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 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.
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.
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."
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)."
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.
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.
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 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.
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.
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.
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.
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.
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.
Player 2
Occupations 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.
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.
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.
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.
Bard Whenever another player uses the “Traveling players” action on an action space, you receive 1 food and 1 wood from the general supply.
Hermit At the end of the game, you receive 6 bonus points if this is the only occupation you have played.
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.
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.
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.
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.
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.
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.
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.
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.
Player 3
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."
Hoe Maker Whenever you build at least 1 fence, you may also pay 1 food to plough 1 field.
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."
Businesswoman When you play this card, immediately play up to 2 improvements (any combination of major and minor) by paying their costs.
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.
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.
Minor Improvements 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.
Gardening Tools (Cost 2W.) Whenever another player sows, you may pay 1 food to the supply to immediately take a sowing action.
Private Market (1VP. Cost 1W 1C.) Once per round, you may exchange 2 food for a building resource of your choice.
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.
Vegetable Scoop (Cost 2W.) Whenever you use the Take 1 Vegetable" action space, you receive 1 additional vegetable."
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.
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 4
Occupations Singer When you play this card, you receive 2 building resources of your choice.
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.
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.
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.
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.
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.
Minor Improvements 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.
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.
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.
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.
Shovel (Cost 1W 1C.) Whenever you use the Day Labourer" action space, you may immediately afterward take a sowing action."
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.
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).
Qqzm/AgricolaStartingHandGeneratorGamersDeck