Agricola Revised Edition – Unofficial Compendium

The Unofficial Agricola (Revised Edition) Compendium

Compiled by Lumin Sperling. Updated November 17, 2021

The majority of this document is a sorted list of improvements and occupations in the 2016 Revised Edition of the game Agricola, also known as AG2. It will not cover the Farmers of the Moor expansion.

You can search this document by using Ctrl+F or Cmd+F to find specific cards (by name or number) and their rulings.

Each entry in this list contains the card text, card number, the clarifications given in the rulebook or appendix (where available), and additional rulings. Many of these rulings are based on clarifications by Uwe Rosenberg, the game author, and employees of Lookout Games, the game publisher. New rulings will be added when they are posted on the boardgamegeek.com or play-agricola.com forums. At the time of the most recent update, the official rulebooks and appendices are available for download in English and German at https://lookout-spiele.de/en/games/agricolare.html.

Official ERRATA will be in red text, bolded and highlighted.

Some of these rulings are not official, and may be changed at any time. These unofficial rulings are enclosed in angle brackets 《like this》 and can be accepted or ignored as you wish. I have based these rulings on my extensive playing experience with the Revised Edition, both online and in live, official tournaments.

The format and structure of this compendium is based almost entirely on the terrific work by Eugène van der Pijll.

Many thanks to Chris Deotte, Eric Ho, Joe Brown, and Hanno Girke for (directly or indirectly) providing accurate digital data of cards and their text. Thanks to Grzegorz Kobiela (“Ponton”) for continually, actively responding to rules questions.

Table of Contents

Specific Terminology and Definitions2

Common Points of Confusion for Original Edition Players3

The Revised Edition Deck Structure3

New Action Space Names3

Major Improvements5

Major Improvements for 6-Player Games5

Minor Improvements6

Occupations21

Occupations for 5+ Players37

Promo Cards (English Only)39

Promo Mini-Expansions40

Banned Card Considerations41

Work Log42

To-Do42

Specific Terminology and Definitions

This section has the same purpose as the Revised Edition Appendix’s section 5, and has not been cross-checked.

Field tile – term for the tiles laid on your farm to symbolize a field.

  • During scoring, only field tiles give you points.

Field card – term for all occupations and improvements that say in their function that they are a field.

  • It is possible that one field card counts as 2 fields (like on Acreage).

  • Cards that only say that they function like a field, but do not say that they are a field, do not count as field cards. 

Field – the new generic term for both "field tile" and "field card".

(Wooden / Clay / Stone) House – generic term for your house independent of the material it is made of.

  • There is no distinction between a hut and a house anymore.

Obtain – obtaining a good is the umbrella term for all ways to move a good into your personal supply, no matter where it comes from. This includes using an accumulation space, getting a good from the general supply for whatever reason, harvesting a grain (or anything else) or getting a good from a card in front of you.

Family member – a disc representing one of your farmers. You start with 2 and have a maximum of 5.

Person – generic term for "family member" (and "guest", should guests come back to Agricola.)

Unoccupied – if an action space has no person on it, it is described as unoccupied.

  • The terms "free", "empty" or other possible terms are not used to describe this situation.

Occupied – if an action space has one or more persons on it, it is described as occupied.

  • ERRATA: No effect of any card can allow an occupied “Meeting Place” action space to be used again.

Placing a person / Occupying an action space with a person – Taking a person from your house and moving it onto an action space. This does not include taking the actions provided by the action space. Placing a person is a turn.

Using an action space – First placing a person, then taking at least one action provided by the action space or taking a replacement action (allowed by a card you played.)

Adjacent – if used alone, adjacent always means orthogonally adjacent.

  • The term "orthogonally adjacent" need not be used anymore.

  • If a card also counts other cases of adjacency it should say "orthogonally or diagonally adjacent".

Oven – ovens are improvements whose name ends with "oven". A baking symbol is no longer required.

Well – wells are improvements whose name ends with "well".

Crops – collective term for grain and vegetables

Building resources – collective term for wood, clay, reed and stone

Resources – collective term for both crops and building resources

Animals – collective term for sheep, wild boar and cattle

Dairy animals – collective term for just sheep and cattle

Goods – collective term for resources, animals and food.

  • This use of the term is new, it used to be "Items" and goods did not include food. "Items" does not exist anymore.

Text in parentheses – only explanatory text can be put in parentheses.

  • The phrase "e.g." to start a text in parentheses is no longer necessary.

  • If a text makes any functional change or addition to the card, it does not belong in parentheses.

When you play this card – What follows in the same sentence happens only once and only at the time the card is played.

  • Not to be used on passing cards, as those cannot have an effect at any other time.

Once – If an effect triggers “once”, it may only happen one time in addition to the normal English interpretation of “once”.

Each time – replaces "Whenever" to say that what follows, happens each time the condition is fulfilled.

  • Makes the distinction between "When" and "Whenever" clearer, especially in the German.

Unconditional Sow – A “Sow” action is considered unconditional if it:

  • Does not limit the number of fields in which you may sow,

  • Lets you sow as many goods in a field as is usual for that type, and

  • Allows every type of good to be sown in a field as is usual for that field.

Common Points of Confusion for Original Edition Players

Players of the Original Edition Agricola (with EIK+ decks) will find that there are some rules/effects which happen differently in the Revised Edition. I highly recommend you read the previous page of terminology carefully. Below is the start of an attempt to summarize the mistakes I most commonly see:

  • Fields are scored just like they were in Original, where you want 5+ field tiles placed on your farmyard. However, cards like Beanfield are now officially fields for prerequisites.

    • Beanfield + 3 field tiles = 2 points for scoring, and 4 fields for prerequisites.

  • There is a difference between a “___ action” and “the ___ action space”. Read cards with these phrases carefully.

    • Cards requiring a “___ action” may not be activated unless you literally get that action!

  • Starting Player: a new rule prevents the SP space, Meeting Place, from being taken a second time in a round.

    • Additionally, if you take Meeting Place, you must become SP (it can no longer be minor-only.)

  • It is now possible to use an action space and use no action given by the space, if and only if a card allows you to substitute one (or more) of those actions with another action 《or effect》 (see Freshman A097.)

  • Note carefully cards which say “before”, “after”, or other timing specifics. There is an interim period between any two consecutive things (phases, rounds, actions, etc.)

  • Cards like Work Certificate A082 and Animal Teacher A168 only trigger on turns after the turn it’s played.

  • There is now a tie-breaker of building resources remaining in supply.

  • Resources are spent from your supply to earn bonus points for Joinery, etc. and do not count for the tiebreaker.

  • Food now counts as a good.

  • In the feeding phase, you may no longer withhold food (tokens) to intentionally beg more than you need to.

    • Other goods convertible to food may still be withheld during the feeding phase in order to beg.

  • More to be added as I see/remember them.

The Revised Edition Deck Structure

Each deck of cards in the Revised Edition follows a set structure. Each deck of 180 cards provides the same number of occupations and minor improvements providing extra resources, bonus points, ranching actions, etc. at each player count. The specific details of the deck structure can be inferred from the “Revised” tab of Eric Ho’s Agricola Card Database. Asterisks (*) at the end of the card numbers denote that a card is found in a base set, and not in a 120-card expansion set. The asterisks have been omitted in this document, but can be found on the physical cards themselves.

New Action Space Names


Farm Expansion = Build Rooms and/or Build Stables

Meeting Place = Become the Starting Player and afterward Minor Improvement

  • Slight functional change – must become Starting Player

  • No effect allows a second player to use Meeting Place (but if it did, the second player does NOT become SP.)

Grain Seeds = Receive 1 Grain (and place it in your supply)

Farmland = Plow 1 Field

Lessons = Play 1 Occupation (occupation cost: 1 food, the first one is free)

Day Laborer =  Receive 2 Food (and place it in your supply)

Forest = Accumulation Space: +3 Wood

Clay Pit = Accumulation Space: +1 Clay

Reed Bank = Accumulation Space: +1 Reed

Fishing = Accumulation Space: +1 Food

Major Improvement = Major or Minor Improvement

Fencing = Build Fences

Grain Utilization = Sow and/or Bake Bread

Sheep Market = Accumulation Space: +1 Sheep

Basic Wish for Children = Family Growth with Room Only and afterward Minor Improvement

House Redevelopment = 1 Renovation and afterward Major or Minor Improvement

Western Quarry = Accumulation Space: +1 Stone

Vegetable Seeds = Receive 1 Vegetable (and place it in your supply)

Pig Market = Accumulation Space:  +1 Wild Boar

Cattle Market = Accumulation Space: +1 Cattle

Eastern Quarry = Accumulation Space: +1 Stone
Urgent Wish for Children = Family Growth Even without Room

Cultivation = Plow 1 Field and/or Sow

Farm Redevelopment = 1 Renovation and afterward Build Fences

Grove (3) = Accumulation Space: +2 Wood

Hollow (3) = Accumulation Space: +1 Clay

Resource Market (3) = 1 Food, and 1 Reed or 1 Stone 

Lessons (3) = Play 1 Occupation (occupation cost: 2 food)

Copse (4) = Accumulation Space: +1 Wood

Grove (4) = Accumulation Space: +2 Wood

Hollow (4) = Accumulation Space: +2 Clay

Resource Market (4) = 1 Reed, 1 Stone, 1 Food

Lessons (4) = Play 1 Occupation (occupation cost: 2 food, the first two only 1 food each)

Traveling Players (4) = Accumulation Space: +1 Food

Lessons / Copse (5-6) = Play 1 Occupation (occupation cost: 2 food) either/or Accumulation Space: +1 Wood

Riverbank Forest (5-6) = Accumulation Space: +1 Wood, and 1 Reed

Grove (5-6) = Accumulation Space: +2 Wood

Lessons / Moderate Wish for Children (5-6) = Play 1 Occupation (occupation cost: 2 food, the first two only 1 food each) either/or From Round 5: Family Growth with Room Only

Animal Market (5-6) = Buy 1 Cattle for 1 Food either/or Receive 1 Sheep and 1 Food either/or Receive 1 Wild Boar

Resource Market (5-6) = 1 Reed, 1 Stone, and 1 Wood

Hollow (5-6) = Accumulation Space: +3 Clay

Traveling Players / House Building (5-6) = Accumulation Space: +1 Food / Build Rooms

Farming Supplies (6) = Pay 1 Food to receive 1 Grain and/or Pay 1 Food to Plow 1 Field

Building Supplies (6) = 1 Reed or 1 Stone, and 1 Wood or 1 Reed, and 1 Food

Corral (6) = 1 Animal of a New Type, in the Order (Sheep, Wild Boar, Cattle)

  • Examples: If you have no animals, receive 1 Sheep. If you have 1+ Sheep and 0 Wild Boar, receive 1 Wild Boar.

  • If you have all 3 types of animals, you may not use this action space.

Side Job (6) = Build 1 Stable for 1 Wood and/or Bake Bread

Improvement (6) = Minor Improvement, or From Round 5: Major Improvement

Major Improvements

Fireplace(1VP. Cost 2C/3C.) 1 / 2

At any time, you may convert goods to food as follows: Vegetable ? 2 food; Sheep ? 2 food; Wild Boar ? 2 food; Cattle ? 3 food. Whenever you bake bread, you may convert: Grain ? 2 food.

  • You can own more than one Fireplace.

