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) and Interactive (I) Decks
(Please refresh to get a different number of players)Player 1
Occupations Serf Whenever you use the “Sow and/or Bake bread” action, take 1 Grain before taking the action. Alternatively, you can exchange 1 Grain for 1 Vegetable.
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.
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.
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.)
Stonecutter All improvements, Rooms and Renovations cost 1 Stone less.
Potter In each Harvest, the Potter can convert up to 1 Clay to 2 Food.
Cabinetmaker In each Harvest, the Cabinetmaker can convert up to 1 Wood to 2 Food.
Minor Improvements 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.
Field (0VPs, 1 Food, None) When you play this card, immediately Plough 1 Field. 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.
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.
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.
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.
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 2
Occupations Bread Seller You receive 1 Food from the supply for each Grain that is baked whenever any player (including you) Bakes bread. (To Bake you need a Baking Improvement with the Bake symbol.)
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.
Mason Once during the game, at any time after your Stone house reaches at least 4 rooms, you may extend it by 1 room at no cost.
Stablemaster One (and only one) of your unfenced stables may hold up to 3 animals of the same type.
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.
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.
Cowherd Whenever you use the “Take 1 Cattle” Action space, you receive 1 additional Cattle from the supply. (The “Take 1 Cattle” Action is added in Stage 4.)
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.
Drinking Trough (1VP, 2 Wood, None) Each pasture (with or without a stable) can hold up to 2 more animals.
Corn Scoop (0VPs, 1 Wood, None) Whenever you use the “Take 1 Grain” Action space, you receive 1 additional Grain.
Windmill (2VPs, 3 Wood + 1 Stone, None) At any time, you can convert Grain to 2 Food (without having to Bake bread).
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.
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.
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.
Player 3
Occupations 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.
Mendicant At the end of the game, you can discard up to 2 Begging cards without losing points for them.
Carpenter To extend your home, you need only 3 of the appropriate resource and 2 Reed for each new room. (For example if you live in a Wooden hut, you need 3 Wood and 2 Reed.)
Wood Buyer Whenever another player receives Wood from an action, you can buy 1 Wood from him/her for 1 Food (even without his/her agreement).
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).
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.)
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.
Minor Improvements 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.)
Spindle (0VPs, 1 Wood, None) Whenever you have 3/5 Sheep during the Field phase of a Harvest, you receive 1/2 additional Food.
Village Well (5VPs, None, Return the Well) Place 1 Food each on the next 3 remaining Round spaces. At the start of these Rounds, you receive the Food.
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.
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.
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.
Clay Supports (0VPs, 2 Wood, None) Whenever you add a room to your Clay hut, you can pay 2 Clay, 1 Wood and 1 Reed instead of 5 Clay and 2 Reed.
Qqzm/AgricolaStartingHandGeneratorEasyAndInteractiveDeck