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

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Player 1

Occupations
Yeoman Farmer At the end of the game, you only lose points for unused spaces and Begging cards.
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.
Mendicant At the end of the game, you can discard up to 2 Begging cards without losing points for them.
Baker During each Harvest, you may Bake bread at the start of the Feeding Phase if you have an improvement with the Baking symbol. When you play this card, you may Bake bread as an additional action.
Tinsmith You can convert Clay into Food at any time. You receive 1 Food per Clay. If any player has built a Well (including the Village Well), you receive 3 Food for each 2 Clay.
Charcoal Burner You receive 1 Food and 1 Wood whenever any player (including you) builds a Baking Improvement with a Bake symbol.
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.
Minor Improvements
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.
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.
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.
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.
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.
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.
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.

Player 2

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.
Patron In the future, whenever you play an Occupation, you receive 2 Food before you pay the costs of the Occupation.
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.
Wood Deliveryman Place 1 Wood on any remaining space for Rounds 8 to 14. At the start of these rounds, you receive the Wood.
Master Forester Introduce the “2 Wood” action card from the 3-player game as an additional forest. At the start of each round, place 2 Wood on the card. Any player who uses this action must pay you 2 Food.
Stablehand Whenever you build at least 1 Fence, you also receive 1 stable which you must build immediately. (This may be built inside or outside the fenced area.) (You do not need to pay any wood for the stable.)
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.
Minor Improvements
Mini Pasture (0VPs, 2 Food, None) When you play this card, immediately Fence one space in your farmyard. After you play this card, pass it to the player on your left, who adds it to his/her hand. (You do not need to pay Wood for the Fences.)
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.
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.
Dovecote (2VPs, 2 Stone, None) Place 1 Food each on the spaces for rounds 10 to 14. At the start of these rounds, you receive the Food.
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.
Reed Pond (1VP, None, 3 Occupations) Place 1 Reed each on the next 3 Round spaces. At the start of each Round, you receive the Reed.
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.

Player 3

Occupations
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.
Stablemaster One (and only one) of your unfenced stables may hold up to 3 animals of the same type.
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.)
Land Agent Whenever you use the “Take 1 Vegetable” Action space, also receive 1 Grain. When you play this card, you receive 1 Vegetable from the supply.
Tutor At the end of the game, you receive 1 Bonus point for each Occupation that you play after this one.
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
Greengrocer Whenever you use the “Take 1 Grain” Action space, you also receive 1 Vegetable.
Minor Improvements
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.
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.
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.
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.
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.
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.
Helpful Neighbours (0VPs, 1 Wood OR 1 Clay, None) When you play this card, take either 1 Stone or 1 Reed. After you play this card, pass it to the player on your left, who adds it to his/her hand.

Player 4

Occupations
Brush Maker When you convert Wild boar to Food, you can choose to place the boar on this card. At the end of the game, you receive 1/2/3 Bonus points for 2/3/4 slaughtered Wild boar.
Seasonal Worker Whenever you use the “Day Labourer” Action space, you receive 1 additional Grain. From Round 6, you can choose to receive 1 Vegetable instead.
Reeve Take 1/2/3/4 Wood if there are still 1/3/6/9 Rounds to play. At the end of the game, all players with the most played Occupation cards receive 3 bonus points.
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.
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.
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.
Veterinarian When you play this card, place 4 Sheep, 3 Wild boar and 2 Cattle in a container. At the start of each round, draw two animals. If they are the same, keep one. Return the 1 or 2 animals to the container.
Minor Improvements
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.
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.
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.)
Spices (0VPs, None, None) Whenever you convert Vegetables to Food using a Fireplace, Cooking Hearth or Cooking Corner, you receive 1 additional Food.
Corn Scoop (0VPs, 1 Wood, None) Whenever you use the “Take 1 Grain” Action space, you receive 1 additional Grain.
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.
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.

Player 5

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.
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.
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.
Conjurer Whenever you use the “Traveling Players” action on an Action space, you receive 1 Grain in addition to the Food.
Hut Builder Play this card during Stage 1. At the start of Round 11, you can extend your hut by 1 room at no cost, as long as you have not yet renovated to a Stone house.
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.
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.)
Minor Improvements
Plane (0VPs, 1 Wood, None) Whenever you turn 1 Wood into Food using the Joinery, Sawmill or Cabinetmaker, you receive 1 additional Food. You can choose instead to turn a second Wood into exactly 2 Food.
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.)
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.)
Animal Pen (1VP, 2 Wood, 4 Occupations) Place 2 Food on each remaining Round space. At the start of each Round, you receive the Food.
Windmill (2VPs, 3 Wood + 1 Stone, None) At any time, you can convert Grain to 2 Food (without having to Bake bread).
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.
Spindle (0VPs, 1 Wood, None) Whenever you have 3/5 Sheep during the Field phase of a Harvest, you receive 1/2 additional Food.


Qqzm/AgricolaStartingHandGeneratorEasyAndComplexDeck