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
(Please refresh to get a different number of players)Player 1
Occupations 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.
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."
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.
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.
Businesswoman When you play this card, immediately play up to 2 improvements (any combination of major and minor) by paying their costs.
Inventor All improvements with a printed cost of 4 or more resources cost you 1 less resource of your choice.
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.
Minor Improvements 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.
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.
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.
Winter Garden You may sow 1 of your rooms as if it were 1 field. Whenever you have an animal in your home (including ), move all resources planted in this room to the general supply. Harvest resources from your room as normal and additionally at the end of rounds 6, 8, 10 and 12.
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.
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.
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.
Player 2
Occupations 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.
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.
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.
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.
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.
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."
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.
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.
Vegetable Scoop (Cost 2W.) Whenever you use the Take 1 Vegetable" action space, you receive 1 additional vegetable."
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.
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.
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).
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.
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 3
Occupations 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.
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."
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.
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.
Stonepiler Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.
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.
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.
Minor Improvements 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.
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."
Shovel (Cost 1W 1C.) Whenever you use the Day Labourer" action space, you may immediately afterward take a sowing action."
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.
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.
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.
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 4
Occupations Hermit At the end of the game, you receive 6 bonus points if this is the only occupation you have played.
Hoe Maker Whenever you build at least 1 fence, you may also pay 1 food to plough 1 field.
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.
Carrot Cake Baker Whenever you convert vegetables into food, you may additionally take a bread baking action. The Carrot Cake Baker can also convert 1 vegetable into 2 food at any time.
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."
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 Seed Spreader (Cost 1W 1C.) Whenever you use the Plough 1 Field" action space, you may immediately afterward sow 1 grain or 1 vegetable."
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.
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.
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.
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.
Sheepskin Rug (Cost 1 sheep.) At the end of the game, if you own a , you receive 2 bonus points.
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 5
Occupations 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.
Artisan At most once per harvest, when you use an improvement to convert a building resource to food, you receive 2 additional food.
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.
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."
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.
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.
Fisherman's Apprentice Whenever another player uses the Fishing" action, you may pay that player 1 food to play an occupation."
Minor Improvements Shared Wall (Cost 1S. Req 2 occ.) Your home now creates a natural border for pasture(s). You may not extend your home into pastures created in this way. You may still build all 15 fences.
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.
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.
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.
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.
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.
Private Market (1VP. Cost 1W 1C.) Once per round, you may exchange 2 food for a building resource of your choice.
Qqzm/AgricolaStartingHandGeneratorGamersDeck