NB: Minor Improvements are given in the form: Name(VPs, Cost to Build, Pre-Requisites to Build) Description Generated a 1-player Game Using the Easy (E) and Complex (K) Decks
(Please refresh to get a different number of players)Player 1
Occupations Clay Deliveryman Place 1 Clay on each of the spaces for Rounds 6 to 14. At the start of these Rounds, you receive the Clay.
Guildmaster You receive 4 Wood when you acquire the Joinery or play the Cabinetmaker. When you acquire the Pottery or play the Potter, you receive 4 Clay. When you acquire the Basketmaker’s Workshop or play the Basketmaker, you receive 3 Reed. If you have already played any of these cards when you play the Guildmaster, you receive 2 building resources of the appropriate type for each existing card.
Master Builder Once during the game, at any time after your home reaches at least 5 rooms, you may extend it by 1 room at no cost.
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.
Carpenter To extend your home, you need only 3 of the appropriate resource and 2 Reed for each new room. (For example if you live in a Wooden hut, you need 3 Wood and 2 Reed.)
Clay Worker Whenever you use an action to take Wood or Clay, you also receive 1 additional Clay.
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 Manger (0VPs, 2 Wood, None) At the end of the game, if your pastures occupy 6/7/8/9+ farmyard spaces, you receive 1/2/3/4 bonus points.
Clay Supports (0VPs, 2 Wood, None) Whenever you add a room to your Clay hut, you can pay 2 Clay, 1 Wood and 1 Reed instead of 5 Clay and 2 Reed.
Turnip Field (1VP, None, 2 Occupations) When you sow, you can plant Vegetables on the card as you would on a field. When you play this card, you can also take the “Sow” action. (This card does not count as a Field when scoring.)
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.)
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.
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.)
Millstone (0VPs, 1 Stone, None) Whenever you bake 1 or more Grain into bread, you receive 2 additional Food.
Qqzm/AgricolaStartingHandGeneratorEasyAndComplexDeck