per person. (The newborns are only available to take actions in the next round.)
Weaver Whenever you have at least 2 Sheep at the start of the Work phase, you receive 1 Food.
Clay Worker Whenever you use an action to take Wood or Clay, you also receive 1 additional Clay.
Brushwood Collector You may replace the required Reed with a total of 1 Wood for any Renovation or Extension. (You use brushwood to make the roof.)
Veterinarian When you play this card, place 4 Sheep, 3 Wild boar and 2 Cattle in a container. At the start of each round, draw two animals. If they are the same, keep one. Return the 1 or 2 animals to the container.
Minor Improvements
Swing Plough (0VPs, 3 Wood, 3 Occupations) Twice during the game, when you use the “Plough 1 Field” Action space, you may Plough 3 Fields instead of 1. The Swing Plough can not be used with the “Plough 1 Field and/or Sow” action.
Clay Hut Extension (0VPs, 4 Clay + 1 Reed, None) When you play this card, immediately extend your Clay hut by 1 room. (This room does not cost anything, but you must pay the cost to play this card.) After you play this card, pass it to the player on your left, who adds it to his/her hand.
Brewery (2VPs, 2 Stone + 2 Grain, None) During the Feeding phase of the Harvest, you can use the Brewery to convert at most 1 Grain to 3 Food. At the end of the game, you receive 1 bonus point for your ninth Grain.
Spit Roast (0VPs, 1 Wood, None) Whenever you convert at least 1 animal to Food during the Feeding phase of the Harvest, you receive 1 additional Food.
Boar Breeding (0VPs, 1 Food, None) When you play this card, take 1 Wild boar. After you play this card, pass it to the player on your left, who adds it to his/her hand.
Stone Cart (0VPs, 2 Wood, 2 Occupations) Place 1 Stone on all remaining even-numbered Round spaces. At the start of these Rounds, you receive the Stone.
Bookshelf (1VP, 1 Wood, 3 Occupations) Whenever you play 1 Occupation, take 3 Food before you pay the costs of the Occupation.

Player 5

Occupations
Pig Whisperer Add 4, 7 and 10 to the current round and place 1 Wild boar on each corresponding Round space. At the start of these Rounds, you receive the Wild boar.
Forester When you use the “Sow” action, you can plant up to a maximum of 3 Wood on this card, as shown. The Wood is treated the same as sown Grain and is harvested during the Field phase.
Wood Deliveryman Place 1 Wood on any remaining space for Rounds 8 to 14. At the start of these rounds, you receive the Wood.
Fence Overseer Each round, for a cost of 1 Food, you can immediately Fence a pasture of 1 farmyard space around a stable that you have just built. You do not need to pay Wood for the fences.
Adoptive Parents When you take a “Family growth” action, you can pay 1 Food and place the offspring in your hut. This allows you to take an action with it in this round. If you do this, the offspring does not count as “newborn”.
Storehouse Clerk Whenever you have at least 5 Stone at the start of a round, you receive 1 extra Stone. If you have at least 6 Reed, you receive 1 Reed; with at least 7 Clay you receive 1 Clay and with at least 8 Wood you receive 1 Wood.
Cattle Breeder Your Cattle also breed at the end of Round 12, if there is place for the calf. When you play this card, you receive 1 Cattle.
Minor Improvements
Acreage (0VPs, None, 1 Occupation) When you sow, you can plant 2 Grain fields on this card. (This card does not count as a field when scoring.)
Greenhouse (1VP, 2 Wood, 1 Occupation) Add 4 and 7 to the number of the current round and place 1 Vegetable on the corresponding Round space. At the start of these Rounds, you can pay 1 Food to take the Vegetable.
Stone Exchange (0VPs, 2 Wood or 2 Clay, None) When you play this card, take 2 Stone. After you play this card, pass it to the player on your left, who adds it to his/her hand.
Milking Stool (0VPs, 1 Wood, 2 Occupations) Whenever you have at least 1/3/5 Cattle during the Field phase of a Harvest, take 1/2/3 Food. At the end of the game, you receive 1 bonus point for every 2 Cattle.
Clay Pit (1VP, None, 3 Occupations) Whenever you use the “Day Labourer” Action space, you receive 3 additional Clay.
Reed Hut (1VP, 1 Wood + 4 Reed, None) Place one Family member token that you have not yet brought into the game onto this card, where it will live for the rest of the game. It can take actions (starting from the round when you play this card) and must be fed, but is worth no points while living in the Reed Hut. (You can move this person into your home later, using a “Family growth” action.)
Broom (0VPs, 1 Wood, None) Discard all the remaining Minor Improvements in your hand, and draw 7 new Minor Improvements. You can play 1 more Minor Improvement immediately. (You must pay the costs of the new improvement and meet the conditions for playing it.)


Qqzm/AgricolaStartingHandGeneratorComplexDeck