NB: Minor Improvements are given in the form: Name(VPs, Cost to Build, Pre-Requisites to Build) Description Generated a 4-player Game Using the Easy (E) and Complex (K) Decks
(Please refresh to get a different number of players)Player 1
Occupations Shepherd During each Harvest, if you have at least 4 Sheep during the Breeding phase, you receive 2 lambs instead of 1 as long as you have room for them.
Thatcher Pay 1 Reed less to Build each room, for each Renovation, and each of the Water Mill, Half-timbered House, Chicken Coop, Holiday House, Mansion and Corn Storehouse.
Bread Seller You receive 1 Food from the supply for each Grain that is baked whenever any player (including you) Bakes bread. (To Bake you need a Baking Improvement with the Bake symbol.)
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.
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.
Clay Seller You can use the Clay Seller to convert: 2 Clay to 1 Sheep or 1 Reed, 3 Clay to 1 Wild boar or 1 Stone, and/or 4 Clay to 1 Cattle at any time.
Mushroom Collector Whenever you use a Family member’s action to take Wood from an Action space, you can leave 1 Wood on the space and take 2 Food in exchange.
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.
Basket (0VPs, 1 Reed, None) Whenever you use a person’s action to take Wood from an Action space, you can leave 2 of the Wood on the Action space and receive 3 Food in exchange.
Crooked Plough (0VPs, 3 Wood, 1 Occupation) Once during the game, when you use the “Plough 1 Field” action, you can Plough 3 Fields instead of 1. This does not apply to the “Plough 1 Field and/or Sow” action.
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.
Clogs (0VPs, 1 Wood, None) At the end of the game, you receive 1 bonus point for a Clay hut, or 2 Bonus points for a Stone house.
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.
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.
Player 2
Occupations Renovator Pay 2 less Clay to renovate to a Clay hut and pay 2 less Stone to renovate to a Stone house.
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.)
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.
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.
Swineherd Whenever you use the “Wild boar” Action space, you receive 1 additional Wild boar from the general supply.
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.)
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 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.
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.
Market Stall (0VPs, 1 Grain, None) When you play this card, you receive 1 Vegetable. After you play this card, pass it to the player on your left, who adds it to his/her hand.
Simple Fireplace (1VP, 1 Clay, None) You can exchange goods for Food at any time, in the following ratios: Vegetable => 2 Food; Sheep => 1 Food; Wild boar => 2 Food; Cattle => 3 Food. Whenever you bake bread, you may convert Grain => 2 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.
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.)
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.
Player 3
Occupations Dancer Whenever you use the “Traveling Players” action on an Action space, you receive at least 4 Food. (If there are 1 to 3 Food on the space, take food from the general supply until you total 4 Food.)
Master Brewer In the Feeding Phase of each Harvest, the Master Brewer can convert up to 1 Grain to 3 Food.
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 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.
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.
Meat Seller If you have an Oven, you can convert your animals into Food at any time. Take 2 Food for each Sheep, 3 for each Wild boar and 4 for each Cattle.
Patron In the future, whenever you play an Occupation, you receive 2 Food before you pay the costs of the Occupation.
Minor Improvements Spices (0VPs, None, None) Whenever you convert Vegetables to Food using a Fireplace, Cooking Hearth or Cooking Corner, you receive 1 additional Food.
Drinking Trough (1VP, 2 Wood, None) Each pasture (with or without a stable) can hold up to 2 more animals.
Clay Roof (1VP, None, 3 Occupations) You can replace 1 or 2 Reed with the same amount of Clay whenever you extend or renovate your home.
Stable (0VPs, 1 Wood, None) When you play this card, immediately build 1 stable. (The stable does not cost anything, but you must pay the cost shown to play this card.) 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.
Clay Pit (1VP, None, 3 Occupations) Whenever you use the “Day Labourer” Action space, you receive 3 additional Clay.
Raft (1VP, 2 Wood, None) Whenever you use the “Fishing” Action space, you receive an additional 1 Food or 1 Reed.
Player 4
Occupations Farmer The next time you build fences, take 1 Wild boar. Each time you build at least 1 fence after that, take 1 Cattle.
Merchant Whenever you use a “Minor Improvement” or “Minor or Major Improvement” action, you can pay 1 Food to use the action a second time.
Schnaps Distiller In the Feeding Phase of each Harvest, the Schnaps Distiller can convert up to 1 Vegetable to 5 Food.
Hobby Farmer When you play this card, take 1 Vegetable that you may Sow immediately if you have an empty field. (You can Sow just this one Vegetable with this extra action.)
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.
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.
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.
Minor Improvements Animal Yard (1VP, 2 Wood, 1 Occupation) You can place up to two animals of your choice on this card. They need not be the same type of animal. (This card does not count as a pasture for scoring.)
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.)
Feed Pellets (0VPs, None, None) During the Feeding Phase of each Harvest, you may trade 1 Vegetable for 1 of any type of Animal that you already have in your farmyard.
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.
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.
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.)
Canoe (1VP, 2 Wood, 2 Occupations) Whenever you use the “Fishing” Action space, you receive an additional 1 Food and 1 Reed.
Qqzm/AgricolaStartingHandGeneratorEasyAndComplexDeck