  • With this card, you can convert any quantity of animals and vegetables to food at the same time. When you bake bread, you can convert as many grain as you want. 《You may bake bread and convert other goods to food at the same time, in order to activate the Gypsy’s Crock C053.》

  • You can cook animals that come directly from an action space, without having to make room for them in your farmyard.

  • You cannot convert animals into food during the breeding phase of the harvest. After the breeding phase of the last harvest, the game ends immediately; you can not convert the animals received in the last harvest to food at all.

Cooking Hearth(1VP. Cost 4C/5C or return a fireplace.) 3 / 4

At any time, you may convert goods to food as follows: Vegetable ? 3 food; Sheep ? 3 food; Wild Boar ? 3 food; Cattle ? 4 food. Whenever you bake bread, you may convert: Grain ? 3 food.

  • If you upgrade a Fireplace major improvement, the card is returned to the major improvements board. If you upgrade the Oriental Fireplace A060, the card is removed from the game.

  • You can own more than one Cooking Hearth.

  • With this card, you can convert any quantity of animals and vegetables to food at the same time. When you bake bread, you can convert as many grain as you want. 《You may bake bread and convert other goods to food at the same time, in order to activate the Gypsy’s Crock C053.》

  • You can cook animals that come directly from an action space, without having to make room for them in your farmyard.

  • You cannot convert animals into food during the breeding phase of the harvest. After the breeding phase of the last harvest, the game ends immediately; you can not convert the animals received in the last harvest to food at all.

Well(4VP. Cost 3S 1W.) 5

Place 1 food from the general supply on each of the

next 5 round spaces. At the start of these rounds, you receive the food.

Clay Oven(2VP. Cost 3C 1S.) 6

For any “Bake Bread” action, you can convert exactly 1 grain into 5 food. When you build this improvement, you can immediately take a “Bake Bread” action.

Stone Oven(3VP. Cost 3S 1C.) 7

For any “Bake Bread” action, you can convert up to 2 grain into 4 food each. When you build this improvement, you can immediately take a “Bake Bread” action.

Joinery(2VP. Cost 2W 2S.) 8

In each harvest, you can use the Joinery to convert

exactly 1 wood to 2 food. At the end of the game,

you may spend 3/5/7 wood from your supply to earn 1/2/3 bonus points.

  • Bonus points are received by spending the building resources from your supply, so the resources do NOT count toward the tie-breaker.

  • Wood remaining on the Wood Field D075 is not in your supply and cannot be spent for points.

Pottery(2VP. Cost 2C 2S.) 9

In each harvest, you can use the Pottery to convert

exactly 1 clay to 2 food. At the end of the game,

you may spend 3/5/7 clay from your supply to earn 1/2/3 bonus points.

  • Bonus points are received by spending the building resources from your supply, so the resources do NOT count toward the tie-breaker.

Basketmaker’s Workshop(2VP. Cost 2R 2S.) 10

In each harvest, you can use the Basketmaker’s

Workshop to convert exactly 1 reed to 3 food. At

the end of the game, you may spend 2/4/5 reed from your supply to receive 1/2/3 bonus points.

  • Bonus points are received by spending the building resources from your supply, so the resources do NOT count toward the tie-breaker.

Major Improvements for 6-Player Games

(Card text and rules are the same.)

Fireplace(1VP. Cost 4C.) 12

Cooking Hearth(1VP. Cost 6C or return a fireplace.) 14

Well(4VP. Cost 3S 1C.) 15

Clay Oven(2VP. Cost 4C 1S.) 16

Stone Oven(3VP. Cost 3S 2C.) 17

Joinery(2VP. Cost 2W 3S.) 18

Pottery(2VP. Cost 2C 3S.) 19

Basketmaker’s Workshop(2VP. Cost 2R 3S.) 20

If you have both copies of a guild: Each harvest, you can turn 2 resources into food. During scoring, you may earn up to 6 bonus points (but not double-count resources.)

Minor Improvements

ShelterA001

You can immediately build a stable at no cost, but only if you place it in a pasture covering exactly 1 farmyard space.

Shifting Cultivation(Cost 2F.) A002

Immediately plow 1 field.

Paper Knife(Cost 1W.) A003

Select 3 occupations in your hand. Select one of them randomly, which you can play immediately without paying an occupation cost.

  • May not be played if you have 2 or fewer occupations in your hand.

  • If you select an occupation that has an additional cost you cannot pay, that occupation is removed from the game instead of played.

Baseboards(Cost 2F/1G.) A004

You immediately get 1 wood for each room you have. If you have more rooms than people, you get 1 additional wood.

Clay Embankment(Cost 1F.) A005

You immediately get 1 clay for every 2 clay you already have in your supply.

Storage BarnA006

If you have the Well, Joinery, Pottery, and/or Basketmaker's Workshop, you immediately get 1 stone, 1 wood, 1 clay, and/or 1 reed, respectively.

  • You may only get 1 of each resource, even in a 6-player game with multiple copies of the same improvement.

Gardener's Knife(Cost 1W.) A007

You immediately get 1 food for each grain field you have and 1 grain for each vegetable field you have.

Food Basket(Req 2 Occs, 2 Imps. Cost 1R.) A008

You immediately get 1 grain and 1 vegetable.

Young Animal Market(Cost 1 Sheep.) A009

You immediately get 1 cattle. (Effectively, you are exchanging 1 sheep for 1 cattle.)

Wooden Shed(Req Still in Wooden House. Cost 2W 1R.) A010

This card can only be played via a "Major Improvement" action. It provides room for one person. You may no longer renovate.

  • May not be played on the “House Redevelopment” action space, as the “Renovate” action is mandatory and comes before the improvement action.

  • May be played through the effect of a card, such as Angler A095.

Mud PatchA011

When you play this card, you immediately get 1 wild boar. You can hold 1 wild boar on each of your unplanted field tiles.

Drinking Trough(Cost 1C.) A012

Each of your pastures (with or without a stable) can hold up to 2 more animals.

  • Cards holding animals are not pastures unless explicitly stated.

Renovation Company(Req Exactly 2 Wooden Rooms. Cost 4W.) A013

When you play this card, you immediately get 3 clay. Immediately after, you can renovate without paying any building resources.

  • The renovation can be declined, but the free cost cannot be applied later.

Carpenter's Hammer(Cost 1W.) A014

Each time you build at least 2 wood/clay/stone rooms at once, you get a total discount of 2 reed as well as 2 wood/3 clay/4 stone.

Carpenter's Axe(Cost 1W.) A015

Each time after you use a wood accumulation space, if you then have at least 7 wood in your supply, you can build exactly 1 stable for 1 wood.

Rammed ClayA016

When you play this card, you immediately get 1 clay. You can use clay instead of wood to build fences.

  • You can use both wood and clay for the same “Build Fences” action.

Reclamation Plow(Cost 1W.) A017

After the next time you take animals from an accumulation space and accommodate all of them on your farm, you can plow 1 field.

  • Taking, but not fully accommodating, the animals neither triggers nor voids the effect.

  • It is legal to avoid accommodating all animals even if you can, e.g. by eating them with a Fireplace.

Wheel Plow(Req 2 Occs. Cost 2W.) A018

Once this game, when you use the "Farmland" or Cultivation" action space with the first person you place in a round, you can plow 2 additional fields.

Handplow(Cost 1W.) A019

Add 5 to the current round and place 1 field tile on the corresponding round space. At the start of that round, you can plow the field.

Double-Turn Plow(Play in Round 3/5 or Before. Cost 1G/1G 1F.) A020

When you play this card, you can immediately plow up to 2 fields.

Family Friendly Home(Req 1 Occ.) A021

Each time you take a "Build Rooms" action while having more rooms than people already, you also get a "Family Growth" action and 1 food.

  • This card allows exactly 1 growth action regardless of how many rooms are built.

Telegram(1VP. Req At Least 1 Fence in Supply. Cost 2F.) A022

Add 1 to the current round for each fence in your supply and mark the corresponding round space. In that round only, you can place a person from your supply.

  • The person is returned to your supply in the “returning home” phase.

Stone Company(1VP. Cost 2C 1R.) A023

Immediately after each time you use a "Quarry" accumulation space, you get a "Major or Minor Improvement" action during which you must spend at least 1 stone.

  • You may not decline an automatic stone discount in order to trigger this card’s effect, e.g. from Stonecutter A143.

Threshing Board(1VP. Req 2 Occs. Cost 1W.) A024

Each time you use the "Farmland" or "Cultivation" action space, you get an additional "Bake Bread" action.

Bassinet(Cost 1W 1R.) A025

Each work phase, you can place a(nother) person on the first non-accumulating action space used by any player (including you), as long as there is only 1 person on that space.

  • This refers to 1 specific space, not 1 space for every player’s first non-accumulating action space.

  • Note that Family Growth usually leaves 2 people on the space.

  • The relevant space can be provided by another card, such as the one from Forest Tallyman A162.

  • Meeting Place may never be used a second time, even if it is the relevant space.

  • 《Mark this space with a suggestion/claim marker.》

Sleeping Corner(1VP. Req 2 Grain Fields. Cost 1W.) A026

You can use any "Wish for Children" action space even if it is occupied by one other player's person.

Oven Site(Req Both Fireplace and Cooking Hearth.) A027

When you play this card, you get 2 wood and you can immediately build the "Clay Oven" or "Stone Oven" major improvement. Either way, it only costs you 1 clay and 1 stone.

Forest School(1VP. Cost 1W 1C.) A028

You can consider the "Lessons" action spaces not occupied. You can replace each food that an occupation costs with wood.

Ale-Benches(Req 2 Occs. Cost 1W.) A029

In the returning home phase of each round, you can pay exactly 1 grain from your supply to get 1 bonus point. If you do, each other player gets 1 food.

Baking Sheet(Req No Grain Field.) A030

Each time you take a "Bake Bread" action, you can use this card to exchange exactly 1 grain for 2 food and 1 bonus point.

Debt Security(Cost 2F.) A031

During scoring, you get 1 bonus point for each major improvement you have, up to the number of your unused farmyard spaces.

Manger(Cost 2W.) A032

During scoring, if your pastures cover at least 6/7/8/10 farmyard spaces, you get 1/2/3/4 bonus points.

Big Country(Req All Farmyard Spaces Used.) A033

For each complete round left to play, you immediately get 1 bonus point and 2 food.

Loppers(Req 2 Occs. Cost 1W.) A034

Each time you build 1 or more fences, you can also use this card to exchange 1 wood and 1 fence in your supply for 2 food and 1 bonus point.

Swimming Class(Req 2 Occs. Cost 1F.) A035

In the returning home phase of each round, if you return a person from the "Fishing" accumulation space, you get 2 bonus points for each newborn that you return home.

  • If you used Adoptive Parents A092, there is no longer a newborn to return home.

Facades Carving(Req Wood in Supply ≥ Current Round. Cost 2C 1R.) A036

When you play this card, you can exchange any number of food for 1 bonus point each, up to the number of completed harvests.

Bucksaw(Cost 1W.) A037

Each time you renovate, you can also pay 1 wood to get 1 bonus point and 1 grain.

Wool Blankets(Req 5 Sheep.) A038

During scoring, if you live in a wooden/clay/stone house by then, you get 3/2/0 bonus points.

Chapel(3VP. Req 2 Occs. Cost 3W 2C.) A039

This is an action space for all. A player who uses it gets 3 bonus points. If another player uses it, they must first pay you 1 grain.

