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
Merchant Whenever you use a “Minor Improvement” or “Minor or Major Improvement” action, you can pay 1 Food to use the action a second time.
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.
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.
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.)
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.
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.
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.
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.
Half-timbered House (0VPs, 1 Wood + 1 Clay + 1 Reed + 2 Stone, None) At the end of the game, you receive 1 bonus point for each room in your Stone house. (In total, you receive 3 points instead of 2 per room.) (If you have played the Mansion, you do not score extra points for having the Half-timbered House.)
Corn Scoop (0VPs, 1 Wood, None) Whenever you use the “Take 1 Grain” Action space, you receive 1 additional Grain.
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.
Threshing Board (1VP, 2 Wood, 2 Occupations) Whenever you use the “Plough 1 Field” or “Plough 1 Field and/or Sow” action, you can also take the “Bake bread” action.
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.
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.

Player 2

Occupations
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.)
Puppeteer Whenever another player chooses the “Travelling players” action on an Action space, you can pay 1 Food to play an Occupation.
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.
Forester When you use the “Sow” action, you can plant up to a maximum of 3 Wood on this card, as shown. The Wood is treated the same as sown Grain and is harvested during the Field phase.
Conjurer Whenever you use the “Traveling Players” action on an Action space, you receive 1 Grain in addition to the Food.
Braggart At the end of the game, you receive 1/3/5/7/9 Bonus points for having 5/6/7/8/9+ Improvements in front of you.
Conservator You can renovate your Wooden hut to a Stone house without first needing to renovate it to a Clay hut.
Minor Improvements
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.
Straw-thatched Roof (0VPs, None, 3 Grain Fields) You no longer need Reed when you extend or renovate your home.
Spindle (0VPs, 1 Wood, None) Whenever you have 3/5 Sheep during the Field phase of a Harvest, you receive 1/2 additional Food.
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.
Schnaps Distillery (2VPs, 2 Stone + 1 Vegetable, None) During the Feeding Phase of the Harvest, you can use the Schnaps Distillery to convert at most 1 Vegetable into 4 Food. At the end of the game, you receive 1 bonus point each for your 5th and 6th Vegetables.
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.)
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.

Player 3

Occupations
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).
Pig Catcher Whenever you use a person to take Wood that is on an Action space, you can leave 2 of the Wood on the space and take a Wild boar instead.
Gardener Take Vegetables from the supply and not from your Vegetable Field whenever you Harvest them — you keep the Vegetables on the Fields.
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.
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.
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.)
Master Shepherd Place 1 Sheep on each of the next 3 Round spaces. At the start of these rounds, you receive the Sheep.
Minor Improvements
Holiday House (8VPs, 2 Reed and either 3 Wood or 3 Clay, None) In Round 14, you cannot place any Family members. (Playing this card bans you from placing people – including a Guest – in Round 14.) Play this card at the latest during Round 13. (Be prepared to play two Harvests in a row.)
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.
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.
Shepherd’s Crook (0VPs, 1 Wood, None) Whenever you Fence a new pasture that covers at least 4 farmyard spaces, take 2 Sheep and place them in the new pasture.
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.
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.
Clay Pit (1VP, None, 3 Occupations) Whenever you use the “Day Labourer” Action space, you receive 3 additional Clay.

Player 4

Occupations
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.)
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.)
Butcher You can change your animals into Food at any time (even without an Improvement with the Cook symbol). Take 1 Food for each Sheep, 2 for each Wild boar and 3 for each Cattle.
Clay Worker Whenever you use an action to take Wood or Clay, you also receive 1 additional Clay.
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.
Potter In each Harvest, the Potter can convert up to 1 Clay to 2 Food.
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.
Minor Improvements
Windmill (2VPs, 3 Wood + 1 Stone, None) At any time, you can convert Grain to 2 Food (without having to Bake bread).
Turnwrest Plough (0VPs, 3 Wood, 2 Occupations) Once during the game, when you use either the “Plough Fields” or “Plough 1 Field and/or Sow” Action space, you can Plough 3 Fields instead of 1.
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.
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.
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.)
Millstone (0VPs, 1 Stone, None) Whenever you bake 1 or more Grain into bread, you receive 2 additional 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.


Qqzm/AgricolaStartingHandGeneratorEasyAndInteractiveAndComplexDeck