The Unofficial Agricola Compendium

The Unofficial Agricola Compendium
The Unofficial Agricola Compendium
Version 7.1 (2010-01-03)
This is a complete list of minor improvements and occupations in the game Agricola.
Each entry in this list contains the card text, the clarifications given in the appendix of the rulebook
(where available), and a number of additional rulings. Many of these rulings are based on clarifications
by Uwe Rosenberg, the game author, and Hanno Girke of Lookout Games. New rulings will be added
when they’re posted on BoardGameGeek or the Lookout-Games.de forums.
Some of the rulings have been made up entirely by me. These rulings are entirely unofficial, and can
be changed at all times, for example when the game author contradicts them. These unofficial rulings
are enclosed in hooks like this , and can be accepted or ignored as you wish.
This document is based on the German second edition of the game. The translation is based on (but
not the same as) the translation by Melissa Rogerson.
1
Improvements
Fireplace
(1VP. Cost 2C/3C.) A1/A2
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 several 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 E19.
⇒ Is not an oven.
⇒ 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 fireplace.) A3/A4
At any time, you may convert goods to food as follows: vegetable → 3 food; sheep → 2 food; wild
boar → 3 food; cattle → 4 food. Whenever you
bake bread, you may convert: grain → 3 food.
⇒ If you upgrade the Fireplace A1/A2 major improvement, the card is returned to the major
improvements board. If the minor improvement
Simple Fireplace E20 is upgraded, it is removed
from the game.
⇒ You can own more than one Cooking Hearth.
⇒ With this card, you can convert several 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 E19.
⇒ Is not an oven.
⇒ 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.
Clay Oven
(2VP. Cost 3C 1S.) A5
Whenever you bake bread, you can turn exactly 1
grain into 5 food. When you take this card, you
can also bake bread immediately.
⇒ When you play this card, you may bake
bread with all of your ovens and other suitable
improvements.
Stone Oven
(3VP. Cost 3S 1C.) A6
Whenever you bake bread, you can turn up to 2
grain into 4 food each. When you take this card,
you can bake bread immediately.
⇒ When you play this card, you may bake
bread with all of your ovens and other suitable
improvements.
Joinery
(2VP. Cost 2W 2S.) A7
In each harvest, you can use the Joinery to convert
exactly 1 wood to 2 food. At the end of the game,
you receive 1/2/3 bonus points for 3/5/7 wood.
⇒ At the end of the game, wood on the Copse
I78 and the Forester K278 counts. Wood on the
Basin Maker K273 and Resource Seller K310
does not count.
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The Unofficial Agricola Compendium v. 7.1
Pottery
(2VP. Cost 2C 2S.) A8
In each harvest, you can use the Pottery to convert
exactly 1 clay to 2 food. At the end of the game,
you receive 1/2/3 bonus points for 3/5/7 clay.
Building Material
E16
You receive either 1 wood or 1 clay when you play
this card. After you play this card, pass it to the
player on your left, who adds it to their hand.
Basketmaker’s Workshop
(2VP. Cost 2R 2S.) A9
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 receive 1/2/3 bonus points
for 2/4/5 reed.
Well
(4VP. Cost 3S 1W.) A10
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.
Field
(Cost 1F.) E11
When you play this card, immediately plough 1
field. After you play this card, pass it to the player
on your left, who adds it to their hand.
⇒ You may not use a plough or the Harrow I68
when you play this card.
⇒ In a solo game, this card is removed from the
game after you play it.
Fishing Rod
(Cost 1W.) E12
Whenever you use the “Fishing” action space, you
receive 1 additional food. From round 8, you receive 2 additional food.
Axe
(Cost 1W 1S.) E13
Whenever you add a room to your wooden hut, you
only pay 2 wood and 2 reed.
⇒ If you build more than one room, you can use
the Axe for each room.
⇒ If besides the Axe, you also have the Carpenter
E218, you may not use both cards for the same
room. If you build more than one room, you can
choose a different card for each room.
⇒ After you’ve used the Axe, you may use the
Clay Roof E36, Ladder I91, Straw-thatched
Roof I99, Brushwood Roof K136, Thatcher
E157, Brushwood Collector K294, and/or Wood
Carver K301 to further change the cost of the
room.
Baker’s Oven
(3VP. Return 1 oven.) E14
Whenever you bake bread, you can use the Baker’s
Oven to convert up to 2 grain into 5 food each.
When you play this card, you can also bake bread
immediately.
⇒ The old oven is returned: the Clay Oven A5
and Stone Oven A6 are returned to the major
improvements, the Wood-fired Oven E27 is removed from the game.
⇒ When you play this card, you may bake
bread with all of your ovens and other suitable
improvements.
Baking Tray
(Cost 1W.) E15
The Clay Oven A5 and Stone Oven A6 are minor
improvements for you. The Clay Oven, Stone Oven
and Wood-fired Oven E27 cost you 1 building resource (of your choice) less.
⇒ In a solo game, this card is removed from the
game after you play it.
Windmill
(2VP. Cost 3W 1S.) E17
At any time, you can convert grain to 2 food (without having to bake bread).
⇒ Using the Windmill does not count as baking.
⇒ The grain that you want to convert into 2 food
may not be on fields; it must be taken from your
personal supply.
Bean Field
(1VP. Req 2 occ.) E18
When you sow, you can plant vegetables on this
card as though it were a field.
⇒ Does not count as a field when scoring.
⇒ When you sow on the Bean Field, you may use
the Potato Dibber E32, Fieldsman I219, and
Smallholder K286 to plant extra vegetables.
⇒ If you have vegetable markers on the Bean Field,
it counts as a prerequisite for the Herb Garden
K130 and the Strawberry Patch I69.
⇒ It is allowed to choose an action space with a
sowing action, only to sow on the Bean Field.
Gypsy’s Crock
(1VP. Cost 2C.) E19
Whenever you convert any 2 goods to food at one
time using a Fireplace A1/A2, Cooking Hearth
A3/A4 or Cooking Corner I85, you receive 1 additional food.
⇒ If you convert 4 goods at once, you receive 2 additional food; for 6 goods, 3 additional food, etc.
⇒ Goods includes animals.
⇒ Baking bread counts as converting goods to food.
⇒ Is also activated if you convert two different types
of goods, or use two different improvements at the
same time. You may bake 1 bread and convert 1
other good at the same time; this also activates
the Gypsy’s Crock.
Simple Fireplace
(1VP. Cost 1C.) E20
At any time, you may convert goods to food as follows: vegetable → 2 food; sheep → 1 food; wild
boar → 2 food; cattle → 3 food. Whenever you
bake bread, you may convert: grain → 2 food.
⇒ The Simple Fireplace counts as a Fireplace
A1/A2; for example, it can be upgraded to a
Cooking Hearth A3/A4, and playing the Simple
Fireplace activates the Charcoal Burner E182.
⇒ Is removed from the game when upgraded to a
Cooking Hearth.
⇒ You can own more than one Fireplace.
⇒ With this card, you can convert several 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 E19.
⇒ Is not an oven.
1. Improvements
3
⇒ 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.
Shepherd’s Pipe
(Req 1 sheep.) E29
You can hold up to 2 additional sheep in each of
the pastures where you keep sheep. You can keep
up to 2 sheep in each unfenced stable.
Half-timbered House
(Cost 1W 1C 1R 2S.) E21
At the end of the game, you receive 1 bonus point
for each room in your stone house.
⇒ Also increases the capacity of the Animal Yard
E58 and the Wildlife Reserve I102.
⇒ In total, you receive 3 points instead of 2 per
room.
⇒ If you do not renovate to a stone house, or if you
have also played the Mansion K144, there is no
advantage.
⇒ The Half-timbered House’s bonus points are in
addition to the extra points from the Chief E172
Raft
(1VP. Cost 2W.) E22
Whenever you use the “Fishing” action space, you
receive an additional 1 food or 1 reed.
Manger
(Cost 2W.) E23
At the end of the game, if your pastures occupy
6/7/8/9+ farmyard spaces, you receive 1/2/3/4
bonus points.
⇒ The deciding factor is the number of fenced
spaces in the farmyard. It is irrelevant how many
pastures there are.
Animal Pen
(1VP. Cost 2W. Req 4 occ.) E24
Place 2 food on each remaining round space. At
the start of each round, you receive the food.
Spices
E25
Whenever you convert vegetables to food using
a Fireplace A1/A2, Cooking Hearth A3/A4 or
Cooking Corner I85, you receive 1 additional food.
⇒ If you convert several vegetables to food at the
same time, you receive 1 food for each vegetable.
Plane
(Cost 1W.) E26
Whenever you turn 1 wood into food using the Joinery A7, Sawmill K122 or Cabinetmaker I258, you
receive 1 additional food. You can choose instead
to turn a second wood into exactly 2 food.
Wood-fired Oven
(2VP. Cost 3W 1S.) E27
Whenever you bake bread, you can use the Woodfired Oven to turn any number of grain into 3 food
each. When you play this card, you can also bake
bread immediately.
⇒ When you play this card, you may bake
bread with all of your ovens and other suitable
improvements.
Clogs
(Cost 1W.) E28
At the end of the game, you receive 1 bonus point
for a clay hut, or 2 bonus points for a stone house.
⇒ This card is worth 2 points even if you receive
bonus points for the Half-timbered House E21
or the Mansion K144.
⇒ If you have the Chief’s Daughter E173 as well,
you get points for both cards.
⇒ If you also have the Stablemaster E208, the
Shepherd’s Pipe has no effect on the unfenced
stable for which the Stablemaster is used, but it
still affects your other unfenced stables.
Canoe
(1VP. Cost 2W. Req 2 occ.) E30
Whenever you use the “Fishing” action space, you
receive an additional 1 food and 1 reed.
Carp Pond
(1VP. Req 2 impr 1 occ.) E31
Place 1 food on each remaining odd-numbered
round space. At the start of these rounds, you receive the food.
⇒ Only improvements and occupations that are
open in front of you count.
Potato Dibber
(Cost 1W.) E32
Whenever you sow fields with vegetables, place 1
additional vegetable from the general supply on
each newly sown stack of vegetables.
⇒ Additional vegetables are also placed on Bean
Field E18, Turnip Field K137 and Lettuce Patch
E47.
Ceramics
(Cost 1C. Req 1 oven.) E33
When you play this card, you receive 2 food. From
now, the Pottery A8 is a minor improvement for
you and costs you nothing.
⇒ You still have to take a minor improvement action to take the Pottery. You cannot take the
Pottery if another player already has taken it.
Basket
(Cost 1R.) E34
Whenever you use a person’s action to take wood
that is on an action space, you can leave 2 of that
wood on the action space and receive 3 food in exchange.
⇒ If you also have the Mushroom Collector E196,
you can use both cards to leave 3 wood to receive
5 food.
⇒ You may use this card only once per action.
⇒ You can use an action space with only 2 wood
on it, and only take 3 food (and no wood). This
still counts as taking wood, and activates e.g. the
Berry Picker E152, Wood Cart I79, and Pieceworker K268.
⇒ If there is less than 2 wood on the action space,
for example because of the Wood Distributor
K284, you may not use the Basket; not even
when you receive additional wood from e.g. the
Wood Cart.
Corn Scoop
(Cost 1W.) E35
Whenever you use the “Take 1 Grain” action space,
you receive 1 additional grain.
Clay Roof
(1VP. Req 1 occ.) E36
You can replace 1 or 2 reed with the same amount
of clay whenever you extend or renovate your home.
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⇒ When building a room, you may choose to use 1
reeds and 1 clay instead of the 2 reeds required.
⇒ Can be used for every room you build, if you build
more than 1 room.
⇒ You may use other cards that change the costs
of a room or a renovation together with the Clay
Roof for the same action. These cards may even
affect the clay cost introduced by the Clay Roof;
e.g. with Clay Roof and Frame Builder K272
you can add a room to your wooden hut for 6
wood.
Clay Supports
(Cost 2W.) E37
Whenever you add a room to your clay hut, you
can pay 2 clay, 1 wood and 1 reed instead of 5 clay
and 2 reed.
⇒ If you build more than one room at the same
time, you may use the Clay Supports for all of
the rooms, or, alternatively, you may build some
rooms for 5 clay & 2 reeds and other rooms for 2
clay, 1 wood, and 1 reeds.
⇒ If besides the Clay Supports, you also have the
Clay Plasterer I241 and/or Carpenter E218, you
may use only one of these three cards at the same
time. If you build more than one room, you can
choose the same or a different card for each room.
⇒ After you’ve used the Clay Supports, you may
use the Clay Roof E36, Ladder I91, Strawthatched Roof I99, Brushwood Roof K136,
Thatcher E157, Bricklayer I243, Frame Builder
K272, and/or Brushwood Collector K294 to further change the cost of the room.
Madonna Statue
(2VP. Return 2 impr.) E38
The Madonna Statue has no effect.
⇒ You must discard 2 improvements that are on the
table in front of you. You may not discard cards
from your hand.
⇒ It is irrelevant whether you discard major or minor improvements.
⇒ If a discarded improvement would have given you
something (resources, food, etc.) in a later round,
you lose that claim.
⇒ If you discard a major improvement, it is returned to the major improvements board. If you
discard a minor improvement, it is removed from
the game.
Market Stall
(Cost 1 grain.) E39
When you play this card, you receive 1 vegetable.
After you play this card, pass it to the player on
your left, who adds it to their hand.
⇒ The grain that you pay to play this card may not
come from a field.
⇒ Activates the Market Woman K292 when
played, but not the Pieceworker K268.
⇒ You may not play this card without grain in your
personal supply — not even in combination with
the Market Woman.
⇒ In a solo game, this card is removed from the
game after you play it.
Mini Pasture
(Cost 2F.) E40
When you play this card, immediately fence one
space in your farmyard. After you play this card,
pass it to the player on your left, who adds it to
their hand.
⇒ You do not need to pay wood for the fences.
⇒ Activates the Hedge Keeper E175, Farmer
E160, Stablehand E207 and Animal Breeder
K307 when played.
⇒ The space must be unfenced before playing this
card. It may contain a stable.
⇒ You must follow the usual rules for building
fences: if you already have pastures, the new
pasture must border an existing one. If you
build more fences this turn, e.g. with the Hedge
Keeper, you only check at the end of your turn if
the pastures are legal.
⇒ In a solo game, this card is removed from the
game after you play it.
Millstone
(Cost 1W.) E41
Whenever you bake 1 or more grain into bread, you
receive 2 additional food.
⇒ With the Baker E150, you receive at most 2 additional food from the Millstone in each harvest.
⇒ Is activated when you use any oven, the Fireplace A1/A2, Cooking Hearth A3/A4, Cooking
Corner I85, Baker’s Kitchen I65, or Bakehouse
K106 to convert grain to food.
⇒ Is not activated if you use the “Sow and Bake
Bread” action space, but don’t bake.
⇒ Bread is not baked if schnaps is distilled or beer
is brewed, or when a Water Mill I103, Windmill
E17 or Hand Mill I75 is used.
Helpful Neighbours
(Cost 1W or 1C.) E42
When you play this card, you receive either 1 stone
or 1 reeds. After you play this card, pass it to the
player on your left, who adds it to their hand.
⇒ In a solo game, this card is removed from the
game after you play it.
Fruit Tree
(1VP. Req 3 occ.) E43
Place 1 food on each remaining round space for
rounds 8 to 14. At the start of these rounds, you
receive food.
⇒ You do not receive food for the current round, or
any of the earlier rounds.
Outhouse
(2VP. Cost 1W 1C.) E44
The Outhouse has no effect. You can only build it
if at least one other player has fewer than 2 occupations.
⇒ It is irrelevant how many occupations you have
played yourself.
⇒ In a 1-player game, you can only build the
Outhouse if you have fewer than 2 occupations
yourself.
Private Forest
(Cost 2F.) E45
Place 1 wood on each remaining even-numbered
round space. At the start of these rounds, you receive the wood.
1. Improvements
5
Sack Cart
(Cost 2W. Req 2 occ.) E46
Place 1 grain each on the spaces for rounds 5, 8, 11
and 14. At the start of these rounds, you receive
the grain.
Stable
(Cost 1W.) E52
When you play this card, immediately build 1 stable. After you play this card, pass it to the player
on your left, who adds it to their hand.
⇒ You do not receive grain for the current round,
or any of the earlier rounds.
⇒ In a solo game, this card is removed from the
game after you play it.
Lettuce Patch
(1VP. Req 3 occ.) E47
On this card, you can plant vegetables as you would
on a field. Vegetables on this field can be converted
to 4 food when harvested.
Butter Churn
(Cost 2W.) E53
Whenever you have sheep during the field phase of
a harvest, you receive 1 food for each third sheep.
Whenever you have cattle during the field phase,
you receive 1 food for each second cattle.
⇒ Does not count as a field when scoring.
⇒ To receive the 4 food for the harvested vegetable,
you have to convert the vegetable to food immediately after harvesting. You don’t need a Fireplace A1/A2 or Cooking Hearth A3/A4 to do
this.
⇒ When you sow on the Lettuce Patch, you may
use the Potato Dibber E32, Fieldsman I219, and
Smallholder K286 to plant extra vegetables.
⇒ If you have vegetable markers on the Lettuce
Patch, it counts as a prerequisite for the Herb
Garden K130 and the Strawberry Patch I69.
Quarry
(2VP. Req 4 occ.) E54
Whenever you use the “Day Labourer” action
space, you receive an additional 3 stone.
Stone House Extension
(Cost 1R 3S.) E55
When you play this card, immediately extend your
stone house by 1 room. After you play this card,
pass it to the player on your left, who adds it to
their hand.
⇒ Using the Lettuce Patch to convert a vegetable
to food does not activate the Spices E25.
⇒ You may use the Brushwood Roof K136, Clay
Roof E36, Ladder I91, Straw-thatched Roof
I99, Brushwood Collector K294, Stonecutter
E211, Frame Builder K272 and Thatcher E157
to change the cost of this card.
⇒ It is allowed to choose an action space with a
sowing action, only to sow on the Lettuce Patch.
⇒ In a solo game, this card is removed from the
game after you play it.
Reed Pond
(1VP. Req 3 occ.) E48
Place 1 reed each on the next 3 remaining round
spaces. At the start of each round, you receive the
reed.
Stone Tongs
(Cost 1W.) E56
Whenever you use one of the “Stone” action spaces
that become available in rounds 5–7 and 10–11, you
receive 1 additional stone.
Writing Desk
(1VP. Cost 1W. Req 2 occ.) E49
Whenever you take an “occupation” action on an
action space, you may play 2 occupations one after
another. The second occupation costs you 2 food.
Dovecote
(2VP. Cost 2S.) E57
Place 1 food each on the spaces for rounds 10 to 14.
At the start of these rounds, you receive the food.
⇒ You pay the normal cost for the first occupation.
⇒ If you also have the Bookshelf K112 and/or the
Patron E192, you receive food for both occupations that you play.
⇒ Is not activated when you use the “1 occupation
or family growth” action space in the 5-player
game, and you choose the family growth.
Builder’s Trowel
(Cost 1W.) E50
You can renovate your wooden hut to a clay hut at
any time without using a “Renovate” action.
⇒ You must still pay for the renovation.
⇒ You cannot renovate in the middle of an action,
e.g. to use the clay received in an action to renovate to a clay hut, in order to profit from an
improvement such as the Stump-Jump Plough
Z313 in the same turn.
⇒ You may not use both the Conservator E200 and
the Builder’s Trowel to renovate your wooden hut
to a stone house out of turn.
Spindle
(Cost 1W.) E51
In every field phase of a harvest, you may receive
additional food if you have sheep: for 5 sheep or
more, 2 food; for 3 or 4 sheep, 1 food.
⇒ You do not receive food for the current round, or
any of the earlier rounds.
Animal Yard
(1VP. Cost 2W. Req 1 occ.) E58
This card can hold up to two animals of your choice.
They need not be the same type of animal.
⇒ Does not count as a pasture for scoring.
⇒ You do not receive animals from the general supply when you play this card.
⇒ The capacity of the Animal Yard is increased by
the Drinking Trough E59. It is also increased by
the Shepherd’s Pipe E29, if at least one of the
first 2 animals on this card is a sheep.
Drinking Trough
(1VP. Cost 2W.) E59
Each pasture (with or without a stable) can hold
up to 2 more animals.
⇒ Does not increase the capacity of an unfenced
stable.
⇒ Also increases the capacity of the Animal Yard
E58 and the Wildlife Reserve I102.
Cattle Market
(Cost 1 sheep.) E60
When you play this card, you receive 1 cattle. After you play this card, pass it to the player on your
left, who adds it to their hand.
⇒ The cattle may be immediately converted to
food with a Fireplace A1/A2, Cooking Hearth
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The Unofficial Agricola Compendium v. 7.1
A3/A4, Cooking Corner I85, Butcher I247 or
Meat Seller E162.
⇒ In a solo game, this card is removed from the
game after you play it.
Village Well
(5VP. Return Well.) I66
Place 1 food each on the next 3 remaining round
spaces. At the start of these rounds, you receive
the food.
Riding Plough
(Cost 4W. Req 3 occ.) E61
Twice during the game, when you use either the
“Plough 1 Field” or “Plough Field and Sow” action space, you can plough 3 fields instead of 1.
⇒ The Well A10 major improvement is returned
to the major improvements board and may be
bought again — even by the owner of the Village
Well.
⇒ You may choose to plough only 2 fields instead
of 3 at once.
⇒ You can place two field tiles on this card when
you play it, to show that you may use the plough
2 times.
⇒ Each time you use a ploughing action space, you
may only use one card out of the ploughs and the
Harrow I68.
⇒ The Well gives 1 food per round for 5 rounds.
These food remain on the board even when the
3 additional food from the Village Well are distributed, and are distributed again if the Well is
purchased a second time.
Turnwrest Plough
(Cost 3W. Req 2 occ.) E62
Once during the game, when you use either the
“Plough 1 Field” or “Plough Field and Sow” action space, you can plough 3 fields instead of 1.
⇒ You may choose to plough only 2 fields instead
of 3 at once.
⇒ You can place 1 field tile on this card when you
play it, to show that you may use the plough 1
more time.
⇒ Each time you use a ploughing action space, you
may only use one card out of the ploughs and the
Harrow I68.
Moldboard Plough
(Cost 2W. Req 1 occ.) I63
Twice during the game, when you use the “Plough
1 Field” action space, you may plough 2 fields instead of 1.
⇒ Is not activated when you use the “Plough Field
and Sow” action space.
⇒ You can place two field tiles on this card when
you play it, to show that you may use the plough
2 times.
⇒ Each time you use the “Plough 1 Field” action
space, you may only use one card out of the
ploughs and the Harrow I68.
Threshing Board
(1VP. Cost 2W. Req 2 occ.) I67
Whenever you use the “Plough 1 Field” or “Plough
Field and Sow” action spaces, you can additionally
bake bread.
Harrow
(Cost 2W.) I68
Once during the game, when you use either the
“Plough 1 Field” or the “Plough Field and Sow”
action space, you can plough 2 fields instead of 1.
Each other player can also do this once during the
game, but must pay you 2 food to do it.
⇒ Other players that use the Harrow may only
plough 2 fields at once if they use one of the
ploughing action spaces.
⇒ The Harrow may not be combined with any of
the five ploughs.
⇒ You may not deny other players the right to use
the Harrow.
Strawberry Patch
(2VP. Req 2 veg fields.) I69
Place 1 food on each of the next 3 round spaces.
At the start of these rounds, you receive the food.
⇒ Vegetable fields are fields on which there is at
least 1 vegetable marker. An empty, harvested
field does not count as a vegetable field.
⇒ The Bean Field E18, Lettuce Patch E47, and
Turnip Field K137 count as prerequisites for the
Strawberry Patch, if there are vegetable markers
on those cards.
Alms
(Req no occ.) I64
When you play this card, you receive 1 food for
each completed round of the game. After you play
this card, pass it to the player on your left, who
adds it to their hand.
⇒ The Seed Trader Z332, Grocer E184, Giant
Pumpkin Z323 and Pumpkin Seed Oil Z319 do
not count as prerequisites.
⇒ The current round is not a “completed” round,
not even if this card is played in the last action
of the round.
Punner
(Cost 1W.) I70
Whenever another player uses the Harrow I68 or a
plough, you can immediately plough 1 field as well.
⇒ In a solo game, this card is removed from the
game after you play it.
⇒ If you use the Harrow or a plough yourself, you
do not get any advantage.
