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 Gamers' (G) Deck
(Please refresh to get a different number of players)Player 1
Occupations Astronomer When you play this card, you receive 2 food. Whenever 3/4/5 of your family members (or guests) use 3/4/5 adjacent action spaces (forming a vertical or horizontal line), you receive 1/3/5 bonus points. The action spaces must have the same size.
Late Sleeper At the start of each round, announce whether or not you will sleep late. If you sleep late, you place all of your people after everyone else has placed all of theirs, but you may also place a guest token.
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.
Stone Deliveryman Place 1 stone on each of the spaces for rounds 8, 10, 12, and 14. At the start of these rounds, you receive the stone.
Singer When you play this card, you receive 2 building resources of your choice.
Grump 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 with the fewest family members receive 2 binus points each.
Understudy Whenever an action space is occupied by exactly one of your family members, you may use that action space again with a second family member.
Minor Improvements Paddocks (Req 1 pasture & 1 occ.) When you play this card, immediately build (at no cost) up to 4 fences within an existing pasture. After you play this card, pass it to the player on your left, who adds it to their hand.
Migrant Workers (Cost 2W. Req 1 Occ.) Whenever you use the Day Labourer" action space, you may immediately afterward pay 1 food to plow 1 field."
Stone Crane (1VP. Cost 1W 1S. Req 2 occ.) Whenever another player builds a room or renovates, you may immediately perform this action yourself (without placing a family member). Pay the costs using 1 less building resource of your choice.
Holiday Present (Cost 1W or 1C.) When you play this card, immediately either discard 1 begging card or take 1 animal (of your choice) from the supply. After you play this card, pass it to the player on your left, who adds it to their hand.
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.
Chronicle (Cost 2W or 2C. Req 1 occ.) Place 1 food on each remaining major improvement on the major improvements board. When these improvements are acquired, you receive the food.
Almanac (Cost 1W 1S.) When you play this card, immediately take the field and breeding phases of a harvest on your farmyard. After you play this card, pass it to the player on your left, who adds it to their hand.
Player 2
Occupations 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.
Village Farmer 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 plowed fields receive 3 bonus points each.
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.
Early Riser When you play this card, you receive 1 sheep. For you, the breeding phase of the harvest precedes the field and feeding phases. You may immediately cook baby animals if you do not have room to keep them.
Fisherman's Apprentice Whenever another player uses the Fishing" action, you may pay that player 1 food to play an occupation."
Hermit At the end of the game, you receive 6 bonus points if this is the only occupation you have played.
Oldest Occupation From round 5 on, whenever any player uses the Day Labourer" action space, they may pay you 2 food to immediately take a “family growth” action."
Minor Improvements Hayloft (Cost 1W.) At the end of the game, you receive 1 bonus point if you have 3 stables, or 2 bonus points if you have 4 stables.
Remodeling (Cost 1W 1R. Req 1 stable) When you play this card, immediately return a stable from your farmyard to your supply and extend your wooden hut by 1 room. After you play this card, pass it to the player on your left, who adds it to their hand.
Sausage Grinder (1VP. Cost 2S.) Whenever you convert animals into food, you receive 1 additional food for each 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.
Birthstone Whenever you grow your family, you may pay 1 stone for 1 bonus point. When you play Birthstone, you may immediately do this for any new family member that you already received this round.
Plentiful Fields When you play this card, you receive 1 food for each planted plowed field in your farmyard. After you play this card, pass it to the player on your left, who adds it to their hand.
Vegetable Scoop (Cost 2W.) Whenever you use the Take 1 Vegetable" action space, you receive 1 additional vegetable."
Player 3
Occupations Truffle Digger Whenever you use a family member's action to take wood that is on an accumulating action space and you have 1/2/3 wild boar, you receive 1/2/3 additional food.
Stone Trader Whenever you use an action to take stone, you may immediately afterward pay 1 food to play an improvement that has a printed stone cost.
Food Critic The next time you use the Fishing" action, place 1 food from the general supply on this card. Whenever you convert animals, vegetables, grain, or building resources to food, you may place that good on this card. At the end of the game, you receive 1/2/4/6 bonus points for 4/5/6/7+ different items on this card."
Ringmaster When you use the “Traveling Players” action, you may either play a minor improvement or you may pay 1 grain to build a major improvement immediately afterward.
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)."
Headmaster Whenever another player plays an occupation, place 1 food from the supply on this card. Whenever you play an occupation, you may pay any costs using food from this card. At the end of a 4/5 player game, you receive 1 bonus point for every 3/4 food on this card.
Grain Lover If there are still 7 full rounds to play, you may plow 1 field, which you may immediately sow with 1 grain from your personal supply. At the end of the game, all players with the most total grain receive 2 bonus points each.
Minor Improvements Reed Beds (1VP. Cost 2W. Req 1 occ.) Whenever you use the Plough 1 Field" action space, you receive 1 reed."
Farmers Market (Cost 2F.) 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 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.
Seasonal Plants (Req 1 occ.) Whenever you sow during an even-numbered round, add 1 additional resource of the appropriate type to 1 field you just sowed.
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.
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.
Seed Spreader (Cost 1W 1C.) Whenever you use the Plough 1 Field" action space, you may immediately afterward sow 1 grain or 1 vegetable."
Player 4
Occupations Baker's Daughter If another player plays the , you may play this card immediately at no cost. You can use the Take 1 Grain" and Sow and Bake Bread action spaces even if another player has placed a person on the space. When you play this card, you can immediately take a bread baking action."
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.
Pilgrim You receive 2 food before you pay the costs of playing this occupation. At the start of a round, if you have no building resources, you may take 1 building resource from the general supply; if you have no food, you may take 1 food from the general supply.
Carrot Cake Baker Whenever you convert vegetables into food, you may additionally take a bread baking action. The Carrot Cake Baker can also convert 1 vegetable into 2 food at any time.
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."
Hobbyist Whenever another player plays an occupation, you may pay 1 food to the general supply to play 1 minor improvement, or 2 food to build 1 major improvement.
Apprentice At the beginning of every harvest, you receive 1 food for every major improvement you own worth at least 2 points without counting bonus points.
Minor Improvements Private Market (1VP. Cost 1W 1C.) Once per round, you may exchange 2 food for a building resource of your choice.
Clear Cutting (Cost 1W. Req 1 occ.) Whenever you plough 1 or more fields, you receive 1 wood from the general supply for each field you just ploughed.
Sheepskin Rug (Cost 1 sheep.) At the end of the game, if you own a , you receive 2 bonus points.
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.
Sickle (Cost 1W.) At the end of the game, you receive 3 bonus points if you have at least 5 plowed fields, 8 grain and 4 vegetables.
Private School (1VP. Cost 3W or 3C. Req 1 occ.) This card is an additional action space for all players. Any player who uses the Private School must pay you 1 food to play an occupation. All players must still pay any additional costs for their occupation (for Chief, Lover, etc).
Gardening Tools (Cost 2W.) Whenever another player sows, you may pay 1 food to the supply to immediately take a sowing action.
Qqzm/AgricolaStartingHandGeneratorGamersDeck