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), Interactive (I) and Complex (K) Decks

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Player 1

Occupations
Midwife Whenever another player has a larger family than you after s/he has offspring, you receive 1 Food. If s/he has at least 2 more Family members than you, you receive 2 Food. (The Food is taken from the supply, not from the other player.)
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.
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
Charcoal Burner You receive 1 Food and 1 Wood whenever any player (including you) builds a Baking Improvement with a Bake symbol.
Basketweaver In each Harvest, the Basketweaver can convert up to 1 Reed to 3 Food.
Well Builder For you, the Well is not a Major but a Minor Improvement and costs only 1 Stone and 1 Wood to build.
Water Carrier Once any player has built the Well, place 1 Food on the remaining Round spaces. At the start of these Rounds, you receive the Food. (If the well has already been built, place the Food immediately.)
Minor Improvements
Reed Hut (1VP, 1 Wood + 4 Reed, None) Place one Family member token that you have not yet brought into the game onto this card, where it will live for the rest of the game. It can take actions (starting from the round when you play this card) and must be fed, but is worth no points while living in the Reed Hut. (You can move this person into your home later, using a “Family growth” action.)
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.
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.
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.
Clay Path (1VP, 3 Clay, None) The player with the most valuable street receives 2 bonus points when scoring. (The Paved Road that costs 5 Stone is more valuable than this Clay Path, which is more valuable than the Wooden Path that costs 1 Wood.)
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.

Player 2

Occupations
Fence Deliveryman Add 6 and 10 to the current round. Place 4 of your fences on each corresponding round space. At the start of these rounds, you can pay 2 Food to build all 4 fences immediately. (You may build fewer than 4 fences. You do not need to pay Wood to build the fences.)
Chamberlain At the start of Round 11 (or immediately, if you play this card after the start of Round 11), Turn over the Round cards for the remaining Rounds. You (and only you) can use these actions immediately; the other players must wait until the appropriate round.
Farm Steward Once you live in a Clay hut or Stone house, play your next “Family growth” action as “Family growth even without room”. (Similar to the Round card from stage 5. All future family growth is carried out as normal.) (If you use the Stage 2 Family growth space to take this action, you can still play a Minor Improvement afterwards.)
Tutor At the end of the game, you receive 1 Bonus point for each Occupation that you play after this one.
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.
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.)
Minor Improvements
Fish Trap (0VPs, 1 Wood, None) Whenever you use the “Fishing” Action space or receive Reed from an Action space that provides Reed, you receive 1 additional Food.
Harrow (0VPs, 2 Wood, None) Once during the game, when you use either the “Plough 1 Field” or the “Plough 1 Field and/or Sow” action, you can Plough 2 fields instead of 1. Each other player can also do this once during the game, but must pay you 2 Food to do it.
Flail (0VPs, 1 Wood, 1 Occupation) Whenever you use the “Plough 1 Field” or “Plough 1 Field and/or Sow” Action spaces, you can also take the ”Bake bread” action.
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.
Corn Storehouse (1VP, 1 Reed and either 2 Wood or 2 Clay, None) Whenever you have empty Fields after the Field phase of the Harvest, you can Sow Grain in them immediately. Place 1 fewer Grain from the Supply on these fields.
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.
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.

Player 3

Occupations
Mendicant At the end of the game, you can discard up to 2 Begging cards without losing points for them.
Sheep Whisperer Add 4, 7, 9 and 11 to the current round and place 1 Sheep on each corresponding Round space. At the start of these Rounds, you receive the Sheep.
Outrider Whenever you use the most recent Round card with one of your people, you receive 1 additional Grain.
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.
Milking Hand In the Field phase of the Harvest, you receive 1/2/3 Food for 1/3/5 Cattle, without having to give up the Cattle. At the end of the game, you receive 1 Bonus point for every 2 Cattle.
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.
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.
Minor Improvements
Wooden Crane (1VP, 3 Wood, None) Whenever you use one of the “Stone” Action spaces that are placed in Stage 2 and 4, you receive 1 additional Stone. If you pay 1 Food, you can take 2 Stone instead of 1.
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.
Bakehouse (5VPs, 3 Stone, Return an Oven) Whenever you use the “Bake bread” Action, you can use the Bakehouse to convert up to 2 Grain into 5 Food each. Additionally, when you play this card, you can also take the “Bake bread” Action.
Weekly Market (0VPs, 3 Grain, None) When you play this card, you receive 2 Vegetables. After you play this card, pass it to the player on your left, who adds it to his/her hand.
Reed Exchange (0VPs, 2 Wood or 2 Clay, None) When you play this card, you receive 2 Reed. After you play this card, pass it to the player on your left, who adds it to his/her hand.
Manure (0VPs, None, 2 Animals) At the end of each Round end that does not end with a Harvest, you can (optionally) take 1 Grain or1 Vegetable from each of your fields and place it in your personal supply.
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 4

