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

Generated a 3-player Game Using the Complex (K) Deck

(Please refresh to get a different number of players)

Player 1

Occupations
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.)
Wood Deliveryman Place 1 Wood on any remaining space for Rounds 8 to 14. At the start of these rounds, you receive the Wood.
Market Woman Whenever you receive Vegetables through a Family member’s action or through a Minor Improvement, you receive an additional 2 Grain.
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.
Constable If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 Wood. At the end of the game, any player who has no negative points receives 5 bonus points.
House Steward If there are still 1/3/6/9 Rounds to play, you immediately receive 1/2/3/4 Wood. At the end of the game, the player(s) with the most rooms in their home receive 3 Bonus points each.
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).
Minor Improvements
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.
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.
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.
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.
House Goat (1VP, None, None) In each Feeding Phase, you receive 1 Food. Apart from the goat, you cannot hold any other animal in your home. (Even if you have the Animal Tamer.) (You cannot choose to let the House Goat run free to make room for a different animal in your house.)
Bookshelf (1VP, 1 Wood, 3 Occupations) Whenever you play 1 Occupation, take 3 Food before you pay the costs of the Occupation.
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.

Player 2

Occupations
Organic Farmer At the end of the game, you receive 1 Bonus point for each pasture that contains at least 1 animal but could contain at least 3 more animals than it does. (This also applies to the Forest Pasture.)
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.
Ploughman Add 4, 7 and 10 to the number of the current round and place 1 field on each corresponding Round space. At the start of these rounds, you can Plough that field by paying 1 Food.
Manufacturer Once you have a Clay hut or a Stone house, the Joinery, Pottery and Basketmaker’s Workshop are Minor Improvements for you and their cost is reduced by 2 building resources of your choice.
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.)
Frame Builder In each renovation, you may replace exactly 1 Clay or 1 Stone with 1 Wood. In each extension, you may replace exactly 2 Clay or 2 Stone with 1 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.
Minor Improvements
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.
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.
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.
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.
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.)
Bread Paddle (0VPs, 1 Wood, None) Whenever you play an Occupation, you may also take the “Bake bread” action.
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.

Player 3

Occupations
Slaughterman Whenever another player converts animals to Food, take 1 Food from the supply. In the Feeding Phase, you are the last player to feed your family (so you can benefit if other players slaughter). (If you slaughter, you receive no additional Food.)
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”.
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.
Lover When you play this card, immediately carry out a “Family growth even without room” action (Similar to the Round card from Stage 5). Playing this card costs you an additional 4 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.
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.
Minor Improvements
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.
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.)
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.
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.
Sleeping Corner (1VP, 1 Wood, 2 Grain Fields) You can use any “Family Growth” Action space, even if another player has already placed a person there.
Forest Pasture (1VP, None, 3 Occupations) This card can hold an unlimited number of Wild boar. (This card does not count as a pasture when scoring.)


Qqzm/AgricolaStartingHandGeneratorComplexDeck