Baker’s Kitchen
(4VP. Cost 2S. Return oven.) I65
Whenever you bake bread, you can use the Baker’s
Kitchen to convert up to 2 grain into 5 food each.
When you play this card, you can also bake bread
immediately.
⇒ If the other player does not plough more than 1
field on his action, you do not receive a field.
⇒ The Baker’s Kitchen is not an oven. It may not
be upgraded to a Bakehouse K106.
⇒ When you play this card, you may bake
bread with all of your ovens and other suitable
improvements.
Holiday House
(8VP. Cost 3W or 3C, 2R.) I71
In round 14, you cannot place any people. Play this
card at the latest during round 13.
⇒ The effects of this card are not optional! Prepare
to play two harvests in a row.
⇒ This costs either 3 wood & 2 reeds or 3 clay & 2
reeds.
1. Improvements
7
⇒ You may not use the Clay Roof E36, Brushwood
Roof K136 or Straw-thatched Roof I99 when
building the Holiday House.
⇒ You do not participate in the work phase (phase
3) in round 14, but you still can profit from the
start-of-round phase (phase 1).
Shepherd’s Crook
(Cost 1W.) I77
Whenever you fence a new pasture that covers at
least 4 farmyard spaces, you receive 2 sheep and
place them in the new pasture.
⇒ You may not place a guest in round 14 that you
could otherwise have used.
⇒ You do not get points for the Church Warden
I227 if you have built the Holiday House.
⇒ If you divide a pasture of more than 4 spaces into
several smaller pastures, these do not count as a
new pasture, unless the number of pastures of at
least 4 spaces increases.
Goose Pond
(1VP. Req 3 occ.) I72
Place 1 food each on the next 4 remaining round
spaces. At the start of these rounds, you receive
the food.
Guest
(Cost 2F.) I73
When you play this card, you receive a guest token,
which you may place once in the next round as you
would a person. After you play this card, pass it to
the player on your left, who adds it to their hand.
⇒ To represent the guest, you take a claim marker
and turn it over to show the word “Guest”. The
token is used as a family member disc.
⇒ If you already have 5 family members, you can
use the guest to play a round with 6 actions.
⇒ A guest is not counted in checking whether there
is enough room in the hut or house.
⇒ The action performed by a guest counts for the
Church Warden I227.
⇒ The guest does not need to be fed during harvest
time.
⇒ A guest does not count as family member in the
final scoring if you use the guest in the last round.
⇒ In a solo game, this card is removed from the
game after you play it.
Grain Cart
(Cost 2W. Req 2 occ.) I74
Whenever you use the “Take 1 Grain” action space,
you receive 2 additional grain.
Hand Mill
(Cost 1S.) I75
During the feeding phase of the harvest, you can
use the Hand Mill to turn either 1 grain into 2 food
or 2 grain into 4 food.
⇒ Using the Hand Mill does not count as baking.
⇒ The grain that you want to convert into food
may not be on fields; it must be taken from your
personal supply.
Rake
(Cost 1W.) I76
At the end of the game, you receive 2 bonus points
if you have at least 5 fields. If you have played the
Harrow I68, Punner I70, Yoke K124 or a plough,
you need to have at least 6 fields.
⇒ The Bean Field E18, Lettuce Patch E47, Turnip
Field K137, and Acreage K105 do not count as
fields. Fields with more than one stack of grain
because of the Scarecrow Z324 count as only 1
field.
⇒ If you also played a plough, Harrow, Punner,
or Yoke, but you discarded it for the Madonna
Statue E38, they do not count for the Rake.
⇒ If you played more than one of the listed improvements, you still need only 6 fields.
⇒ If you fence 2 large pastures in one action, you
receive 4 sheep.
Copse
(1VP. Cost 2W. Req 1 occ.) I78
When you sow, you can plant wood on this card.
There can be up to 2 stacks of wood on this card,
as shown. The wood is treated the same as sown
grain and is harvested during the field phase.
⇒ The Copse does not count as a field when scoring.
⇒ If you receive for example 4 grain on your fields
when sowing, you can also receive 4 wood once
or twice on the Copse card.
⇒ The Smallholder K286 may not be used to plant
extra wood.
⇒ In each harvest, you take one wood from each of
the stacks.
⇒ It is allowed to choose an action space with a
sowing action, only to sow wood on the Copse.
⇒ Wood on this card does not count for the Storehouse Clerk K287. At the end of the game, it
does count for the Joinery A7 or the Sawmill
K122.
Wood Cart
(Cost 3W. Req 3 occ.) I79
Whenever you use a person to take wood that is on
an action space, you receive 2 additional wood.
⇒ Is not activated when you use the “1 Reed, Stone,
and Wood” action space in the 5-player game.
⇒ If you use an action space that contains wood,
and you leave all the wood on the action space because of Basket E34, Mushroom Collector E196,
or Pig Catcher I253, you still receive the wood
from the Wood Cart, but (if you have more than
one of those cards) you cannot leave wood received from the Wood Card on the action space
to use another of those cards.
Spinney
(1VP. Cost 1W. Req 3 occ.) I80
Whenever another player uses the “3 Wood” action
space, they must give you one of the wood.
⇒ Is not activated when someone uses the “4 Wood”
action space in the 5-player game.
⇒ When you demand the 1 wood from another
player, the other player is entitled to change his
mind and select a different action instead — it is
easy to overlook the Spinney.
⇒ You only get 1 wood, regardless of the amount
of wood currently on the action space.
Wooden Hut Extension
(Cost 1R 5W.) I81
When you play this card, immediately extend your
wooden hut by 1 room. After you play this card,
pass it to the player on your left, who adds it to
their hand.
8
The Unofficial Agricola Compendium v. 7.1
⇒ You may use the Brushwood Roof K136, Clay
Roof E36, Ladder I91, Straw-thatched Roof
I99, Brushwood Collector K294, and Thatcher
E157 to change the cost of this card.
⇒ You can also use the Carpenter E218 or Axe
E13 to change the cost of this card; the lower
price of the Wooden Hut Extension compared to
a regular room building action is not taken into
account in the new price. E.g. if you use the Carpenter, you now need 2 reeds.
⇒ When using the “Family Growth” action space,
it is not possible to build this improvement first,
and then use the new room to grow your family
in.
⇒ In a solo game, this card is removed from the
game after you play it.
Wooden Crane
(1VP. Cost 3W.) I82
Whenever you use one of the “1 Stone” action
spaces that are placed in rounds 5–7 and 10–11,
you receive 1 additional stone. If you pay 1 food,
you can take 2 additional stone instead of 1.
⇒ Is not activated when you use any other action
space to take stone.
Wooden Path
(Cost 1W.) I83
The player with the most valuable street receives 2
bonus points when scoring.
⇒ The Paved Road I94 is more valuable than the
Clay Path I89, which is more valuable than this
Wooden Path.
⇒ Even if the other streets have also been played,
only one bonus of 2 points is be awarded per game
(not 2 bonus points per played street).
Chicken Coop
(1VP. Cost 2W or 2C, 1R.) I84
Place 1 food each on the next 8 remaining round
spaces. At the start of these rounds, you receive
the food.
⇒ May be built with either 2 wood & 1 reeds or
with 2 clay & 1 reeds.
Cooking Corner
(3VP. Return 1 cooking hearth.) I85
At any time, you may convert goods to food as follows: vegetables → 4 food; sheep → 2 food; wild
boar → 3 food; cattle → 4 food. Whenever you
bake bread, you may convert: grain → 3 food.
⇒ If you upgrade the Cooking Hearth A3/A4 major improvement, the card is returned to the major improvements board. If the minor improvement Cooking Hearth K128 is upgraded, it is
removed from the game.
⇒ Is not an oven.
⇒ 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.
Corn Storehouse
(1VP. Cost 2W or 2C, 2R.) I86
Whenever you have empty fields after the field
phase of the harvest, you can sow grain in them
immediately. Place 1 fewer grain from the supply
on these fields.
⇒ Is built with either 2 wood & 2 reeds or 2 clay &
2 reeds.
⇒ Is used during the harvest at the same time as the
Water Mill I103 and before the Harvest Helper
I223.
⇒ Activates the Field Worker I224 when used.
⇒ The effect of the Corn Storehouse is optional.
You may choose to sow fewer fields than you’re
able to sow.
Flagon
(Cost 1C.) I87
Whenever the Well A10 is built or upgraded to a
Village Well I66, you receive 4 food, and the other
players receive 1 food each. If the Well has already been built, everyone receives the food when
the Flagon is played.
⇒ If the Well is rebuilt after the Village Well upgrade, the food is distributed again. If the Village Well is already on the table when the Flagon
is played, the food is not distributed in double quantities. If both the Village Well and the
Well are on the table when the Flagon is played,
the double amount of food is distributed immediately.
Lasso
(Cost 1R.) I88
You can place exactly two people immediately after one another, if at least one of them uses the “1
Wild Boar”, “1 Cattle” or “1 Sheep” action space.
⇒ Is not activated when you use the “Sheep, Wild
Boar, or Cattle” action space in the 5-player
game.
⇒ If you place 2 people in your first turn in the
work phase, you may play your third person in
your second turn.
⇒ You cannot place more than two people in the
same turn with the Lasso.
⇒ If you have 4 or more people, you may use the
Lasso more than once in the same round.
⇒ You can use the animal action space with your
first or second family member.
⇒ When you play this card, you can immediately
use it to place another family member on one of
the three animal action spaces.
Clay Path
(1VP. Cost 3 C.) I89
The player with the most valuable street receives 2
bonus points when scoring.
⇒ The Paved Road I94 is more valuable than this
Clay Path, which is more valuable than the
Wooden Path I83.
⇒ Even if the other streets have also been played,
only one bonus of 2 points is be awarded per game
(not 2 bonus points per played street).
⇒ The bonus points are in addition to the 1 normal
point you get for playing this card.
Planter Box
(Req 2 occ.) I90
Whenever you sow, each of the fields you sow that
is orthogonally adjacent to a room in your home
gets additional goods from the general supply: 2
1. Improvements
extra grain on grain fields, and 1 extra vegetable
on vegetable fields.
⇒ Not optional; you must plant the extra grain and
vegetables.
9
⇒ This Paved Road is more valuable than the
Clay Path I89, which is more valuable than the
Wooden Path I83.
⇒ When a room is built next to a field that has already been sown, you do not get additional goods
until the next time you sow the field.
⇒ This card always scores 2 bonus points. Even if
the other streets have also been played, only one
bonus of 2 points is be awarded per game (not 2
bonus points per played street).
⇒ If a field contains 2 stacks because of the Scarecrow Z324, both stacks get an extra grain.
⇒ The bonus points are in addition to the 2 normal
points you get for playing this card.
Ladder
(Cost 2W.) I91
You need 1 less reed to extend or renovate your
home or to build the Water Mill I103, Halftimbered House E21, Chicken Coop I84, Holiday
House I71, Mansion K144, or Corn Storehouse I86.
Fish Trap
(Cost 1W.) I95
Whenever you use the “Fishing” action space or
receive reed on an action space, you receive 1 additional food.
⇒ Can be used for every room you build, if you build
more than 1 room.
⇒ You may use other cards that change the costs of
a room or a renovation together with the Ladder
for the same action.
⇒ The Ladder has no effect if the number of reeds
required is already lowered to 0, e.g. by using
both Clay Roof E36 and Frame Builder K272
when building a new room.
Manure
(Req 2 animals.) I92
At the end of each round that does not end with a
harvest, you can take 1 grain or vegetable from each
of your fields and place it in your personal supply.
⇒ The effect of the Manure is optional, but if you
harvest, you must harvest all of your fields.
⇒ You have a field phase (harvest phase 1) after
each round, except that outside a regular harvest the Milking Shed I93, Spindle E51, Butter
Churn E53, Milking Stool K133, Loom K146,
and Milking Hand I246 do not earn any additional food.
⇒ Using the Manure activates the Corn Storehouse
I86, Water Mill I103 (only for you), and Gardener I226, but not the Cube Cutter Z335.
⇒ The House Goat K120 and Horse K135 do not
count as animals for the requirement to play this
card.
⇒ You also harvest the Copse I78, Forester K278,
and Vineyard Ö21.
Milking Shed
(2VP. Cost 3S 2C.) I93
In each harvest, at the beginning of the field phase,
count the total number of sheep and cattle in all
the players’ farms. You receive 1 food for each fifth
sheep and for each third cattle.
⇒ The total number of sheep and cattle is counted.
⇒ Pets and live animals on improvement cards also
counted. Animals on the Tanner K280 and the
Taxidermist Z330 do not count.
⇒ At harvest time, the Milking Shed is processed
before the Spindle E51, Butter Churn E53, Milking Stool K133 and Loom K146.
Paved Road
(2VP. Cost 5S.) I94
The player with the most valuable street receives 2
Bonus points when scoring.
⇒ Is activated when you use an action space on
which reed is placed each turn. You cannot use
such an action space just to use this card if the
action space contains no reed (e.g. when you have
the Bureaucrat Č07.)
⇒ Is activated by the action space “Take 1 Building
Resource” in 3-player games if you take reed.
⇒ Is also activated by the action space “1 Reed,
Stone, and Wood” in 5-player games and the action space “1 Reed, Stone, and Food” in 4-player
games.
⇒ Is not activated when you play the Reed Exchange I96 or Helpful Neighbours E42, or use the
Reed Buyer I251, Reed Collector E205, or any
other occupation or improvement to get reed.
⇒ Is not activated when you use the Net Fisherman I248 to collect the food from the “Fishing”
action space.
Reed Exchange
(Cost 2W or 2C.) I96
When you play this card, you receive 2 reeds. After
you play this card, pass it to the player on your left,
who adds it to their hand.
⇒ You may not exchange 1 wood or 1 clay for only
1 reed, or exchange 1 wood and 1 clay for 2 reeds.
⇒ Playing the Reed Exchange does not activate the
Net Fisherman I248.
⇒ In a solo game, this card is removed from the
game after you play it.
Slaughterhouse
(2VP. Cost 2S 2C.) I97
Whenever another player converts 1 or more animals to food, you receive 1 food from the supply.
During the feeding phase of the harvest, you are
the last player to take a turn.
⇒ If you convert an animal yourself, you receive no
advantage.
⇒ If both the Slaughterhouse and the Slaughterman K299 are on the table, the owners of these
two cards feed their families in the current turn
order.
Schnaps Distillery
(2VP. Cost 1 veg 2S.) I98
During the feeding phase of the harvest, you can
use the Schnaps Distillery to convert at most 1 vegetable into 4 food. At the end of the game, you
receive 1 bonus point each for your 5th and 6th
vegetables.
10
⇒ The vegetable that is used to buy the Schnaps
Distillery and vegetables that you want to convert into 4 food may not be on fields; they must
be taken from your personal supply.
⇒ Distilling schnaps does not count as baking and
does not activate the Spices E25.
Straw-thatched Roof
(1VP. Req 3 grain fields.) I99
You no longer need reed when you extend or renovate your home.
⇒ Grain fields are fields or improvement cards on
which there is at least 1 grain marker. An empty,
harvested field does not count as a grain field.
⇒ You may use other cards that change the costs of
a room or a renovation together with the Strawthatched Roof for the same action.
Tavern
(2VP. Cost 2W 2S.) I100
The Tavern is an additional action space. Whenever another player uses it, they receive 3 food.
Whenever you use it, you can choose either to take
3 food or to score 2 bonus points.
⇒ If another player uses the Tavern, you yourself do
not receive anything from it.
⇒ As on every other action space, at most one person may use the Tavern in each round.
⇒ If you take this action yourself and you choose
the bonus points, write them on the scoring pad.
⇒ The Tavern counts as played improvement, e.g.
for the Village Elder I221 or as prerequisite for
the Carp Pond E31.
Animal Feed
(Req 4 planted fields.) I101
Immediately before scoring, you receive 1 additional animal of each type that you already have.
⇒ This does not apply to the House Goat K120
and the Horse K135.
⇒ For the prerequisites, it does not matter whether
the fields are planted with grain or vegetables.
⇒ The Bean Field E18, Lettuce Patch E47, and
Turnip Field K137 count as prerequisites for the
Animal Feed, if there are vegetable markers on
those cards. The Acreage K105 counts for the
number of fields planted on it.
⇒ The Copse I78, Giant Pumpkin Z323, and
Forester K278 do not count as prerequisites.
⇒ You may return animals to the general supply in
order to make room for the new arrivals.
⇒ As the game is over at this point, you may not
convert the new animal to food, for example to
pay for the Hide Farmer I236.
⇒ If you also have played the Tenant Farmer E215,
Animal Feed is used before returning the borrowed animals.
Wildlife Reserve
(1VP. Cost 2W. Req 2 occ.) I102
This card can hold up to 1 sheep, 1 wild boar and
1 cattle.
⇒ Does not count as a pasture when scoring.
⇒ The capacity of the Wildlife Reserve is increased
by the Shepherd’s Pipe E29 and the Drinking
Trough E59.
The Unofficial Agricola Compendium v. 7.1
Water Mill
(2VP. Cost 1W 2C 1R 2S.) I103
After the field phase of a harvest, each player can
use the Water Mill to convert up to 1 grain to 3
food. Each player that uses the Water Mill must
give you 1 of the food.
⇒ Using the Water Mill does not count as baking.
⇒ You may use the Water Mill yourself for free.
⇒ The grain that is to be converted into 3 food
may not be on fields; it must be taken from the
player’s personal supply.
Weekly Market
(Cost 3 grain.) I104
When you play this card, you receive 2 vegetables.
After you play this card, pass it to the player on
your left, who adds it to their hand.
⇒ The grain that you pay for the vegetables may
not come from a field.
⇒ Activates the Market Woman K292 when
played, but not the Pieceworker K268.
⇒ In a solo game, this card is removed from the
game after you play it.
Acreage
(Req 1 occ.) K105
When you sow, you can plant grain on this card.
There can be up to 2 stacks of grain on this card,
as shown.
⇒ This card does not count as a field when scoring.
⇒ The Acreage counts as 2 fields towards prerequisites of minor improvements.
⇒ You may choose to only plant one grain field on
this card. You may then in a later sowing action
plant another grain here.
⇒ In each harvest, you take one grain from each of
the stacks.
⇒ If you receive 4 grain on fields when sowing because of occupations such as Fieldsman I219 and
Smallholder K286, you also receive 4 grain in
each stack on the Acreage.
⇒ It is allowed to choose an action space with a
sowing action, only to sow on the Acreage.
Bakehouse
(5VP. Cost 3S. Return 1 oven.) K106
Whenever you bake bread, you can use the Bakehouse to convert up to 2 grain into 5 food each.
When you play this card, you can also bake bread
immediately.
⇒ The old oven is returned: the Clay Oven A5
and Stone Oven A6 are returned to the major improvements, the Wood-fired Oven E27 and
Baker’s Oven E14 are removed from the game.
The Baker’s Kitchen I65 may not be upgraded
to a Bakehouse.
⇒ Is not an oven.
⇒ When you play this card, you may bake
bread with all of your ovens and other suitable
improvements.
Lumber
(Cost 1S.) K107
When you play this card, you receive 3 wood. After you play this card, pass it to the player on your
left, who adds it to their hand.
⇒ In a solo game, this card is removed from the
game after you play it.
1. Improvements
Beehive
(1VP. Req 2 impr 3 occ.) K108
Place 2 food on each remaining even-numbered
round space. At the start of these rounds, you receive the food.
⇒ Only the improvements and occupations that lie
open in front of you count. Discarded improvements (because of upgrading or Madonna Statue
E38) do not count.
Spit Roast
(Cost 1W.) K109
Whenever you convert at least 1 animal to food during the feeding phase of the harvest, you receive 1
additional food.
⇒ You get a maximum of 1 food per harvest.
Brewery
(2VP. Costs 2 grain 2S.) K110
During the feeding phase of the harvest, you can
use the Brewery to convert at most 1 grain to 3
food. At the end of the game, you receive 1 bonus
point for your ninth grain.
⇒ The grain that is used to buy the Brewery and
grain that you want to convert into 3 food may
not be on fields; they must be taken from your
personal supply.
⇒ Brewing beer does not count as baking.
Bread Paddle
(Cost 1W.) K111
Whenever you play an occupation, you may also
bake bread.
⇒ Is activated when you use the Puppeteer I249 or
Educator K271.
⇒ When you play more than one occupation in one
action, you can bake bread more than once too.
⇒ You can also bake bread if you play an occupation
during the turn of another player.
⇒ You may not use the food from the baking to pay
for the occupation.
Bookshelf
(1VP. Cost 1W. Req 3 occ.) K112
Whenever you play 1 occupation, you receive 3 food
before you pay the costs of the occupation.
11
⇒ You can place two field tiles on this card when
you play it, to show that you may use the plough
2 times.
⇒ Each time you use the “Plough 1 Field” action
space, you may only use one card out of the
ploughs and the Harrow I68.
Granary
(1VP. Cost 3W or 3C.) K116
Place 1 grain each on the spaces for rounds 8, 10
and 12. At the start of these rounds, you receive
the grain.
⇒ You may not build the Granary with 2 wood &
1 clay or with 1 wood & 2 clay.
⇒ Taking the grain does not activate the Grain
Cart I74, Corn Scoop E35, Pieceworker K268,
Sycophant I229, Seed Seller K296, Greengrocer E168, Market Crier I245 or Field Watchman
I225.
⇒ You do not receive grain for the current round,
or any of the earlier rounds.
Greenhouse
(1VP. Cost 2W. Req 1 occ.) K117
Add 4 and 7 to the number of the current round
and place 1 vegetable on each corresponding round
space. At the start of these rounds, you can pay 1
food to take the vegetable.
⇒ If you do not wish to pay the 1 food to buy the
vegetables, the vegetable is returned to the general supply.
⇒ Food that you receive at the start of a round (e.g.
because of the Well A10) can be used to pay for
the vegetable immediately.
⇒ You must pay the food before you take the
vegetable.
Liquid Manure
(Req 4 animals.) K118
Whenever you sow, place 1 additional grain or vegetable from the general supply on each new stack
you sow.
Swing Plough
(Cost 3W. Req 3 occ.) K115
Twice during the game, when you use the “Plough
1 Field” action space, you can plough 3 fields instead of 1.
⇒ Fields that have been already planted when the
card is played will only benefit from the Liquid
Manure when they are emptied and replanted.
⇒ You put an extra grain on grain fields, and an
extra vegetable on vegetable fields.
⇒ You also place extra grain or vegetables when using the Corn Storehouse I86.
⇒ The additional grain or vegetable from the Liquid Manure is added to additional goods from the
Potato Dibber E32, Planter Box I90, Fieldsman
I219 and Smallholder K286.
⇒ You also place extra grain or vegetables on the
Bean Field E18, Turnip Field K137 and Lettuce
Patch E47.
⇒ If you plant wood on the Copse I78 or Forester
K278 , you place 1 additional wood for each
wood you plant.
⇒ The House Goat K120 and Horse K135 do not
count as animals for the requirement to play this
card.
⇒ Is not activated when you use the “Plough Field
and Sow” action space.
⇒ You may choose to plough only 2 fields instead
of 3 at once.
Crooked Plough
(Cost 3W. Req 1 occ.) K119
Once during the game, when you use the “Plough 1
Field” action space, you can plough 3 fields instead
of 1.
⇒ If you also have the Patron E192, you can use
both to receive 5 food for each occupation you
play.
⇒ When used with the Writing Desk E49 to play
two occupation cards, the additional 3 food is
distributed twice.
Flail
(Cost 1W. Req 1 occ.) K113
Whenever you use the “Plough 1 Field” or “Plough
Field and Sow” action spaces, you can additionally
bake bread.
Duck Pond
(1VP. Req 2 occ.) K114
Place 1 food on each of the next 3 round spaces.
At the start of these rounds, you receive the food.
12
⇒ Is not activated when you use the “Plough Field
and Sow” action space.
⇒ You may choose to plough only 2 fields instead
of 3 at once.
⇒ You can place 1 field tile on this card when you
play it, to show that the plough may be used 1
more time.
⇒ Each time you use the “Plough 1 Field” action
space, you may only use one card out of the
ploughs and the Harrow I68.
House Goat
(1VP.) K120
In each feeding phase, you receive 1 food. Apart
from the goat, you cannot hold any other animal in
your home.
⇒ If you have the House Goat, the Animal Tamer
K306 has no effect.
⇒ The goat may not be discarded in order to make
room for a different animal.
⇒ You may place 1 food on this card for each remaining harvest, to ensure that you do not forget
to take the food.
