NB: Minor Improvements are given in the form: Name(VPs, Cost to Build, Pre-Requisites to Build) Description Generated a 3-player Game Using the Easy (E), Interactive (I) and Complex (K) Decks
(Please refresh to get a different number of players)Player 1
Occupations Wood Collector Place 1 Wood on each of the next 5 Round spaces. At the start of those Rounds, you receive the Wood.
Businessman Whenever you use the “Starting player” Action space, you can play an additional Minor Improvement or Major Improvement after you play the Minor Improvement.
Well Builder For you, the Well is not a Major but a Minor Improvement and costs only 1 Stone and 1 Wood to build.
Quarryman You can use the Quarryman at any time to convert Stone to Food. For each Stone you convert, take 2 Food.
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.
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.
Net Fisherman If one of your people uses an Action space that provides Reed, you can take all Food markers from the “Fishing” space in the returning home phase (Phase 4).
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.)
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.
Bookshelf (1VP, 1 Wood, 3 Occupations) Whenever you play 1 Occupation, take 3 Food before you pay the costs of the Occupation.
Boar Breeding (0VPs, 1 Food, None) When you play this card, take 1 Wild boar. After you play this card, pass it to the player on your left, who adds it to his/her hand.
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.
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.
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 2
Occupations Market Crier Whenever you use the “Take 1 Grain” Action, you can take an additional 1 Grain and 1 Vegetable. If you do this, the other players each receive 1 Grain from the supply.
Village Elder 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, all players who have the most played Improvements receive 3 bonus points each.
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.
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.)
Stablemaster One (and only one) of your unfenced stables may hold up to 3 animals of the same type.
Field Worker Whenever another player Sows one or more fields, you receive 1 Grain in a 3-player game or 1 Food in a 4 or 5 player game.
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 Quarry (2VPs, None, 4 Occupations) Whenever you use the “Day Labourer” Action space, you receive an additional 3 Stone.
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.
Potato Dibber (0VPs, 1 Wood, None) Whenever you sow Fields with Vegetables, place 1 additional Vegetable on each field that you Sow.
Wooden Hut Extension (0VPs, 5 Wood + 1 Reed, None) When you play this card, immediately extend your Wooden hut by 1 room. (This room 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.
Brushwood Roof (1VP, None, 2 Occupations) Whenever you extend or renovate your home, you can replace 1 or 2 Reed with the same amount of Wood.
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.
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.
Player 3
Occupations 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.)
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.
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.
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.
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.
Sheep Farmer Whenever you take Sheep with one of your people, take an additional Sheep from the supply. You can exchange 3 Sheep for 1 Cattle and 1 Wild boar at any time (except during the breeding phase).
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.)
Minor Improvements 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.
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.
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.
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.
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.)
Spinney (1VP, 1 Wood, 3 Occupations) Whenever another player uses the “3 Wood” Action space, they must give you one of the Wood. (This does not apply to the “4 Wood” Action space in the 5-player game.)
Baker’s Kitchen (4VPs, 2 Stone, Return an Oven) Whenever you use the “Bake bread” action, you can use the Baker’s Kitchen to convert up to 2 Grain into 5 Food each. When you play this card, you can also take the “Bake bread” action.
Qqzm/AgricolaStartingHandGeneratorEasyAndInteractiveAndComplexDeck