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 Plough Maker Whenever you use either of the “Plough 1 Field” or “Plough 1 Field and/or Sow” Action spaces, you can pay 1 Food to Plough 1 additional Field.
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.)
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.
Hedge Keeper Whenever you build at least 1 Fence, you can build up to 3 additional Fences without paying any additional Wood. (You can only place fences if they enclose a complete pasture.)
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.
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.
Estate Manager At the end of a 3/4/5 player game, if no player has more animals of any type than you, you receive 2/3/4 Bonus points.
Minor Improvements 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.
Carp Pond (1VP, None, 1 Occupation & 2 Improvements) Place 1 Food on each remaining odd-numbered Round space. At the start of these rounds, you receive the Food.
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.
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.
Wood-fired Oven (2VPs, 3 Wood + 1 Stone, 3 Occupations) Whenever you use the “Bake bread” action, you can use the Wood-fired Oven to turn any number of Grain into 3 Food each. Additionally, when you play this card, you can also take the “Bake bread” action.
Greenhouse (1VP, 2 Wood, 1 Occupation) Add 4 and 7 to the number of the current round and place 1 Vegetable on the corresponding Round space. At the start of these Rounds, you can pay 1 Food to take the Vegetable.
Clay Pit (1VP, None, 3 Occupations) Whenever you use the “Day Labourer” Action space, you receive 3 additional Clay.
Player 2
Occupations 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.)
Animal Keeper You can keep Sheep, Wild boar and Cattle in the same pasture. This applies to all your pastures (except the Forest Pasture).
Patron In the future, whenever you play an Occupation, you receive 2 Food before you pay the costs of the Occupation.
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.
Conjurer Whenever you use the “Traveling Players” action on an Action space, you receive 1 Grain in addition to the Food.
Clay Worker Whenever you use an action to take Wood or Clay, you also receive 1 additional Clay.
Basketweaver In each Harvest, the Basketweaver can convert up to 1 Reed to 3 Food.
Minor Improvements Bookshelf (1VP, 1 Wood, 3 Occupations) Whenever you play 1 Occupation, take 3 Food before you pay the costs of the Occupation.
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.
Raft (1VP, 2 Wood, None) Whenever you use the “Fishing” Action space, you receive an additional 1 Food or 1 Reed.
Building Material (0VPs, None, None) You receive either 1 Wood or 1 Clay when you play this card. 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.
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.
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.
Player 3
Occupations Cattle Whisperer Add 5 and 9 to the number of the current round. Place 1 Cattle on each corresponding Round spaces. At the start of these Rounds, you receive the Cattle.
Perpetual Student Whenever you can play an Occupation card, you can ask another player to draw one of your cards instead of choosing one yourself. If you do this, you receive 3 Food before you pay the costs of the card, but you must play the card that the other player draws. (If you are unable to pay the costs of the card you must draw Begging cards for any missing Food.)
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.
Turner At any time, you can use the Turner to convert any number of Wood to 1 Food each.
Head of the Family You can use any Build room(s) or Family growth Action space, even if another player has already placed a person on it.
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.
Quarryman You can use the Quarryman at any time to convert Stone to Food. For each Stone you convert, take 2 Food.
Minor Improvements Stone House Extension (0VPs, 1 Reed + 3 Stone, None) When you play this card, immediately extend your Stone house by 1 room. (The room does not cost you 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.
Baking Tray (0VPs, 1 Wood, None) Clay Ovens and Stone Ovens are Minor Improvements for you. Clay, Stone and Wood-fired Ovens cost you 1 resource (of your choice) less.
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.
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.)
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.
Madonna Statue (2VPs, Remove 2 played Improvements, None) The Madonna Statue has no effect. (You must discard 2 improvements that are on the table in front of you. You may not discard cards from your hand. It is irrelevant whether you discard Major or 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.
Player 4
Occupations 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.
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.
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.
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.
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.)
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.)
Reed Collector Place 1 Reed on each of the next 4 Round spaces. At the start of these rounds, you receive the Reed.
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 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.
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.
Windmill (2VPs, 3 Wood + 1 Stone, None) At any time, you can convert Grain to 2 Food (without having to Bake bread).
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.
Quarry (2VPs, None, 4 Occupations) Whenever you use the “Day Labourer” Action space, you receive an additional 3 Stone.
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.)
Qqzm/AgricolaStartingHandGeneratorEasyAndComplexDeck