⇒ The House Goat does not count as an animal for
prerequisites of minor improvements.
Sawhorse
(Cost 2W.) K121
The next stable you place in your farmyard, as well
as your 3rd, 6th, 9th, 12th and 15th fence, costs
you nothing.
⇒ If you build free fences in another way (e.g. with
the Hedge Keeper E175) you may not save the
free fences from the Sawhorse for another turn.
Free fences from the Sawhorse are built before
the free fences from the Hedge Keeper.
⇒ Fences may only be built to form completed pastures.
Sawmill
(3VP. Return Joinery.) K122
Each harvest, you may convert up to 1 wood to 3
food. At the end of the game, you receive 1/2/3
bonus points for 2/4/5 wood.
⇒ After the Joinery A7 has been upgraded, it may
be bought again by any player.
⇒ If you have both the Sawmill and the Joinery at
the end of the game, you do not get any bonus
points for wood from the Joinery A7, even if you
have more wood than you need to receive maximum bonus points for the Sawmill. You do get
the regular points for both cards: 2 for the Joinery, 3 for the Sawmill.
⇒ At the end of the game, wood on the Copse I78
and the Forester K278 counts. Wood on the
Basin Maker K273 and Resource Seller K310
does not count.
Wooden Strongbox
(Cost 1W.) K123
At the end of the game, you get 2 bonus points if
your home contains 5 rooms, or 4 bonus points if
you have 6 or more rooms.
Yoke
(Cost 1W. Req 1 cattle.) K124
When you play this card, you can immediately
plough 1 field for each plough or Harrow I68 that
has been played by any player.
The Unofficial Agricola Compendium v. 7.1
⇒ You may choose to plough fewer fields.
Broom
(Cost 1W.) K125
Discard all the remaining minor improvements in
your hand, and draw 7 new minor improvements.
You can play 1 more minor improvement immediately.
⇒ You must pay the costs of the new improvement
and, where appropriate, meet the conditions for
playing it.
⇒ If the players are only playing with the complex
(K) deck of cards, the new cards are also drawn
from the complex deck. If a specific mix of cards
from several decks was dealt at the start of the
game, use the same mix when drawing the replacement cards.
⇒ The improvements are drawn from the cards that
were removed from the game at the start. This
does not include cards that were discarded during the game, e.g. for upgrades or to play the
Madonna Statue E38.
Landing Net
(Cost 1R.) K126
Whenever you receive reed on an action space, you
receive an additional 2 food. This is reduced to 1
food if you receive other building resources as well
as reed.
⇒ Is activated when you use an action space on
which reed is placed each turn. You cannot use
such an action space just to use this card if the
action space contains no reed (e.g. when you have
the Bureaucrat Č07.)
⇒ Is activated by the action space “Take 1 Building
Resource” in 3-player games if you take reed.
⇒ Is also activated by the action space “1 Reed,
Stone, and Wood” in 5-player games and the action space “1 Reed, Stone, and Food” in 4-player
games, but you receive only 1 food.
⇒ Is not activated when you receive reed because
of a minor improvement or occupation.
⇒ If the Wood Distributor K284 placed wood on
the “1 Reed” action space, that space only provides 1 additional food.
⇒ Food is reduced when you receive other resources
through improvements or occupations.
⇒ Other building resources are wood, clay, and
stone.
Clapper
(Cost 1W.) K127
Whenever you use one of the family growth action
spaces (or if you already have used one of these
spaces in this round when you play the Clapper),
place 1 additional grain on all of your fields that
already contains at least 1 grain.
⇒ Take the grain from the general supply.
⇒ If there is more than one stack of grain on a field,
on the Acreage K105 or because of the Scarecrow
Z324, you place 1 grain on each of the stacks.
⇒ Is not activated when you use the Wet Nurse
K270, Village Beauty Z325, or Lover K291.
⇒ If you use the Mother of Twins Z336 for the
same action, you still only get 1 additional grain
per field.
1. Improvements
13
⇒ In the 5-player game, there is an action space
that gives players a choice of actions, including
family growth. From round 5 onwards, the Clapper is activated by using this space, even if you
choose the other action.
Clay Hut Extension
(Cost 1R 4C.) K132
When you play this card, immediately extend your
clay hut by 1 room. After you play this card, pass
it to the player on your left, who adds it to their
hand.
⇒ Also place additional wood on the Copse I78 or
the Forester K278.
⇒ You may use the Brushwood Roof K136, Clay
Roof E36, Ladder I91, Straw-thatched Roof
I99, Brushwood Collector K294, Frame Builder
K272 and/or Thatcher E157 to change the cost
of this card.
Cooking Hearth
(1VP. Return 1 fireplace.) K128
At any time, you can convert goods to food as follows: vegetables → 3 food; sheep → 2 food; wild
boar → 3 food; cattle → 4 food. Whenever you
bake bread, you may convert: grain → 3 food.
⇒ If you upgrade the Fireplace A1/A2 major improvement, the card is returned to the major
improvements board. If the minor improvement
Simple Fireplace E20 is upgraded, it is removed
from the game.
⇒ You can own more than one Cooking Hearth.
⇒ With this card, you can convert several 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 E19.
⇒ Is not an oven.
⇒ 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.
⇒ Is identical in all respects to the major improvement Cooking Hearth A3/A4, except that it can
be played as a minor improvement, and that it
cannot be paid for with clay.
Corn Sheaf
K129
When you play this card, you receive 1 grain. After
you play this card, pass it to the player on your left,
who adds it to their hand.
⇒ In a solo game, this card is removed from the
game after you play it.
Herb Garden
(1VP. Req 1 veg field.) K130
Place 1 food on each of the next 5 round spaces.
At the start of each round, you receive the food.
⇒ Vegetable fields are fields on which there is at
least 1 vegetable marker. An empty, harvested
field does not count as a vegetable field.
⇒ The Bean Field E18, Lettuce Patch E47, and
Turnip Field K137 count as prerequisites for the
Strawberry Patch, if there are vegetable markers
on those cards.
⇒ The Seed Trader Z332, Grocer E184, Giant
Pumpkin Z323 and Pumpkin Seed Oil Z319 do
not count as prerequisites.
Clay Pit
(1VP. Req 3 occ.) K131
Whenever you use the “Day Labourer” action
space, you receive 3 additional clay.
⇒ You can also use the Carpenter E218, Clay Plasterer I241, or Clay Supports E37 to change the
cost of this card; the lower price of the Clay Hut
Extension compared to a regular room building
action is not taken into account in the new price.
E.g. if you use the Carpenter, you now need 2
reeds.
⇒ In a solo game, this card is removed from the
game after you play it.
Milking Stool
(Cost 1W. Req 2 occ.) K133
Whenever you have cattle during the field phase of
a harvest, you receive food: 1 food if you have 1 or
2 cattle; 2 food if you have 3 or 4 cattle; 3 food if
you have 5 or more cattle. At the end of the game,
you receive 1 bonus point for every 2 cattle.
Ox Team
(1VP. Cost 3W. Req 2 cattle.) K134
When you play this card, count how many complete
rounds are left to be played. You can plough this
many fields, up to a maximum of 3.
⇒ You may choose to plough fewer fields.
Horse
K135
You receive 2 bonus points for any one type of animal missing from your farm at the end of the game.
⇒ If you are missing several types of animal, you
still only get 2 bonus points from the Horse, and
you still receive 1 minus point for every missing
type of animal.
⇒ The score for the missing type of animal still
counts as negative for the Constable K276 and
Yeoman Farmer E165.
⇒ The Horse does not need to be placed in the farmyard.
⇒ The Horse does not count as an animal for prerequisites of minor improvements.
Brushwood Roof
(Req 2 occ.) K136
Whenever you extend or renovate your home, you
can replace 1 or 2 reed with the same amount of
wood.
⇒ Can be used for every room you build, if you build
more than 1 room.
⇒ When building a room, you may choose to use 1
reeds and 1 wood instead of the 2 reeds required.
⇒ You may use other cards that change the costs of
a room or a renovation together with the Brushwood Roof for the same action. For example, if
you also have the Clay Roof E36, you may use
both to replace 2 reeds with 1 wood and 1 clay.
14
The Unofficial Agricola Compendium v. 7.1
Turnip Field
(1VP. Req 3 occ.) K137
When you sow, you can plant vegetables on this
card as you would on a field. When you play this
card, you can also carry out a sowing action.
Boar Breeding
(Cost 1F.) K141
When you play this card, you receive 1 wild boar.
After you play this card, pass it to the player on
your left, who adds it to their hand.
⇒ Does not count as a field when scoring.
⇒ When you sow on the Turnip Field, you may use
the Potato Dibber E32, Fieldsman I219, and
Smallholder K286 to plant extra vegetables.
⇒ If you have vegetable markers on the Turnip
Field, it counts as a prerequisite for the Herb
Garden K130 and the Strawberry Patch I69.
⇒ It is allowed to choose an action space with a
sowing action, only to sow on the Turnip Field.
⇒ The wild boar may be immediately converted to
food with a Fireplace A1/A2, Cooking Hearth
A3/A4, Cooking Corner I85, Butcher I247 or
Meat Seller E162.
Reed Hut
(1VP. Cost 4R 1W.) K138
Place one family member token that you have not
yet brought into the game onto this card, where
it will live for the rest of the game. It can take
actions and must be fed, but it is not worth any
points while living in the Reed Hut.
⇒ The new person can be used in the current round,
as it is put in “its own room” immediately when
playing this card.
⇒ The occupant of the Reed Hut is placed after your
family members and the guest from the Guest
I73 minor improvement, but before the guest received from the Keg Z314.
⇒ Playing the Reed Hut does not count as a family
growth action.
⇒ The person in the Reed Hut is not counted when
checking if family growth is allowed. They do not
count as part of the family.
⇒ You can move this person into your home with a
family growth action later. That family growth
action must be taken by another family member.
The former occupant of the Reed Hut counts as
newborn, and may not take an action that round,
unless you use the Adoptive Parents K267.
Sleeping Corner (1VP. Cost 1W. Req 2 grain fields.) K139
You can use any “Family Growth” action space,
even if another player has already placed a person
there.
⇒ This works for all spaces that include a family
growth action.
⇒ In the 5-player game, there is an action space
that gives players a choice of actions, including
family growth. From round 5 onwards, you may
always use this space, even if you choose the other
action.
⇒ Grain fields are fields on which there is at least
1 grain marker. An empty, harvested field does
not count as a grain field.
⇒ The Acreage K105 and fields on which a second
grain has been planted using the Scarecrow Z324
count for the number of grain planted on them.
⇒ You cannot use the action space if it is occupoed
by one of your own family members.
Swan Lake
(2VP. Req 4 occ.) K140
Place 1 food each on the next 5 remaining round
spaces. At the start of these rounds, you receive
the food.
⇒ In a solo game, this card is removed from the
game after you play it.
Stone Cart
(Cost 2W. Req 2 occ.) K142
Place 1 stone on each remaining even-numbered
round spaces. At the start of these rounds, you
receive the stone.
Stone Exchange
(Cost 2W or 2C.) K143
When you play this card, you receive 2 stone. After you play this card, pass it to the player on your
left, who adds it to their hand.
⇒ You may not exchange 1 wood or 1 clay for only 1
stone, or exchange 1 wood and 1 clay for 2 stone.
⇒ In a solo game, this card is removed from the
game after you play it.
Mansion
(Cost 3W 3C 2R 3S.) K144
At the end of the game, you receive 2 bonus points
for each room in your stone house. In total, you
receive 4 points per room instead of the usual 2
points.
⇒ If you also have the Half-timbered House E21,
you only get the bonus points from the Mansion.
⇒ If you also have the Chief E172, you get the
bonus points for both cards.
Forest Pasture
(1VP. Req 3 occ.) K145
This card can hold an unlimited number of wild
boar.
⇒ Does not count as a pasture when scoring.
⇒ The wild boar on this card are included when
scoring wild boar.
Loom
(1VP. Cost 2W. Req 2 occ.) K146
Whenever you have sheep during the field phase of
a harvest, you receive food: 1 food if you have 1 to
3 sheep; 2 food for 4 to 6 sheep; or 3 food for 7 or
more sheep. At the end of the game, you receive 1
bonus point for every 3 sheep.
Stump-Jump Plough
(Cost 2W.) Z313
Once you live in a clay hut or stone house, whenever you use a person’s action to take wood you can
pay 1 food to also plow 1 field.
⇒ Is activated when you use an action space on
which wood is placed each turn. You cannot use
such an action space just to use this card if the
action space contains no wood (e.g. because of
the Wood Distributor K284).
⇒ Is activated even if you leave all the wood on the
action space because of Basket E34, Mushroom
Collector E196, or Pig Catcher I253.
⇒ Is activated when you use an action space that
contains wood because of the Wood Distributor.
1. Improvements
⇒ Is also activated by the action space “1 Reed,
Stone, and Wood” in 5-player games, and the action space “Take 1 Building Resource” in 3-player
games if you take wood.
⇒ Is not activated when you receive wood because
of a minor improvement or occupation.
Keg
(Cost 1W.) Z314
Once all the people have been placed in this round,
you may place a guest marker to carry out an additional action. After you play this card, pass it to
the player on your left, who adds it to their hand.
⇒ The guest is played after all family members,
other guests, and the occupant of the Reed Hut
K138, but before the Countryman K289 or Acrobat K269 are used.
⇒ The action performed by a guest counts for the
Church Warden I227.
⇒ The guest does not need to be fed during harvest
time.
⇒ This card is passed to the left immediately when
it has been played. The next player may use the
keg the same turn.
15
⇒ You may convert fewer animals to food than you
have family members.
⇒ In a solo game, this card is removed from the
game after you play it.
Pumpkin Seed Oil
(Req 1 veg field.) Z319
Three times during the game (but at most once
per round), you can place 1 vegetable from your
personal supply on this card and receive 3 food in
exchange. The vegetables on this card are counted
in the scoring at the end of the game.
⇒ You do not need a cooking improvement to exchange the vegetable for food.
⇒ A harvest counts as part of the preceding round.
⇒ Placing a vegetable on this card does not count
as sowing.
⇒ The Bean Field E18, Lettuce Patch E47, and
Turnip Field K137 count as prerequisites for the
Pumpkin Seed Oil, if there are vegetable markers
on those cards.
⇒ The Giant Pumpkin Z323, Seed Trader Z332,
and Grocer E184 do not count as prerequisites.
⇒ In a solo game, this card is removed from the
game after you play it.
⇒ Placing a vegetable on this card does not activate
the Spices E25.
Brewer’s Copper
(1VP. Cost 1 grain 1S.) Z315
During the feeding phase of each harvest, you can
use the Brewer’s Copper to convert at most 1 grain
to 2 food. At the end of the game, you receive 1
bonus point if you have at least 7 grain.
Maypole
(Cost 1W.) Z320
Play this card before the end of round 4. When
you play this card, place one of your unbuilt fences
upright on an unused farmyard space. If you have
not knocked it over by the end of the game, it is
worth 2 bonus points.
⇒ Using the Brewer’s Copper does not count as
baking.
Bust
(2VP. Cost 1S.) Z316
This card cannot be played once all other players
have 2 or more occupations (3 occupations in a 3player game, 4 occupations in a 2-player game).
⇒ In a 1-player game, you can always play this
card.
Family Portrait
Z317
Pay 2 food for each of your family members, and
receive a total of 4 bonus points. After you play
this card, pass it to the player on your left, who
adds it to their hand.
⇒ Write the bonus points on the scoring pad.
⇒ You do not have to pay for guests or the occupant of the Reed Hut K138.
⇒ In a solo game, this card is removed from the
game after you play it.
Barbecue
Z318
When you play this card, you can convert as many
animals to food as you have family members. For
each sheep, you receive 3 food; for each wild boar,
4; and for each cattle, 5. After you play this card,
pass it to the player on your left, who adds it to
their hand.
⇒ You do not need a cooking improvement to convert the animals to food.
⇒ Guests or the occupant of the Reed Hut K138
do not count as family members.
⇒ The farmyard space counts as used, even if the
fence is knocked over, in which case, it remains
on the farmyard space.
⇒ The farmyard space cannot be used for anything
else until the end of the game.
⇒ If another player knocks the fence over, you can
re-place it.
⇒ Placing the Maypole does not count as building
fences.
Ranch
(Req no unused spaces.) Z321
For each round that has not yet begun when you
play this card, you receive 1 bonus point and 2 food.
⇒ Write down the bonus point(s) on the scoring pad
immediately.
Dozing Bull
Z322
As long as you have at least 1 cattle in your farm,
you can knock down your fences and rebuild them
at any time, for no cost.
⇒ Your animals do not run away.
⇒ Fences must always be placed according to the
rules.
⇒ Rebuilding fences does not activate the Animal
Breeder K307, Hedge Keeper E175, Farmer
E160, Stablehand E207, and Shepherd’s Crook
I77, or another player’s Fencer I264.
⇒ When you rebuild the fences, you must use the
same number of fences. You may not remove
fences from your farm.
16
Giant Pumpkin
Z323
Place 1 vegetable from your own supply on this
card. At any time, you can harvest this vegetable
and convert it to food. If it is still on the card at
the end of the game, you receive 2 bonus points.
⇒ You can count the vegetable in scoring at the end
of the game.
⇒ You have to place the vegetable immediately
when you play the Giant Pumpkin; you cannot
play this card if you do not have a vegetable.
⇒ You may not place another vegetable on this card
after you have harvested the first.
⇒ When you harvest the vegetable, you have to
convert it to food immediately. You may not add
it to your supply or sow it.
⇒ The Giant Pumpkin does not count as a field,
and is not harvested during the field phase of a
harvest. You cannot use the Gardener I226 for
the Giant Pumpkin.
Scarecrow
(Req 2 empty fields.) Z324
Whenever you sow, you can pay 1 wood and sow 2
grain instead of 1 on an empty field.
⇒ You can use this card once for every sowing
action.
⇒ If you also have the Planter Box I90, Liquid
Manure K118, Fieldsman I219, or Smallholder
K286, you may add extra grain to both stacks
when you sow. The field for which you use the
Scarecrow counts as 2 fields for the Fieldsman
and Smallholder.
⇒ In each harvest, you take one grain from each of
the stacks.
⇒ The Bean Field E18, Lettuce Patch E47, and
Turnip Field K137 count as prerequisites for the
Scarecrow, if there are no vegetables on them.
The Acreage K105 counts as two empty fields if
there are no markers on it, and as one empty field
if there is one field planted on it.
⇒ The Copse I78, Forester K278, Vineyard Ö21,
and Giant Pumpkin Z323 do not count as
prerequisites.
⇒ You cannot use the Scarecrow to sow extra grain
on the Acreage, or extra goods on the Copse,
Forester, or Vineyard.
⇒ Fields that have two stacks of grain on them
count as two fields for prerequisites. They count
as 1 field during the final scoring.
⇒ When both stacks of grain have been completely
harvested, you can only sow 1 grain on the field
with your next sowing action, unless you use the
Scarecrow again for that field.
Clay Deposit
(Req 3 occ.) I337
This card is an additional action space. A player
who uses this action space must pay you 1 food and
receives 5 clay. If you use the Clay Deposit yourself, you may choose to take 2 bonus points instead
of the clay.
⇒ If you use the Clay Deposit yourself, you do not
need to have or to pay any food.
The Unofficial Agricola Compendium v. 7.1
⇒ The Clay Deposit counts as played improvement,
e.g. for the Village Elder I221 or as prerequisite
for the Carp Pond E31.
Feed Pellets
E338
During the feeding phase of each harvest, you may
trade 1 vegetable for 1 of any type of animal that
you already have in your farmyard.
⇒ You may use this card only once per harvest.
Pelts
(Req 3 occ.) K339
For each animal that you convert to food and return to the general supply, you may place 1 food
from your personal supply in 1 of your rooms. You
may have a maximum of 1 food in each room. You
cannot use these food any more, but each is worth
1 bonus point at the end of the game.
⇒ You can take the food from your supply after
you’ve received the food from slaughtering the
animal.
⇒ If you also have the Tanner K280, Basin Maker
K273, Taxidermist Z330, and/or Brush Maker
E156, you may use those cards as well as the
Pelts for each converted animal.
Coffee House
(2VP. Cost 1W 1C 1S.) Ö13
The Coffee House is an action space for all players. Whenever a player uses the Coffee House, that
player and the card’s owner each receive 1 food from
the general supply. In the next round, the person
from this space can be placed before the starting
player places his first person.
⇒ If you use this card yourself, you receive 2 food.
⇒ The person from the Coffee House is placed before using the Taster I260. The taster still pays
to the original starting player.
⇒ The Coffee House counts as played improvement,
e.g. for the Village Elder I221 or as prerequisite
for the Carp Pond E31.
Spielefest
(2VP. Cost 2W 3F. Req 3 occ.) Ö14
The Spielefest is an action space for all players.
Whenever a player visits the Spielefest, he pays
the owner of this card 1 food and receives 2 bonus
points.
⇒ You can visit the Spielefest yourself. If you do,
you do not need to have or to pay any food.
⇒ The Spielefest counts as played improvement,
e.g. for the Village Elder I221 or as prerequisite
for the Carp Pond E31.
Farmers’ Ball
(1VP. Req 3 occ.) Ö15
When this card is played, each player who immediately pays 5 food into the general supply receives 3
bonus points.
⇒ Before paying 5 food, each player has the chance
to convert goods to food.
Neutrality
(Req 2 occ.) Ö16
In the next round, you can only place your people
after the other players have placed all of theirs. For
each person that you place late, you receive 1 bonus
point.
1. Improvements
17
⇒ If you would have placed a number of your people after all other player’s people anyway, e.g. because you are last in player order or because you
have more family members than anyone else, you
do not receive bonus points for them.
⇒ You may not build a second stable on that farmyard space.
⇒ You place your people after all guests of other
players, including the one from the Keg Z314,
but before the Countryman K289 or Acrobat
K269 are used.
⇒ The stable only counts as a room when you have
family growth (including when you use the Wet
Nurse or Village Beauty Z325) or when you play
the Guest Worker Ö17. It does not count as a
room when renovating, scoring, or for other improvements and occupations.
⇒ You may not use the Taster I260 next round. If
you use the Coffee House Ö13 this round, you
may not place that person first.
Guest Worker
(1VP. Req more rooms than people.) Ö17
Take a Guest marker. From the next round, you
can place this as you would a family member. The
guest worker can use the most recent round card
even if it has already been taken. He occupies a
room in your home and must be fed with 2 food
during the feeding phase of each harvest.
⇒ The most recent round card is always the one
corresponding to the current round, even if the
Chamberlain I238 has been played.
⇒ The guest worker may also be placed on another
available action space, but in that case it has to
be unoccupied.
⇒ The guest worker does not count as a family member when scoring or for the Ratcatcher
E198, Midwife I232, Barbecue Z318, or Family
Portrait Z317, but its action does count for the
Church Warden I227.
⇒ Playing the Guest Worker is not a family growth
action.
⇒ The guest worker must be placed before the occupant of the Reed Hut K138 and the guest received from the Keg Z314.
⇒ If the most recent round card is “1 Stone”, “1
Sheep”, “1 Wild Boar”, or “1 Cattle”, and there
are no goods on the space because another player
took them earlier in the round, you can still use
that action in this round, but you don’t receive
any goods from the action space.
Schnitzel Mallet
(1S. Req 2 occ.) Ö18
For each cattle that you turn to food using a cooking improvement, you receive 1 additional food and
1 bonus point.
Compulsory Education
(Req 1 occ.) Ö19
Whenever you have family growth, you can pay 1
food to immediately play an occupation.
⇒ If you can also play a minor improvement, you
must first play the occupation.
⇒ Is activated when you use the Wet Nurse K270,
Lover K291, or Village Beauty Z325.
⇒ Playing the Emergency Housing does not count
as building a room and, for example, does not
activate the Wet Nurse K270.
Vineyard
(1VP. Cost 1W 1S.) Ö21
Whenever you use the “Sow” action, you can plant
up to 3 food on this card. Up to 3 stacks of food
may be planted on it in total. These food are
treated in the same way as sowed grain and are
harvested during the harvest.
⇒ You place up to 3 food from your personal supply next to each other on this card, and pile additional food from the general supply on your own
1–3 food markers.
⇒ In each harvest, you take one food from each of
the stacks.
⇒ It is allowed to choose an action space with a
sowing action, only to sow food on the Vineyard.
⇒ This card does not count as a field when scoring.
