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

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Player 1

Occupations
Puppeteer Whenever another player chooses the “Travelling players” action on an Action space, you can pay 1 Food to play an Occupation.
Storyteller Whenever you use the “Traveling Players” action on an Action space, you can leave 1 Food on the space and take 1 Vegetable instead.
Woodcutter You receive 1 additional Wood whenever you use a family member’s action to take Wood.
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.
Street Musician Take 1 Grain whenever another player takes the “Travelling Players” action on an Action space.
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.)
Rancher Whenever, at the start of a round, you have fewer unused farmyard spaces than any of the other players, you receive 1 Wood. (If there is a tie, you get nothing.)
Minor Improvements
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.
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.
Canoe (1VP, 2 Wood, 2 Occupations) Whenever you use the “Fishing” Action space, you receive an additional 1 Food and 1 Reed.
Planter Box (0VPs, None, 2 Occupations) Whenever you Sow, each of the fields that is orthogonally adjacent to a room in your home gets an additional 2 Grain or 1 Vegetable.
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.
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.
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.)

Player 2

Occupations
Dock Worker At any time, you can use the Dock Worker to convert 3 Wood to either 1 Clay, 1 Reed or 1 Stone, or to convert 2 Clay, 2 Reed or 2 Stone to one other building resource.
Plough Driver Once you have a Stone house, you can pay 1 Food at the start of each round to Plough (at most) 1 Field.
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.)
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.
Field Watchman Whenever you use the “Take 1 Grain” Action space, you can also Plough up to 1 Field.
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.
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.
Minor Improvements
Rake (0VPs, 1 Wood, None) At the end of the game, you receive 2 Bonus points if you have at least 5 Fields. If you have played the Harrow, Punner, Yoke or one of the 5 Ploughs, you need to have at least 6 Fields.
Goose Pond (1VP, None, 3 Occupations) Place 1 Food each on the next 4 remaining Round spaces. At the start of these Rounds, you receive the Food.
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.
Pelts (0VPs, None, 3 Occupations) For each animal that you slaughter and return to the general supply, you may place 1 Food from your personal supply in 1 of your rooms. You may have a maximum of 1 Food in each room. You cannot use this Food any more, but each is worth 1 bonus point at the end of the game.
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.
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.
Lasso (0VPs, 1 Reed, None) You can place two exactly 2 people immediately after one another, if at least one of them uses a “Wild boar”, “Cattle” or “Sheep” Action space. (This does not apply to the “Either 1 Sheep and 1 Food or 1 Wild boar ...” Action space in the 5-player game.)

Player 3

Occupations
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.
Berry Picker Whenever you use a Family member’s action to take Wood, take an additional 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).
Fieldsman Whenever you Sow 1 Field, place 2 extra goods from the supply on it. Whenever you Sow 2 Fields, place 1 extra good from the supply on each. (If you Sow three or more fields, there is no advantage.)
Seed Seller Whenever you use the “Take 1 Grain” Action space, you receive 1 additional Grain. When you play this card you receive 1 Grain.
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.
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.)
Minor Improvements
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.)
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.
Wooden Path (0VPs, 1 Wood, None) The player with the most valuable street receives 2 bonus points when scoring. (The Paved Road that costs 5 Stone and the Clay Path that costs 3 Clay are both more valuable than this Wooden Path.)
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.
Raft (1VP, 2 Wood, None) Whenever you use the “Fishing” Action space, you receive an additional 1 Food or 1 Reed.
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.
Yoke (0VPs, 1 Wood, 1 Cattle) When you play this card, you can immediately Plough 1 Field for each Plough that has been played (by any player) and 1 field for the Harrow if it has been played.

Player 4

Occupations
Academic This card counts as 2 Occupations for Minor Improvements and when scoring the “Reeve” Occupation card.
Fence Builder When you play this card, place one of your Fences on an Action space of your choice. If you use an action on this Action space, you can also build Fences as an additional action. (From now on, you have only 14 Fences available for building.)
Yeoman Farmer At the end of the game, you only lose points for unused spaces and Begging cards.
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.
Storehouse Clerk Whenever you have at least 5 Stone at the start of a round, you receive 1 extra Stone. If you have at least 6 Reed, you receive 1 Reed; with at least 7 Clay you receive 1 Clay and with at least 8 Wood you receive 1 Wood.
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.
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
Water Mill (2VPs, 1 Wood + 2 Clay + 1 Reed + 2 Stone, None) After the Field phase of a Harvest, each player can use the Water Mill to convert up to 1 Grain to 3 Food. Each player that uses the Water Mill must give you 1 of 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.
Bread Paddle (0VPs, 1 Wood, None) Whenever you play an Occupation, you may also take the “Bake bread” action.
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.)
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.)
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.
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.


Qqzm/AgricolaStartingHandGeneratorEasyAndInteractiveAndComplexDeck