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
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.
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.
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.
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.
Businesswoman When you play this card, immediately play up to 2 improvements (any combination of major and minor) by paying their costs.
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.
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."
Minor Improvements
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.
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.
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.
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.
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 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.
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.

Player 2

Occupations
Artisan At most once per harvest, when you use an improvement to convert a building resource to food, you receive 2 additional food.
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.
Job Seeker Once in play, this card does not count as an occupation for any purpose. Whenever, at the start of a round, you have fewer occupations than any 2 other players, you may pay 1 food to immediately play an occupation.
Glass Blower If you have an oven, the Glassblower may convert 1/2 clay to 3/5 food in each harvest.
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.
Singer When you play this card, you receive 2 building resources of your choice.
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.
Minor Improvements
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.
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.
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.
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.
Sausage Grinder (1VP. Cost 2S.) Whenever you convert animals into food, you receive 1 additional food for each animal.
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.
Sheepskin Rug (Cost 1 sheep.) At the end of the game, if you own a , you receive 2 bonus points.

Player 3

Occupations
Hermit At the end of the game, you receive 6 bonus points if this is the only occupation you have played.
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."
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.
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.
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.
Inventor All improvements with a printed cost of 4 or more resources cost you 1 less resource of your choice.
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."
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.
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.
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.
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).
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.
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.

Player 4

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."
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.
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)."
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.
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.
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.
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.
Minor Improvements
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.
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.
Pulley (1VP. Cost 2W.) Whenever you use the Day Labourer" action you may immediately afterward build one room."
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.
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.
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.
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 5

Occupations
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.
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.
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.
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."
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.
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.
Stonepiler Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.
Minor Improvements
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."
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.
Vegetable Scoop (Cost 2W.) Whenever you use the Take 1 Vegetable" action space, you receive 1 additional vegetable."
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."
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.
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.
Shovel (Cost 1W 1C.) Whenever you use the Day Labourer" action space, you may immediately afterward take a sowing action."


Qqzm/AgricolaStartingHandGeneratorGamersDeck