⇒ If you may place 4 grain on a field when sowing, e.g. with an occupation, you also receive 4
food on each stack on the Vineyard; if you would
receive 5 grain, you receive 5 food. If you have
the Fieldsman I219, you get a total of 5 food
on the card if you only plant 1 food on this card
(and nothing elsewhere); if you plant 2 food (and
nothing else), you receive 4 food on each stack.
⇒ The Smallholder K286 may not be used to plant
extra food.
⇒ At the end of the game, the food is not counted
as grain.
Unusual Architecture
(1VP. Cost 2C.) Ö22
Whenever you extend your home with 1 or more
rooms, you receive 2 food for each new room.
Lederhosen
(Req 3 occ.) Ö23
For each sheep that you convert to food, place 1
food from the general supply on this card. If, at
the end of the game, you have at least as many
food on the Lederhosen as you have family members, you receive 2 bonus points; if you have twice
as many, you receive 3 bonus points.
⇒ The food on the Lederhosen is not part of your
supply. You cannot use it in any way.
Emergency Housing (Cost 1W 1R. Req 1 stable.) Ö20
Select 1 of your built stables. It is now a room for
one of your family members. The stable loses its
original function, but it is still worth 1 additional
point if fenced.
Styrian Oak
(Req 1 occ.) Ö24
Place 5 food from the general supply on the Styrian
Oak. At the start of each round, you can return 1
food to the general supply. Once during the game,
at any time, you can pay the number of food (0 to
5) remaining on the Styrian Oak to receive 6 wood
from the supply.
⇒ You can still keep animals in the pasture, as if
the stable did not exist.
⇒ The food on the Styrian Oak is not part of your
supply. You cannot use it in any way.
18
The Unofficial Agricola Compendium v. 7.1
Golden Hands
(Cost 1F.) Č13
Whenever you play a minor or major improvement,
you can replace exactly 1 building resource with another.
no longer keep animals in it. You receive 2 food
from the general supply in the field phase of each
harvest. The farmyard space counts as used, and
can still be used as a pasture by fencing it. The
wine cellar does not count as a stable.
⇒ Building resources are wood, clay, reeds, and
stone. You cannot replace anything else (food,
grain, vegetables, animals, etc.).
School
(1VP. Cost 1W 1C.) Č14
Whenever you can play 1 minor or major improvement, you can play 1 occupation instead. The price
of the occupation is 1 food.
⇒ You can also use the School on “minor improvement” actions.
Beer Festival
(Cost 1F. Req 3 persons.) Č15
You can bake bread immediately when you play this
card. At the end of the game, you get 1 bonus point
for every 3 food you have left, with a maximum of
3 points.
Wagenburg
Č16
You may place 1 fence on any number of your unused farmyard spaces. This costs 1 wood per fence.
You may at any time return a fence from a farmyard space to your personal supply. Spaces with
fences count as used at the end of the game.
⇒ If you take fences back from your farm, you don’t
get your wood back.
⇒ Farmyard spaces with fences also count as used
during the game, e.g. for the Rancher I340.
⇒ Does not activate the Hedge Keeper E175,
Farmer E160, Stablehand E207, or another
player’s Fencer I264.
Chapel
(1VP. Cost 2C.) Č17
The Chapel is an additional action space. Whenever a player uses it, they can discard up to 2 begging cards. Every begging card is paid with 1 stone,
which is placed on the Chapel. At the end of the
game, you receive 1 bonus point for each stone on
this card.
⇒ The stone on this card is not part of your personal supply.
⇒ The Chapel counts as played improvement, e.g.
for the Village Elder I221 or as prerequisite for
the Carp Pond E31.
Hop Field
(Req 1 empty field.) Č18
You can immediately pay 1 to 4 wood to place that
many fences on one of your empty fields. This field
is no longer suitable for sowing, but will be scored
as a field at the end of the game. For each fence
on the field you receive 1 food immediately and 1
bonus point at the end of the game.
⇒ You cannot return fences from the field to your
supply.
⇒ Does not activate the Hedge Keeper E175,
Farmer E160, Stablehand E207, or another
player’s Fencer I264.
Wine Cellar
(1VP. Cost 2S. Req 1 unfenced stable.) Č19
Immediately convert one of your unfenced stables
to a wine cellar by turning it on its side. You can
Golem
(1VP. Cost 2C. Req oven or cooking hearth.) Č20
Place the 2 clay that you paid on this card. At
the start of each of the next 2 rounds, return 1 of
the clay to the general supply. In these 2 rounds,
you use the action space where you place your first
person, twice in succession. For accumulating action spaces, this means that for the second action
you receive the number of resources or food that is
added at the start of each round.
⇒ The clay on this card is not part of your personal
supply.
⇒ You use only one person to take the double
action.
⇒ The person counts only once for the Church Warden I227.
⇒ Taking a double action is not optional. You may
only use an action space that you are able to use
twice. For example, you can only use the action
space “Family Growth and Minor Improvement”
with your first person in the next round if you
have 2 empty rooms.
⇒ If you only pay 1 clay for the Golem, you can
only take the double action once, and only in the
next round.
⇒ If you use e.g. the Golden Hands Č13 to pay 1
clay and 1 other resource for the Golem, you also
can take a double action only once, in the next
round.
Venus Figure
(Cost 2C.) Č21
Whenever you use the action space “Family Growth
and Minor Improvement”, you may carry out the
family growth action twice in the same turn, using
only 1 person.
⇒ This action space is revealed in round 5, 6, or 7.
⇒ You may only play 1 minor improvement.
⇒ You cannot use the Venus Figure on the action space “Family Growth without Room”, or
“1 Occupation or Family Growth” in the 5-player
game, or when you carry out family growth because of a card.
⇒ The person counts only once for the Church Warden I227.
Bible
(1VP. Cost 1W. Req 1 occ.) Č22
In the feeding phase of each harvest, each family
member that has used one of the following action
spaces in the preceding round consumes 1 fewer
food: “Plough 1 Field”, “Plough Field and Sow”,
“Take 1 Grain”, “Take 1 Vegetable”, and “Day
Labourer”,
⇒ If you also have the Cook E181, it is possible
that some of your family members do not consume food at all.
⇒ You can use this card to pay less food for the
occupant of the Reed Hut K138 or the Guest
2. Occupations
Worker Ö17, but you do not receive food if you
take any of the actions with another guest.
⇒ You can only receive the discount once for each
family member, even if they took one of the
actions twice because of Countryman K289 or
Golem Č20.
⇒ If you use the Acrobat to move a person at the
end of the round, you receive the discount for
that person.
Hunger Wall
(Cost 3C.) Č23
In the feeding phase of each harvest, each player
can pay 1 clay instead of 2 food to feed exactly 1
family member. Each paid clay is placed on this
card. You receive 1 bonus point for every 2 clay on
this card at the end of the game.
⇒ The clay on this card is not part of your personal
2
19
supply.
⇒ If a player has the Bible Č22, and all their family members need only 1 food, they can still use
the Hunger Wall, but only to replace just 1 food
with 1 clay.
⇒ In the solo game, you can replace 3 food with 1
clay.
Five-year Plan
(Req 2 occ, 1 empty field.) Č24
Place a claim marker on an empty field. You cannot sow again on this field. It no longer counts as a
field, but only as a used farmyard space. You may
immediately sow on all of your other empty fields.
Put 2 extra grain or vegetables on each stack that
you plant.
⇒ You put extra grain on grain fields, and extra
vegetables on vegetable fields.
Occupations
Land Agent
(3–5 players) E147
Whenever you use the “Take 1 Vegetable” action
space, you also receive 1 grain. When you play this
card, you receive 1 vegetable from the general supply.
Master Builder
(1–5 players) E151
Once during the game, at any time after your home
reaches at least 5 rooms, you may extend it by 1
room at no cost.
Academic
(3–5 players) E148
This card counts as 2 occupations for minor improvements and when scoring the Reeve E217 or
Tutor E174 occupation card.
⇒ You do not have to use an action space to build
a room with the Master Builder.
⇒ Playing the Academic counts as 1 occupation for
the Bread Paddle K111 and Bookshelf K112.
Master Baker
(4–5 players) E149
Whenever another player bakes bread, you can bake
bread if you have an appropriate improvement. If
you take a bake action yourself, you receive 1 additional food.
⇒ Is activated when another player uses any oven,
the Fireplace A1/A2, Cooking Hearth A3/A4,
Cooking Corner I85, Baker’s Kitchen I65, or
Bakehouse K106 to convert grain to food.
⇒ Is not activated if another player uses the “Sow
and Bake Bread” action space, but does not
bake.
⇒ Bread is not baked if schnaps is distilled or beer
is brewed, or when a Water Mill I103, Windmill
E17 or Hand Mill I75 is used.
⇒ You do not receive the additional food if you bake
bread because of the Master Baker itself.
Baker
(1–5 players) E150
During each harvest, you may bake bread at the
start of the feeding phase if you have an appropriate improvement. When you play this card, you
may bake bread as an additional action.
⇒ When you use this card, you may use all of your
ovens and other improvements to bake as much
bread as you want.
⇒ You may place a room tile on this card to show
that you have not yet taken the extension action.
Berry Picker
(3–5 players) E152
Whenever you use a person’s action to take wood,
you receive an additional 1 food.
⇒ Is activated when you use an action space on
which wood is placed each turn. You cannot use
such an action space just to use this card if the
action space contains no wood (e.g. because of
the Wood Distributor K284).
⇒ Is activated even if you leave all the wood on the
action space because of Basket E34, Mushroom
Collector E196, or Pig Catcher I253.
⇒ Is activated when you use an action space that
contains wood because of the Wood Distributor.
⇒ Is also activated by the action space “1 Reed,
Stone, and Wood” in 5-player games, and the action space “Take 1 Building Resource” in 3-player
games if you take wood.
⇒ Is activated when you play Building Material
E16. Is not activated when you receive wood
because of any other minor improvement or an
occupation.
Mendicant
(1–5 players) E153
At the end of the game, you can discard up to 2
begging cards without losing points for them.
Master Brewer
(1–5 players) E154
In the feeding phase of each harvest, the Master
Brewer can convert up to 1 grain to 3 food.
⇒ Brewing beer does not count as baking.
20
⇒ The grain that you want to convert into 3 food
may not be on fields; it must be taken from your
personal supply.
Bread Seller
(3–5 players) E155
You receive 1 food from the general supply for each
grain that is baked whenever any player (including
yourself) bakes bread.
⇒ Bread is not baked if schnaps is distilled or beer
is brewed, or when a Water Mill I103, Windmill
E17 or Hand Mill I75 is used.
⇒ Is activated when another player uses any oven,
the Fireplace A1/A2, Cooking Hearth A3/A4,
Cooking Corner I85, Baker’s Kitchen I65, or
Bakehouse K106 to convert grain to food.
⇒ Is not activated if anybody uses the “Sow and
Bake Bread” action space, but does not bake.
Brush Maker
(3–5 players) E156
Whenever you convert wild boar to food, you place
the boar on this card. At the end of the game, you
receive bonus points if you have wild boar markers on this card: 4 or more markers, 3 points; 3
markers, 2 points; 2 markers, 1 point.
⇒ A converted wild boar may either be placed on
the Tanner K280, Taxidermist Z330 , or Brush
Maker; you cannot use two of these cards for the
same animal.
⇒ If you also have the Basin Maker K273 and/or
the Pelts K339, you may use those cards as well
as the Brush Maker for each converted wild boar.
⇒ Wild boar markers on this card do not count in
the scoring at the end of the game.
Thatcher
(3–5 players) E157
Pay 1 reed less to build each room, for each renovation, and for each of the Water Mill I103, Halftimbered House E21, Chicken Coop I84, Holiday
House I71, Mansion K144 and Corn Storehouse
I86.
⇒ Can be used for every room you build, if you build
more than 1 room.
⇒ If you also have other cards that reduce costs for
building rooms, e.g. the Ladder I91, you may use
all of these cards for the same action.
⇒ The Thatcher has no effect if the number of reeds
required is already lowered to 0, e.g. by using
both Clay Roof E36 and Frame Builder K272
when building a new room.
Turner
(3–5 players) E158
At any time, you can use the Turner to convert any
number of wood to 1 food each.
Head of the Family
(4–5 players) E159
You can use any room building or family growth action space, even if another player has already placed
a person on it.
⇒ You may not use the same action space in the
same round with 2 of your own people.
⇒ You do not have to use the room building action
if the action space provides a choice of actions.
⇒ In the 5-player game, you can take the action
“Travelling Players” on the action card “Build
The Unofficial Agricola Compendium v. 7.1
Room or Travelling Players”, even though another player has used it to build a room.
⇒ In the 5-player game, there is an action space
that gives players a choice of actions, including
family growth. From round 5 onwards, you may
always use this space, even if you choose the other
action.
Farmer
(4–5 players) E160
The next time you build fences, you receive 1 wild
boar. Each time you build at least 1 fence after
that, you receive 1 cattle.
⇒ You only receive 1 new animal per turn , even if
several pastures are created with the same action.
⇒ Is activated when you use the Fence Overseer
K312, or when you play the Mini Pasture E40.
⇒ You may immediately convert the animals into
food with an appropriate improvement, without
having to make room for them in your farmyard.
Fisherman
(3–5 players) E161
Whenever you use the “Fishing” action space, you
can choose to take twice as many food as is on the
space. If you do this, you must give 1 food each
to the owners of the Fishing Rod E12, Raft E22,
Canoe E30, Fish Trap I95, and Landing Net K126.
⇒ Only the food that is lying on the action space
is doubled. Take the food from the action space,
and the same amount from the general supply.
⇒ You only give food to another player if he has
the improvement in front of him on the table.
⇒ If a player has played more than one of these improvements, you give him more than one food.
⇒ You do not have to pay anything for an item if
you own it yourself.
⇒ It is possible that you have to pay more food than
you receive. If you won’t have enough food to
pay the owners of the improvements after using
the Fisherman, you are not allowed to use it.
⇒ The effect of the Fisherman is optional. If you
do not take the double amount of food, you do
not have to pay anything to the other players.
⇒ Is not activated by using the Net Fisherman
I248.
Meat Seller
(1–5 players) E162
If you have an oven, you can convert your animals
into food at any time. Take 2 food for each sheep,
3 for each wild boar and 4 for each cattle.
⇒ The Meat Seller may not be used after upgrading
an oven to a Baker’s Kitchen I65 or Bakehouse
K106, unless you have another oven.
⇒ 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.
2. Occupations
Field Warden
(4–5 players) E163
You can use the “Take 1 Vegetable”, “Plough 1
Field” and “Plough Field and Sow” action spaces
even if another player has already placed a person
on the space.
⇒ You may not use the same action space in the
same round with 2 of your own people.
⇒ You can use the Field Warden when you move
a family member to the “Plough Field and Sow”
space because of the Countryman K289.
Master Forester
(4–5 players) E164
Include the “2 Wood” action card from the 3-player
game as an additional forest. At the start of each
round, place 2 wood on the card. Any player who
uses this action space must pay you 2 food.
⇒ If you use the Master Forester yourself, you do
not need to have or to pay any food.
⇒ The food must be paid before the wood is collected. If the player who wants the wood gets
food for this action, for example because of the
Berry Picker E152, he may not use this food to
pay for the Master Forester.
Yeoman Farmer
(3–5 players) E165
At the end of the game, you only lose points for
unused farmyard spaces and begging cards.
21
Estate Manager
(3–5 players) E170
At the end of the game, you receive bonus points,
if for none of the three animal species, any other
player has more animals than you: in a 3 player
game, 2 points; in a 4 player game, 3 points; in a 5
player game, 4 points.
⇒ If a player has the Horse K135, it does not count
as 1 animal of a missing type of his choice when
counting animals for the Estate Manager. The
House Goat K120 does not count as an animal.
Dock Worker
(1–5 players) E171
At any time, you can use the Dock Worker to convert 3 wood to either 1 clay, 1 reed or 1 stone, or to
convert 2 clay, 2 reed or 2 stone to 1 other building
resource.
⇒ Building resources are wood, clay, reeds, and
stone.
Chief
(1–5 players) E172
At the end of the game, you receive 1 bonus point
for each room in your stone house. Playing this
card costs an additional 2 food.
⇒ If you have the Half-timbered House E21 as well,
you use both to get 4 points per room; if you have
the Mansion K144 as well, or all three of Chief,
Mansion and Half-timbered House, you use them
all to get 5 points per room.
⇒ Write down the points you gain by using the
Yeoman Farmer as bonus points. The number
of bonus points you get is equal to the number of
scoring categories for which you would otherwise
have scored negative points.
Chief ’s Daughter
(1–5 players) E173
If another player plays the Chief E172 card, you
can play this card immediately at no cost. At the
end of the game, you receive 3 bonus points if you
have a stone house, 1 if you have a clay hut.
⇒ Negative points that are compensated by the
Yeoman Farmer are not counted as negative for
the Constable K276.
⇒ You can also play this card using an action space
in the usual way.
⇒ If you use the Horse K135 to compensate for a
missing type of animals, you still receive a bonus
point for that animal from the Yeoman Farmer
(and 2 bonus points from the Horse).
Undergardener
(4–5 players) E166
Whenever you use the “Day Labourer” action
space, you also receive 1 vegetable.
Conjurer
(4–5 players) E167
Whenever you use the “Travelling Players” action
on an action space, you receive 1 additional grain.
⇒ If you play the Chief E172 yourself, you may not
play the Chief’s Daughter at the same time.
⇒ In a solo game, you can only play this card using
an action space.
⇒ If you have the Clogs E28 as well, you get points
for both cards.
⇒ If you play the Chief’s Daughter because the
Chief is played, this activates the Bread Paddle
K111, Bookshelf K112, Patron E192, and Educator K271, but not the Writing Desk E49, Perpetual Student K275, or Therapist Ö03.
⇒ If another player uses the Juggler I237 with a
“Traveling Players” action, he pays you 1 food.
Tutor
(1–5 players) E174
At the end of the game, you receive 1 bonus point
for each occupation that you play after this one.
Greengrocer
(3–5 players) E168
Whenever you use the “Take 1 Grain” action space,
you also receive 1 vegetable.
⇒ You may note the bonus points on the scoring
pad immediately, or you can simply lay out your
occupations in the order that you play them.
Storyteller
(4–5 players) E169
Whenever you use the “Travelling Players” action
on an action space, you can leave 1 food on the
space and receive 1 vegetable instead.
⇒ The Academic E148 counts as two occupations.
⇒ If another player uses the Juggler I237 with a
“Traveling Players” action, he pays you 1 food.
⇒ If you have the Dancer E212 as well, you receive
at least 4 food and 1 vegetable when you leave
one food on the action space.
⇒ If you keep this card after playing a round in a
series of solo games, you also receive bonus points
for permanent occupation cards kept in play after
subsequent games.
Hedge Keeper
(1–5 players) E175
Whenever you build at least 1 fence, you can build
3 additional fences without paying any additional
wood.
22
The Unofficial Agricola Compendium v. 7.1
⇒ Is activated when you use the Fence Overseer
K312, Fence Builder I263 or Fence Deliveryman
I265, or when you play the Mini Pasture E40.
⇒ If you also have the Farmer E160, Stablehand
E207, Wood Carver K301 or Sawhorse K121,
you may use all of those cards during the same
fence building action.
⇒ The free fences from the Hedge Keeper are built
in the same fence building action as all other
fences, but in an order of your choosing. However, you may not use the Hedge Keeper for the
first fence you build in a turn.
⇒ If you use a “major or minor improvement” action, you can either play 2 major or 2 minor improvements, or 1 major and 1 minor improvement.
⇒ Can only be used once per turn.
⇒ Only after building the extra fences, you need to
follow the conditions for building fences (i.e. no
open pastures).
⇒ You may choose to build fewer than 3 fences, for
example, if you do not have 3 unbuilt fences left.
⇒ If you build no free fences, or fewer than 3, you
cannot save the other free fences for later rounds.
⇒ Using both Merchant and Businessman I228, you
can first play 1 minor improvement and 1 major
or minor improvement, and then additionally for
1 food, either 2 minor improvements or 1 major and 1 minor improvement when you use the
“Starting Player” action space.
Woodcutter
(1–5 players) E176
You receive 1 additional wood whenever you use a
person’s action to take wood.
⇒ Is activated when you use an action space on
which wood is placed each turn. You cannot use
such an action space just to use this card if the
action space contains no wood (e.g. because of
the Wood Distributor K284).
⇒ Is activated even if you leave all the wood on the
action space because of Basket E34, Mushroom
Collector E196, or Pig Catcher I253.
⇒ Is activated when you use an action space that
contains wood because of the Wood Distributor.
⇒ Is also activated by the action space “1 Reed,
Stone, and Wood” in 5-player games, and the
action space “Take 1 Building Resource” in 3player games if you take wood.
⇒ Is not activated when you receive wood because
of a minor improvement or occupation.
Wooden Hut Builder
(3–5 players) E177
At the end of the game, you receive 1 bonus point
for each room in your wooden hut.
Hut Builder
(4–5 players) E178
Play this card during round 1–4. At the start of
round 11, you can extend your hut by 1 room at
no cost, as long as you have not yet renovated to a
stone house.
⇒ When the card is played, put a room tile on the
round 11 action space as a reminder.
⇒ It is allowed to play this card after round 4, in
which case it has no effect.
⇒ Is activated by every improvement you play, even
if you play several in a single turn.
⇒ Using both Merchant and Travelling Salesman
K281, you can play up to 4 minor improvements
for 1 food on a “major or minor improvement”
action space, or you can acquire 2 major improvements for 1 food on a “minor improvement” action space.
⇒ If you receive goods or food from the first improvement, you may use them to pay for the
use of the merchant, or for buying the second
improvement.
⇒ Is activated when you use the Scholar K279 to
play an improvement.
Hobby Farmer
(4–5 players) E180
When you play this card, you receive 1 vegetable
that you may sow immediately if you have an empty
plowed field.
⇒ You perform a sowing action, which you can only
use for this vegetable.
⇒ Activates the Fieldsman I219, Smallholder
K286, Potato Dibber E32, Liquid Manure
K118, Planter Box I90 and another player’s
Field Worker I224 when used to sow the
vegetable.
⇒ Sowing the vegetable is optional.
Cook
(4–5 players) E181
In the feeding phase of each harvest, only 2 of your
people eat 2 food each; all others are satisfied with
only 1 food each.
Charcoal Burner
(3–5 players) E182
You receive 1 food and 1 wood whenever any player
(including you) builds a Fireplace A1/A2, Cooking Hearth A3/A4, Cooking Corner I85, Baker’s
Kitchen I65, Bakehouse K106, or oven.
⇒ You can place 1 food and 1 wood on the affected
unbuilt major improvements to remind you to
take the tokens.
⇒ You also receive the food and wood when an improvement is upgraded to one of the mentioned
improvements.
⇒ If you choose not to build a free room at the
start of round 11, you cannot build it later in the
game.
Basketmaker
(4–5 players) E183
In each harvest, the Basketmaker can convert up to
1 reed to 3 food.
Merchant
(1–5 players) E179
Whenever you use a “minor improvement” or “minor or major improvement” action, you can pay 1
food to use the action a second time.
Grocer
(1–5 players) E184
Pile (from bottom to top) 1 vegetable, reed, clay,
wood, vegetable, stone, grain, reed on this card. At
any time, you may buy the top item for 1 food.
2. Occupations
Clay Firer
(4–5 players) E185
You can use the Clay Firer at any time to convert
2 clay to 1 stone or 3 clay to 2 stone.
Clay Seller
(4–5 players) E186
You can use the Clay Seller at any time to convert
2 clay to 1 sheep or 1 reed, 3 clay to 1 wild boar or
1 stone, and/or 4 clay to 1 cattle.
⇒ If you receive animals from the Clay Seller, you
may convert them to food with an appropriate
improvement without having to make room for
them in your farmyard.
Clay Deliveryman
(1–5 players) E187
Place 1 clay on each of the spaces for rounds 6 to
14. At the start of these rounds, you receive the
clay.
23
Patron
(4–5 players) E192
In future, whenever you play an occupation, you
receive 2 food before you pay the costs of the occupation.
⇒ If you use the Writing Desk E49, you receive food
for both occupations you play.
⇒ If you also have the Bookshelf K112, you can
use both to receive 5 food for each occupation
you play.
Pastor
(4–5 players) E193
If, when you play this card or later in the game,
you are the last player to have only 2 rooms in
your home, you receive 3 wood, 2 clay, 1 reed and
1 stone.
⇒ You do not receive clay for the current round, or
any of the earlier rounds.
