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 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."
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.
Village Farmer 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 who have the most plowed fields receive 3 bonus points each.
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."
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.
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.
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 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.
Vegetable Scoop (Cost 2W.) Whenever you use the Take 1 Vegetable" action space, you receive 1 additional vegetable."
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.
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.
Reed Beds (1VP. Cost 2W. Req 1 occ.) Whenever you use the Plough 1 Field" action space, you receive 1 reed."
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.
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.
Player 2
Occupations Fisherman's Apprentice Whenever another player uses the Fishing" action, you may pay that player 1 food to play an occupation."
Hoe Maker Whenever you build at least 1 fence, you may also pay 1 food to plough 1 field.
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.
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.
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.
Inventor All improvements with a printed cost of 4 or more resources cost you 1 less resource of your choice.
Minor Improvements 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.
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.
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).
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.
Stone Crane (1VP. Cost 1W 1S. Req 2 occ.) Whenever another player builds a room or renovates, you may immediately perform this action yourself (without placing a family member). Pay the costs using 1 less building resource of your choice.
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.
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 3
Occupations 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.
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.
Artisan At most once per harvest, when you use an improvement to convert a building resource to food, you receive 2 additional food.
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."
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.
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.
Minor Improvements Private Market (1VP. Cost 1W 1C.) Once per round, you may exchange 2 food for a building resource of your choice.
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 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.
Cow Bell (Cost 1C.) You may keep up to 2 cattle on each unused space on your farmyard, to a maximum of 4 cattle.
Pulley (1VP. Cost 2W.) Whenever you use the Day Labourer" action you may immediately afterward build one room."
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.
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 4
Occupations Hermit At the end of the game, you receive 6 bonus points if this is the only occupation you have played.
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."
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.
Stonepiler Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.
Businesswoman When you play this card, immediately play up to 2 improvements (any combination of major and minor) by paying their costs.
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.
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 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.
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.
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.
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.
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).
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.
Qqzm/AgricolaStartingHandGeneratorGamersDeck