Potter's Yard(Req At Most 7 Unused Farmyard Spaces. Cost 1W 1R.) A040

Immediately place 1 clay on each unused space in your farmyard. Each time you turn a space into a used space, you get the clay and you can immediately exchange it for 2 food.

Vegetable Slicer(Cost 1W.) A041

Each time you upgrade a Fireplace to a Cooking Hearth, you immediately get 2 wood and 1 vegetable (not retroactively).

Forest Lake Hut(1VP. Cost 2C.) A042

Each time you use the "Fishing"/"Forest" accumulation space, you also get 1 wood/food.

Farmyard Manure(Req 1 Animal.) A043

Each time you build 1 or more stables in one turn, you place 1 food on each of the next 3 round spaces. At the start of these rounds, you get the food.

  • Stables built off-turn, e.g. with Stable Planner A089 or Groom B089, do not trigger this card.

Pond Hut(1VP. Req Exactly 2 Occs. Cost 1W.) A044

Place 1 food on each of the next 3 round spaces. At the start of these rounds, you get the food.

Fire Protection Pond(Req Still in Wooden House. Cost 1F.) A045

Once you no longer live in a wooden house, place 1 food on each of the next 6 round spaces. At the start of these rounds, you get the food.

Claw Knife(Req Exactly 1 Pasture. Cost 1W.) A046

Each time you use the "Sheep Market" accumulation space, place 1 food on each of the next 2 round spaces. At the start of these rounds, you get the food.

Trellises(Cost 1W.) A047

Immediately place 1 food on each of the next round spaces, up to the number of fences you have built. At the start of these rounds, you get the food.

Shaving Horse(Cost 1W.) A048

Each time after you obtain at least 1 wood, if you then have 5 or more wood in your supply, you can exchange 1 wood for 3 food. With 7 or more wood, you must do so.

  • Food obtained from this effect is during a turn/action, and can be used to pay for Shifting Cultivator A091.

  • 《If you have multiple sources of wood obtained at the same time (e.g. in the preparation phase,) you can activate the Shaving Horse effect multiple times if (and only if) you perform an effect (e.g. playing a card with Scholar B097) or receive a non-wood good (e.g. food from Pond Hut A044) in-between the multiple wood (e.g. 2 uses of Stable Tree A074.)》

Nest Site(Req 1 Occ. Cost 1F.) A049

Each time 1 reed is placed on a non-empty "Reed Bank" accumulation space during the preparation phase, you get 1 food.

Milk Jug(Cost 1C.) A050

Each time any player (including you) uses the "Cattle Market" accumulation space, you get 3 food, and each other player gets 1 food.

Drift-Net Boat(1VP. Cost 1W 1R.) A051

Each time you use the "Fishing" accumulation space, you get an additional 2 food.

Throwing Axe(Play in Round 7 or Later. Cost 1W.) A052

Each time you use a wood accumulation space while there is at least 1 wild boar on the "Pig Market" accumulation space, you also get 2 food.

Claypipe(Cost 1C.) A053

In the returning home phase of each round, if you gained at least 7 building resources in the preceding work phase, you get 2 food.

  • Resources gained at the start of a round don’t count.

Credit(Req At Most 3 Occs.) A054

When you play this card, you immediately get 5 food. At the end of each round that does not end with a harvest, you must pay 1 food, or else take a begging marker.

Junk Room(Cost 1W 1C.) A055

Each time after you build an improvement, including this one, you get 1 food.

Basket(Cost 1R.) A056

Immediately after each time you use a wood accumulation space, you can exchange 2 wood for 3 food. If you do, place those 2 wood on the accumulation space.

  • You may take less than 2 wood from a wood accumulation space and still use this effect.

  • Food obtained from this effect may not be used to pay for Shifting Cultivator A091.

Milking Parlor(1VP. Req At Least 4 Unused Farmyard Spaces. Cost 2W.) A057

When you play this card, if you have at least 1/3/4 sheep, you immediately get 2/3/4 food. The same applies if you have at least 1/2/3 cattle.

Asparagus Knife(Cost 1W.) A058

In the returning home phase of rounds 8, 10, and 12, you can take 1 vegetable from exactly 1 vegetable field. You can immediately exchange it for 3 food and 1 bonus point.

Potato Ridger(Cost 1W.) A059

Each time after you harvest 1+ vegetables, if you then have 3+ vegetables in your supply, you can turn exactly 1 vegetable into 6 food. With 4+ vegetables, you must do so.

  • 《”Harvest” is equivalent to the field phase, or any literal effect of a card saying “Harvest a [crop/vegetable].》

Oriental Fireplace(1VP. Return Fireplace/Cooking Hearth.) A060

At any time, you may convert goods to food as follows: Vegetable ? 4 food; Sheep ? 3 food; Cattle ? 5 food. Whenever you bake bread, you may convert: Grain ? 2 food.

  • This card counts as either 1 minor improvement or 1 major improvement, whichever is most convenient when considering another effect. But it never counts as 2 improvements at once.

  • If returned to pay for a Cooking Hearth 3 / 4, remove this card from the game.

  • 《You may bake bread and convert other goods to food at the same time, in order to activate the Gypsy’s Crock C053.》

Winnowing Fan(Req Baking Imp. Cost 1R.) A061

After the field phase of each harvest, you can use a baking improvement but only to turn exactly 1 grain into food. (This is not considered a "Bake Bread" action.)

Beer Keg(Req 2 Grain in Your Supply. Cost 1W.) A062

In the feeding phase of each harvest, you can use this card to exchange 1/2/3 grain for 0/1/2 bonus points and exactly 3 food.

Dutch Windmill(2VP. Cost 2W 2S.) A063

Each time you take a "Bake Bread" action in a round immediately following a harvest, you get 3 additional food.

Barley Mill(1VP. Cost 1W 4C/2S.) A064

In the field phase of each harvest, you get 1 food for each grain field that you harvest.

Seed Pellets(Req 3 fields.) A065

Each time before you take an unconditional "Sow" action, you get 1 grain.

Feeding Dish(Cost 1W.) A066

Each time you use an animal accumulation space while already having an animal of that type, you get 1 grain.

Corn Scoop(Cost 1W.) A067

Each time you use the "Grain Seeds" action space, you get 1 additional grain.

Asparagus Gift(Req 1 Unplanted Field.) A068

Each time you build a number of fences equal to or greater than the current round, you immediately get 1 vegetable.

Large Greenhouse(Req 2 Occs. Cost 2W.) A069

Add 4, 7, and 9 to the current round and place 1 vegetable on each corresponding round space. At the start of these rounds, you get the vegetable.

Lifting Machine(Req 3 fields. Cost 1W.) A070

At the end of each round that does not end with a harvest, you can move 1 vegetable from one of your fields to your supply. (This is not considered a field phase.)

Clearing Spade(Cost 1W.) A071

At any time, you can move 1 crop from a planted field containing at least 2 crops to an empty field.

Calcium Fertilizers(Req No Field Tiles.) A072

Each time you use a "Quarry" accumulation space, add 1 additional good of the respective type to each of your planted fields growing a single type of crop.

Agricultural Fertilizers(Req 1 Pasture.) A073

Each time after you turn at least 2 unused spaces into used spaces in one action, you get an additional "Sow" action.

Stable Tree(Cost 1W.) A074

Each time you build 1 or more stables on your turn, place 1 wood on each of the next 3 round spaces. At the start of these rounds, you get the wood.

  • Stables built off-turn, e.g. with Stable Planner A089 or Groom B089, do not trigger this card.

Lumber Mill(2VP. Req At Most 3 Occs. Cost 2S.) A075

Every improvement costs you 1 wood less.

Cob(Cost 1F.) A076

At the start of each work phase, if you have at least 1 clay in your supply, you can exchange exactly 1 grain for 2 clay and 1 food.

Hod(Cost 1W.) A077

When you play this card, you immediately get 1 clay. Each time any player (including you) uses the "Pig Market" accumulation space, you immediately get 2 clay.

Canoe(1VP. Req 1 Occ. Cost 2W.) A078

Each time you use the "Fishing" accumulation space, you get an additional 1 food and 1 reed.

Garden Hoe(Cost 1W.) A079

Each time you take an unconditional "Sow" action planting vegetables in at least 1 field, you get 1 clay and 1 stone.

Stone Tongs(Cost 1W.) A080

Each time you use a stone accumulation space, you get 1 additional stone.

Interim Storage(Cost 2F.) A081

Each time you use a clay/reed/stone accumulation space, place 1 wood/clay/reed on this card. At the start of rounds 7, 11, and 14, move all the goods on this card to your supply.

Work Certificate(Req 3 Occs.) A082

Each time after you use an action space, you can take 1 building resource from a building resource accumulation space with at least 4 building resources on it.

  • This card’s effect may not be immediately triggered.

Shepherd's Crook(Cost 1W.) A083

Each time you fence a new pasture covering at least 4 farmyard spaces, you immediately get 2 sheep on this pasture.

  • Building 2 such pastures at once gives you 4 sheep.

Silage(Req 2 Fields.) A084
In each returning home phase after which there is no harvest, you can pay exactly 1 grain – even from a field – to breed exactly one type of animal.

Upscale Lifestyle(Cost 3W.) B001

You immediately get 5 clay and a "Renovation" action. If you take the action, you must pay the renovation cost.

Mini Pasture(Cost 2F.) B002

Immediately fence a farmyard space, without paying wood for the fences. (If you already have pastures, the new one must be adjacent to an existing one.)

MoonshineB003

Determine a random occupation in your hand. Immediately play it for an occupation cost of 2 food or give it to the player to your left.

  • If you cannot pay to play an occupation and/or its additional cost, that occupation must be passed left (or removed from play in a solo game.)

  • May not be played with no occupations in hand.

Wood PileB004

You immediately get a number of wood equal to the number of people you have on accumulation spaces.

Store of ExperienceB005
If you have 0-3/4/5/6-7 occupations left in hand, you immediately get 1 stone/reed/clay/wood.

Excursion to the Quarry(Req 1 Occ. Cost 2F.) B006

You immediately get a number of stone equal to the number of people you have.

  • A newborn is a person.

WageB007

You immediately get 2 food and 1 additional food for each major improvement you have from the bottom row of the supply board.

Market Stall(Cost 1G.) B008

You immediately get 1 vegetable. (Effectively, you are exchanging 1 grain for 1 vegetable.)

Beating RodB009

You can immediately choose to either get 1 reed or exchange 1 reed for 1 cattle.

Caravan(Cost 3W 3F.) B010

This card provides room for 1 person.

  • The Caravan is not a room.

Feedyard(1VP. Cost 1C 1G.) B011

This card can hold 1 animal for each pasture you have, even different types. After the breeding phase of each harvest, you receive 1 food for each unused spot on this card.

Stockyard(1VP. Cost 1W 1S.) B012

This card can hold up to 3 animals of the same type. (It is not considered a pasture.)

Carpenter's Parlor(Cost 1W 1S.) B013

Wooden rooms only cost you 2 wood and 2 reed each.

Hawktower(Play in Round 7 or Before. Cost 2C.) B014

Place a stone room on round space 12. If you live in a stone house at the start of that round, you can build the stone room at no cost. Otherwise, discard the stone room.

Carpenter's Bench(Cost 1W.) B015

Immediately after each time you use a wood accumulation space, you can use the taken wood (and only that) to build exactly 1 pasture. If you do, one of the fences is free.

  • Subdividing a pasture does not qualify as building.