⇒ You choose the moment at which you’re paid,
but it has to be after the last player (other than
you) build his third room and before you build
your third room yourself.
Clay Mixer
(1–5 players) E188
Whenever you take only clay with one of your people’s actions, you receive 2 additional clay.
Plough Driver
(1–5 players) E194
Once you have a stone house, you can pay 1 food at
the start of each round to plough (at most) 1 field.
⇒ Is activated when you use an action space on
which clay is placed each turn. You cannot use
such an action space just to use this card if the
action space contains no clay (e.g. when you have
the Bureaucrat Č07).
⇒ When you use the Plough Driver, you may not
use a plough or the Harrow I68 to plough multiple fields.
⇒ Food that you receive at the start of a round (e.g.
because of the Well A10) can be used to pay for
the field immediately.
⇒ Is also activated by the action space “Take 1
Building Resource” in 3-player games if you take
clay.
⇒ Is not activated when you receive clay because
of a minor improvement or occupation.
⇒ Is activated when you take clay from an action
space, and at the same time receive other goods
because of a minor improvement or occupation.
Lord of the Manor
(1–5 players) E189
At the end of the game, you receive 1 bonus point
for each scoring category where you have scored the
maximum 4 points.
⇒ The bonus point is also awarded for 4 fenced stables.
⇒ Bonus points from other cards, such as the Brewery K110 or the Schnaps Distillery I98, are not
taken into account when scoring the Lord of the
Manor E189.
Maid
(1–5 players) E190
Once you have built a clay hut, place 1 food on
each remaining round space. At the start of these
rounds, you receive the food.
⇒ If you already have a clay hut or a stone house
when you play this card, place the food immediately.
Mason
(1–5 players) E191
Once during the game, at any time after your stone
house reaches at least 4 rooms, you may extend it
by 1 room at no cost.
⇒ You may place a room tile on this card to show
that you have not yet taken the extension action.
⇒ You do not have to use an action space to build
a room with the Mason.
Plough Maker
(1–5 players) E195
Whenever you use either of the “Plough 1 Field”
or “Plough Field and Sow” action spaces, you can
pay 1 food to plough 1 additional field.
⇒ You may use one of the ploughs or the Harrow
I68 at the same time as the Plough Maker (unlike the Plough Driver E194); in that case, you
pay 1 food to plough 1 field more than the plough
or Harrow allows.
Mushroom Collector
(1–5 players) E196
Whenever you use a person’s action to take wood
that is lying on an action space, you can leave 1
of that wood on the space and receive 2 food in
exchange.
⇒ If you also have the Basket E34, you can use
both cards to leave 3 wood to receive 5 food.
⇒ You can use an action space with only 1 wood
on it, and only take 2 food (and no wood). This
still counts as taking wood, and activates e.g. the
Berry Picker E152, Wood Cart I79, and Pieceworker K268.
⇒ If there is no wood on the action space, for example because of the Wood Distributor K284,
you may not use the Mushroom Collector.
⇒ Is activated when you use an action space that
contains wood because of the Wood Distributor.
Braggart
(3–5 players) E197
At the end of the game, you receive bonus points
for the number of improvements in front of you: for
9 or more improvements, 9 points; for 8 improvements, 7 points; for 7 improvements, 5 points; for
6 improvements, 3 points; for 5 improvements, 1
point.
24
The Unofficial Agricola Compendium v. 7.1
⇒ Both major and minor improvements count. Discarded improvements do not.
you receive 1 additional wild boar from the general
supply.
Ratcatcher
(3–5 players) E198
In rounds 10 and 12, all other players may not place
1 of their family’s offspring (if they have any). This
card may only be played until the end of Round 9.
⇒ The “1 Wild Boar” action space is added in round
8 or 9.
⇒ In the 5-player game, there is an action space
that gives players 1 animal of their choice. The
Swineherd is not activated by using this space.
⇒ The idle family members do count towards the
question whether there is space in the hut or
house for family growth.
⇒ You yourself may place all your family members.
⇒ All family members except for the first two are
offspring; not only newborns.
⇒ Guests and the occupant of the Reed Hut K138
are not offspring and may always be played.
Renovator
(1–5 players) E199
Pay 2 less clay to renovate to a clay hut, and pay 2
less stone to renovate to a stone house.
Conservator
(1–5 players) E200
You can renovate your wooden hut to a stone house
without first needing to renovate it to a clay hut.
⇒ You may not use both the Conservator and the
Stone Breaker K303 or the Conservator and the
Builder’s Trowel E50 to renovate your wooden
hut to a stone house out of turn.
⇒ The renovation is paid, as usual, with 1 stone
per room plus 1 reed, and you still have to take
a “Renovate” action to use the Conservator.
⇒ Activates the Clay Hut Builder I242 when used.
Cattle Whisperer
(4–5 players) E201
Add 5 and 9 to the number of the current round.
Place 1 cattle on each corresponding round space.
At the start of these rounds, you receive the cattle.
⇒ If this card is already in play at the start of a
solo game, the current round number is 0. You
receive the cattle on rounds 5 and 9.
⇒ You may immediately convert the animals into
food with an appropriate improvement, without
having to make room for them in your farmyard.
Seasonal Worker
(1–5 players) E202
Whenever you use the “Day Labourer” action
space, you receive 1 additional grain. From round
6, you can choose to receive 1 vegetable instead.
Shepherd
(4–5 players) E203
During each harvest, if you have at least 4 sheep
during the breeding phase, you receive 2 lambs instead of 1 as long as you have room for them.
Master Shepherd
(4–5 players) E204
Place 1 sheep on each of the next 3 round spaces.
At the start of these rounds, you receive the sheep.
⇒ You may immediately convert the animal into
food with an appropriate improvement, without
having to make room for it in your farmyard.
Reed Collector
(3–5 players) E205
Place 1 reed on the next 4 round spaces. At the
start of these rounds, you receive the reed.
Swineherd
(4–5 players) E206
Whenever you use the “1 Wild Boar” action space,
Stablehand
(1–5 players) E207
Whenever you build at least 1 fence, you also receive 1 stable which you must build immediately.
⇒ The stable may be built inside or outside the
fenced area.
⇒ You do not need to pay any wood for the stable.
⇒ Is activated when you play the Mini Pasture E40.
⇒ Only 1 free stable is awarded in each turn.
⇒ Is activated when you use the Fence Overseer
K312: when you build a stable, you may fence
it, after which you have to build another stable.
You may not then fence that second stable.
⇒ Activates the Fence Overseer when used: when
you build a fence, you must build 1 free stable,
which can be fenced for free. You may not use the
Stablehand again to receive a second free stable.
⇒ If you have no unbuilt stables left, or if there is
no place in your farmyard where it can be placed,
the Stablehand has no effect.
⇒ If you use the Hedge Keeper E175, the additional 3 fences do not activate the Stablehand a
second time.
Stablemaster
(1–5 players) E208
One (and only one) of your unfenced stables may
hold up to 3 animals of the same type.
⇒ If you also have the Shepherd’s Pipe E29, that
card has no effect on the unfenced stable for
which the Stablemaster is used.
Quarryman
(3–5 players) E209
You can use the Quarryman at any time to convert stone to food. For each stone you convert, you
receive 2 food.
Stone Carrier
(1–5 players) E210
Whenever you take stone with an action of a person, you can also take 1 additional stone. If you
also receive other building resources, this costs you
1 food.
⇒ Is activated when you use an action space on
which stone is placed each turn. You cannot use
such an action space just to use this card if the action space contains no stone (e.g. when you have
the Bureaucrat Č07.)
⇒ Is activated by the action space “Take 1 Building
Resource” in 3-player games if you take stone.
⇒ Is also activated by the action space “1 Reed,
Stone, and Wood” in 5-player games and the action space “1 Reed, Stone, and Food” in 4-player
games, if you pay 1 food.
⇒ You also pay 1 food to use this card if you receive other building resources at the same time
from occupations and minor improvements.
2. Occupations
⇒ Is not activated when you receive stone because
of a minor improvement or occupation.
⇒ Other building resources are wood, clay, and
reed.
Stonecutter
(3–5 players) E211
All improvements, rooms and renovations cost you
1 stone less.
⇒ For example, you do not have to pay any stone if
you play Lumber K107.
⇒ If you buy more than one room, you receive the
discount for all rooms. If you renovate, you only
get a discount of 1 stone, no matter how many
rooms your house has.
⇒ You may use other cards that change the costs
of an improvement, room or renovation together
with the Stonecutter for the same action.
Dancer
(4–5 players) E212
Whenever you use the “Travelling Players” action
on an action space, you receive at least 4 food, even
if only 1 to 3 food are on the space.
⇒ If another player uses the Juggler I237 with a
“Traveling Players” action, he pays you 1 food.
⇒ If you have the Storyteller E169 as well, you receive at least 4 food and 1 vegetable when you
leave one food on the action space.
⇒ You cannot use both the Juggler I237 and the
Dancer for the same action.
Stockman
(4–5 players) E213
You receive 1 cattle when you build your second
stable, 1 wild boar when you build your third and
1 sheep when you build your fourth.
⇒ If you build several stables at once, you may receive more than one animal.
⇒ You do not get animals for stables that have already been built when you play the Stockman.
⇒ You may immediately convert the animal into
food with an appropriate improvement, without
having to make room for them in your farmyard.
Potter
(3–5 players) E214
In each harvest, the Potter can convert up to 1 clay
to 2 food.
Tenant Farmer
(4–5 players) E215
You immediately receive a loan of one of each type
of animal. Before scoring, return the 3 animals.
For each animal that you cannot or do not want to
return, you lose 1 point.
⇒ If you also have the Yeoman Farmer E165, you
do not deduct points if you do not return an animal.
⇒ If you deduct points for not returning an animal, you do not get the bonus points from the
Constable K276.
⇒ If you also have the Animal Feed I101, you may
use the animals from the Animal Feed to repay
your loan, even if you have no space in your farm
to keep them.
⇒ You may repay the loan at any time before the
scoring, including during the game. You may
only repay your loan once.
25
Animal Keeper
(4–5 players) E216
You can keep sheep, wild boar and cattle in the
same pasture.
⇒ This applies to all your pastures except the Forest
Pasture K145.
Reeve
(3–5 players) E217
You receive wood immediately when you play this
card: if played in round 12 or 13, take 1 wood; if
played in round 9, 10, or 11, take 2 wood; if played
in round 6, 7, or 8, take 3 wood; if played before
round 6, take 4 wood. At the end of the game, all
players with the most occupation cards in front of
them receive 3 bonus points each.
⇒ The Academic E148 counts as two occupations.
Carpenter
(1–5 players) E218
To extend your home, you need only 3 of the appropriate resource and 2 reed for each new room.
⇒ For example, if you live in a wooden hut, you
need 3 wood and 2 reed.
⇒ Can be used for every room you build, if you build
more than 1 room.
⇒ If besides the Carpenter, you also have the Clay
Supports E37, Axe E13, and/or Clay Plasterer
I241, you may only use one of these four cards at
the same time. If you build more than one room,
you can choose the same or a different card for
each room.
⇒ After you’ve used the Carpenter, you may
use the Clay Roof E36, Ladder I91, Strawthatched Roof I99, Brushwood Roof K136,
Thatcher E157, Stonecutter E211, Bricklayer
I243, Frame Builder K272, Brushwood Collector K294, and/or Wood Carver K301 to further
change the cost of the room.
⇒ For example, if you also have the Bricklayer I243,
you may use both cards to build rooms for 1 clay
and 2 reed.
⇒ You may use this card to change the costs of the
Wooden Hut Extension I81 and Clay Hut Extension K132, but this will increase the number of
required reeds to 2.
Fieldsman
(1–5 players) I219
Whenever you sow 1 field, place 2 additional goods
of the same type from the general supply on the
stack. Whenever you sow 2 fields, place 1 extra
good on each.
⇒ If you sow three or more fields, you do not get
any additional goods.
⇒ You also get the extra goods if planting on the
Forester K278, Copse I78, Lettuce Patch E47,
Bean Field E18, Turnip Field K137 and Acreage
K105.
⇒ The Acreage counts as two fields if both fields of
the Acreage are planted. The Forester counts as
up to three fields. If you use the Scarecrow Z324
to sow a field twice, it counts as two fields.
⇒ Is activated when you use the Hobby Farmer
E180 or the Corn Storehouse I86.
26
Well Builder
(1–5 players) I220
For you, the Well A10 is not a major but a minor
improvement and costs only 1 stone and 1 wood to
build.
⇒ After the upgrade to the Village Well I66, the
Well may be built a second time. The benefits of
the Well Builder apply both times.
Village Elder
(3–5 players) I221
You receive wood immediately when you play this
card: if played in round 12 or 13, take 1 wood; if
played in round 9, 10, or 11, take 2 wood; if played
in round 6, 7, or 8, take 3 wood; if played before
round 6, take 4 wood. At the end of the game,
all players with the most improvements in front of
them receive 3 bonus points each.
⇒ Both major and minor improvements count. Discarded improvements do not.
Social Climber
(4–5 players) I222
Whenever you are the first player to renovate to a
clay hut or a stone house, you receive 3 stone. If
you are the second, you receive 2 stone; the third,
you receive 1 stone.
⇒ Rewards are not given for renovations performed
before you played this card.
⇒ You receive the stone immediately after renovating, so you can use them immediately for the following small improvement.
Harvest Helper
(3–5 players) I223
At the start of the feeding phase in each harvest,
you can take 1 grain from 1 field belonging to another player. That player receives 2 food from the
general supply.
⇒ You may not take an additional grain from one
of your own fields.
⇒ You may take the grain from another player’s
Acreage K105 minor improvement.
⇒ The Harvest Helper is used after the Corn Storehouse I86.
⇒ You decide which of the opponents’ field to take
the grain from.
Field Worker
(3–5 players) I224
Whenever another player sows one or more fields,
you receive 1 grain in a 3-player game or 1 food in
a 4 or 5 player game.
⇒ If you sow, you do not get anything from the Field
Worker.
⇒ Is activated when another player uses the Hobby
Farmer E180 or the Corn Storehouse I86.
Field Watchman
(1–5 players) I225
Whenever you use the action space “Take 1 Grain”,
you can also plough up to 1 field.
⇒ You cannot use ploughs or the Harrow I68 when
this card is used.
Gardener
(1–5 players) I226
Take vegetables from the general supply and not
from your vegetable field whenever you harvest
them — you keep the vegetables on the fields.
⇒ All your vegetable fields remain untouched until the end of the game. This also applies to the
The Unofficial Agricola Compendium v. 7.1
Bean Field E18, Turnip Field K137 and Lettuce
Patch E47.
⇒ The effect of the Gardener is not optional.
Church Warden
(1–5 players) I227
You receive wood immediately when you play this
card: if played in round 12 or 13, take 1 wood; if
played in round 9, 10, or 11, take 2 wood; if played
in round 6, 7, or 8, take 3 wood; if played before
round 6, take 4 wood. At the end of the game, any
player who performed actions with at least 5 people
in round 14 receives 3 bonus points.
⇒ An action by a guest is counted. An additional
action because of the Countryman K289 or Acrobat K269 is not.
⇒ A player who only gets a 5th family member
in round 14 does not receive the bonus points,
unless the new family member takes an action that turn because of the Adoptive Parents
K267.
⇒ A player who has built the Holiday House I71
does not receive bonus points for the Church
Warden.
Businessman
(3–5 players) I228
Whenever you use the “Starting Player” action
space, you can play an additional minor or major improvement after you play the minor improvement.
⇒ Optional; can only be used once per turn.
⇒ Using both Businessman and Travelling Salesman K281, you can play up to 3 minor improvements one after another when you use the “Starting Player” action space.
⇒ Using both Businessman and Merchant E179,
you can first play 1 minor improvement and 1
major or minor improvement, and then additionally for 1 food, either 2 minor improvements or
1 major and 1 minor improvement when you use
the “Starting Player” action space.
⇒ You may not play a major improvement without
playing a minor improvement.
Sycophant
(4–5 players) I229
Any other player that uses the “Take 1 Grain” action space must first pay you 1 food. In addition,
you receive 1 food from the general supply. You receive that food even when you take the grain yourself.
⇒ Note that there are enough cards in the interactive deck that the other players can use to avoid
the “Take 1 Grain” action space.
⇒ The food has to be paid before using the action
space; if a player has no food to pay before taking the grain, he cannot use the action space. He
cannot take a begging card to get 1 food.
⇒ You do not have to pay anything if you use the
action space yourself.
Clay Digger
(4–5 players) I230
Include the “1 Clay” action card from the 3-player
game as an additional clay pit. Immediately place
3 clay on the card and add 1 clay at the start of
2. Occupations
each round. Any player who uses this action must
pay you 3 food.
⇒ If you use the Clay Digger yourself, you do not
need to have or to pay any food.
Manservant
(1–5 players) I231
When you build a stone house, place 3 food on
each remaining round space. At the start of these
rounds, you receive the food.
⇒ If you already have a stone house when you play
this card, place the food immediately.
Midwife
(4–5 players) I232
Whenever another player has offspring and then has
a larger family than you, you receive 1 food. If they
have at least 2 more family members than you, you
receive 2 food.
⇒ The food is taken from the general supply, not
from the other player.
⇒ Is activated when another player uses the Wet
Nurse K270, Lover K291, or Village Beauty
Z325.
⇒ This card is not activated when another player
gets a guest or plays the Reed Hut K138.
⇒ Guests and the occupant of the Reed Hut are
not counted in the size of the families.
Farm Steward
(1–5 players) I233
Once you live in a clay hut or stone house, play your
next family growth action as a “family growth even
without room”.
⇒ The next family growth is performed as if the
round card from stage 5 was used. All future
family growth is carried out as normal.
⇒ Allows at most 1 family growth without space in
the hut.
⇒ If a room is built later, the offspring occupies it
immediately.
⇒ If you already live in a clay hut or stone house,
you use the Farm Steward for the first family
growth action after you’ve played it.
⇒ If your next family growth is the “Family Growth
and Minor Improvement” action space, you can
play a minor improvement as usual.
⇒ If your next family growth action is “Family
Growth without Room”, or when playing the
Lover K291, this card has no effect.
27
⇒ Is also activated by the action space “1 Reed,
Stone, and Wood” in 5-player games, and the
action space “Take 1 Building Resource” in 3player games if the other player takes wood.
⇒ Is not activated when another player receives
wood because of a minor improvement or
occupation.
⇒ The wood still counts as “taken” for the other
player; they can still use their Berry Picker E152,
Woodcutter E176, Pieceworker K268, etc., even
if you buy the only wood that they take this turn.
However, they cannot use their Resource Seller
K310, because they do not “receive” the wood.
Wood Collector
(1–5 players) I235
Place 1 wood on each of the next 5 round spaces.
At the start of these rounds, you receive the wood.
Hide Farmer
(3–5 players) I236
At the end of the game, you can pay 1 food each
for any number of unused farmyard spaces. These
do not lose you points in the scoring.
⇒ Negative points that are compensated by the
Hide Farmer are not counted as negative for the
Constable K276.
Juggler
(4–5 players) I237
Whenever you use the “Travelling Players” action
on an action space, you can choose to receive twice
as much food as is on the card. If you do this, you
must give one food each to the owners of the Magician K311, Conjurer E167, Street Musician I257,
Puppeteer I249, Acrobat K269, Dancer E212, Animal Trainer K342 and Storyteller E169.
⇒ You cannot use both the Juggler and the Dancer
E212 for the same action.
⇒ Only the food that is lying on the action space
is doubled. Take the food from the action space,
and the same amount from the general supply.
⇒ You only give food to another player if he has
the occupation in front of him on the table.
⇒ If a player has played more than one of these
occupations, you give him more than one food.
⇒ You do not have to pay anything for an occupation if you own it yourself.
⇒ Using the Wet Nurse K270 or Village Beauty
Z325 counts as a family growth action.
⇒ It is possible that you have to pay more food
than you receive.
Wood Buyer
(3–5 players) I234
Whenever another player receives wood from an action, you can buy 1 wood from them for 1 food
(even without their agreement).
⇒ The effect of the Juggler is optional. If you do
not take the double amount of food, you do not
have to pay the other artists.
⇒ You may buy only 1 wood each turn.
⇒ The other player cannot refuse this exchange.
⇒ If the other player leaves all the wood on the
action space because of Basket E34, Mushroom
Collector E196, or Pig Catcher I253, you cannot
buy wood from him.
⇒ Is activated when a player uses an action space
that contains wood because of the Wood Distributor K284.
⇒ If you would not have enough food to pay the
other artists, you are not allowed to use the
Juggler.
Chamberlain
(1–5 players) I238
At the start of round 11 (or immediately, if you
play this card after the start of Round 11), turn
over the round cards for the remaining rounds. You
(and only you) can use these actions immediately;
the other players must wait until the appropriate
round.
28
The Unofficial Agricola Compendium v. 7.1
⇒ The order in which the “Plough Field and
Sow” and “Family Growth without Room” action spaces enter the game is determined by the
chamberlain immediately when they are turned
over.
you can use both the Carpenter E218 and the
Bricklayer to build rooms for 1 clay and 2 reed;
or you can use both the Clay Supports E37 and
the Bricklayer to build rooms for 1 wood and 1
reed.
Corn Profiteer
(4–5 players) I239
You can convert 1 grain to 3 food at any time. Any
other player can prevent this by buying the grain
from you for 2 food. If more than one player wants
to buy, you choose one of them.
⇒ You may use other cards that change the costs
of an improvement, room or renovation together
with the Bricklayer for the same action.
⇒ Using the Corn Profiteer does not count as baking bread.
Cowherd
(3–5 players) I240
Whenever you use the “1 Cattle” action space, you
receive 1 additional cattle from the general supply.
⇒ The “1 Cattle” action space is added in round 10
or 11.
⇒ In the 5-player game, there is an action space
that gives players 1 animal of their choice. The
Cowherd is not activated by using this space.
Clay Plasterer
(1–5 players) I241
Renovating your wooden hut to a clay hut costs you
only 1 clay and 1 reeds. Each room of your clay hut
costs you 3 clay and 2 reeds.
⇒ If besides the Clay Plasterer, you also have the
Clay Supports E37 and/or Carpenter E218, you
may still only use one of these three cards at the
same time. If you build more than one room,
you can choose the same or a different card for
each room.
⇒ You may use this card to change the costs of the
Clay Hut Extension K132, but this will increase
the number of required reeds to 2.
⇒ After you’ve used the Clay Plasterer, you may
use the Clay Roof E36, Ladder I91, Strawthatched Roof I99, Brushwood Roof K136,
Thatcher E157, Bricklayer I243, Frame Builder
K272, and/or Brushwood Collector K294 to further change the cost of the room.
⇒ For example, if you have the Bricklayer I243 as
well, you can use both to renovate to a clay hut
for 1 reed and to build new clay rooms for 1 clay
and 2 reeds.
Clay Hut Builder
(1–5 players) I242
Once you live in a clay hut, place 2 clay on each
of the next 5 round spaces. At the start of these
rounds, you receive the clay.
⇒ If you already live in a clay hut or a stone house
when you play this card, place the clay on the
round spaces immediately.
⇒ Is activated when you use the Conservator E200
to renovate to a stone house.
⇒ If a new room costs only 1 clay, e.g. after using
the Clay Plasterer and the Frame Builder K272,
the Bricklayer reduces the cost to 0.
⇒ The cost of the Clay Hut Extension K132 is also
lowered by 2 clay.
Layabout
(1–5 players) I244
Once you have played this card, you may not take
part in the next harvest.
⇒ You do not perform the actions of either the field
phase or the breeding phase of the next harvest.
Neither may you use cards that have effects at
harvest time.
⇒ On the other hand, you do not need to feed your
family during that harvest.
⇒ Other players may use your Water Mill I103 during the next harvest.
⇒ Using the Manure I92 does not count as a
harvest.
Market Crier
(3–5 players) I245
Whenever you use the “Take 1 Grain” action space,
you can take an additional 1 grain and 1 vegetable.
If you do this, the other players each receive 1 grain
from the general supply.
Milking Hand
(4–5 players) I246
In the field phase of the harvest, you receive food if
you have cattle, without having to give up the cattle: for 5 or more cattle, 3 food; for 3 or 4 cattle, 2
food; for 1 cattle, 1 food. At the end of the game,
you receive 1 bonus point for every 2 cattle.
Butcher
(1–5 players) I247
You can convert your animals into food at any time.
You receive 1 food for each sheep, 2 for each wild
boar and 3 for each cattle.
