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

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Player 1

Occupations
Artisan At most once per harvest, when you use an improvement to convert a building resource to food, you receive 2 additional food.
Fisherman's Apprentice Whenever another player uses the Fishing" action, you may pay that player 1 food to play an occupation."
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.
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."
Harbor Master Whenever you use the Fishing" action space, you receive 1 additional reed. Whenever another player uses the Fishing action space, you receive 1 reed and 1 food from the general supply."
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.
Businesswoman When you play this card, immediately play up to 2 improvements (any combination of major and minor) by paying their costs.
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.
Hammer When you play this card, immediately take a fencing action. Pay 1 wood to every other player who has at least 1 fence. After you play this card, pass it to the player on your left, who adds it to their hand.
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.
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.
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.
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."
Reed Beds (1VP. Cost 2W. Req 1 occ.) Whenever you use the Plough 1 Field" action space, you receive 1 reed."

Player 2

Occupations
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)."
Mathematician From round 6 on, if there are wood spaces with the same amount of wood after refilling each round (at the end of phase 2), you can take 1 wood from one of those spaces. This also applies to clay action spaces. In 5 player games, this also applies to stone action spaces. You can take only 1 resource per round.
Grafter During the breeding phase of harvest, if you have 2 or more grain in your personal supply, you receive 1 grain from the general supply. If you have 2 or more vegetables, you receive 1 vegetable from the general supply.
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.
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.
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.
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.
Minor Improvements
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.
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.
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.
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.
Sausage Grinder (1VP. Cost 2S.) Whenever you convert animals into food, you receive 1 additional food for each animal.
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.
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).

Player 3

Occupations
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.
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.
Auctioneer Place 2 reed, 3 wood, 3 clay, and 2 stone on rounds 7, 9, 11 and 13, respectively. At the start of these rounds, all players simultaneously bid food for the resources. The highest bidder gets the resources and you get the food. If you win, pay your food to the general supply. Ties are broken by this round's player order.
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.
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.
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.
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.
Minor Improvements
Vegetable Scoop (Cost 2W.) Whenever you use the Take 1 Vegetable" action space, you receive 1 additional vegetable."
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.
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.)
Gardening Tools (Cost 2W.) Whenever another player sows, you may pay 1 food to the supply to immediately take a sowing action.
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.
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.
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.

Player 4

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.
Glass Blower If you have an oven, the Glassblower may convert 1/2 clay to 3/5 food in each harvest.
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.
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.
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.
Stonepiler Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.
Singer When you play this card, you receive 2 building resources of your choice.
Minor Improvements
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.
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.
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.
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.
Pine Forest At the start of each round, you may place 1 wood on this card if you have zero wood in your supply. When this card has 5 wood, move the wood from this card to your personal supply.
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.
Pulley (1VP. Cost 2W.) Whenever you use the Day Labourer" action you may immediately afterward build one room."

Player 5

Occupations
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."
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."
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.
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.
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.
Hermit At the end of the game, you receive 6 bonus points if this is the only occupation you have played.
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
Cow Bell (Cost 1C.) You may keep up to 2 cattle on each unused space on your farmyard, to a maximum of 4 cattle.
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.
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.
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.
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.
Sheepskin Rug (Cost 1 sheep.) At the end of the game, if you own a , you receive 2 bonus points.
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."


Qqzm/AgricolaStartingHandGeneratorGamersDeck