Mining Hammer(Cost 1W.) B016

When you play this card, you immediately get 1 food. Each time you renovate, you can also build a stable without paying wood.

Forest Plow(Cost 1W.) B017

Each time you use a wood accumulation space, you can pay 2 wood to plow 1 field. Place the paid wood on the accumulation space (for the next visitor).

  • You may take less than 2 wood from the space and still use this card’s effect.

Grassland Harrow(Req 2 Occs, 1 Building Res in supply. Cost 2W.) B018

Add 1 to the current round for each building resource in your supply and place 1 field on the corresponding round space. At the start of that round, you can plow the field.

Moldboard Plow(Req 1 Occ. Cost 2W.) B019

Place 2 field tiles on this card. Twice this game, when you use the "Farmland" action space, you can also plow 1 field from this card.

Chain Float(Cost 3W.) B020

Add 7, 8, and 9 to the current round and place 1 field on each corresponding round space. At the start of these rounds, you can plow the field.

Hayloft Barn(Req 1 Occ. Cost 3W.) B021

Place 4 food on this card. Each time you obtain at least 1 grain, you also get 1 food from this card. Once it is empty, you get a "Family Growth Even without Room" action.

  • 《Harvesting 2+ grain at once only counts as obtaining once, regardless of any other crops harvested.》

Walking Boots(Req At Most 4 People.) B022

You immediately get 2 food. You must immediately place a person from your supply. If you do, in the next returning home phase, you must remove that person from play.

  • Consequently, you may never grow to 5 people.

  • 《RECOMMENDED ERRATA: This card must be played in the work phase.》

  • ERRATA: remove the “If you do” clause.

Final Scenario(Play in Round 13 or before.) B023

Place the action space card for round 14 face up in front of you. Only you can use it until it is placed on the game board.

Lasso(Cost 1R.) B024

You can place exactly two people immediately after one another if at least one of them uses the "Sheep Market", "Pig Market", or "Cattle Market" accumulation space.

Bread Paddle(Cost 1W.) B025

When you play this card, you immediately get 1 food. For each occupation you play, you get an additional "Bake Bread" action.

  • Note the errata for Freshman A097.

Agrarian FencesB026

Each time you use the "Grain Utilization" action space, you can take a "Build Fences" action instead of one of the two actions provided by the action space.

  • You can take a “Build Fences” action in this way without the ability to sow or bake.

Toolbox(Cost 1W.) B027

In the work phase, after each turn in which you build at least 1 room, stable or fence, you can build the "Joinery", "Pottery", or "Basketmaker's Workshop" major improvement.

  • Stables built off-turn, e.g. with Stable Planner A089 or Groom B089, do not trigger this card.

  • Pay the cost of the major improvement normally.

Forestry Studies(Cost 2F.) B028

Each time after you use the "Forest" accumulation space, you can return 2 wood to that space to play 1 occupation without paying an occupation cost.

Cookery Lesson(Cost 2F.) B029

Each time you use a "Lessons" action space and a Cooking improvement on the same turn, you get 1 bonus point.

  • Cooking improvements have the bowl icon.

Wood Palisades(Cost 1F.) B030

Instead of a fence piece, you can place 2 wood on fence spaces at the edge of your farmyard. These fence spaces with 2 wood are worth 1 bonus point.

  • The spaces with 2 wood (“palisades”) function as fences. Therefore, functionally, you may have more than 15 fences by building palisades and fences.

Pottery Yard(1VP. Req Pottery or an Upgrade Thereof.) B031

During scoring, if there at least 2 orthogonally adjacent unused spaces in your farmyard, you get 2 bonus points. (You still get the negative points for those unused spaces.)

Kettle(Req 1 Grain Field. Cost 1C.) B032

At any time, you can exchange 1/3/5 grain for 3/4/5 food plus 0/1/2 bonus points.

Mantlepiece(-3VP. Req Clay or Stone House. Cost 1S.) B033

When you play this card, you immediately get 1 bonus point for each complete round left to play. You may no longer renovate your house.

Special Food(Req No Animal.) B034

Once this game, the next time you take animals from an accumulation space and accommodate all of them on your farm, you get 1 bonus point for each such animal.

  • Taking, but not fully accommodating, the animals neither triggers nor voids the effect.

  • 《It’s legal to avoid accommodating all animals even if you can, e.g. by eating them with a Fireplace.》

Hook Knife(Cost 1W.) B035

Once this game, when you have 9/8/7/6/5/5 sheep on your farm in a 1-/2-/3-/4-/5-/6-player game, you immediately get 2 bonus points.

Bottles(4VP. See Below for Cost.) B036

For each person you have, you must pay an additional 1 clay and 1 food to play this card.

  • A newborn is a person.

Grange(3VP. Req 6 Field Tiles and All Animal Types.) B037

When you play this card, you immediately get 1 food.

Future Building Site(3VP. Play in Round 4 or Before.) B038

Until all other farmyard spaces are used, you cannot use spaces that are orthogonally adjacent to your house.

  • 《You may use the adjacent spaces if you are using all the remaining other spaces in the same action.》

Loom(1VP. Req 2 Occs. Cost 2W.) B039

In the field phase of each harvest, if you have at least 1/4/7 sheep, you get 1/2/3 food. During scoring, you get 1 bonus point for every 3 sheep.

Brewery Pond(-1VP. Req 2 Occs.) B040

Each time you use the "Fishing" or "Reed Bank" accumulation space, you also get 1 grain and 1 wood.

Hauberg(Req 3 Occs. Cost 3F.) B041

Alternate placing 2 wood and 1 wild boar on the next 4 round spaces. You decide what to start with. At the start of these rounds, you get the goods.

Forest Inn(1VP. Play in Round 6 or Before. Cost 1C 1R.) B042

This is an action space for all. A player who uses it can exchange 5/7/9 wood for 8 wood and 2/4/7 food. When another player uses it, they must first pay you 1 food.

Chophouse(1VP. Cost 2W/2C.) B043

Each time you use the "Grain Seeds"/"Vegetable Seeds" action space, place 1 food on each of the next 3/2 round spaces. At the start of these rounds, you get the food.

  • Note the errata for Swagman A129.

Chick Stable(Cost 1W/1C.) B044

Add 3 and 4 to the current round and place 2 food on each corresponding round space. At the start of these rounds, you get the food.

Strawberry Patch(2VP. Req 2 Veg Fields. Cost 1W.) B045

Place 1 food on each of the next 3 round spaces. At the start of these rounds, you get the food.

Club House(1VP. Cost 3W/2C.) B046

Place 1 food on each of the next 5 round spaces and 1 stone on the round space after that. At the start of these rounds, you get the respective good.

Herring Pot(Cost 1C.) B047

Each time you use the "Fishing" accumulation space, place 1 food on each of the next 3 round spaces. At the start of these rounds, you get the food.

Forest Stone(1VP. Req 1 Occ. Cost 2W/1S.) B048

Place 2 food on this card. Each time you use a wood accumulation space, move 1 of these food to your supply. Each time you use a stone accumulation space, add 2 food to this card.

Scales(Req No Occs. Cost 1W.) B049

Each time after you place an improvement or occupation in front of you, if you have the same number of improvements and occupations in play, you get 2 food.

  • Passing cards will not trigger this effect, as they are never in front of you.

Butter Churn(1VP. Req At Most 3 Occs. Cost 1W.) B050

In the field phase of each harvest, you get 1 food for every 3 sheep and 1 food for every 2 cattle you have.

Digging Spade(Play in Round 7 or Later. Cost 1W.) B051

Each time you use a clay accumulation space, you also get a number of food equal to the number of wild boar in your farmyard.

Growing Farm(2VP. See Below for Req. Cost 2C 1R.) B052

You can only play this card if you have at least as many pasture spaces as the number of completed rounds. If you do, you get a number of food equal to the current round.

Sculpture Course(Cost 1G.) B053

At the end of each round that does not end with a harvest, you can use this card to exchange either 1 wood for 2 food, or 1 stone for 4 food.

Tumbrel(Cost 1W.) B054

When you play this card, you immediately get 2 food. Each time after you take a "Sow" action, you get 1 food for each stable you have.

Maintenance Premium(Req 2 Occs.) B055

Place 3 food on this card. Each time you use a wood accumulation space, you get 1 food from this card. Each time you renovate, restock this card to 3 food.

Brook(Req 1 of Your People on "Fishing".) B056

Each time you use one of the four action spaces above the "Fishing" accumulation space, you get 1 additional food.

Scullery(Cost 1W 1C.) B057

At the start of each round, if you live in a wooden house, you get 1 food.

Crack Weeder(Cost 1W.) B058

When you play this card, you immediately get 1 food. For each vegetable you take from a field in the field phase of a harvest, you also get 1 food.

Food Chest(Cost 1W.) B059

If you play this card on the "Major Improvement" action space, you immediately get 4 food. If you play it on another action space, you immediately get 2 food.

Brewing WaterB060

Each time you use the "Fishing" accumulation space, you can pay 1 grain to place 1 food on each of the next 6 round spaces. At the start of these rounds, you get the food.

Three-Field Rotation(Req 3 Occs.) B061

At the start of the field phase of each harvest, if you have at least 1 grain field, 1 vegetable field, and 1 empty field, you get 3 food.

Pitchfork(Cost 1W.) B062

Each time you use the "Grain Seeds" action space, if the "Farmland" action space is occupied you also get 3 food.

Tasting(1VP. Cost 2W.) B063

Each time you use a "Lessons" action space, before you pay the occupation cost, you can exchange 1 grain for 4 food.

Mill Wheel(1VP. Cost 2W.) B064

Each time you use the "Grain Utilization" action space while the "Fishing" accumulation space is occupied, you get an additional 2 food.

Grain Depot(Cost 2W/2C/2S.) B065

If you paid wood/clay/stone for this card, place 1 grain on each of the next 2/3/4 round spaces. At the start of these rounds, you get the grain.

Sack Cart(Req 2 Occs. Cost 2W.) B066

Place 1 grain each on the remaining spaces for rounds 5, 8, 11, and 14. At the start of these rounds, you get the grain.

Hand Truck(Cost 1W.) B067

Each time before you take a "Bake Bread" action, you also get 1 grain for each of your people occupying an accumulation space.

Beanfield(1VP. Req 2 Occs. Cost 1F.) B068

This card is a field that can only grow vegetables.

Potters Market(1VP. Cost 2W.) B069

At any time, you can pay 3 clay and 2 food. If you do, place 1 vegetable on each of the next 2 round spaces. At the start of these rounds, you get the vegetable.

New PurchaseB070

Before the start of each round that ends with a harvest, you can buy one of each of the following crops: 2 food ? 1 grain; 4 food ? 1 vegetable.

Harvest House(2VP. Cost 1W 1C 1R.) B071

When you play this card, if the number of completed harvests is equal to the number of occupations you played, you immediately get 1 food, 1 grain and 1 vegetable.

Love for AgricultureB072

You can sow crops in pastures covering 1 or 2 farmyard spaces. If you do, these pastures are also considered fields and hold 1 and 2 animals less, respectively.

Gift Basket(1VP. Req 3 Occs. Cost 1R.) B073

When you play this card, if you have exactly 2/3/4/5 rooms, you immediately get 1 vegetable/food/grain/

vegetable.

Thick Forest(Req 5C in Your Supply.) B074

Place 1 wood on each remaining even-numbered round space. At the start of these rounds, you get the wood.