Occupations
Juggler Whenever you use the “Travelling Players” action on an Action space, you can take twice as much Food as is on the card. You then give one Food each to the Magician, Conjurer, Musician, Puppeteer, Acrobat, Dancer, Animal Trainer and Storyteller.
Church Warden 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 performed actions with at least 5 people in Round 14 receives 3 bonus points. (A Guest is counted.)
Harvest Helper At the start of the Feeding Phase in each Harvest, you can take 1 Grain from 1 Field belonging to another player. That player takes 2 Food from the supply.
Animal Dealer Whenever you use one of the “Sheep”, “Wild boar” or “Cattle” Action spaces, you can pay 1 Food to take 1 additional animal of that type. (The “Sheep”, “Wild boar” and “Cattle” cards are added in Stages 1, 3 and 4.)
Manservant When you build a Stone house, place 3 Food on each remaining Round space. At the start of these rounds, you receive the Food. (If you already have a Stone house when you play this card, place the Food immediately.)
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.
Swineherd Whenever you use the “Wild boar” Action space, you receive 1 additional Wild boar from the general supply.
Minor Improvements
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.
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.
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.
Chicken Coop (1VP, 1 Reed and either 2 Wood or 2 Clay, None) Place 1 Food each on the next 8 remaining Round spaces. At the start of these Rounds, you receive the Food.
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.
Bookshelf (1VP, 1 Wood, 3 Occupations) Whenever you play 1 Occupation, take 3 Food before you pay the costs of the Occupation.
Copse (1VP, 2 Wood, 1 Occupation) When you Sow, you can plant up to 2 Wood on this card, as shown. The Wood is treated like sown Grain and is harvested during the Field phase. (This card does not count as a Field when scoring.)

Player 5

Occupations
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.
Hide Farmer At the end of the game, you can pay 1 Food each for any number of unused farmyard spaces. These do not lose you points in the scoring.
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.
Chief At the end of the game, you receive 1 Bonus point for each room in your Stone house. (In total, you receive 3 points per room instead of 2.) Playing this card costs an additional 2 Food.
Layabout Once you have played this card, you may not take part in the next Harvest. (You also do not need to feed your family during that Harvest.)
Bricklayer Pay 1 less Clay for each Improvement and Renovation. Pay 2 less Clay for each Room.
Tenant Farmer You immediately receive a loan of one of each type of animal. Before scoring, return the 3 animals. For each animal that you cannot or do not want to return, you lose 1 point.
Minor Improvements
Lettuce Patch (1VP, None, 3 Occupations) On this card, you can plant Vegetables as you would on a Field. Vegetables on this Field can be converted to 4 Food when Harvested. (This card does not count as a Field when scoring.)
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.
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.
Hand Mill (0VPs, 1 Stone, None) During the Feeding phase of the Harvest, you can use the Hand Mill to turn either 1 Grain into 2 Food or 2 Grain into 4 Food.
Ladder (0VPs, 2 Wood, None) You need 1 less Reed to extend or Renovate your home or to build the Water Mill, Half-timbered House, Chicken Coop, Holiday House, Mansion, or Corn Storehouse.
Flagon (0VPs, 1 Clay, None) Whenever the Well is built or upgraded to a Village Well, you receive 4 Food and the other players receive 1 Food each. (If the Well has already been built, everyone receives the Food when the Flagon is played.)
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.


Qqzm/AgricolaStartingHandGeneratorEasyAndInteractiveAndComplexDeck