⇒ You do not need a cooking improvement to use
the Butcher.
⇒ 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.
Bricklayer
(1–5 players) I243
Pay 1 less clay for each improvement and renovation. Pay 2 less clay for each room.
Net Fisherman
(1–5 players) I248
If one of your people uses an action space that directly provides reeds, you can take all food from
the “Fishing” action space in the returning home
phase (phase 4).
⇒ With e.g. Helpful Neighbours E42 the player receives 1 stone or 1 reed for free.
⇒ If you also have the Clay Plasterer I241, you can
use both to renovate to a clay hut for 1 reed and
to build new clay rooms for 1 clay and 2 reed;
⇒ When you play a person on an action space with
reeds, you stake your claim by placing a claim
marker on the “Fishing” action space.
⇒ If someone takes the food from “Fishing” before
the end of the round, you receive nothing.
2. Occupations
⇒ Is not activated when you play the Reed Exchange I96 or Helpful Neighbours E42, or use
any other improvement to receive reeds, or when
you use an occupation to get reeds.
⇒ Collecting the food does not count as taking the
“Fishing” action, and does not activate the Fisherman E161, Fishing Rod E12, Fish Trap I95,
Raft E22, or Canoe E30.
⇒ You can not take other resources that may be on
the “Fishing” action space, e.g. because of the
Wood Distributor K284.
⇒ In the round in which you play this card, you
may only claim the food on “Fishing” if you take
reed after you play the Net Fisherman.
Puppeteer
(4–5 players) I249
Whenever another player chooses the “Travelling
players” action on an action space, you can pay 1
food to play an occupation.
⇒ You pay the 1 food to the general supply.
⇒ You may only play an occupation if you have food
— even if it would provide immediate food.
⇒ If the player who takes the “Travelling players”
action uses the Juggler I237, he pays you 1
food. You receive this food before you use the
Puppeteer.
⇒ Activates the Bread Paddle K111 when used.
Sheep Whisperer
(4–5 players) I250
Add 4, 7, 9 and 11 to the number of the current
round and place 1 sheep on each corresponding
round space. At the start of these rounds, you receive the sheep.
⇒ If this card is already in play at the start of a
solo game, the current round number is 0. You
receive the sheep in rounds 4, 7, 9, and 11.
⇒ You may immediately convert the animal into
food with an appropriate improvement, without
having to make room for it in your farmyard.
Reed Buyer
(4–5 players) I251
Whenever reed is taken for the first time in a round,
you may give the player who takes it 1 food in exchange for 1 of the reed. The other player receives
an additional 1 food from the general supply as
compensation.
⇒ The other player cannot refuse this exchange.
⇒ If you are the first person to take reed in a round,
you do not get any advantage from the Reed
Buyer.
⇒ The Reed Buyer cannot interfere when reed is
taken for the second time in a round, not even
when you took the first reed yourself.
⇒ Is activated when a player uses an action space
on which reed is placed each turn, the action
space “1 Reed, Stone, and Food” in 4-player
games.
⇒ Is not activated when another player receives reed because of a minor improvement or
occupation.
⇒ The reed still counts as “taken” for the other
player; they can still use their Landing Net
29
K126, Pieceworker K268, Fish Trap I95, etc.,
even if you buy the only reed that they take this
turn. However, they cannot use their Resource
Seller K310, because they do not “receive” the
reed.
Pig Breeder
(4–5 players) I252
Your wild boar breed at the end of round 12, if
there is room for the piglet. When you play this
card, you receive 1 wild boar.
⇒ The wild boar you receive when you play this
card may immediately be converted into food
with an appropriate improvement, without having to make room for it in your farmyard.
Pig Catcher
(4–5 players) I253
Whenever you use a person to take wood that is on
an action space, you can leave 2 of that wood on
the space and receive a wild boar instead.
⇒ If there is less than 2 wood on the action space,
you may not use the Pig Catcher; not even when
you receive additional wood from e.g. the Wood
Cart I79.
⇒ You can use an action space with only 2 wood on
it, and only take the wild boar (and no wood).
This still counts as taking wood, and activates
e.g. the Berry Picker E152, Wood Cart, and
Pieceworker K268.
⇒ Is activated when you use an action space that
contains wood because of the Wood Distributor
K284.
⇒ You may immediately convert the wild boar into
food with an appropriate improvement, without
having to make room for them in your farmyard.
Groom
(4–5 players) I254
Once you have a stone house, you can build 1 stable
at the beginning of each round at a cost of 1 wood.
You do not need to place a family member on an
action space to do this.
⇒ Wood that you receive at the same time through
a Private Forest E45, Wood Collector I235 or
Wood Deliveryman K283 may be used immediately to build 1 stable.
⇒ Activates the Fence Overseer K312 when used.
Stone Buyer
(4–5 players) I255
Whenever stone is taken for the first time in a
round, you may give the player who takes it 1 food
in exchange for 1 of the stone. The other player receives an additional 1 food from the general supply.
⇒ The other player cannot refuse this exchange.
⇒ If you are the first player to take stone in a round,
you do not get any advantage from the Stone
Buyer.
⇒ The Stone Buyer cannot interfere when stone is
taken for the second or third time in a round, not
even when you took the first reeds yourself.
⇒ Is activated when a player uses an action space
on which stone is placed each turn, the action
space “1 Reed, Stone, and Food” in 4-player
games, the action space “1 Reed, Stone, and
Wood” in 5-player games.
30
⇒ Is not activated when another player receives
stone because of a minor improvement or
occupation.
⇒ The stone still counts as “taken” for the other
player; they can still use their Stone Carrier
E210, Storehouse Keeper K288, Pieceworker
K268, etc., even if you buy the only stone that
they take this turn. However, they cannot use
their Resource Seller K310, because they do not
“receive” the stone.
Stone Carver
(1–5 players) I256
In each harvest, the Stone Carver can convert up
to 1 stone to 3 food.
Street Musician
(4–5 players) I257
You receive 1 grain whenever another player takes
the “Travelling Players” action on an action space.
⇒ If the player who takes the “Travelling players”
action uses the Juggler I237, he pays you 1 food.
Cabinetmaker
(3–5 players) I258
In each harvest, the Cabinetmaker can convert up
to 1 wood to 2 food.
Animal Dealer
(3–5 players) I259
Whenever you use one of the “1 Sheep”, “1 Wild
Boar” or “1 Cattle” action spaces, you can pay 1
food to take 1 additional animal of that type.
⇒ The “1 Sheep”, “1 Wild Boar” and “1 Cattle”
cards are added in Rounds 1–4, 8–9 and 10–11.
⇒ In the 5-player game, there is an action space that
gives players 1 animal of their choice. The Animal Dealer is not activated by using this space.
⇒ After you’ve paid the 1 food, you may immediately convert the animal into food with an appropriate improvement. However, you must pay the
1 food beforehand; you may not subtract it from
the proceeds.
Taster
(4–5 players) I260
Whenever another player is the starting player, you
can pay them 1 food at the start of the round and
be the first to place a family member. After that,
play starts with the starting player as usual.
⇒ For example, if your right-hand neighbour is the
starting player, you may pay him 1 food and place
the first person. The starting player then places
the second person, and the third person is then
played by you due to the normal flow of the game.
⇒ If you are the starting player yourself, yo do not
get any advantage.
⇒ The Wood Distributor K284, Foreman K308
and Taster may react to each other. A player
who decides to use his occupation cannot take
back their decision. A player who does not wish
to use the occupation has until the start of the
work phase (phase 3) to reconsider.
Outrider
(4–5 players) I261
Whenever you use the most recent round card with
one of your people, you receive 1 additional grain.
⇒ You receive the grain before you’ve taken the
action. For example, if you use a sowing ac-
The Unofficial Agricola Compendium v. 7.1
tion, you can immediately sow the grain from the
Outrider.
⇒ The most recent round card is always the one
corresponding to the current round, even if the
Chamberlain I238 has been played.
Water Carrier
(1–5 players) I262
Once any player has built the Well A10, place 1
food on the remaining round spaces. At the start
of these Rounds, you receive the food.
⇒ If the well has already been built, place the food
immediately.
⇒ Food is not distributed a second time when the
Well is upgraded to the Village Well I66. It is
distributed again if the Well is built for a second
time. If the Well has already been upgraded to
the Village Well and returned to the major improvements board, the food is nevertheless distributed.
Fence Builder
(1–5 players) I263
When you play this card, place one of your fences
on an action space of your choice. If you use an action on this action space, you can also build fences
as an additional action.
⇒ From now on, you have only 14 fences available
for building.
⇒ You have to perform a regular action on the action space; fence building is optional, and follows
all other actions on the action space.
⇒ You may also place the fence on an action space
of a future round, but you cannot use the additional fence building action until you are able to
use a regular action on that action space.
⇒ Pastures may only be built if they are completed
— you may not leave a pasture open.
⇒ If you use the action space containing your fence,
and you build fences, this activates the Hedge
Keeper E175, Farmer E160, Stablehand E207
and Animal Breeder K307.
⇒ If the action space with your fence is empty because of the Wood Distributor K284, you may
still use the action space just to build fences.
Fencer
(4–5 players) I264
Whenever another player builds 1 to 4 fences, you
receive 1 wood from the general supply. Whenever
another player builds 5 or more fences, you receive
2 wood.
⇒ If you build fences yourself, you receive no benefit.
⇒ If another player builds fences twice with the
same action, e.g. because of the Hedge Keeper
E175, you get wood only once, based on the total number of fences built.
Fence Deliveryman
(1–5 players) I265
Add 6 and 10 to the number of the current round.
Place 4 of your fences on each corresponding round
space. At the start of these rounds, you can pay 2
food to build all 4 fences immediately.
⇒ If you have fewer than 8 unbuilt fences when you
play this card, you place fewer than 4 fences on
the latest of the two affected round spaces. If
2. Occupations
31
you have fewer than 4 unbuilt fences, you place
them all on the earliest of the two affected round
spaces.
⇒ If you get more than one type of goods, you can
buy 1 of each type for 1 food each. All extra
goods must be payed at the same time.
⇒ Fences may not be removed from the round space
to build them in the usual way.
⇒ You may first convert the goods received directly
from the action space to food to pay for the Pieceworker. The Pieceworker is used before other
cards, so you cannot convert goods that you receive from an occupation or improvement.
⇒ You may build fewer than 4 fences, but you still
pay 2 food if you build at least 1 fence. If you
choose to build fewer than 4 fences, you return
the leftover fences to your personal supply of unbuilt fences.
⇒ You do not need to pay wood to build the fences.
⇒ You may not leave a pasture open.
⇒ Building the fences activates the Hedge Keeper
E175.
⇒ Food that you receive at the start of a round can
be used to pay for the fences immediately.
⇒ If this card is already in play at the start of a solo
game, the current round number is 0. You can
build the fences in round 6 and 10.
Serf
(4–5 players) K266
Whenever you use the “Sow and Bake Bread” action space, you receive 1 grain before taking the
action(s). Alternatively, you can exchange 1 grain
for 1 vegetable.
Adoptive Parents
(1–5 players) K267
When you take a family growth action, you can pay
1 food to immediately place the offspring in your
home. This allows you to take an action with it
this round. If you do this, the offspring does not
count as “newborn”.
⇒ You must pay 2 food for an adoptive child at harvest time, even if it was adopted just before the
harvest.
⇒ Is activated when you use the Wet Nurse K270,
Lover K291, or Village Beauty Z325.
⇒ If you use the Mother of Twins Z336 for the
same family growth action, you may use the
Adoptive Parents for one or both of the new
family members. This costs 1 food per family
member.
⇒ When checking the size of the family for a normal family growth action, requiring room in
the house, you must also count newborns you
gained with a “family growth without room”,
even though the newborn for which you use the
Adoptive Parents is put in a room before these
previous newborns return home.
Pieceworker
(1–5 players) K268
Whenever you receive wood, clay, reed, stone or
grain on an action space, you can buy one more of
the same good for 1 food. Whenever you receive
vegetable(s) on an action space, you can buy one
more for 2 food.
⇒ You can only buy goods in the work phase (phase
3) — not at the start of a round.
⇒ Only affects goods that are earned directly
through an action space, not through improvements and occupations.
⇒ You must pay for the Pieceworker before you receive the extra good(s). You may not convert the
goods that you receive from the Pieceworker to
food to pay for this card.
⇒ Is also activated when you use an action space
that contains wood because of the Wood Distributor K284.
⇒ If you use an action space that contains wood,
and you leave all the wood on the action space because of Basket E34, Mushroom Collector E196,
or Pig Catcher I253, you still can buy 1 wood
with the Pieceworker. You cannot use the food
received from those cards to pay the cost of the
Pieceworker.
⇒ When you sow by taking grain or vegetables from
the general supply and putting them on your
fields, this does not count as receiving resources,
and does not activate the Pieceworker.
Acrobat
(4–5 players) K269
Whenever you use the “Travelling players” action
on an action space, after all of the players have
finished their turns you may move that person to
one of the “Take 1 Grain”, “Plough 1 Field” and
“Plough Field and Sow” action spaces, if it’s free,
and take the action.
⇒ If you use the “Travelling Players” action, you
should place claim markers on the three action
spaces “Take 1 Grain”, “Plough 1 Field” and
“Plough Field and Sow”, as a reminder that these
may be claimed later.
⇒ If another player uses the Juggler I237 with a
“Traveling Players” action, he pays you 1 food.
⇒ If another player has the Countryman K289, the
Acrobat is used after the Countryman. If the
same player has both Acrobat and Countryman,
he may choose to use both cards in any order.
⇒ In the round in which you play this card, you
may only move the family member from the
“Travelling Players” action space if it was placed
after you played the Acrobat.
Wet Nurse
(1–5 players) K270
Whenever you build room(s), you may grow your
family by up to the number of rooms that you build,
if you have the room to house the new family members. This costs 1 food per person.
⇒ You may build several rooms at once with a building action. For 2 food, the Wet Nurse allows an
immediate family growth of 2 people; for 3 food,
3 people.
⇒ The new family members are placed on top of
the person that was placed on the building action space. They are only available as people in
32
the next round.
⇒ You may use the Wet Nurse more than once in
the game.
⇒ Is activated when you use the Hut Builder E178
or Mason E191, or when you play the Wooden
Hut Extension I81, Clay Hut Extension K132,
or Stone House Extension E55.
⇒ Using the Wet Nurse counts as a family growth
action. If you use the Farm Steward I233 for this
family growth action, you do not need an empty
room for one of the new family members.
⇒ Does not activate the Clapper K127.
Educator
(4–5 players) K271
Whenever another player plays an occupation card,
you can pay 3 food to play one yourself. From your
4th occupation, this only costs 2 food.
⇒ If you play an occupation yourself, you cannot
use the Educator to play a second one.
⇒ Activates the Bread Paddle K111 when used.
⇒ If more than one occupation is played in one action (e.g. because of Writing Desk E49 or Chief’s
Daughter E173), you can use the Educator more
than once too.
Frame Builder
(1–5 players) K272
In each renovation, you may replace exactly 1 clay
or 1 stone with 1 wood. In each extension, you may
replace exactly 2 clay or 2 stone with 1 wood.
⇒ Can be used for every room you build, if you build
more than 1 room.
⇒ You may use other cards that change the costs of
a room or a renovation together with the Frame
Builder for the same action.
⇒ If a room costs only 1 clay and/or 1 stone, e.g. after using the Clay Plasterer I241 and Bricklayer
I243, you cannot use the Frame Builder.
Basin Maker
(4–5 players) K273
For each wild boar that you convert into food, you
can place up to 2 wood from your personal supply
on this card. At the end of the game, you receive 1
bonus point for each wood on this card except the
1st, 4th, 7th and 10th.
⇒ Converted wild boar may either be placed on the
Tanner K280, Taxidermist Z330, or used for
the Basin Maker; you cannot use two of these
cards for the same animal.
⇒ If you also have the Pelts K339 and/or the
Brush Maker E156, you may use those cards as
well as the Basin Maker cards for the same wild
boar.
⇒ You may not remove wood from this card, or use
it again in any way. Wood on this card is not
part of your personal supply, and does not count
for the Joinery A7, Storehouse Clerk K287, or
Sawmill K122.
Organic Farmer
(1–5 players) K274
At the end of the game, you receive 1 bonus point
for each of your pastures that contains at least 1
animal, but could contain at least 3 more animals
than it does.
The Unofficial Agricola Compendium v. 7.1
⇒ You also get a bonus point for the Forest Pasture
K145 if you have at least one animal on it.
⇒ You may also receive a bonus point for the Animal Yard E58, for example if you also have the
Drinking Trough E59.
Perpetual Student
(4–5 players) K275
Whenever you can play an occupation card, you can
ask another player to randomly draw one of your
occupation cards instead of choosing one yourself.
If you do this, you receive 3 food before you pay
the costs of the card, but you must play the card
that the other player draws.
⇒ If an occupation card is drawn that you cannot
afford, for example Lover K291 or Chief E172,
you have to take begging cards to make up the
difference.
⇒ Can also be used if you have only 1 occupation
card left.
Constable
(3–5 players) K276
You receive wood immediately when you play this
card: if played in round 12 or 13, take 1 wood; if
played in round 9, 10, or 11, take 2 wood; if played
in round 6, 7, or 8, take 3 wood; if played before
round 6, take 4 wood. At the end of the game, any
player who has no negative points receives 5 bonus
points.
Manufacturer
(3–5 players) K277
Once you have a clay hut or a stone house, the Joinery A7, Pottery A8 and Basketmaker’s Workshop
A9 are minor improvements for you and their cost
is reduced by 2 building resources of your choice.
Forester
(1–5 players) K278
Whenever you use a sowing action, you can plant
wood on this card. There can be up to 3 stacks of
wood on this card, as shown. The wood is treated
the same as sown grain and is harvested during the
Field phase.
⇒ You place up to 3 wood from your personal supply next to each other on this card, and pile additional wood from the general supply on your own
1–3 wood markers.
⇒ In each harvest, you take one wood from each of
the stacks.
⇒ If you may place 4 grain on a field when sowing,
e.g. with an occupation, you also receive 4 wood
on each stack on the Forester; if you would receive 5 grain, you receive 5 wood. If you have
the Fieldsman I219, you get a total of 5 wood
on the card if you only plant 1 wood on this card
(and nothing elsewhere); if you plant 2 wood (and
nothing else), you receive 4 wood on each stack.
⇒ The Smallholder K286 may not be used to plant
extra wood.
⇒ It is allowed to choose an action space with a
sowing action, only to sow wood on the Forester.
⇒ Wood on this card does not count for the Storehouse Clerk K287. At the end of the game, it
does count for the Joinery A7 or the Sawmill
K122.
2. Occupations
⇒ At the end of the game, the wood is not counted
as grain, of course.
Scholar
(1–5 players) K279
Once you have a stone house, at the start of a round
you can always either pay 1 food to play an occupation card or play an improvement card by paying
its costs.
⇒ Activates the Bookshelf K112, Perpetual Student K275, and Patron E192 when used to play
an occupation card.
⇒ Each round, the Scholar allows you to play up to
1 additional card.
⇒ You may play major improvements with the
Scholar.
⇒ Activates the Merchant E179 when used to play
an improvement.
⇒ Food that you receive at the start of a round can
be used to pay for an occupation, and food or
goods received at the start of a round may be
used to pay for an improvement.
⇒ If the occupation or improvement that you play
with the Scholar has an effect at the start of a
round, you may choose to use it immediately in
the round it is played.
Tanner
(3–5 players) K280
When you convert wild boar or cattle to food, place
them on this card. At the end of the game, you receive bonus points if you have animal markers on
this card. For the wild boar on this card, you receive: 6 or more wild boar, 3 points; 4 or 5 wild
boar, 2 points; 2 or 3 wild boar, 1 point. For the
cattle on this card, you receive: 4 or more cattle, 3
points; 3 cattle, 2 points; 2 cattle, 1 point.
⇒ If you place a converted wild boar on the Tanner, you may not use the Basin Maker K273,
Taxidermist Z330 , or Brush Maker E156 for
the same animal.
⇒ If you also have the Pelts K339, you may use
that card as well as the Tanner for each converted
animal.
⇒ Animals on this card do not count in the scoring
at the end of the game.
Travelling Salesman
(1–5 players) K281
Whenever you select a “minor improvement” action
on an action space, you can play a major instead
of a minor improvement. If you select a “major or
minor improvement” action on an action space, you
can play 2 minor improvements.
⇒ Optional; can only be used once per turn.
⇒ Using both Travelling Salesman and Merchant
E179, you can play up to 4 minor improvements
for 1 food on a “major or minor improvement”
action space, or you can acquire 2 major improvements for 1 food on a “minor improvement” action space.
⇒ Using both Travelling Salesman and Businessman I228, you can play up to 3 minor improvements one after another when you use the “Starting Player” action space.
⇒ Is not activated when you use the Scholar K279.
33
House Steward
(3–5 players) K282
You receive wood immediately when you play this
card: if played in round 12 or 13, take 1 wood; if
played in round 9, 10, or 11, take 2 wood; if played
in round 6, 7, or 8, take 3 wood; if played before
round 6, take 4 wood. At the end of the game, the
player(s) with the most rooms in their home receive
3 bonus points each.
Wood Deliveryman
(1–5 players) K283
Place 1 wood on each remaining spaces for rounds
8 to 14. At the start of these rounds, you receive
the wood.
⇒ You do not receive wood for the current round,
or any of the earlier rounds.
Wood Distributor
(1–5 players) K284
At the start of the work phase of each round, you
can distribute the wood from the “3 Wood” action
space as evenly as possible onto the neighbouring
“1 Clay”, “1 Reed” and “Fishing” spaces. When
you play this card, you receive 2 wood.
⇒ Because of occupations like the Pig Catcher I253
and the Mushroom Collector E196, or in the solo
game, there may be wood on the wood space that
cannot be distributed evenly — in this case, 1 or
2 wood are left on the action space.
⇒ The Wood Distributor, Foreman K308 and
Taster I260 may react to each other. A player
who decides to use his occupation cannot take
back their decision. A player who does not wish
to use the occupation has until the start of the
work phase (phase 3) to reconsider.
⇒ If there is no wood on the “3 Wood” action space
after using the Wood Distributor, players may
use that action space in this round, but they
won’t receive any goods from the action space.
Tinsmith
(3–5 players) K285
You can convert clay into food at any time. You receive 1 food per clay. If any player has built a Well
A10, you receive 3 food for each 2 clay instead.
⇒ The bonus for the Well is also awarded if it has
been upgraded to the Village Well I66.
Smallholder
(1–5 players) K286
Your pastures that can hold 2 animals can hold 3
animals. While you have at most 2 fields, add 1
extra grain or vegetable from the general supply to
each field you sow.
⇒ If you have the Drinking Trough E59 and/or the
Shepherd’s Pipe E29 as well, the bonuses from
those cards are added to the one of the Smallholder. If you have all three cards, you can have
up to 7 sheep on a 2 animal pasture.
⇒ If you have the Shepherd’s Pipe, the Smallholder
cannot be used for unfenced stables.
⇒ Acreage K105, Bean Field E18, Lettuce Patch
E47 and Turnip Field K137 count towards the
indicated maximum of 2 fields, and you receive
extra grain or vegetables on them because of the
Smallholder. The Acreage counts as two fields.
34
⇒ Copse I78 and Forester K278 do not count towards the indicated maximum of 2 fields, and the
Smallholder may not be used when you plant on
those cards.
⇒ Does not increase the capacity of the Animal
Yard E58.
⇒ You put an extra grain on grain fields, and an
extra vegetable on vegetable fields.
⇒ The effect of the Smallholder is optional, but if
you use it in an action, you must use it for all
fields you sow in that action.
Storehouse Clerk
(4–5 players) K287
Whenever you have at least 5 stone at the start of
a round, you receive 1 extra stone. If you have at
least 6 reed, you receive 1 reed. If you have at least
7 clay, you receive 1 clay. If you have at least 8
wood, you receive 1 wood.
⇒ Only resources in your personal supply count.
Resources on cards in front of you, such as the
Copse I78 or the Resource Seller K310, do not
count.
⇒ If you receive resources at the start of the round
because of occupations or minor improvements,
you may take them before you use the Storehouse
Clerk.
Storehouse Keeper
(4–5 players) K288
Whenever you use a person’s action to take reed
and stone at the same time, you also receive your
choice of 1 clay or 1 grain.
⇒ Is only activated by the action space “1 Reed,
Stone, and Wood” in 5-player games, and the action space “1 Reed, Stone, and Food” in 4-player
games.
