NB: Minor Improvements are given in the form: Name(VPs, Cost to Build, Pre-Requisites to Build) Description Generated a 5-player Game Using the Gamers' (G) Deck
(Please refresh to get a different number of players)Player 1
Occupations Vegetarian For each grain or vegetable you convert to food (in any manner), you receive 1 additional food. You may not convert animals to food for the rest of the game.
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.
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.
Late Bloomer Whenever you have fewer family members than all of the other players and you have room in your home, you may immediately take a “family growth” action. You need room in your home for the offspring. Place the offspring in an empty room. This family member is not considered a newborn and may take an action the same round.
Glass Blower If you have an oven, the Glassblower may convert 1/2 clay to 3/5 food in each harvest.
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.
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.
Minor Improvements Sausage Grinder (1VP. Cost 2S.) Whenever you convert animals into food, you receive 1 additional food for each animal.
Beehive Oven (1VP. Cost 2S.) Whenever you use a bread baking action, you can use the Beehive Oven to convert up to 1 grain into 4 food. Whenever you bake 1 or more grain into bread without using the Beehive Oven, you receive 1 additional food. When you play this card, you can also bake bread immediately.
Fish Farm (Req 1 planted field & 1 occ.) Whenever another player takes the Fishing" action, you can take 1 grain or vegetable from each of your planted fields and place it in your personal supply."
Sheepskin Rug (Cost 1 sheep.) At the end of the game, if you own a , you receive 2 bonus points.
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.
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.
Extra Effort (Cost 1F.) When you play this card, immediately build a major improvement. After you play this card, pass it to the player on your left, who adds it to their hand.
Player 2
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.
Opportunist Whenever you use your last action in a round to take one or more types of building resources that have not yet been taken this work phase, you receive 1 additional resource of one of those types.
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.
Fisherman's Apprentice Whenever another player uses the Fishing" action, you may pay that player 1 food to play an occupation."
Inventor All improvements with a printed cost of 4 or more resources cost you 1 less resource of your choice.
Bard Whenever another player uses the “Traveling players” action on an action space, you receive 1 food and 1 wood from the general supply.
Businesswoman When you play this card, immediately play up to 2 improvements (any combination of major and minor) by paying their costs.
Minor Improvements Errant Oven When you play this card, immediately take a bread baking 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.
Harvest Feast (1VP. Req 3 occ.) When you play this card, each player may immediately move any amount of their planted resources to their personal supply.
Pumpkin Pie (1VP. Cost 2 grain or 1 veg.) Whenever you bake 1 or more grain into bread, you may pay 1 additional grain and 1 vegetable for 3 bonus points. When you play this card, you can also take a bread baking action.
Reed Beds (1VP. Cost 2W. Req 1 occ.) Whenever you use the Plough 1 Field" action space, you receive 1 reed."
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.
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 3
Occupations 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.
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.
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.
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."
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.
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.
Fish Seller Whenever you use the Fishing" action, you may use food that you take from that action to buy up to 2 items. One building resource costs 1 food. One grain, sheep or wild boar costs 2 food. One vegetable or cattle costs 3 food."
Minor Improvements Baking Field (Req 2 occ & 1 baking imp) When you sow, you can plant grain on this card as you would on a field. When harvesting, you must immediately bake this field's harvested grain.
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.
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.
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.
Stone Kitchen (2VP. Cost 3S.) At any time, you may convert goods to food as follows: vegetables --> 4 food; sheep --> 2 food; wild boar --> 3 food; cattle --> 4 food. Whenever you use a bread baking action, you may convert: grain --> 3 food.
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.
Player 4
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.
Stonepiler Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.
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."
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.
Pond Watchman At the end of a work phase, after all other players have taken their actions, you may pay 1 food to move one of your people that used the Fishing" action this round to an unoccupied wood accumulating action and take that action."
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.
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."
Minor Improvements Scythe (1VP. Cost 1W 1S. Req 1 occ.) You may sow fields even if they already contain resources. Place the new resources on top of the existing ones. You cannot sow different resources on a single field.
Potter's Wheel (Cost 1W.) Whenever you convert 1 clay into food using the , you receive 1 additional food. The Pottery is now a minor improvement for you.
Irrigation Canal (1VP. Cost 1W 1S.) Whenever you plow a field that is orthogonally adjacent to a planted field, you may take 1 grain or vegetable from that field and sow it immediately on the newly plowed field. Place 1 fewer grain or vegetable from the supply on the newly planted field.
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).
Shovel (Cost 1W 1C.) Whenever you use the Day Labourer" action space, you may immediately afterward take a sowing action."
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.
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 5
Occupations 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.
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.
Family Counselor Whenever at the end of a work phase all of your adult family members were placed on the same game board, you receive 1 food/1 grain/1 vegetable if it were 2/3/4+ adults.
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.
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."
Hermit At the end of the game, you receive 6 bonus points if this is the only occupation you have played.
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.
Minor Improvements Tree House (Cost 2W 1R. Req 3 occ.) Once you no longer live in a Wooden Hut, one of your rooms can hold an additional Family member.
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.
Bountiful Harvest (Req 2 occ.) If you harvest at least 2 resources and breed at least 1 animal during a harvest, place 1 food from the general supply on this card. You may use this food at any time. At the end of the game, you receive 1 bonus point for each food on this card.
Pulley (1VP. Cost 2W.) Whenever you use the Day Labourer" action you may immediately afterward build one room."
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."
Cow Bell (Cost 1C.) You may keep up to 2 cattle on each unused space on your farmyard, to a maximum of 4 cattle.
Private Market (1VP. Cost 1W 1C.) Once per round, you may exchange 2 food for a building resource of your choice.
Qqzm/AgricolaStartingHandGeneratorGamersDeck