Wood Workshop(Req 1 Occ. Cost 1C.) B075

Each time before you play or build an improvement, you get 1 wood.

  • You are able to pay for the improvement with just the wood given by this card.

Ceilings(Req 1 Occ. Cost 1C.) B076

Place 1 wood on the next 5 round spaces. At the start of these rounds, you get the wood. Remove the wood promised by this card from future round spaces the next time you renovate.

Loam Pit(1VP. Req 3 Occs. Cost 1F.) B077

Each time you use the "Day Laborer" action space, you also get 3 clay.

  • These clay may be spent to pay for the effect of the Cottager B087.

Reed Belt(Cost 2F.) B078

Place 1 reed on each remaining space for rounds 5, 8, 10, and 12. At the start of these rounds, you get the reed.

Corf(Cost 1R.) B079

Each time any player (including you) takes at least 3 stone from an accumulation space, you get 1 stone from the general supply.

Hard Porcelain(Cost 1C.) B080

At any time, you can exchange 2/3/4 clay for 1/2/3 stone.

Handcart(Cost 1W.) B081

Before the start of each work phase, you can take 1 building resource from a wood/clay/reed/stone accumulation space with at least 6/5/4/4 building resources of the same type. You can only take 1 resource per round.

Value AssetsB082

After each harvest, you can buy exactly one of the following building resources: 1 food ? 1 wood; 1 food ? 1 clay; 2 food ? 1 reed; 2 food ? 1 stone.

Muddy Puddles(Cost 2C.) B083

Pile (from bottom to top) 1 wild boar, 1 food, 1 cattle, 1 food, and 1 sheep on this card. At any time, you can pay 1 clay to take the top good.

Acorns Basket(Req 3 Occs. Cost 1R.) B084

Place 1 wild boar on each of the next 2 round spaces. At the start of these rounds, you get the wild boar.

Overhaul(Req 2 Occs. Cost 1W.) C001

Immediately raze all of your fences, add up to 3 fences from your supply, and rebuild them. (You do not lose any animals during this.)

  • For purposes of combos, you are building fences.

Stable(Cost 1W.) C002

Immediately build 1 stable. (The stable costs you nothing, but you must pay the cost shown on this card.)

Carriage Trip(Req 1 Person yet to Place.) C003

If you play this card in the work phase, you can immediately place another person.

Writing Boards(Cost 1F.) C004

You immediately get 1 wood for each occupation you have in front of you.

Remodeling(Cost 1F.) C005

You immediately get 1 clay for each clay room and for each major improvement you have.

Stone Clearing(Cost 1F.) C006

Immediately place 1 stone on each of your empty fields. Harvest them during the next field phase. These fields are considered planted until then.

  • ERRATA: harvest the fields with stone normally, and the fields are considered planted until the stone is gone.

Blade Shears(Req 1 Pasture. Cost 1W.) C007

You immediately get your choice of 3 food or 1 food for each sheep you have. (Keep the sheep.)

  • Choose exactly 3 food, or food equal to your sheep.

Plant FertilizerC008

In each field with exactly 1 good, you can immediately place 1 additional good of the same type.

  • Boar held on unplanted fields (from Mud Patch A011) do not apply for this effect.

  • 《If there is exactly 1 wood on the Wood Field D075, another wood may be added on either the same or a different stack.》

Automatic Water Trough(Cost 1W.) C009

If you can accommodate the animal, you can immediately buy 1 sheep/wild boar/cattle for 0/1/2 food.

Bunk Beds(Req 2 Major Imps. Cost 1W.) C010

Once you have 4 rooms, your house can hold 5 people.

Wildlife Reserve(1VP. Req 2 Occs. Cost 2W.) C011

This card can hold up to 1 sheep, 1 wild boar, and 1 cattle.

  • This card does not count as a pasture.

Cattle Farm(Cost 1W.) C012

For each pasture you have, you can keep 1 cattle on this card.

Wood Slide Hammer(Cost 1W.) C013

On your first renovation, if you have at least 5 wood rooms, you can renovate to stone directly and you get a discount of 2 stone on the renovation cost.

Straw-thatched Roof(1VP. Req 3 Grain fields.) C014

You no longer need reed to renovate or build a room.

Trellis(Req 2 Occs.) C015

Each time before you use the "Pig Market" accumulation space, you can take a "Build Fences" action. (You must pay wood for the fences as usual.)

Field Fences(Cost 2F.) C016

You can immediately take a "Build Fences" action, during which you do not have to pay wood for fences that you build next to field tiles.

Newly-Plowed Field(Req Exactly 3 Field Tiles.) C017

When you play this card, you can immediately plow 1 field, which needs not be adjacent to another field.

Roll-Over Plow(Cost 2W.) C018

At any time, if you have at least 3 planted fields, you can discard all goods from one of those fields to plow 1 field.

Swing Plow(Req 3 Occs. Cost 3W.) C019

Place 4 field tiles on this card. Each time you use the "Farmland" action space, you can also plow up to 2 fields from this card.

Mole Plow(Play in Round 9 or Later. Cost 3W 1F.) C020

Each time you use the "Farmland" or "Cultivation" action space, you can plow 1 additional field.

Heart of Stone(Cost 4F.) C021

Each time a "Quarry" accumulation space is revealed, if you have room in your house, you can immediately take a "Family Growth" action without placing a person.

Basket Chair(1 VP. Cost 1R.) C022

When you play this card, you can immediately move the first person you placed this work phase to this card. If you do, immediately afterward, you can place another person.

  • If the first person placed added a newborn (usually via an Family Growth action,) the newborn also moves to this card.

Job Contract(Req No Occs.) C023

If both are unoccupied, you can use the "Day Laborer" and the adjacent "Lessons" action space with a single person (in that order). Afterward, both spaces are considered occupied.

  • Recommendation: occupy Day Laborer with a suggestion marker and Lessons with your person.

Bed in the Grain Field(Req 1 Grain Field.) C024

At the start of the next harvest, you get a "Family Growth" action if you have room for the newborn.

  • The newborn must be fed.

Steam Machine(1VP. Cost 2W.) C025

Each work phase, if the last action space you use is an accumulation space, you can immediately afterward take a "Bake Bread" action.

Flail(Cost 1W.) C026

When you play this card, you immediately get 2 food. Each time you use the "Farmland" or "Cultivation" action space, you can also take a "Bake Bread" action.

Blueprint(Cost 1F.) C027

You can build the major improvements "Joinery", "Pottery", and "Basketmaker's Workshop" even when taking a "Minor Improvement" action. They each cost you 1 stone less.

Teacher's Desk(Req 1 Occ. Cost 1W.) C028

Each time you use the "Major Improvement" or "House Redevelopment" action space, you can also play 1 occupation at an occupation cost of 1 food.

Beer Table(Req No Grain in Your Supply. Cost 2W.) C029

At the end of the field phase of each harvest, you can pay 1 grain from your supply to get 2 bonus points. If you do, all other players get 1 food each.

Half-Timbered House(Cost 1W 1C 2S 1R.) C030

During scoring, you get 1 bonus point for each stone room you have. You can only use one card to get bonus points for your stone house.

Writing Chamber(Cost 2W.) C031

During scoring, you get a number of bonus points equal to the total of negative points you have, to a maximum of 7 bonus points.

  • Negative point examples: printed card values, beggars, negative categories, negative bonuses.

Abort Oriel(3 VP. See below for req. Cost 2C.) C032

You can no longer play this card when any player (including you) has 5 or more cards in front of them.

  • This card may be played as one’s fifth card.

Greening Plan(Cost 3F.) C033

During scoring, if you then have at least 2/4/5/6 unplanted fields, you get 1/2/3/5 bonus points.

  • Garden Designer C099 allows planting of food (see errata) so such fields do not count.

  • Boar held on unplanted field tiles (from Mud Patch A011) do not affect scoring of this card.

Elephantgrass Plant(Req 2 Occs. Cost 2C 1S.) C034

Immediately after each harvest, you can use this card to exchange exactly 1 reed for 1 bonus point.

Lantern House(7VP. Req No Occs. Cost 1W.) C035

During scoring, you get 1 negative point for each card left in your hand. You cannot discard cards from your hand unplayed. If you already have, you cannot play this card.

Clay Deposit(Req 1 Occ. Cost 2F.) C036

Immediately after each time you use a clay accumulation space, you can exchange 1 clay for 1 bonus point. If you do, place the clay on the accumulation space.

Dwelling Mound(3VP. Play in Round 3 or before. Cost 1F.) C037

From now on, you must pay 1 food for each new field tile that you place in your farmyard.

  • 《You must be able to pay the food cost before placing the field tile.》

Christianity(2 VP. Req Exactly 1 Sheep.) C038

When you play this card, all other players get 1 food each.

Studio Boat(Req 1 Occ. Cost 1W.) C039

Each time you use the "Traveling Players" accumulation space, you also get 1 bonus point. In games with 1-3 players, this card is considered "Traveling Players" (same effect as "Fishing").

  • In 1-3 player games, the card becomes another accumulation space (+1 food) for all.

Canvas Sack(1 VP. Req No Occs. Cost 1G/1R.) C040

When you play this card paying grain/reed for it, you immediately get 1 vegetable/4 wood.

Farm Store(Cost 2W 2C.) C041

After the feeding phase of each harvest, you can exchange exactly 1 food for 2 different building resources of your choice or 1 vegetable.

Ravenous Hunger(Cost 1G.) C042

Immediately after each time you use the "Vegetable Seeds" action space, you can place another person on an accumulation space and get 1 additional good of the accumulating type.

Farm Building(1 VP. Cost 1C,1R.) C043

Each time you build a major improvement, place 1 food on each of the next 3 round spaces. At the start of these rounds, you get the food.

Chicken Coop(1VP. Cost 2W/2C 1R.) C044

Place 1 food on each of the next 8 round spaces. At the start of these rounds, you get the food.

Stew(Cost 1C.) C045

Each time you use the "Day Laborer" action space, also place 1 food on each of the next 4 round spaces. At the start of these rounds, you get the food.

Mandoline(Cost 1W.) C046

Once per round, you can pay 1 vegetable to get 1 bonus point. If you do, place 1 food on each of the next 2 round spaces. At the start of these rounds, you get the food.

Garden Claw(Cost 1W.) C047

Place 1 food on each remaining round space, up to three times the number of planted fields you have. At the start of these rounds, you get the food.

Farmstead(Req 1 Occ.) C048

After each turn in which you make at least one unused farmyard space used, you get 1 food.

Beer Stall(Cost 1W.) C049

In the feeding phase of each harvest, for each empty unfenced stable you have, you can exchange 1 grain for 5 food.

Stable Yard(1 VP. Req 3 Stables 3 Pastures.) C050

When you play this card, you immediately get 1 food for each completed round left to play. At any time, you can exchange 1 sheep plus 1 wild boar for 1 cattle.

Fishing Net(1VP. Cost 1R.) C051

Each time another player uses the "Fishing" accumulation space, they must first pay you 1 food. Then, in the returning home phase of that round, place 2 food on "Fishing".

  • Others must have 1 food before using “Fishing”.

  • Food from the “Fishing” action space may not be used to pay the card owner.

  • The 2 food is only placed for rounds in which another player used “Fishing”.

Huntsman's Hat(1 VP. Req Cooking Improvement. Cost 1R.) C052

For each new wild boar you get from the effect of an action space, you also get 1 food.