⇒ Is not activated when you receive reed and stone
because of a minor improvement or occupation.
Countryman
(4–5 players) K289
After all players have placed their people, you may
move one of your people from a “Take 1 Grain” or
“Take 1 Vegetable” action space to a free action
space with a “sow” action.
⇒ If you choose one of these action spaces, you place
claim markers on the empty “Sowing” spaces to
show that you have a claim.
⇒ There are 2 “Sowing” action spaces. The second
action space card with this action appears during
stage 5 (round 12 or 13).
⇒ Both “Sowing” action spaces provide a choice of
actions. You may also do the other action on this
action space when you move your family member,
even if you do not do the sowing action.
⇒ If you use both the “Take 1 Grain” and “Take 1
Vegetable” action spaces in the same round, you
may move only one of the two family members.
⇒ If another player has the Acrobat K269, the
player with the Countryman decide first if he
wants to use it. If the same player has both Acrobat and Countryman, he may choose to use both
cards in any order.
The Unofficial Agricola Compendium v. 7.1
⇒ If you have the Field Warden E163, you may
also move a family member to the “Plough Field
and Sow” space if it’s occupied.
⇒ If you have already used a family member on one
of the two action spaces before you play this card,
you may move this family member at the end of
the round.
Clay Worker
(1–5 players) K290
Whenever you use an action of a person to take
wood or clay, you also receive 1 additional clay.
⇒ Is activated when you use an action space on
which wood or clay is placed each turn. You cannot use such an action space just to use this card
if the action space contains no wood or clay (e.g.
because of the Wood Distributor K284).
⇒ Is activated even if you leave all the wood on the
action space because of Basket E34, Mushroom
Collector E196, or Pig Catcher I253.
⇒ Is activated when you use an action space that
contains wood because of the Wood Distributor.
⇒ Is also activated by the action space “1 Reed,
Stone, and Wood” in 5-player games, and the
action space “Take 1 Building Resource” in 3player games if you take wood or clay.
⇒ Is not activated when you receive wood because
of a minor improvement or occupation.
⇒ You get a maximum of 1 clay from the Clay
Worker per action.
Lover
(3–5 players) K291
When you play this card, immediately carry out a
“Family growth even without room” action (similar
to the round card from stage 5). Playing this card
costs you an additional 4 food.
⇒ If you build a room after the Lover has had offspring, the offspring occupies the new room. It
is better to build the room first, then take a normal family growth action, and only then play the
Lover.
⇒ Does not activate the Clapper K127.
Market Woman
(1–5 players) K292
Whenever you receive vegetables through a person’s action or through a minor improvement, you
receive an additional 2 grain.
⇒ Is not activated when you use an occupation to
get vegetables.
⇒ Is activated when you play the Market Stall E39
or Weekly Market I104; however, you must first
pay the grain for the improvement card in order
to get grain back.
⇒ Is also activated when you take a vegetable at
the start of the round because of the Greenhouse
K117.
⇒ When you sow by taking vegetables from the
general supply and putting them on your fields,
this does not count as receiving vegetables, and
does not activate the Market Woman.
Ploughman
(1–5 players) K293
Add 4, 7 and 10 to the number of the current
round and place 1 field on each corresponding round
2. Occupations
space. At the start of these rounds, you can plough
that field by paying 1 food.
⇒ If you choose not to lay down a field, the tile is
returned to the general supply.
⇒ If this card is already in play at the start of a solo
game, the current round number is 0. You can
plough the fields in rounds 4, 7, and 10.
⇒ You may use food received at the start of the
round, for example from the Well A10, to pay
for the field.
Brushwood Collector
(3–5 players) K294
You may replace the required reed with a total of
1 wood for any renovation or for each new room.
(You use brushwood to make the roof.)
⇒ Can be used for every room you build, if you build
more than 1 room.
⇒ You may use other cards that change the costs of
a room or a renovation together with the Brushwood Collector for the same action.
Cattle Breeder
(4–5 players) K295
Your cattle breed at the end of round 12, if there
is space for the calf. When you play this card, you
receive 1 cattle.
Seed Seller
(3–5 players) K296
Whenever you use the “Take 1 Grain” action space,
you receive 1 additional grain. When you play this
card, you receive 1 grain.
Sheep Farmer
(3–5 players) K297
Whenever you take sheep with one of your people,
you receive an additional sheep from the general
supply. You can exchange 3 sheep for 1 cattle and
1 wild boar at any time (except during the breeding
phase).
⇒ Is activated by the “1 Sheep” action space (round
1–4), and by the “Sheep, Wild Boar, or Cattle”
action space in the 5-player game.
⇒ Is not activated when you receive sheep because
of occupations and minor improvements.
⇒ You may immediately convert the animals into
food with an appropriate improvement, without
having to make room for them in your farmyard.
⇒ You may immediately use the Sheep Farmer to
exchange animals you receive, without having to
make room for them in your farmyard.
⇒ As the game ends directly after the last breeding
phase, you cannot convert sheep received in the
breeding phase of the harvest after round 14 to
other animals.
Shepherd Boy
(4–5 players) K298
Once you live in a stone house, place 1 sheep on
each remaining round space. At the start of these
rounds, you receive the sheep.
⇒ If you already live in a stone house, place the
sheep immediately.
⇒ You do not receive a free sheep for the current
round.
⇒ The free sheep may be immediately converted
into food with an appropriate improvement.
35
Slaughterman
(3–5 players) K299
Whenever another player converts 1 or more animals into food, you receive 1 food from the general
supply. In the feeding phase of the harvest, you
are the last player to feed your family (so you can
benefit if other players slaughter).
⇒ If you convert an animal yourself, you receive no
additional food.
⇒ If both the Slaughterman and the Slaughterhouse I97 are on the table, the owners of these
two cards feed their families in the current turn
order.
Schnaps Distiller
(1–5 players) K300
In the feeding phase of each harvest, you can convert up to 1 vegetable to 5 food.
⇒ You do not need a Fireplace A1/A2, Cooking
Hearth A3/A4 or oven to convert the vegetable.
⇒ Distilling schnaps does not count as baking.
⇒ The vegetable that you want to convert into 5
food may not be on fields; it must be taken from
your personal supply.
Wood Carver
(1–5 players) K301
In each round, you pay 1 wood less for one of the
following: an improvement, a room of a wooden
hut, a stable or a fence.
⇒ May only be used once in each round. You can
place your personal wood supply on this card to
remind you of the benefits of this occupation.
⇒ If you build several rooms in one action, you can
only use the Wood Carver for one of them.
⇒ You may use other cards that change the costs of
a room or a renovation together with the Wood
Carver for the same action.
⇒ May not be used when you build a new room
for a clay hut or a stone house, not even if you
have the Clay Supports E37, Brushwood Roof
K136, Frame Builder K272, or Brushwood Collector K294.
Pig Whisperer
(4–5 players) K302
Add 4, 7 and 10 to the number of the current round
and place 1 wild boar on each corresponding round
space. At the start of these rounds, you receive the
wild boar.
⇒ If this card is already in play at the start of a
solo game, the current round number is 0. You
receive the wild boars in rounds 4, 7, and 10.
⇒ You may immediately convert the animals into
food with an appropriate improvement, without
having to make room for them in your farmyard.
Stone Breaker
(4–5 players) K303
At any time, you can renovate your clay hut to a
stone house without using a “Renovation” action
space.
⇒ You must still pay the costs of the renovation.
⇒ You may not use both the Conservator E200 and
the Stone Breaker to renovate your wooden hut
to a stone house out of turn.
Veterinarian
(4–5 players) K304
When you play this card, place 4 sheep cubes, 3
wild boar cubes and 2 cattle cubes in a container.
36
The Unofficial Agricola Compendium v. 7.1
At the start of each round, draw two animals. If
they are the same, keep one. Return the 1 or 2
animals to the container.
Weaver
(4–5 players) K309
Whenever you have at least 2 sheep at the start of
the work phase of a round, you receive 1 food.
⇒ If you draw 2 different animals, both are returned
to the container.
⇒ If you draw identical animals, the one you keep
may be immediately converted into food with an
appropriate improvement.
⇒ Sheep that are on the board because of the Shepherd Boy K298, Sheep Whisperer I250, Master
Shepherd E204, or Animal Handler K305, and
sheep from the Veterinarian K304, are taken before the start of the work phase, and may count
towards the 2 sheep requisite to use the Weaver.
Animal Handler
(4–5 players) K305
Place 1 sheep on the space for round 7, 1 wild boar
on round 10 and 1 cattle on round 14. At the start
of these rounds, you can buy the animal for 1 food.
⇒ After you’ve paid the 1 food, you may immediately convert the animal into food with an appropriate improvement. However, you must pay the
1 food beforehand; you may not subtract it from
the proceeds.
⇒ Food that you receive at the start of a round can
be used to pay for the animal immediately.
⇒ You do not receive animals for the current round,
or any of the earlier rounds.
Animal Tamer
(1–5 players) K306
You can keep 1 animal in each room of your home.
You may keep more than 1 type of animal in your
home.
⇒ Has no effect after you have bought a House Goat
K120.
⇒ The animals that the Animal Tamer allows you
to keep in the house replace the usually allowed
1 pet (so if you have 3 rooms, you can keep 3
animals in your home, not 4).
Animal Breeder
(4–5 players) K307
Whenever you fence unused spaces to create at least
one new pasture, you can buy a pair of animals: 2
sheep for 1 food, 2 wild boar for 2 food, or 2 cattle
for 3 food.
⇒ At least one space must be newly used, and may
not contain stables. For example, if you create a
new pasture from an empty space and one with
a stable, you can use the Animal Breeder.
⇒ Is activated when you use the Fence Overseer
K312.
⇒ You can only buy at most 1 pair of animals per
turn, even if you create more than 1 new pasture, or if you build fences again in the same turn,
e.g. with the Hedge Keeper E175.
⇒ After you’ve paid the food, you may immediately
convert the animals into food with an appropriate improvement. However, you must pay the
food beforehand; you may not subtract it from
the proceeds.
Foreman
(4–5 players) K308
At the start of the work phase of each round, you
can place 1 food from the general supply on an action space of your choice.
⇒ The Wood Distributor K284, Foreman and
Taster I260 may react to each other. A player
who decides to use his occupation cannot take
back their decision. A player who does not wish
to use the occupation has until the start of the
work phase (phase 3) to reconsider.
Resource Seller
(1–5 players) K310
Pile (from bottom to top) 1 stone, clay, stone, clay,
reed, clay, wood on this card. You receive the top
marker when you receive that type of building resource.
⇒ Resources may be obtained at the start of the
round (phase 1) as well as in the work phase
(phase 3).
⇒ Is also activated when you receive resources from
improvements and occupations. But if you do not
receive certain resources because of other cards
(Basket E34, Wood Buyer I234, etc.), you cannot use the Resource Seller for those resources.
⇒ It is possible to take more than 1 resource from
the Resource Seller by using occupations such
as Wood Distributor K284, Storehouse Keeper
K288 or Clay Worker K290.
⇒ If you receive more than one resource at the same
time, you can choose the order in which you receive them, except that if you use an action space,
you first receive all resources from the action itself, and then all resources from card effects.
Magician
(4–5 players) K311
Whenever you use your last person to choose the
“Travelling Players” action on an action space, you
receive an additional 1 grain and 1 food.
⇒ If another player uses the Juggler I237 with a
“Traveling Players” action, he pays you 1 food.
⇒ If you play the Keg Z314, that guest counts as
your last person placed in the round.
⇒ If you have the Countryman K289 or Acrobat
K269, and move a person at the end of a turn,
that does not count as your last person placed.
Fence Overseer
(1–5 players) K312
Once each round, for a cost of 1 food, you can
immediately fence a pasture of 1 farmyard space
around a stable that you have just built. You do
not need to pay wood for the fences.
⇒ Is activated when you use the Groom I254 to
build a stable.
⇒ Is activated when you use the Stablehand E207:
when you build a fence, you must build 1 free
stable, which can be fenced for free. You may
not use the Stablehand again to receive a second free stable. The fences built in the original action (before using Stablehand and Fence
Overseer) must follow the rules for fence building: complete pastures only.
⇒ Activates the Hedge Keeper E175, Farmer E160
and Animal Breeder K307 when used.
2. Occupations
⇒ Activates the Stablehand when used: when you
build a stable, you may fence it, after which you
have to build another stable. You may not then
fence that second stable.
⇒ You must follow the rules for fence building. If
you already have pastures, only a stable that is
adjacent to one of them may be fenced in.
Village Beauty
(1–5 players) Z325
At any time, you can pay 3 food to take a family
growth action without placing one of your people.
You must have room in your home. You can use the
newborn to take actions from the following round.
⇒ Activates the Farm Steward I233, Mother of
Twins Z336, and Adoptive Parents K267 when
used.
⇒ Does not activate the Clapper K127.
⇒ If you use the Village Beauty during the harvest
after feeding your family, the new family member remains a newborn for the entire following
round.
Gentleman
(4–5 players) Z326
Whenever you manage to be the very last player
to place a person in any round, you receive 1 food
after you take the final action. If you play this occupation with the last person to be placed during
the current round, you receive 2 food.
⇒ If a player plays the Keg Z314, that guest counts
as the last person placed in the round.
⇒ If a player has the Countryman K289 or Acrobat
K269, and moves a person at the end of a turn,
that does not count as the last person placed.
Herald
(3–5 players) Z327
At any time, you may look at all the remaining unplaced round cards and re-sort them. When you
play this card, you receive 2 wood.
⇒ When re-sorting, the round cards must remain in
the appropriate game stage.
⇒ If round cards are outside their appropriate game
stage because of the Fortune Teller Č06, you
have to correct this when you use the Herald.
Cooper
(4–5 players) Z328
Whenever you or another player receives 3 food or
more on an action space, you receive 1 food from
the general supply.
⇒ The amount of food is counted without taking
any improvements or occupations into account.
The Cooper can only be activated by an action
space that has at least 3 food on it: only the action space “Fishing”, an action space with “Traveling players”, or an action on which the Foreman
K308 has placed enough food.
⇒ Is not activated by using the Net Fisherman
I248.
Mail Coach Driver (German) (3–5 players) Z329
From now until the end of the game, the other players do not receive goods and food during the work
phase, but only when they return their people to
their home.
37
⇒ “Goods” includes wood, clay, reed, stone, vegetables, grain, and animals.
⇒ When another player places a family member
that would give him goods, the action has no immediate effect. Improvements and occupations
that are activated by choosing an action are activated at this time; improvements and occupations activated by the receipt of goods are activated when the family members return home.
⇒ If you perform an action that would give another
player goods or food, e.g. because of the Fencer
I264 or the Spinney I80, he only receives them
in the returning home phase. If you give goods
or food to another player, e.g. because of the
Juggler I237 or the Harrow I68, you lose them
immediately, but the other player receives them
later.
⇒ In the returning home phase, each of the other
players decides the order in which they receive
their goods and food. Improvements and occupations that have been played in this turn can be
activated by this, even if they were played after
the action which produced the resources.
Mail Coach Driver (English) (3–5 players) Z329*
From now until the end of the game, the other players only receive goods from action spaces when they
return their people to their home.
⇒ This card applies to goods that are on action
spaces as well as goods that are taken from the
supply, but not to goods that are received from
cards.
⇒ “Goods” includes wood, clay, reed, stone, vegetables, grain, and animals.
Taxidermist
(4–5 players) Z330
When you convert animals to food, you can place
some or all of them on this card instead of returning them to the general supply. The card can hold
a maximum of 1 sheep, 1 wild boar and 1 cattle.
These animals are counted in scoring.
⇒ If you place a converted animal on the Taxidermist, you may not use the Basin Maker K273,
Tanner K280, or Brush Maker E156 for the
same animal.
⇒ If you also have the Pelts K339, you may use
that card as well as the Taxidermist for each converted animal.
⇒ Animals on this card count for the Loom K146,
Milking Stool K133, Estate Manager E170 and
Milking Hand I246.
Sower (German)
(1–5 players) Z331
You may immediately sow each grain that you receive outside the field phase of a harvest and would
otherwise place in your supply.
⇒ Is also activated when you receive grain from
occupations and improvements, e.g. Corn Sheaf
K129, Conjurer E167, Grocer E184, and Harvest Helper I223.
⇒ Is not activated in an extra field phase because
of the Manure I92.
38
⇒ Activates the Fieldsman I219 when used. If you
get several grain at once, and you want to sow
more than 1, you have to sow them at the same
time.
⇒ Activates the Smallholder K286, Liquid Manure
K118, Planter Box I90 and another player’s
Field Worker I224 when used to sow the
vegetable.
Sower (English)
(1–5 players) Z331*
You may immediately sow each vegetable that you
receive outside the harvest phase and would otherwise place in your supply.
⇒ Is also activated when you receive vegetables
from occupations and improvements, e.g. Weekly
Market I104, Undergardener E166, and Seed
Trader Z332.
⇒ Activates the Fieldsman I219 when used. If you
get several vegetable at once, and you want to
sow more than 1, you have to sow them at the
same time.
⇒ Activates the Smallholder K286, Liquid Manure
K118, Planter Box I90, Potato Dibber E32, and
another player’s Field Worker I224 when used to
sow the vegetable.
Seed Trader
(1–5 players) Z332
Place 2 grain and 2 vegetables on this card. You
may buy them at any time. Each grain costs 2 food,
each vegetable costs 3 food.
⇒ Pay the food before receiving the grain or
vegetable.
Game Designer
(1–5 players) Z333
You can exchange 1 wood, 1 clay, 1 reed and 1
stone for 2 food and 1 bonus point at any time and
as often as you like.
⇒ Write down the bonus points on the scoring pad
immediately.
⇒ You cannot use the Wood Carver K301, Stonecutter E211, or Bricklayer I243 to reduce the
costs.
Dance Instructor
(3–5 players) Z334
You receive 4 food before you pay the costs of playing this occupation. You may immediately return
this card to your hand after you have played it.
⇒ When you play this card, you have to decide immediately if you want to take it back. If you leave
it on the table, you may not change your mind
later.
⇒ If you return this card to your hand, it does not
count as a played occupation for minor improvements, when scoring the Reeve E217 or Tutor
E174, or when determining the costs of playing
a subsequent occupation.
⇒ If you return this card to your hand, you may
play it again later. If you also have the Writing
Desk E49, you may play the Dance Instructor
two times in the same action.
Cube Cutter
(1–5 players) Z335
During the field phase of each harvest, you can exchange 1 wood and 1 food for 1 bonus point.
The Unofficial Agricola Compendium v. 7.1
⇒ Write down the bonus points on the scoring pad
immediately.
⇒ You can only use this card once per harvest.
Mother of Twins
(1–5 players) Z336
When you have family growth, you can pay 3 food
to bring 2 new family members instead of 1 into the
game. You do not need to have space in your home
for the second new family member.
⇒ Using the Wet Nurse K270, Lover K291 or Village Beauty Z325 activates the Mother of Twins.
Rancher
(4–5 players) I340
Whenever, at the start of a round, you are using
more farmyard spaces than every other player, you
receive 1 wood.
⇒ If there is a tie, you get nothing.
⇒ The number of used spaces is counted before using the Ploughman K293 or Fence Deliveryman
I265.
Guildmaster
(3–5 players) E341
You receive 4 wood when you acquire the Joinery
A7 or play the Cabinetmaker I258. When you acquire the Pottery A8 or play the Potter E214, you
receive 4 clay. When you acquire the Basketmaker’s
Workshop A9 or play the Basketmaker E183, you
receive 3 reed. If you have already played any of
these cards when you play the Guildmaster, you receive 2 building resources of the appropriate type
for each existing card.
⇒ If you have already upgraded the Joinery to the
Sawmill K122 before you play the Guildmaster,
you also get 2 wood.
⇒ You receive the building resources after acquiring or playing each card; you cannot use these
resources to pay for the cards.
Animal Trainer
(4–5 players) K342
Whenever you take food from a “Travelling players”
space, you may immediately use it to buy animals:
Pay 2 food for each sheep or wild boar and 3 food
for each cattle.
⇒ Only the food that was lying on the action space
can be used to buy animals. If you use e.g.
the Juggler I237 or Dancer E212, the additional
food cannot be used.
⇒ If another player uses the Juggler I237 with a
“Traveling Players” action, he pays you 1 food.
⇒ You may immediately convert the animals into
food with an appropriate improvement, without
having to make room for them in your farmyard.
However, you may not use that food to buy more
animals with the Animal Trainer.
Big Backer
(3–5 players) Ö01
Whenever another player receives 2 or more animals of one type, you can buy one from him. A
sheep costs 2 food, a wild boar 3 food, a cattle 4
food.
⇒ The other player cannot refuse to sell the animal.
⇒ Is not activated when another player uses the
Clay Seller E186 or Sheep Farmer K297 (to get
cattle and wild boar), not even if he uses the card
multiple times in succession.
2. Occupations
⇒ Is activated when another player receives multiple animals at one time because of the Swineherd E206, Stockman E213, Animal Dealer
I259, Sheep Farmer K297 (only sheep), Animal
Trainer K342, Animal Breeder K307, Shepherd
E203, Cowherd I240, or Shepherd’s Crook I77.
⇒ Is activated when another player receives multiple animals at the start of a round, including
those from the Veterinarian K304.
Action Artist
(4–5 players) Ö02
Whenever you use the “Traveling Players” action
on an action space, you can return 1 animal of your
choice to the general supply and receive 4 food in
exchange.
⇒ You do not need a cooking improvement.
Therapist
(3–5 players) Ö03
When you play this card, you can pay 2 food to
immediately play 1 further occupation. Whenever
another player plays an occupation, you can pay
him 1 food. He must then, if possible, play a different occupation card instead.
⇒ When the other player chooses another occupation card, you cannot make him play another one
again.
⇒ If the other player has only one occupation, he
can play it as usual, even if you pay him 1 food.
⇒ If the other player cannot afford to play his other
occupation cards (for example Lover K291 or
Chief E172), he has to take begging cards to
make up the difference.
⇒ If you force another player to play a different occupation card, that does not count as playing a
second occupation, so e.g. it does not activate
the Educator K271 twice.
⇒ If the other player has the Perpetual Student
K275, he may use that card for his second occupation as well; the occupation that was initially
played (or drawn from his hand) cannot be drawn
again.
Ski Instructor
(4–5 players) Ö04
Whenever another player has family growth, he
must pay you 1 food (or beg the food, if necessary).
You must immediately turn the Ski Instructor facedown when you grow your family. You no longer
receive its benefits, but it still counts as a played
occupation.
⇒ You can use the Ski Instructor even if you already had family growth before you play this
card. You receive the benefits of the Ski Instructor until your next family growth.
Lovable Vagabond
(1–5 players) Ö05
Whenever you have no more food during the feeding phase of a harvest and should take one or more
begging cards, you receive one fewer begging card.
Opinion Leader
(3–5 players) Ö06
At the start of each round, you can mark one action
space of your choice with an arrow (claim) marker.
Each player can use this action space during this
round. (This cannot be used on action spaces on
39
which goods are placed). Remove the arrow marker
at the end of each round.
⇒ If the start player action is used more than once
in a round, the last player to use it will be the
start payer next turn.
⇒ You are not allowed to use an action space on
which resources are placed each turn if you don’t
receive resources directly from the action space.
Building Tycoon
(3–5 players) Ö07
Whenever another player builds at least one room,
you can give him 1 food and immediately build exactly one room yourself.
⇒ You must pay the building costs for the room.
⇒ You may use your improvements and occupations to lower the cost of the new room.
Environmentalist
(1–5 players) Ö08
Whenever you play or buy an improvement, you
can replace 1 building resource of your choice with
1 wood.
⇒ You can replace either 1 clay, 1 reed, or 1 stone.
⇒ There is no discount for renovations and
room building, but only for minor and major
improvements.
⇒ You may use other cards that change the costs of
an improvement together with the Environmentalist for the same action.
Family Singers
(1–5 players) Ö09
During the action phase, you can place any number
of people on the family singers space instead of on
an action space. For each person you place on the
space, you receive 1 bonus point.
⇒ This is not an action space.
⇒ Family members placed on this card in round 14
do not count for the Church Warden I227.
Waltzer
(3–5 players) Ö10
You can place 2 people one after another, as long
as both action spaces are on the same board and
adjoin one another (not diagonally).
Magnate
(3–5 players) Ö11
When you play this card, you immediately receive
2 stone. At the end of the game, the player(s)
with the most building resources receive(s) 3 bonus
points.
