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 Easy (E) and Complex (K) Decks
(Please refresh to get a different number of players)Player 1
Occupations Patron In the future, whenever you play an Occupation, you receive 2 Food before you pay the costs of the 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.)
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.
Quarryman You can use the Quarryman at any time to convert Stone to Food. For each Stone you convert, take 2 Food.
Clay Mixer Whenever one of your people’s actions gives you only Clay, you receive 2 additional Clay.
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.
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 Fishing Rod (0VPs, 1 Wood, None) Whenever you use the “Fishing” Action space, you receive 1 additional Food. From Round 8, you receive 2 additional Food.
Stone Tongs (0VPs, 1 Wood, None) Whenever you use one of the “Stone” Action spaces that become available in Stage 2 and Stage 4, you receive 1 additional Stone.
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.
Beanfield (1VP, None, 2 Occupations) When you Sow, you can plant Vegetables on this card as though it were a Field. (This card does not count as a Field when scoring.)
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.
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.
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 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.
Weaver Whenever you have at least 2 Sheep at the start of the Work phase, you receive 1 Food.
Academic This card counts as 2 Occupations for Minor Improvements and when scoring the “Reeve” Occupation card.
Stone Carrier Whenever you take Stone with an action, you can also take 1 additional Stone. If you also receive other building resources, this costs you 1 Food.
Berry Picker Whenever you use a Family member’s action to take Wood, take an additional 1 Food.
Wood Deliveryman Place 1 Wood on any remaining space for Rounds 8 to 14. At the start of these rounds, you receive the Wood.
Grocer Pile (from bottom to top) 1 Vegetable, Reed, Clay, Wood, Vegetable, Stone, Grain, Reed on this card. At any time, you may buy the top item for 1 Food.
Minor Improvements Gypsy’s Crock (1VP, 2 Clay, None) Whenever you convert any 2 goods to Food at one time using a Fireplace, Cooking Hearth or Cooking Corner, you receive 1 additional Food.
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.
Turnwrest Plough (0VPs, 3 Wood, 2 Occupations) Once during the game, when you use either the “Plough Fields” or “Plough 1 Field and/or Sow” Action space, you can Plough 3 Fields instead of 1.
Millstone (0VPs, 1 Stone, None) Whenever you bake 1 or more Grain into bread, you receive 2 additional Food.
Private Forest (0VPs, 2 Food, None) Place 1 Wood on each remaining even-numbered Round space. At the start of these rounds, you receive the Wood.
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.
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.)
Player 3
Occupations 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.
Chief’s Daughter If another player plays the “Chief” card, you can play this card immediately at no cost. (You can also play it using an Action space in the usual way.) At the end of the game, you receive 3 Bonus points if you have a Stone house, 1 if you have a Clay hut.
Fisherman Whenever you use the “Fishing” Action space, you can choose to take twice as much Food as is on the space. If you do this, you must give 1 Food to each player who has one of the Fishing Rod, Raft, Canoe, Fish Trap , and Landing Net.
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.
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.
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 Riding Plough (0VPs, 4 Wood, 3 Occupations) Twice during the game, when you use either the “Plough Fields” or “Plough 1 Field and/or Sow” action, you can Plough 3 Fields instead of 1.
Clay Pit (1VP, None, 3 Occupations) Whenever you use the “Day Labourer” Action space, you receive 3 additional Clay.
Fruit Tree (1VP, None, 3 Occupations) Place 1 Food on each remaining Round space for Rounds 8 to 14. At the start of these rounds, you receive the Food.
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.)
Sack Cart (0VPs, 2 Wood, 2 Occupations) Place 1 Grain each on the spaces for Rounds 5, 8, 11 and 14. At the start of these Rounds, you receive the 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.
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.
Player 4
Occupations Animal Keeper You can keep Sheep, Wild boar and Cattle in the same pasture. This applies to all your pastures (except the Forest Pasture).
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.
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.
Field Warden You can use the “Take 1 vegetable”, “Plough fields”, and “Plough fields and/or Sow” actions even if another player has placed a person on the space
Mendicant At the end of the game, you can discard up to 2 Begging cards without losing points for them.
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.
Stablemaster One (and only one) of your unfenced stables may hold up to 3 animals of the same type.
Minor Improvements 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.
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.
Butter Churn (0VPs, 2 Wood, None) Whenever you have Sheep during the Field phase of a Harvest, you receive 1 Food for each third Sheep. Whenever you have Cattle during the Field phase, you receive 1 Food for each second Cattle.
Shepherd’s Pipe (0VPs, None, Have 1+ Sheep) You can hold up to 2 additional Sheep in each of the pastures where you keep Sheep. You can keep up to 2 Sheep in each unfenced stable.
Writing Desk (1VP, 1 Wood, 2 Occupations) Whenever you take an “Occupation” Action, you may play 2 Occupations one after another. The second Occupation costs you 2 Food.
Quarry (2VPs, None, 4 Occupations) Whenever you use the “Day Labourer” Action space, you receive an additional 3 Stone.
Windmill (2VPs, 3 Wood + 1 Stone, None) At any time, you can convert Grain to 2 Food (without having to Bake bread).
Player 5
Occupations Animal Trainer Whenever you take Food from a “Travelling players” space, you may immediately use it to buy animals: Pay 2 Food for each Sheep or Wild boar and 3 Food for each Cattle.
Plough Driver Once you have a Stone house, you can pay 1 Food at the start of each round to Plough (at most) 1 Field.
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.
Stonecutter All improvements, Rooms and Renovations cost 1 Stone less.
Ratcatcher In rounds 10 and 12, all other players may not place 1 of their family’s Offspring (if they have any). (You yourself may place all your family members.) This card may only be played until the end of Round 9.
Storyteller Whenever you use the “Traveling Players” action on an Action space, you can leave 1 Food on the space and take 1 Vegetable instead.
Pastor If, when you play this card or later in the game, you are the last player to have only 2 rooms in your home, you receive 3 Wood, 2 Clay, 1 Reed and 1 Stone.
Minor Improvements 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.
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.)
Cattle Market (0VPs, 1 Sheep, None) When you play this card, return 1 Sheep to the supply and take 1 Cattle. After you play this card, pass it to the player on your left, who adds it to his/her hand.
Outhouse (2VPs, 1 Wood + 1 Clay, See description) The Outhouse has no effect. You can only build it if at least one other player has fewer than 2 Occupations. (It is irrelevant how many Occupations you have played.)
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.
Ceramics (0VPs, 1 Clay, Have 1 Oven) When you play this card, you receive 2 Food. From now, the Pottery is a Minor Improvement for you and costs you nothing.
Liquid Manure (0VPs, None, 4 Animals) Whenever you sow, place 1 additional Grain or Vegetable from the general supply on your newly planted fields.
Qqzm/AgricolaStartingHandGeneratorEasyAndComplexDeck