Gypsy's Crock(1 VP. Cost 2C.) C053

Each time you use a cooking improvement to turn 2 goods into food at the same time, you get 1 additional food.

Market Stall(Cost 1 Stable from Your Supply.) C054

After the field phase of each harvest, you can exchange 1 grain plus 1 fence (both from your supply) for 5 food.

Studio(1 VP. Cost 1C,1R.) C055

In the feeding phase of each harvest, you can use this card to turn exactly 1 wood/clay/stone into 2/2/3 food.

Feed Fence(Cost 1W.) C056

For each new stable you build, you get 1 food – for your last one, get 3 food. Each time you build stables, you can build exactly 1 stable for 1 clay instead of wood.

  • This card does not grant the ability to build additional stables, only to change any wood cost into 1 clay.

CruditéC057

When you play this card, you can immediately buy exactly 1 vegetable for 3 food. At any time, you can discard 1 vegetable on top of another vegetable in a field to get 4 food.

Woodcraft(Req 1 Occ.) C058

Each time you use a wood accumulation space, if immediately afterward you have at most 5 wood in your supply, you get 1 food.

Schnapps Distillery(2VP. Cost 2S 1V.) C059

In each feeding phase, you can use this card to turn exactly 1 vegetable into 5 food. During scoring, you get 1 bonus point each for your 5th and 6th vegetable.

Small Potter's Oven(5 VP. Return Clay/Stone Oven. Cost 2C.) C060

When you play this card, you immediately get 5 food. Each time before you get a "Bake Bread" action, you can build the "Clay Oven" or "Stone Oven" major improvement.

  • Is an oven, is not an upgrade, and cannot bake.

Beer Stein(Cost 1C.) C061

Each time you take a "Bake Bread" action, you can use this card once to turn 1 grain into 2 food and 1 bonus point.

Cooking Hearth Extension(Cost 2C.) C062

Each harvest, you can use each of your cooking improvements once to get double the amount of food for 1 animal or vegetable.

Craft Brewery(Cost 2W 1C.) C063

In the feeding phase of each harvest, you can use this card to exchange 1 grain from your supply plus 1 grain from a field for 2 bonus points and 4 food.

Corn Schnapps Distillery(1VP. Cost 1W 2C.) C064

Once per round, you can pay 1 grain to place 1 food on each of the next 4 round spaces. At the start of these rounds, you get the food.

Granary(1VP. Cost 3W/3C.) C065

Place 1 grain each on the remaining spaces for rounds 8, 10, and 12. At the start of these rounds, you get the grain.

Eternal Rye Cultivation(Req 1 Grain Field.) C066

After each harvest in which you have 2 or 3+ grain in your supply, you get 1 food and 1 additional grain, respectively.

  • ERRATA: last “and” should be “or”

Mineral Feeder(1 VP. Cost 1R.) C067

At the start of each round that does not end with a harvest, if you have at least 1 sheep in a pasture, you get 1 grain.

Bookcase(Req 1 Occ. Cost 2W.) C068

Each time after you play an occupation, you get 1 vegetable.

Land ConsolidationC069

At any time, you can exchange 3 grain in a field for 1 vegetable in that field.

Lettuce Patch(1VP. Req 3 Occs.) C070

This card is a field that can only grow vegetables. You can immediately turn each vegetable you harvested from this card into 4 food.

SlurryC071

In the breeding phase of each harvest, if you get newborn animals of at least two types, you also get a "Sow" action.

Harvest Festival Planning(Req 2 Occs. Cost 1F.) C072

When you play this card, immediately carry out the field phase of the harvest. Afterwards, you get a "Major or Minor Improvement" action.

Seaweed Fertilizer(Cost 2F.) C073

Each time after you take an unconditional "Sow" action, you get 1 grain from the general supply. From round 11 on, you can get 1 vegetable instead.

Private Forest(Req 1 Occ. Cost 2F.) C074

Place 1 wood on each remaining even-numbered round space. At the start of these rounds, you get the wood.

Firewood(Cost 2F.) C075

In the returning home phase of each round, place 1 wood on this card. Each time before you build a Fireplace, Cooking Hearth, or oven, move up to 4 wood from this card to your supply.

Wood Cart(Req 3 Occs. Cost 3W.) C076

Each time you use a wood accumulation space, you get 2 additional wood.

Clay Supply(Cost 1F.) C077

Place 1 clay on each of the next 3 round spaces. At the start of these rounds, you get the clay.

Reed-Hatted Toad(Cost 1F.) C078

Add 5, 7, 9, 11, and 13 to the current round and place 1 reed on each corresponding round space. At the start of these rounds, you get the reed.

  • Name was Toad in the Wizkids printing.

Stone Cart(Req 2 Occs. Cost 2W.) C079

Place 1 stone on each remaining even-numbered round space. At the start of these rounds, you get the stone.

Rocky Terrain(Cost 1F.) C080

Each time you plow a field (tile or card), you can also buy 1 stone for 1 food.

  • Playing field cards counts as plowing a field.

Material Hub(Req 1R 1S in Your Supply. Cost 1W 1C.) C081

Immediately place 2 of each building resource on this card. Each time any player (including you) takes at least 5 wood, 4 clay, 3 reed, or 3 stone, you get 1 of that building resource from this card.

Hardware Store(1 VP. Cost 1W 1C.) C082

Each time after you use the "Day Laborer" action space, you can pay 2 food total to buy 1 wood, 1 clay, 1 reed, and 1 stone.

Early Cattle(-3 VP. Req 1 Pasture.) C083

When you play this card, you immediately get 2 cattle.

Perennial Rye(Req 2 Occs.Cost 1F.) C084

Each round that does not end with a harvest, you can pay 1 grain to breed exactly 1 type of animal. (This is not considered a breeding phase.)

Zigzag Harrow(Req 3 Fields in an "L" Shape. Cost 1W.) D001

You can immediately plow 1 field such that it competes a "zigzag" pattern:

Dwelling Plan(Cost 1F.) D002

You can immediately take a "Renovation" action.

Furrows D003

You can immediately sow in exactly 1 field.

Cross-Cut Wood(Req 3 Occs. Cost 1F.) D004

You immediately get a number of wood equal to the number of stone in your supply.

Field Clay(Req 1 Planted Field. Cost 1F.) D005

You immediately get 1 clay for each planted field you have.

Petrified Wood(Req 2 Occs.) D006

Immediately exchange up to 3 wood for 1 stone each.

Trident(Play in Round 3, 6, 9, or 12. Cost 1W.) D007

If you play this card in round 3/6/9/12, you immediately get 3/4/5/6 food.

Fern Seeds(Req 1 Empty and 2 Planted Fields.) D008

You get 2 food and 1 grain, which you must sow immediately.

Game Trade(Cost 2 Sheep.) D009

You immediately get 1 wild boar and 1 cattle. (Effectively, you are exchanging 2 sheep for 1 wild boar and 1 cattle.)

Stork's Nest(Req 5 Occs. Cost 1R.) D010

In the returning home phase of each round, if you have more rooms than people, you can pay 1 food to take a "Family Growth" action.

  • To clarify, this can only be used once per round.

Lawn Fertilzer D011

Your pastures of size 1 can hold up to 3 animals of the same type. (With a stable, they can hold up to 6 animals of the same type.)

Milking Place(1VP. Cost 1G.) D012

In the feeding phase of each harvest, you get 1 food. You can no longer hold animals in your house (not even via another card).

Trowel(Cost 1W.) D013

At any time, you can renovate your house to stone. From a wooden house, this costs 1 stone, 1 reed, and 1 food per room. From a clay house, this costs 1 stone per room.

Hammer Crusher(Cost 1W.) D014

Immediately before you renovate to stone, you get 2 clay and 1 reed and you can take a "Build Rooms" action.

Clay Supports(Cost 2W.) D015

Each time you build a clay room, you can pay 2 clay, 1 wood, and 1 reed instead of 5 clay and 2 reed.

Wooden Whey Bucket(Cost 1W 1F.) D016

Each time before you use the "Sheep Market"/"Cattle Market" accumulation space, you can build exactly 1 stable for 1 wood/at no cost.

Drill Harrow(Cost 1W.) D017

Each time before you take an unconditional "Sow" action, you can pay 3 food to plow 1 field.

Steam Plow(1VP. Cost 1W 1F.) D018

Immediately after each returning home phase, you can pay 2 wood and 1 food to use the "Farmland" action space without placing a person.

Pulverizer Plow(Req 1 Occ. Cost 2W.) D019

Immediately after each time you use a clay accumulation space, you can pay 1 clay to plow 1 field. If you do, place that 1 clay on the accumulation space.

Turnwrest Plow(Req 2 Occs. Cost 3W.) D020

Place 2 field tiles on this card. Each time you use the "Farmland" or "Cultivation" action space, you can also plow up to 2 fields from this card.

Recruitment(Req No People Left in the House. Cost 1F.) D021

Provided you have room in your house, each time you get a "Minor Improvement" action, you can take a "Family Growth" action instead.

Work Permit(Req At Least 1 Building Resource in Your Supply. Cost 1F.) D022

Add 1 to the current round for each building resource you have and place 1 person from your supply on the corresponding round space. In that round, you can use the person.

Pioneering Spirit D023

This card is an action space for you only. In rounds 3-5, it provides a "Renovation" action. In rounds 6-8, it provides your choice of 1 vegetable, wild boar, or cattle.

Brotherly Love(Cost 1F.) D024

As long as you have exactly 4 people, in the work phase of each round, you can place your third and fourth person immediately after one another, even on the same action space.

Witches' Dance Floor(See below for Req.) D025

This card is a field that you can sow in, an occupation, and the "Fireplace" major improvement with all of its effects. You can play it only via a "minor Improvement" action.

  • ERRATA: The card grants no actual Fireplace goods-to-food conversions.

  • This card counts as either 1 field, 1 occupation, 1 minor improvement, or 1 major improvement, whichever is most convenient when considering another effect. But it never counts as multiple entities at once.

Carpenter's Yard(1VP. Cost 1W 1R.) D026

You can build the "Joinery" and "Well" major improvement even when taking a "Minor Improvement" action, or you can build both with a single "Major Improvement" action.

Retraining(1VP. Req 1 Occ. Cost 1F.) D027

At the end of each turn in which you renovate, you can exchange your Joinery for the Pottery or your Pottery for the Basketmaker's Workshop.

Writing Desk(1VP. Req 2 Occs. Cost 1W.) D028

Each time you use a "Lessons" action space, you can play 1 additional occupation for an occupation cost of 2 food.

Muck Rake(Cost 1W.) D029

During scoring, you get 1 bonus point for exactly 1 unfenced stable holding exactly 1 sheep. The same applies to wild boar and cattle, if held in different unfenced stables.

Artisan District (1VP. Req 3 Occs. Cost 1S.)D030

During scoring, you get 2/5/8 bonus points for having 3/4/5 major improvements from the bottom row of the supply board.

Storeroom(1VP. Cost 1W 2S.) D031

During scoring, you get ? bonus point for each pair of grain plus vegetable you have (considering all crops in your supply and fields), rounded up.

Wood Rake(Cost 1W.) D032

During scoring, if you had at least 7 goods in your fields before the final harvest, you get 2 bonus points.

Summer House(Req Still in Wooden House. Cost 3W 1S.) D033

During scoring, if you live in a stone house, you get 2 bonus points for each unused farmyard space orthogonally adjacent to your house. (You still lose the points for these unused spaces.)

