NB: Minor Improvements are given in the form: Name(VPs, Cost to Build, Pre-Requisites to Build) Description

Generated a 2-player Game Using the Gamers' (G) Deck

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Player 1

Occupations
Singer When you play this card, you receive 2 building resources of your choice.
Grain Farmer Whenever you have at least 1/4/7/10 planted grain at the beginning of the field phase of a harvest, you receive 1/2/3/4 food.
Inventor All improvements with a printed cost of 4 or more resources cost you 1 less resource of your choice.
Architect Whenever you extend your home, you receive 2 food for each new room. Whenever you build stables, you receive 1 food for each new stable.
Pearl Seeker Whenever you use the Fishing" action you receive 1 additional stone. Also, you can use food that you take from that action to buy more stone. Each stone costs 2 food."
Glutton In the feeding phase of the last harvest after feeding your family normally, you may pay 3 additional food for 1 bonus point, up to a maximum of 6 bonus points.
Clay Starter When you play this card, if you only have 2 rooms in your wooden hut, immediately pay 1 food to renovate it to clay for free.
Minor Improvements
Magic Beans (Cost 1 cattle.) 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 their hand.
Itinerant Laborers (Cost 1F.) When you play this card, immediately take a sowing action. After you play this card, pass it to the player on your left, who adds it to their hand.
Horse Barn (Req 1 occ.) Whenever you sow, each field you sow that is orthogonally adjacent to exactly 1 stable gets an additional 1 grain or 1 vegetable. Each field that is orthogonally adjacent to 2 or more stables, gets an additional 2 grain or 2 vegetables.
Seed Spreader (Cost 1W 1C.) Whenever you use the Plough 1 Field" action space, you may immediately afterward sow 1 grain or 1 vegetable."
Grain Market (1VP. Req 3 grain fields.) Whenever you harvest at least 1 grain, you may immediately afterward exchange 1 grain from your personal supply for 1 vegetable.
Pelt Roof (Req 2 occ.) For each wild boar, cattle, or 2 sheep you convert into food, you may place 1 reed from the general supply on this card. You may use this reed to extend or renovate your home.
Gimlet (1VP. Cost 1W 1C.) Pay 1 less wood/clay/stone for each wood/clay/stone room. Each round you build stables, pay 1 less wood for up to 2 stables.

Player 2

Occupations
Master Baker's Apprentice When you play this card, mark a revealed action space with an arrow marker. This action space now has the added text “and/or bake bread”. Whenever another player bakes bread using this space, you receive 1 food from the general supply. When you play this card, you may also take a bread baking action.
Animal Farmer At the end of the game, you receive 1 bonus point for each of your pastures that cannot contain any more animals than it does. If all of your pastures qualify, you receive 1 additional bonus point.
Alternative Designer Whenever you build stables or fences, you may replace wood with the same amount of clay or stone. Whenever you build rooms, you may replace wood with the same amount of clay or stone, to a maximum of 2 clay and 2 stone.
Hoe Maker Whenever you build at least 1 fence, you may also pay 1 food to plough 1 field.
Carrot Farmer Place 3 vegetables from the general supply on this card. Whenever you use the Plough 1 Field" action space, you may pay 1 food for one of the vegetables."
Miner Whenever you use the Day Labourer" action space, you can take all the stone markers from one of the 1 Stone action spaces (stage 2 or stage 4) in the returning home phase (phase 4)."
Seed Master At any time, you may pay 1 food to convert 1 grain in your personal supply to 1 vegetable. At any time, you may convert 1 vegetable in your personal supply to 1 grain.
Minor Improvements
Meat Pie (1VP. Cost 2F or 1 animal.) Whenever you bake 1 or more grain into bread, you may pay 1 additional grain and 1 animal for 3 bonus points. When you play this card, you may also take the Bake bread action
Winter Garden You may sow 1 of your rooms as if it were 1 field. Whenever you have an animal in your home (including ), move all resources planted in this room to the general supply. Harvest resources from your room as normal and additionally at the end of rounds 6, 8, 10 and 12.
Reed Sale (Cost 1R.) When you play this card, you receive 3 food. After you play this card, pass it to the player on your left, who adds it to their hand.
Sheepdog (-) You may keep up to 2 sheep on each unused space in your farmyard. You may not keep any animal other than sheep in your home. The Sheepdog must be fed 1 food each harvest.
Cow Bell (Cost 1C.) You may keep up to 2 cattle on each unused space on your farmyard, to a maximum of 4 cattle.
Animal Farm (Cost 1W. Req 2 animal types.) Once per round, you may return 1 of your animals to the supply for a guest token, which you place this round as you would a family member. (The guest represents the animal.)
Bartering Hut When you play this card, immediately buy up to 2 animals from the general supply. Pay any 2 building resources for each sheep, any 3 for each wild boar, and any 4 for each cattle. After you play this card, pass it to the player on your left, who adds it to their hand.


Qqzm/AgricolaStartingHandGeneratorGamersDeck