Child Prodigy
(1–5 players) Ö12
Whenever you have family growth, you can immediately pay 1 wood for 1 bonus point, or 2 wood for
2 bonus points.
Governor
(1–5 players) Č01
Immediately take the top 4 occupations from the
face-down deck, and choose 2 of them. You may
play one of them immediately (taking into account
the requirements on the card) without cost, and
add the other one to your hand. If you don’t want
to play any, add both occupations to your hand.
⇒ If you play one of the cards you drew, that
again activates the Bread Paddle K111, Bookshelf K112, Patron E192, Perpetual Student
K275, and another player’s Educator K271.
40
⇒ If another player has the Therapist Ö03, he can
use that to force you to play the other card that
you selected to keep, even if he already used it to
force you to play the Governor.
Weekend Worker
(1–5 players) Č02
Whenever you renovate your home, you may at the
same time build 1 room. This costs you 1 reed, 1
of the old construction material of your home before renovating (wood or clay), and 2 of the new
construction material (clay or stone).
⇒ You may use cards such as the Ladder I91,
Straw-thatched Roof I99, and Frame Builder
K272 to change the cost of the new room.
Jack-of-all-trades
(4–5 players) Č03
Immediately discard all the occupations that you
have played. In every round, you can pay 1 food to
use an occupation played by another player. You
receive all benefits, except for those for playing the
card and those at the end of the game. Discard
the Jack-of-all-trades when you play another occupation.
⇒ You lose all effects of your old occupations when
you play this card.
⇒ Discarded occupations do not count for determining future occupation costs or for requirements of improvements.
⇒ You pay the food to the general supply.
⇒ If you use the Jack-of-all-trades during your own
or another player’s turn, the effect of the occupation you choose lasts from the moment you pay
the food until the end of that turn.
⇒ You may use the Jack-of-all-trades in another
player’s turn as a reaction to the placement of
a person on an action space. For example, when
someone places a person on the “3 Wood” action
space, you may use another player’s Wood Buyer
I234 to buy wood from him. If the current player
takes an action space with 2 actions, you have to
activate the Jack-of-all-trades before he chooses
which actions to perform. For example, when he
uses the “Sow and Bake Bread” action space, you
have to choose to use the Field Worker I224 or
Master Baker E149 before he chooses if he wants
to sow or bake.
⇒ If the owner of an occupation and you both want
to use the same occupation at the same time, the
owner is the first to benefit. For example, if someone takes 1 stone, and you use another player’s
Stone Buyer I255, that player may buy the stone
first; and if you use another player’s Taster I260,
your first turn is after the Tatser’s owner’s first
turn.
The Unofficial Agricola Compendium v. 7.1
⇒ If another player has an occupation that places
goods, food, fences, or fields on action spaces of
future rounds, you cannot use that occupation to
also get those goods. However, you can use all
other occupations at the start of a turn, including another player’s Hut Builder E178 if it was
played before round 5.
⇒ If another player has an occupation that can be
used only once, e.g. the Farm Steward I233, you
don’t receive the benefits of this occupation when
you use it for the second time either. Also, if
you use another player’s Farmer E160 and build
fences for the second time, you receive 1 cattle.
Your use of the occupation does not affect the
original owner in any way: he can still use a oneuse occupation even after you have used it.
⇒ If you place goods on the Jack-of-all-trades, e.g.
if you use another player’s Brush Maker E156
or Forester K278, they are discarded when the
effect of that occupation ends.
⇒ You may use another player’s Herald Z327 to
look at the round card deck at all times. You
may also use it to change the order of the deck,
but the original owner of the Herald finally decides the order.
⇒ You cannot use another player’s Ratcatcher
E198, Layabout I244, Net Fisherman I248,
Grocer E184, Seed Trader Z332, Opinion Leader
Ö06, Bureaucrat Č07.
⇒ You may use another player’s Family Singers
Ö09 for 1 bonus point.
⇒ You cannot use another player’s Chamberlain
I238 to reveal cards at the start of round 11;
however, you can use it to use an action space of
a later round.
⇒ When a player uses the Juggler I237, you may
use the Jack-of-all-trades to use another player’s
artist to receive 1 food from the owner of the
Juggler.
Teacher of Nations
(4–5 players) Č04
All players can pay 1 food less whenever they play
an occupation. Whenever one of the other players uses this discount, you receive 1 food from the
general supply.
⇒ Does not lower the extra food cost of the Lover
K291 and Chief E172.
Hero
(1–5 players) Č05
You receive 3 food immediately. Once during the
game, you can pay 1 wild boar to carry out a family
growth action without placing one of your people.
You must have room in your home. The newborn
can start taking actions in the next round.
⇒ If you use the Jack-of-all-trades during the harvest, the effect of the occupation you choose lasts
until the end of the current harvest phase. The
harvest counts as part of the preceding round.
⇒ Activates the Farm Steward I233, Mother of
Twins Z336, and Adoptive Parents K267 when
used.
⇒ You may use another player’s Pig Breeder I252,
Cattle Breeder K295, Acrobat K269, or Countryman K289 at the end of a turn.
⇒ You may pay for this with a wild boar that you
receive from an action space or card, without having placed it in your farm.
⇒ Does not activate the Clapper K127.
3. Action spaces
41
⇒ If you use the Hero during the harvest after feeding your family, the new family member remains
a newborn for the entire following round.
the Puppeteer I249 or the School Č14, you cannot return your family member home, but you do
receive 2 food.
Fortune Teller
(1–5 players) Č06
You immediately receive 1 stone from the general
supply. Immediately look at the top 3 cards of the
round card deck, and return them face down to the
top of the deck, in any order you choose. You may
look at the action card of the next round at any
time in the game.
⇒ The person counts only once for the Church Warden I227.
⇒ When returning the cards to the deck, you need
not return the cards to their own stage.
Bureaucrat
(4–5 players) Č07
Place up to 3 food from your personal supply on
this card. Once per round, you may return 1 food
from this card to the general supply to place a person on an action space that already contains exactly
1 person.
⇒ You can use an action space containing your own
or another player’s person.
⇒ You cannot use an action space already containing 2 persons, for example a family growth space
containing a parent and child, or because of the
Field Warden E163.
⇒ You may return food from this card to your personal supply at any time.
⇒ If the start player action is used more than once
in a round, the last player to use it will be the
start payer next turn.
⇒ You are not allowed to use an action space on
which resources are placed each turn if you don’t
receive resources directly from the action space.
Bagpiper
(3–5 players) Č08
You receive 2 food immediately. The person who
took the occupation action immediately returns
home, as if he has not been used this round. The
action space “Occupation” is now unoccupied, and
can be used again.
⇒ Use the returned family member again as soon as
it’s your turn again.
⇒ You can only return a person home if you use an
action space with an “occupation” action. If you
play the Bagpiper in another way, e.g. by using
3
Only Child
(3–5 players) Č09
You receive wood immediately when you play this
card: if played in round 9, 10, or 11, take 1 wood; if
played in round 6, 7, or 8, take 2 wood; if played before round 6, take 3 wood. At the end of the game,
you receive 3 bonus points if you have exactly 3
family members.
⇒ Guests or the occupant of the Reed Hut K138
do not count as family member.
Informer
(1–5 players) Č10
Immediately turn 1 of your occupations before you
face down. You receive your choice of 5 food or 1
cattle from the general supply. You lose all effects
of the face down occupation.
⇒ The face down card still counts as played for
determining future occupation costs and for requirements of improvements.
⇒ You cannot choose to turn the Informer itself
face down.
Robber
(4–5 players) Č11
Once per round, you can skip placing a family member when it’s your turn. Instead, you take your
choice of 1 food or 1 wood from the general supply.
You can only skip your turn if at least one other
player still has at least one person left to place.
⇒ You can still place the person that you would
have placed this turn, in a later turn.
Nicholas
(3–5 players) Č12
Immediately take 1 food from the general supply
for each family member that has been born during the game so far, but no more than 6 food. All
players with the least number of offspring (possibly
including you) get 1 vegetable each.
⇒ Newborns that are still on an action space “family growth” already count as family members.
⇒ Guests and the occupant of the Reed Hut K138
are not offspring and do not count.
Action spaces
3.1
Fixed action spaces
Build room(s) and/or Build Stable(s)
You may build rooms, or build stables, or both (in
any order). You have to perform at least one of
these actions.
⇒ You may build multiple rooms and stables in one
action.
⇒ Build Rooms Each room costs 2 reeds and 5
wood/clay/stone, depending on the type of your
hut or house. New rooms must be of the same
material as your existing hut or house.
⇒ Each new room must be orthogonally adjacent to
at least one existing room.
⇒ You may never move a room, nor remove one
from your board.
⇒ Build Stables Each stable costs 2 wood, and must
be placed immediately on a farmyard space.
⇒ A stable can be placed on an unfenced empty
farmyard space, or in a pasture. Each farmyard
42
The Unofficial Agricola Compendium v. 7.1
space can hold 1 stable.
⇒ A pasture can have as many stables as it has
farmyard spaces. Each stable doubles the capacity of the pasture (so a pasture with 3 stables can
store 16 animals per farmyard space).
⇒ You may never move a stable, nor remove one
from your board.
Starting Player and/or 1 Minor Improvement
You can become the starting player, or play one minor improvement, or do both. You have to perform
at least one of these actions.
⇒ If you choose to become the new starting player,
the playing order will change at the start of the
next round.
⇒ You can use this action space to become the new
starting player even if you already are, without
playing a minor improvement.
Take 1 Grain
Take 1 grain from the general supply and place it
in your own supply.
⇒ No grain is placed on this action space; it does
not accumulate from round to round.
⇒ You may not sow the grain immediately, even if
you have empty fields.
Plough 1 Field
Place 1 field tile on an unfenced, unused farmyard
space of your choice.
⇒ You may only place 1 tile per action.
⇒ If you already have fields, the new field must be
orthogonally adjacent to at least one of the existing fields.
⇒ You may never move a field tile, nor remove one
from your board.
1 Occupation
Play 1 occupation card from your hand. If you do
3.2
not yet have any occupations in front of you, this
one is free; each additional occupation costs 1 food.
⇒ You may only play 1 occupation per action.
⇒ In a solo game, if you have kept occupations from
previous games, the first occupation played in the
current game costs 1 food as well.
Day Labourer
Take 2 food from the general supply.
⇒ No food is placed on this action space; it does not
accumulate from round to round.
3 Wood
Take all resources from this action card and put
them in your supply.
⇒ At the start of each round, add 3 wood to this
action space from the general supply.
⇒ You can still use this action space if there are no
resources on it, e.g. because of the Wood Distributor K284. In this case, you don’t receive any
resources.
⇒ In the solo game, add only 2 wood to this action
space every round.
1 Clay
Take all resources from this action card and put
them in your supply.
⇒ At the start of each round, add 1 clay to this
action space from the general supply.
1 Reed
Take all resources from this action card and put
them in your supply.
⇒ At the start of each round, add 1 reed to this
action space from the general supply.
Fishing
Take all resources from this action card and put
them in your supply.
⇒ At the start of each round, add 1 food to this
action space from the general supply.
Stage 1 action spaces
Fences
Build as many fences as you want, for 1 wood per
fence.
⇒ A fence that has been built may not be moved or
demolished.
⇒ At the end of any turn, there may not be any
unfinished pastures.
⇒ Huts do not create a natural border for a pasture; a pasture must be surrounded by fences
even along the side(s) of a hut. This also applies to the edges of the game board, fields and
stables.
⇒ If you already have pastures, a new pasture must
be orthogonally adjacent to at least one of the
existing pastures.
⇒ An existing pasture may be divided into several
pastures by adding fences.
1 Major or Minor Improvement
You may play a minor improvement from your
hand, or buy a major improvement.
1 Sheep
Take all sheep from this action card. Place them in
your farm, convert them to food, or return them to
the general supply.
⇒ Sheep can be converted to food with a Fireplace
A1/A2, Cooking Hearth A3/A4, Cooking Corner I85, Butcher I247, or Meat Seller E162,
without having to make room for it in your farmyard.
⇒ You can take this action even if you have to return all of the animals to the general supply.
⇒ At the start of each round, add 1 sheep to this
action space from the general supply.
3.3
Stage 2 action spaces
Sow and/or Bake Bread
You may sow, bake bread, or both (in any order).
You have to perform at least one of these actions.
⇒ Sowing Take grain and/or vegetables from your
supply and place them on empty fields in your
farmyard. Place 2 grain from the general supply on each sown grain, and 1 vegetable from the
general supply on each sown vegetable.
⇒ You may sow as few or as many grain or vegetables in one action as you want, but only one per
empty field.
⇒ You need not sow all your empty fields, some may
3.3
⇒ If you use this action space, the renovation is
mandatory. Playing or buying an improvement
is optional, and follows the renovation.
⇒ Renovate Turn a wooden hut into a clay hut for
1 clay per room and 1 reeds in total, or a clay
hut into a stone hut for 1 stone per room and 1
reeds in total.
⇒ You may not undertake both renovations (renovating to clay to stone) in one action.
1 Stone
Take all resources from this action card and put
them in your supply.
⇒ At the start of each round, add 1 stone to this
action space from the general supply.
After Family Growth also 1 Minor Improve-
ment
Grow your family, and optionally play a minor improvement from your hand.
⇒ If you use this action space, the family growth is
mandatory. Playing an improvement is optional,
and follows the family growth.
⇒ You can only use this action space if the number
of your rooms is, at the moment of using the action, at least one higher than the number of your
family members.
⇒ Family Growth Take a new family member
marker, and put it on top of the marker that
took this action.
⇒ The new family member can be used to take actions starting next turn. In this turn, it is a “newborn”; if there is a harvest after this round, you
pay only 1 food to feed it.
⇒ You can have no more than 5 family members.
⇒ Guests and the occupant of the Reed Hut K138
do not count as a family member.
Stage 3 action spaces
1 Wild Boar
Take all wild boar from this action card. Place
them in your farm, convert them to food, or return
them to the general supply.
⇒ Wild boar can be converted to food with a Fireplace A1/A2, Cooking Hearth A3/A4, Cooking
Corner I85, Butcher I247, or Meat Seller E162,
without having to make room for it in your farmyard.
⇒ You can take this action even if you have to re-
3.5
be left empty.
⇒ You may sow both grain and vegetables in the
same turn.
⇒ Baking Bread Take grain from your supply and
use an appropriate improvement to convert it to
food.
⇒ You cannot use grain that is on one of your fields.
⇒ You may convert as many grain into food as you
want, unless the used improvement states a limitation.
⇒ You may use multiple improvements in the same
baking action.
Stage 2 action spaces
After Renovation also 1 Major or Minor Improvement
Renovate your home, and optionally play a minor
improvement from your hand or buy a major improvement.
3.4
43
Stage 4 action spaces
turn all of the animals to the general supply.
⇒ At the start of each round, add 1 wild boar to
this action space from the general supply.
Take 1 Vegetable
Take 1 vegetable from the general supply and place
it in your own supply.
⇒ No vegetables are placed on this action space; it
does not accumulate from round to round.
⇒ You may not sow the vegetable immediately, even
if you have empty fields.
44
The Unofficial Agricola Compendium v. 7.1
1 Cattle
Take all cattle from this action card. Place them
in your farm, convert them to food, or return them
to the general supply.
⇒ Cattle can be converted to food with a Fireplace
A1/A2, Cooking Hearth A3/A4, Cooking Corner I85, Butcher I247, or Meat Seller E162,
without having to make room for it in your farm-
3.6
⇒ Plough See the “Plough 1 Field” action space.
⇒ Sowing See the “Sow and Bake Bread” action
space.
Family Growth even without space in your
home
Grow your family, even if the number of your rooms
is lower than, or equal to, the number of your family
members.
⇒ If you have more rooms than family members,
the newborn is considered to occupy a room immediately when it is born. If you only had one
free room before you turn, you may not use this
action space and a normal family growth in that
order, unless you build more rooms first.
⇒ Family Growth See the “Family Growth and Minor Improvement” (stage 2) action space.
Stage 6 action spaces
After Renovation also Fences
Renovate your home, and optionally build fences.
⇒ Renovation See the “Renovation and Improve-
3.8
1 Stone
See the “1 Stone” action space in stage 2.
Stage 5 action spaces
Plough 1 Field and/or Sow
You may plough 1 field, sow any number of fields,
or both (in any order). You have to perform at
least one of these actions.
3.7
yard.
⇒ You can take this action even if you have to return all of the animals to the general supply.
⇒ At the start of each round, add 1 cattle to this
action space from the general supply.
ment” (stage 2) action space.
⇒ Building Fences See the “Fences” (stage 1) action
space.
3 player action spaces
1 Occupation (2 food)
Play 1 occupation card from your hand. This occupation costs 2 food.
1 Clay
See the “1 Clay” fixed action space.
2 Wood
Take all resources from this action card and put
them in your supply.
Take 1 Building Resource
Take 1 Building Resource of your choice from the
general supply, and place it in your personal supply.
⇒ At the start of each round, add 2 wood to this
action space from the general supply.
⇒ Building resources are wood, clay, reed, and
stone.
3.9
4 player action spaces
1 Occupation (1 or 2 food)
Play 1 occupation card from your hand. If you have
0 or 1 occupations in front of you, this one costs 1
food; you pay 2 food if you already have more than
one occupation.
⇒ You may only play 1 occupation per action.
⇒ To determine the costs of the occupation, count
all of the occupations in front of you, regardless
of which action space you used to play them.
Take 1 Reed, 1 Stone and 1 Food
Take 1 reed, 1 stone and 1 food from the general
supply, and place them in your personal supply.
⇒ No resources or food are placed on this action
space; they do not accumulate from round to
round.
Traveling Players
Take all food from this action card and put them
in your supply.
3.10
5 player action spaces
⇒ At the start of each round, add 1 food to this
action space from the general supply.
1 Wood
Take all resources from this action card and put
them in your supply.
45
them in your supply.
⇒ At the start of each round, add 2 wood to this
action space from the general supply.
⇒ At the start of each round, add 1 wood to this
action space from the general supply.
2 Clay
Take all resources from this action card and put
them in your supply.
2 Wood
Take all resources from this action card and put
⇒ At the start of each round, add 2 clay to this
action space from the general supply.
3.10
5 player action spaces
1 Occupation or Family Growth
Either you may play 1 occupation from your hand,
or (starting from round 5) you may grow your family. You have to do one of these actions if you use
this space; you may not do both in the same turn.
⇒ Like all other action spaces, this one can be used
only once per round. If one player chooses to
play an occupation, another player cannot choose
family growth on this action space.
⇒ Occupation You may only play 1 occupation per
action.
⇒ To determine the costs of the occupation, count
all of the occupations in front of you, regardless
of which action space you used to play them.
⇒ Family Growth See the “Family Growth and Minor Improvement” (stage 2) action space.
⇒ You can only choose the family growth action
if the number of your rooms is, at the moment
of using the action, at least one higher than the
number of your family members.
⇒ You may not play a minor improvement after the
family growth.
1 Reed, and Take 1 Stone and 1 Wood
Take all reed from this action card, and 1 stone and
1 wood from the general supply, and put them in
your personal supply.
⇒ At the start of each round, add 1 reed to this
action space from the general supply.
⇒ Stone and wood are not placed on this action
space; they do not accumulate from round to
round.
Build 1 Room or Traveling Players
Either you may build 1 room, or you may take all
food from this action card and put them into your
4
personal supply. You may not do both in the same
turn.
⇒ At the start of each round, add 1 food to this
action space from the general supply.
⇒ Like all other action spaces, this one can be used
only once per round. If one player chooses to
build a room, another player cannot choose traveling players on this action space.
⇒ You may not build more than 1 room in one action when you use this action space.
⇒ Build Room See the “Build Rooms and Stables”
action space.
Take 1 Sheep or 1 Wild Boar or 1 Cattle
Either take 1 sheep and 1 food from the general
supply, or take 1 wild boar, or pay 1 food and take
1 cattle. You may only take 1 animal in one turn.
⇒ Place the animal in your farm, convert it to food,
or return it to the general supply immediately.
⇒ The animal can be converted to food with a Fireplace A1/A2, Cooking Hearth A3/A4, Cooking
Corner I85, Butcher I247, or Meat Seller E162,
without having to make room for it in your farmyard.
4 Wood
Take all resources from this action card and put
them in your supply.
⇒ At the start of each round, add 4 wood to this
action space from the general supply.
3 Clay
Take all resources from this action card and put
them in your supply.
⇒ At the start of each round, add 3 clay to this
action space from the general supply.
Through the Seasons
Winter
In the replenishment phase, add 1 fewer clay and
1 fewer reed to every space that you add these resources to.
You have to pay 1 food for every field you plough.
⇒ This includes fields from Field Watchman I225,
ploughs, the Harrow I68, etc. If you have the
Stump-Jump Plough Z313, Plough Maker E195,
Ploughman K293 or Plough Driver E194, or
play the Field E11, you pay 2 food in total.
You cannot use the “Fishing” action space during
winter until round 11.
⇒ You can’t use the Net Fisherman I248 either.
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The Unofficial Agricola Compendium v. 7.1
Winter action space
Pay 2 wood and 3 food to grow your family with 1
member, even if the number of your rooms is lower
than or equal to the number of your family members.
Summer
In the replenishment phase, add 1 more clay and
1 fewer stone to every space that you add these
resources to, and 1 more food to “Fishing”.
You receive an additional grain if you use the “Day
Labourer” action space.
You may build 1 free stable for every room you
build, including when you use a card to do so.
⇒ See the “Family Growth without Room” (stage
5) action space.
Spring
In the replenishment phase, add 1 fewer wood and
1 more stone to every space that you add these resources to.
Whenever you build at least 1 fence, you may build
an additional 2 fences for free.
⇒ You get free fences only once per turn.
⇒ You also receive free fences when you use Fence
Overseer K312, Fence Builder I263, Fence Deliveryman I265, and Mini Pasture E40.
⇒ The free fences are built in the same fence building action as all other fences, and in an order of
your choosing. However, you may not use one of
the free fences as the first fence you build in a
turn.
⇒ The free fences are built after all other fences, at
the same time as the free fences from the Hedge
Keeper E175.
⇒ Only after building the extra fences, you need to
follow the conditions for building fences (i.e. no
open pastures).
⇒ You may choose to build fewer than 2 extra
fences; however, you cannot save the free fences
to build them in other turns.
Spring action space
You may carry out a breeding phase, or sow any
number of fields, or both (in any order). You have
to perform at least one of these actions.
⇒ Sowing See the “Sow and Bake Bread” action
space.
⇒ Breeding phase You have to receive at least one
animal and have room for it in your farm to be
able to take this action.
⇒ You cannot convert animals into food during this
breeding phase. You can convert animals into
food between sowing and breeding, if you take
both actions.
⇒ Activates the Shepherd E203.
⇒ Building the free stable activates the Stockman
E213 and Fence Overseer K312.
Summer action space
You receive 1 bonus point for each person that you
have already placed in the current round, including
the person you place on this action space.
⇒ Only your own persons are counted.
⇒ You also receive bonus points for guests and the
occupant of the Reed Hut K138.
⇒ The number of placed family members is
counted, not the number of actions (which may
be different because of e.g. the Bagpiper Č08).
⇒ If you had family growth this round, you do not
receive a bonus point for the newborn that was
placed on the person who took that action.
Autumn
In the replenishment phase, add 1 more wood and
1 more reed to every space that you add these resources to.
Every major improvement costs 1 building resource
of your choice less.
⇒ You do not benefit from the season if you upgrade a Fireplace A1/A2 to a Cooking Hearth
A3/A4 without paying, or when you use the
Well Builder I220 or Ceramics E33 to build a
major improvement as a minor one.
Autumn action space
You may carry out a field phase, or take 1 vegetable,
or both (in any order). You have to perform at least
one of these actions.
⇒ Field phase Take 1 resource from each of your
fields and put them in your personal supply.
⇒ Activates the Corn Storehouse I86, Water Mill
I103 (only for you), and Gardener I226, but
not the Milking Shed I93, Spindle E51, Butter
Churn E53, Milking Stool K133, Loom K146,
Milking Hand I246, and Cube Cutter Z335.
⇒ You also harvest the Copse I78, Forester K278,
and Vineyard Ö21.
c 2007 Lookout Games, and from the English
This document contains text from the Agricola rulebook, c 2007 Lookout Games and Melissa Rogerson, used with kind permission. Additional
translations of the cards, text by Eugène van der Pijll.
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