Luxurious Hostel(Cost 1W 2C.) D034

During scoring, if you then have more stone rooms than people, you get 4 bonus points. You can only use one card to get bonus points for your stone house.

Fodder Chamber(2VP. Cost 3S 3G.) D035

During scoring in a game with 1/2/3/4+ players, you get 1 bonus point for every 7th/5th/4th/3rd animal on your farm.

Breed Registry(Req No Sheep.) D036

During scoring, if you gained at most 2 sheep from sources other than breeding during the game and have not turned any sheep into food, you get 3 bonus points.

Sculpture(2VP. See Below for Req. Cost 1S.) D037

You can only play this card if there are more complete rounds left to play than you have unused farmyard spaces.

Milking Stool(Req 2 Occs. Cost 1W.) D038

In the field phase of each harvest, if you have at least 1/3/5 cattle, you get 1/2/3 food. During scoring, you get 1 bonus point for every 2 cattle you have.

Truffle Slicer(Play in Round 8 or Later. Cost 1W.) D039

Each time you use a wood accumulation space, if you have at least 1 wild boar, you can pay 1 food for 1 bonus point.

Cesspit(-1VP. Req 2 Fields and 1 Occ.) D040

Alternate placing 1 clay and 1 wild boar on each remaining round space, starting with clay. At the start of these rounds, you get the respective good.

Horse-Drawn Boat(Req 3 Occs. Cost 2W.) D041

Alternate placing 1 food and 1 sheep on each remaining round space, starting with food. At the start of these rounds, you get the respective good.

Education Bonus(Req 2 Imps. Cost 1F.) D042

After you play your 1st/2nd/3rd/4th/5th/6th occupation this game, you immediately get 1 grain/clay/reed/stone/

vegetable/field (not retroactively).

Hutch(1VP. Cost 1W 1R.) D043

Place 0, 1, 2, and 3 food in this order on the next 4 round spaces. At the start of these rounds, you get the food.

Forest Well(1VP. Req 2 Occs. Cost 1S 1F.) D044

Place 1 food on each remaining round space, up to the amount of wood in your supply. At the start of these rounds, you get the food.

Sheep Well(2VP. Cost 2S.) D045

Place 1 food on each of the next round spaces, up to the number of sheep you have. At the start of these rounds, you get the food.

Pellet Press(Req 2 Occs. Cost 2C.) D046

Once per round, you can pay 1 reed. If you do, place 1 food on each of the next 4 round spaces. At the start of these rounds, you get the food.

Churchyard(1VP. Req 10 Cards in Front of You. Cost 1S 1R.) D047

Place 2 food on each remaining round space. At the start of these rounds, you get the food.

  • Cards must be Occupations and Improvements.

Civic Facade(Req 3 Rooms. Cost 1C.) D048

Before the start of each round, if you have more occupations than improvements in your hand, you get 1 food.

Bookshelf(1VP. Req 3 Occs. Cost 1W.) D049

Immediately before each time you play an occupation (even before paying the occupation cost), you get 3 food.

Foreign Aid(Play in Round 11 or Before.) D050

When you play this card, you immediately get 6 food. You may no longer use the action spaces of rounds 12 to 14.

Archway(4VP. Req No Occs. Cost 2C.) D051

This card is an action space for all. A player who uses it immediately gets 1 food. Immediately before the returning home phase, they can use an unoccupied action space with the person from this card.

Rolling Pin(Req 1 Occ. Cost 1W.) D052

In the returning home phase of each round, if you have more clay than wood in your supply, you get 1 food.

Tea House(2VP. Req Play in Round 6 or Later. Cost 1W 1S.) D053

Once per round, you can skip placing your second person and get 1 food instead. (You can place the person later that round.)

Trout Pool(1VP. Cost 2C.) D054

At the start of each work phase, if there are at least 3 food on the "Fishing" accumulation space, you get 1 food from the general supply.

New Market(1VP. Cost 1W 1C.) D055

Each time you use an action space card on round spaces 8 to 11, you get 1 additional food.

Fatstock Stretcher(Cost 1W.) D056

Each time you turn a sheep or wild boar into food using a cooking improvement, you get 1 additional food.

Wholesale Market(3VP. Cost 2W 2V.) D057

Place 1 food on each remaining round space. At the start of these rounds, you get the food.

Gritter (Play in Round 5 or Later. Cost 1W.) D058

At the end of each action in which you sow vegetables in a field, you get 1 food for each vegetable field you have (including the new ones).

Earth Oven(3VP. Return a Fireplace.) D059

At any time, you may convert goods to food as follows: Vegetable → 3 Food; Sheep → 2 Food; Wild boar → 3 Food; Cattle → 3 Food. Whenever you bake bread, you may convert: Grain → 2 Food.

  • This card counts as either 1 minor improvement or 1 major improvement, whichever is most convenient when considering another effect. But it never counts as 2 improvements at once.

  • 《You may bake bread and convert other goods to food at the same time, in order to activate the Gypsy’s Crock C053.》

Large Pottery(3VP. Return the Pottery. Cost 1C 1S.) D060

At any time, you can use the Large Pottery to convert 1 Clay to 2 Food. At the end of the game, you may spend 3/5/6/7 Clay from your supply to earn 1/2/3/4 bonus points.

Bale of Straw D061

At the start of each harvest, if you have at least 3 grain fields (including field cards with planted grain), you get 2 food.

Beer Tap(Cost 1W.) D062

When you play this card, you immediately get 2 food. In the feeding phase of each harvest, you can turn 2/3/4 grain into 3/6/9 food.

Lynchet D063

In the field phase of each harvest, you get 1 food for each harvested field tile that is orthogonally adjacent to your house.

Baking Course(Req 1 Occ.) D064

At the end of each round that does not end with a harvest, you can take a "Bake Bread" action. Whenever you bake bread, you may convert: Grain → 2 Food.

Grain Sieve(Cost 1W.) D065

In the field phase of each harvest, if you harvest at least 2 grain, you get 1 additional grain from the general supply.

Potter CeramicsD066

Each time before you take a "Bake Bread" action, you can exchange exactly 1 clay for 1 grain.

Reap Hook(Cost 1W.) D067

Place 1 grain on each of the next 3 of the round spaces 4, 7, 9, 11, 13, and 14. At the start of these rounds, you get the grain.

Small Basket(Req 2 Occs.) D068

Each time you use the "Reed Bank" accumulation space, you can pay 1 reed to get 1 vegetable. If you do in a game with 4+ players, place that 1 reed on the accumulation space.

Small Greenhouse(1VP. Req 1 Occ. Cost 2W.) D069

Add 4 and 7 to the current round and place 1 vegetable on each corresponding round space. At the start of these rounds, you can buy the vegetable for 1 food.

Straw Manure(Req 2 Fields.) D070

Before the field phase of each harvest, you can pay 1 grain from your supply to add 1 vegetable to each of up to 2 vegetable fields.

Changeover D071

At any time, if a field contains exactly 1 good as a result of a harvest, you can discard that good and immediately take a "Sow" action limited to that field.

Stable Manure(Req At Most 1 Occ.) D072

In the field phase of each harvest, you can harvest 1 additional good from a number of fields equal to the number of unfenced stables you have.

Supply Boat(1VP. Req 1 Occ. Cost 1W.) D073

Each time after you use the "Fishing" accumulation space, you can choose to buy 1 grain for 1 food, or 1 vegetable for 3 food.

Royal Wood(Cost 1F.) D074

At the end of each turn in which you use the "Farm Expansion" action space or build an improvement, you get 1 wood back for every 2 wood paid during those actions (rounded down).

Wood Field(1VP. Req 1 Occ. Cost 1F.) D075

You can plant wood on this card as though it were 2 fields, but it is considered 1 field. Sow and harvest wood on this card as you would grain.

  • ERRATA: add “You can plant only wood on this card.”

  • You may plant 2 wood at once with 1 trigger of the Chief Forester A115.

  • Planted wood may not be spent during scoring for the Joinery 8 / 18.

Social Benefits(Req At Most 1 Occ. Cost 1R.) D076

Immediately after the feeding phase of each harvest, if you have no food left, you get 1 wood and 1 clay.

Recycled Brick(Req 3 Occs. Cost 1F.) D077

Each time any player (including you) renovates to stone, you get 1 clay for each newly renovated room.

Reed Pond(Req 3 Occs.) D078

Place 1 reed on each of the next 3 round spaces. At the start of these rounds, you get the reed.

Carrot Museum(2VP. Play in Round 8 or Before. Cost 1W 2C.) D079

At the end of rounds 8, 10, and 12, you get 1 stone for each vegetable field you have and a number of wood equal to the number of vegetables in your supply.

Brick Hammer(Cost 1W/1F.) D080

Each time after you build an improvement costing at least 2 clay, you get 1 stone.

Roof Ladder(Cost 1W.) D081

Each time you renovate, you pay 1 fewer reed and, at the end of the action, you get 1 stone.

Hunting Trophy(1VP. Return or Cook 1 Wild Boar.) D082

Improvements built on "House Redevelopment" cost you 1 building resource of your choice less. Fences built on "Farm Redevelopment" cost you a total of 3 wood less.

  • Alone, “built” can refer to either improvement type.

Pigswill(Cost 2F/1G.) D083

Each time you use the "Fencing" action space, you also get 1 wild boar.

Feed PelletsD084
When you play this card, you immediately get 1 sheep. In the feeding phase of each harvest, you can exchange exactly 1 vegetable for 1 animal of a type you already have.

Occupations

HomekeeperA085

Exactly one clay or stone room in your house can hold an additional person if the room is adjacent to both a field and a pasture.

  • Field cards may not count as adjacent.

  • If the room later loses adjacency to the field and/or pasture, the capacity for an additional person is lost (e.g. after playing Overhaul C001)

Animal TamerA086

When you play this card, you immediately get your choice of 1 wood or 1 grain. Instead of just 1 animal total, you can keep any 1 animal in each room of your house.

  • This effect is negated by the Milking Place D012.

ConservatorA087

You can renovate your wooden house directly to stone without renovating it to clay first.

  • You may decline this ability.

Hedge KeeperA088

Each time you take a "Build Fences" action, you do not have to pay wood for 3 of the fences you build.

  • You may spend 0 wood to build 1-3 fences.

  • Mini Pasture B002, Overhaul C001, and other fencing effects that are not the literal “Build Fences” action, do not trigger this card.

Stable PlannerA089

Add 3, 6, and 9 to the current round. You can place 1 stable on each corresponding round space. At the start of these rounds (not earlier), you can build the stable at no cost.

  • Stables built this way are not built on your turn and do not trigger Stable Tree A074 or Farmyard Manure A043.

Plow DriverA090

Once you live in a stone house, at the start of each round, you can pay 1 food to plow 1 field.

  • If played by the Scholar B097, the effect can be used immediately.

Shifting CultivatorA091

Each time you use a wood accumulation space, you can also play 3 food to plow 1 field.

  • Food obtained via the Basket A056, or any other effect “after” using the space may not be used to pay for this effect.

Adoptive ParentsA092

For 1 food, you can take an action with offspring in the same round you get it. If you do, the offspring does not count as "newborn".

  • This card may be played and triggered any time after growth in the same round’s work phase.

  • If this effect is used in a Harvest round, the person must be fed 2 food in the Harvest (3 for solo game.)

Bed MakerA093

Each time you add rooms to your house, you can also pay 1 wood and 1 grain to immediately get a "Family Growth with Room Only" action.

