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 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.)
Market Woman Whenever you receive Vegetables through a Family member’s action or through a Minor Improvement, you receive an additional 2 Grain.
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.
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.
Serf Whenever you use the “Sow and/or Bake Bread” action, take 1 grain before the action. Alternatively, you may exchange 1 Grain for 1 Vegetable.
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.
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.)
Minor Improvements Liquid Manure (0VPs, None, 4 Animals) Whenever you sow, place 1 additional Grain or Vegetable from the general supply on your newly planted fields.
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.
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.)
Clapper (0VPs, 1 Wood, None) Whenever you use the “Family growth” action (or if you already have a person on that space when you play the Clapper), place 1 additional Grain on all of your Fields that already contains at least 1 Grain.
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.
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.
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.
Player 2
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.
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.)
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.)
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.)
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.
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).
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.
Minor Improvements 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.)
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.
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.
Bread Paddle (0VPs, 1 Wood, None) Whenever you play an Occupation, you may also take the “Bake bread” action.
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.
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.
Player 3
Occupations 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.
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.
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.
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.
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.
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.
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.
Minor Improvements 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.
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.
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.)
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.
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.
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.
Beehive (1VP, None, 2 Improvements + 3 Occupations) Place 2 Food on each remaining even-numbered Round space. At the start of these Rounds, you receive the Food.
Player 4
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.
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.
Clay Worker Whenever you use an action to take Wood or Clay, you also receive 1 additional Clay.
Schnaps Distiller In the Feeding Phase of each Harvest, the Schnaps Distiller can convert up to 1 Vegetable to 5 Food.
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.
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.
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”.
Minor Improvements 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.)
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.
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.
Yoke (0VPs, 1 Wood, 1 Cattle) When you play this card, you can immediately Plough 1 Field for each Plough that has been played (by any player) and 1 field for the Harrow if it has been played.
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.
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.
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 5
Occupations Wood Deliveryman Place 1 Wood on any remaining space for Rounds 8 to 14. At the start of these rounds, you receive the Wood.
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.
Foreman At the start of the Work phase, you can place 1 Food from the general supply on an Action space of your choice.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Qqzm/AgricolaStartingHandGeneratorComplexDeck