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

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Player 1

Occupations
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."
Stonepiler Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.
Tax Collector Whenever another player pays building recources to build a major improvement, you receive 1 resource of those paid (of your choice). You may pay 1 food to the general supply to receive another of the resources paid.
Hoe Maker Whenever you build at least 1 fence, you may also pay 1 food to plough 1 field.
Fisherman's Apprentice Whenever another player uses the Fishing" action, you may pay that player 1 food to play an occupation."
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.
Glass Blower If you have an oven, the Glassblower may convert 1/2 clay to 3/5 food in each harvest.
Minor Improvements
Seed Spreader (Cost 1W 1C.) Whenever you use the Plough 1 Field" action space, you may immediately afterward sow 1 grain or 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.
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.
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.
Pulley (1VP. Cost 2W.) Whenever you use the Day Labourer" action you may immediately afterward build one room."
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.
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.

Player 2

Occupations
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."
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.
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."
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.
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.
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.
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."
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.
Private Market (1VP. Cost 1W 1C.) Once per round, you may exchange 2 food for a building resource of your choice.
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).
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.
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.
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."
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 3

Occupations
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.
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.
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.
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.
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)."
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."
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
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.
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.
Cow Bell (Cost 1C.) You may keep up to 2 cattle on each unused space on your farmyard, to a maximum of 4 cattle.
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.
Vegetable Scoop (Cost 2W.) Whenever you use the Take 1 Vegetable" action space, you receive 1 additional vegetable."
Hired Helpers (Cost 1F.) Each round, you may place 1 guest token as you would a family member. If you do this, you must place 1 fewer person next round. You can not use this ability in consecutive rounds nor in round 14.
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.


Qqzm/AgricolaStartingHandGeneratorGamersDeck