  • This card allows exactly 1 growth action regardless of how many rooms are built.

Lazy SowmanA094

Each time you decline an unconditional "Sow" action on your turn, you can immediately place another person on an action space of your choice (even if it is occupied).

  • ERRATA: “Meeting Place” may never be used again if occupied. 

  • You may repeat this effect on action spaces that allow you to decline such a “Sow” action (e.g. only plowing on “Cultivation” multiple times.)

AnglerA095

Each time after you use the "Fishing" Accumulation space while there are at most 2 food on that space, you get a "Major or Minor Improvement" action.

Task ArtisanA096

When you play this card and each time a stone accumulation space appears on a round space in the preparation phase, you get 1 wood and a "Minor Improvement" action.

FreshmanA097

Each time you get a "Bake Bread" action, instead of taking the action, you can play an occupation without paying an occupation cost.

  • ERRATA: The effect is limited to once per turn.

  • You may use the “Grain Utilization” space while being unable to Sow or Bake Bread, as this card substitutes the “Bake Bread” action.

Stable ArchitectA098

During scoring, you get 1 bonus point for each unfenced stable in your farmyard.

Fellow GrazerA099

During scoring, you get 2 bonus points for each pasture you have covering at least 3 farmyard spaces.

CuratorA100

In the returning home phase of each round, if you return at least 3 people from accumulation spaces, you can buy 1 bonus point for 1 food.

Cookery OutfitterA101

During scoring, you get 1 bonus point for each cooking improvement you have.

  • Ovens do not count towards this card.

GrocerA102

Pile the following goods on this card (wood, grain, reed, stone, vegetable, clay, reed, vegetable). At any time, you can buy the top good for 1 food.

  • You may buy any amount of goods at once.

PortmongerA103

Each time you take 1/2/3+ food from a food accumulation space, you also get 1 vegetable/grain/reed.

Wood HarvesterA104

In the field phase of each harvest, you get 1 wood/1 food for each wood accumulation space with exactly 2 wood/at least 3 wood.

Barrow PusherA105

For each new field tile you get, you also get 1 clay and 1 food.

Slurry SpreaderA106

In the field phase of each harvest, each time you take the last grain/vegetable from a field, you also get 2 food/1 food.

CatcherA107

Each time you place your 1st/2nd/3rd person in a round on a building resource accumulation space with exactly 5/4/3 building resources, you get 1 food.

Mushroom CollectorA108

Immediately after each time you use a wood accumulation space, you can exchange 1 wood for 2 food. If you do, place the wood on the accumulation space.

  • You may take less than 1 wood from a wood accumulation space and still use this effect.

  • Food obtained from this effect may not be used to pay for Shifting Cultivator A091.

Small TraderA109

Each time you take a "Major or Minor Improvement" action to play an improvement from your hand, you also get 3 food.

RoughcasterA110

Each time you build at least 1 clay room or renovate your house from clay to stone, you also get 3 food.

Wall BuilderA111

Each time you build at least 1 room, you can place 1 food on each of the next 4 round spaces. At the start of these rounds, you get the food.

Scythe WorkerA112

When you play this card, you immediately get 1 grain. In the field phase of each harvest, you can harvest 1 additional grain from each of your grain fields.

Heresy TeacherA113

Each time you use a "Lessons" action space, you get 1 vegetable in each of your fields with at least 3 grain and no vegetable. Place the vegetable below the grain.

  • Fields with both crops can count as a grain field or a vegetable field, but not both simultaneously.

Seasonal WorkerA114

Each time you use the "Day Laborer" action space, you get 1 additional grain. From Round 6 on, you can choose to get 1 vegetable instead.

Chief ForesterA115

Each time you use a wood accumulation space, you also get a "Sow" action for exactly 1 field.

  • You may sow 2 wood onto the Wood Field D075.

Wood CutterA116

Each time you use a wood accumulation space, you get 1 additional wood.

Wood CarrierA117

When you play this card, you immediately get 1 wood for each improvement in front of you.

TreegardenerA118

In the field phase of each harvest, you get 1 wood and you can buy up to 2 additional wood for 1 food each.

  • 《You may use this card to activate the Shaving Horse A048 twice if and only if you have another decision during the field phase to separate this card’s effect into two distinct parts, e.g. paying wood and food with Cube Cutter C098.》

Firewood CollectorA119

Each time you use the "Farmland", "Grain Seeds", Grain Utilization", or "Cultivation" action space, at the end of that turn, you get 1 wood.

  • Common misread: the effect is triggered every turn.

Clay Hut BuilderA120

Once you no longer live in a wooden house, place 2 clay on each of the next 5 round spaces. At the start of these rounds, you get the clay.

Clay PuncherA121

When you play this card and each time after you use a "Lessons" action space or the "Clay Pit" accumulation space, you get 1 clay.

Pan BakerA122

Each time you use the "Grain Utilization" action space, you also get 2 clay and 1 wood.

Frame BuilderA123

Each time you build a room/renovate, but only once per room/action, you can replace exactly 2 clay or 2 stone with 1 wood.

  • The effect may be applied once for each room built.

KnapperA124

Each time before you use an action space card on round spaces 5 to 7, you get 1 stone.

PriestA125

When you play this card, if you live in a clay house with exactly 2 rooms, you immediately get 3 clay, 2 reed, and 2 stone.

  • If played prior to having exactly 2 clay rooms, there is no effect.

Master WorkmanA126

Each time before you use an action space card on round spaces 1/2/3/4, you get 1 wood/clay/reed/stone.

LodgerA127

This card provides room for one person, but only until the returning home phase of round 9. If, by then, there is no room elsewhere for that person, remove it from play.

  • If you remove it from play, it can never grow back.

  • This card does not count as a room.

Riparian BuilderA128

Each time another player uses the "Reed Bank" accumulation space, you can build a room: if you build a clay/stone room, you get a discount of 1 clay/2 stone.

SwagmanA129

Immediately after each time you use the "Farm Expansion" or "Grain Seeds" action space, you can use the respective other space with the same person (even if it is occupied).

  • ERRATA: The “jump” to a second action space may only be done once per turn.

  • The person ends on the second action space used.

Mummy's BoyA130

Once per round, when placing a person after your first two, you can place it on the action space with your 2nd person and use that space again. (Mark the action space).

Craft TeacherA131

Each time after you build the major improvement "Joinery", "Pottery", and "Basketmaker's Workshop", you can play up to 2 occupations without paying an occupation cost.

  • This card triggers every time you build one of the mentioned major improvements in any way.

PublicanA132

Each time before another player takes an unconditional "Sow" action, you can give them 1 grain from your supply to get 1 bonus point.

BraggartA133

During the scoring, you get 2/3/4/5/7/9 bonus points for having at least 5/6/7/8/9/10 improvements in front of you.

Full FarmerA134

When you play this card, you immediately get 1 wood and 1 clay. During scoring, you get 1 bonus point for each pasture you have holding the maximum number of animals.

Animal ReeveA135

If there are still 1/3/6/9 complete rounds left to play, you immediately get 1/2/3/4 wood. During scoring, each player with 2+/3+/4+ animals of each type gets 1/3/5 bonus points.

Drudgery ReeveA136

If there are still 3/6/9 complete rounds left to play, you immediately get 2/3/4 wood. During scoring, each player with 1+/2+/3+ building resources of each type gets 1/3/5 bonus points.

  • The resources worth bonus points for the craft majors are spent and DO NOT count towards this card’s bonus effect.

  • These resources DO count towards the tiebreaker.

Riverine ShepherdA137

Each time you use the "Sheep Market" or "Reed Bank" accumulation space, you can also take 1 good from the respective other accumulation space, if possible.

HarpoonerA138

Each time you use the "Fishing" accumulation space you can also pay 1 wood to get 1 food for each person you have, and 1 reed.

Hollow WardenA139

When you play this card, you immediately get a "Major Improvement" action to build a Fireplace. Each time you use the "Hollow" accumulation space, you also get 1 food.

Shovel BearerA140

Each time you use the "Clay Pit" or "Hollow" accumulation space, you also get a number of food equal to the amount of clay on the respective other accumulation space.

Turnip FarmerA141

At the start of the returning home phase of each round, if both the "Day Laborer" and "Grain Seeds" action spaces are occupied, you get 1 vegetable.

CordmakerA142

Each time any player (including you) takes at least 2 reed from the "Reed Bank" accumulation space, you can choose to take 1 grain or buy 1 vegetable for 2 food.

StonecutterA143

Every improvement, room, and renovation costs you 1 stone less.

SequestratorA144

Place 3 reed and 4 clay on this card. The next player to have 3 pastures/5 field tiles get the 3 reed/4 clay (not retroactively).

RopemakerA145

At the end of each harvest, you get 1 reed from the general supply.

Storehouse StewardA146

Each time you take exactly 2/3/4/5 food from a food accumulation space, you also get 1 stone/reed/clay/wood. (If you take 6 or more food, you do not get a bonus good).

Animal DealerA147

Each time you use the "Sheep Market", "Pig Market", "or "Cattle Market" accumulation space, you can buy 1 additional animal of the respective type for 1 food.

WoolgrowerA148

This card can hold a number of sheep equal to the number of completed feeding phases.

House ArtistA149

Each time you use the "Traveling Players" accumulation space, you also get a "Build Rooms" action. Each room you build during the action costs you 1 reed less.

StagehandA150

Each time another player uses the "Traveling Players" accumulation space, you can take your choice of a "Build Fences", "Build Stables", or "Build Rooms" action.

MinstrelA151

At the start of each returning home phase, if only one action space card on round space 1 to 4 is unoccupied, you can use that action space.

  • ERRATA: “…use the effect of that action space.

  • The space is not considered used, e.g. for Master Workman A126.

Night-School StudentA152

Each returning home phase in which no player returns a person from a "Lessons" action space, you can play an occupation for an occupation cost of 1 food.

Pig OwnerA153

The first time after you play this card that you have 5 wild boars on your farm, you immediately get 3 bonus points.

  • If you have at least 5 boar when playing this card, you must have 4 or fewer boar at some later time in order to eventually receive the bonus points.

PaymasterA154

Each time another player uses a food accumulation space, you can give them 1 grain from your supply to get 1 bonus point.

ConjurerA155

Each time you use the "Traveling Players" accumulation space, you get an additional 1 wood and 1 grain.

BuyerA156

Each time another player uses a reed, stone, sheep, or wild boar accumulation space, you can pay them 1 food to get 1 good of the respective type from the general supply.

BohemianA157

At the start of each returning home phase, if at least one "Lessons" action space is unoccupied, you get 1 food.

Culinary ArtistA158

Each time another player uses the "Traveling Players" accumulation space, you can exchange your choice of 1 grain/sheep/vegetable for 4/5/7 food.

Joiner of the SeaA159

Each time another player uses the "Fishing"/"Reed Bank" accumulation space, you can give them 1 wood to get 2 food/3 food from the general supply.

LutenistA160

Each time another player uses the "Traveling Players" accumulation space, you get 1 food and 1 wood. Immediately after, you can buy exactly 1 vegetable for 2 food.

Patch CaretakerA161

Each time you use an accumulation space while already having used another accumulation space for the same type of good that work phase, you also get 1 vegetable.

Forest TallymanA162

Each time both the "Forest" and "Clay Pit" accumulation spaces are occupied, you can use the gap between them as an action space to get 2 clay and 3 wood.

Building Expert