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 Gamers' (G) Deck
(Please refresh to get a different number of players)Player 1
Occupations Helper You can use any “Renovate”, “Build room(s)” or “Major Improvement” action space, even if another player has already placed a person on it.
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.
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.
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.
Fence Helper Whenever another player takes a fence building action, you may pay that player 1 food to immediately take a fence building action too.
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.
Stonepiler Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.
Minor Improvements 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.
Sausage Grinder (1VP. Cost 2S.) Whenever you convert animals into food, you receive 1 additional food for each animal.
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.
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.)
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.
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.
Wooden Bridge (1VP. 3W.) Whenever you use the 1 Reed" action space, you receive 1 additional food. Whenever you use the Day Labourer action space, you receive 1 additional Reed."
Player 2
Occupations 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.
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.
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."
Wintercrafter Between the field and feeding phases of each harvest, you may play a minor improvement or pay 2 food to build a major improvement.
Mooch When you play this card, choose another player. Until the end of the next harvest, you may convert animals, vegetables, grain, and building resources to food as if you owned the chosen player's improvements in addition to yours.
Animal Holder 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, each player who has the most animals receives 3 bonus points.
Freeloader Each round, your first family member may use an occupied action space. Your first family member can never take the Starting Player" action space."
Minor Improvements Sheep Market (Cost 1W. Req 1 occ.) At the beginning of each harvest, you may exchange 1 grain or vegetable for 1 sheep. Alternatively, you may exchange 1 sheep for 1 grain or 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.
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.
Shovel (Cost 1W 1C.) Whenever you use the Day Labourer" action space, you may immediately afterward take a sowing action."
Dunghill (Cost 1W. Req 2 occ.) Whenever you have 2/3 different types of animals at the beginning of the field phase, you may add 1 more resource on 1/2 of your planted fields (or planted cards).
Pulley (1VP. Cost 2W.) Whenever you use the Day Labourer" action you may immediately afterward build one room."
Vegetable Scoop (Cost 2W.) Whenever you use the Take 1 Vegetable" action space, you receive 1 additional vegetable."
Player 3
Occupations 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.
Hoe Maker Whenever you build at least 1 fence, you may also pay 1 food to plough 1 field.
Wheedler Whenever you receive food from an action space, you receive 1 additional food. This benefit does not apply to food gained due to an improvement or occupation.
Resource Collector Place 1 wood, 1 clay, 1 reed, and 1 stone on the next 4 round spaces in any order you choose. At the start of those rounds, you receive the resource.
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.
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."
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.
Minor Improvements 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.
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.
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.
Stonecutter's Hall (2VP. Cost 2S 3W or 2S 3C or 2S 3R.) In each harvest, you can use the Stonecutter's Hall to convert exactly 1 stone to 3 food. At the end of the game, you receive 1/2/3 bonus points for 2/4/5 stone.
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.
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.
Corral (Cost 3W. Req 1 occ.) You may keep up to 2 animals of the same type on each unsowed field orthogonally adjacent to your home. Different corrals may hold different types of animals. At the end of the game, you receive 1 bonus point for each of these fields that holds at least 1 animal.
Qqzm/AgricolaStartingHandGeneratorGamersDeck