The Unofficial Agricola Compendium

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Introduction

This compendium was made into a website by me (wooddistributor). It is based on the Agricola Compendium v11.2 by Loki31. I am hosting this for my own personal use.

Occupations

Land Agent (E147)

3–5 players

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.

Academic (E148)

3–5 players

This card counts as 2 occupations for minor improvements and when scoring the Reeve E217 or Tutor E174 occupation card.

  1. Playing the Academic counts as 1 occupation for the Bread Paddle K111 and Bookshelf K112.

Master Baker (E149)

4–5 players

Whenever another player bakes bread, you can bake bread if you have a baking improvement with the “baking” symbol. If you take a bake action yourself, you receive 1 additional food.

  1. Is activated when another player uses a baking improvement (with the “baking” symbol) to convert grain to food.
  2. Is not activated if another player uses the “Sow and Bake Bread” action space, but does not bake.
  3. 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.
  4. You do not receive the additional food if you bake bread because of the Master Baker itself.

Baker (E150)

1–5 players

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.

  1. You may only use the Baker to bake bread just once each harvest, but you may use all of your ovens and other improvements to bake as much bread as you can.

Master Builder (E151)

1–5 players

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.

  1. You may place a room tile on this card to show that you have not yet taken the extension action.
  2. You do not have to use an action space to build a room with the Master Builder.

Berry Picker (E152)

3–5 players

Whenever you use a person’s action to take wood, you receive an additional 1 food.

  1. Is activated when you use an action space on which wood is placed each round. 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).
  2. Is activated even if you leave all the wood on the action space because of Basket E34, Mushroom Collector E196, or Pig Catcher I253.
  3. Is activated when you use an action space that contains wood because of the Wood Distributor.
  4. Is also activated by the action space “1 Reed, Stone, and Wood” in 5-player game, and the action space “Take 1 Building Resource” in 3-player game if you take wood.
  5. 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 (E153)

1–5 players

At the end of the game, you can discard up to 2 begging cards without losing points for them.

Master Brewer (E154)

1–5 players

In the feeding phase of each harvest, the Master Brewer can convert up to 1 grain to 3 food.

  1. Brewing beer does not count as baking.
  2. 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 (E155)

3–5 players

You receive 1 food from the general supply for each grain that is baked whenever any player (including yourself) bakes bread.

  1. 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.
  2. Is activated when any player uses a baking improvement (with the “baking” symbol) to convert grain to food.
  3. Is not activated if anybody uses the “Sow and Bake Bread” action space, but does not bake.

Brush Maker (E156)

3–5 players

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.

  1. 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.
  2. 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.
  3. Wild boar markers on this card do not count in the scoring at the end of the game.

Thatcher (E157)

3–5 players

Pay 1 reed less to build each room, for each renovation, and for each of the Water Mill I103, Half-timbered House E21, Chicken Coop I84, Holiday House I71, Mansion K144 and Corn Storehouse I86.

  1. Can be used for every room you build, if you build more than 1 room.
  2. 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.
  3. 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 (E158)

3–5 players

At any time, you can use the Turner to convert any number of wood to 1 food each.

Head of the Family (E159)

4–5 players

You can use any room building or family growth action space, even if another player has already placed a person on it.

  1. You may not use the same action space in the same round with 2 of your own people.
  2. If the action space provides a choice of actions, you may choose either. For example, you may take the “Traveling Players” action on the “Build 1 Room or Traveling Players” action space in the 5-player game, or play an occupation on the “1 Occupation or Family Growth” action space.
  3. It is not allowed to use an empty accumulating action such as “Traveling Players”, not even if it activates other improvements or occupations.

Farmer (E160)

4–5 players

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.

  1. You only receive 1 new animal per turn, even if several pastures are created with the same action.
  2. Is activated when you use the Fence Overseer K312, or when you play the Mini Pasture E40.
  3. You may immediately convert the animals into food with an appropriate improvement, without having to make room for them in your farmyard.

Fisherman (E161)

3–5 players

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.

  1. 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.
  2. You only give food to another player if he has the improvement in front of him on the table.
  3. If a player has played more than one of these improvements, you give him more than one food.
  4. You do not have to pay anything for an item if you own it yourself.
  5. 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.
  6. 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.
  7. Is not activated by using the Net Fisherman I248.

Meat Seller (E162)

1–5 players

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.

  1. 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.
  2. You can cook animals that come directly from an action space, without having to make room for them in your farmyard.
  3. 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.
  4. Ovens are not a cooking improvement, even if you have the Meat Seller. Using the Meat Seller does not activate the Schnitzel Mallet Ö18.

Field Warden (E163)

4–5 players

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.

  1. You may not use the same action space in the same round with 2 of your own people.
  2. 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 (E164)

4–5 players

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.

  1. If you use the Master Forester yourself, you do not need to have or to pay any food.
  2. 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 (E165)

3–5 players

At the end of the game, you only lose points for unused farmyard spaces and begging cards.

  1. 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.
  2. Negative points that are compensated by the Yeoman Farmer are not counted as negative for the Constable K276.
  3. 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).
  4. The Yeoman Farmer also compensates negative (bonus) points for Forest Path M048, Built-in Oven M044, etc.

Undergardener (E166)

4–5 players

Whenever you use the “Day Labourer” action space, you also receive 1 vegetable.

Conjurer (E167)

4–5 players

Whenever you use the “Traveling Players” action on an action space, you receive1 additional grain.

  1. If another player uses the Juggler I237 with a “Traveling Players” action, he pays you 1 food.

Greengrocer (E168)

3–5 players

Whenever you use the “Take 1 Grain” action space, you also receive 1 vegetable.

Storyteller (E169)

4–5 players

Whenever you use the “Traveling Players” action on an action space, you can leave 1 food on the space and receive 1 vegetable instead.

  1. If another player uses the Juggler I237 with a “Traveling Players” action, he pays you 1 food.
  2. If you have the DancerE212 as well, you receive at least 4 food and 1 vegetable when you leave one food on the action space.

Estate Manager (E170)

3–5 players

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.

  1. 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 (E171)

1–5 players

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.

  1. Building resources are wood, clay, reed, and stone.

Chief (E172)

1–5 players

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.

  1. 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.

Chief’s Daughter (E173)

1–5 players

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.

  1. You can also play this card using an action space in the usual way.
  2. If you play the Chief E172 yourself, you may not play the Chief’s Daughter at the same time.
  3. In a solo game, you can only play this card using an action space.
  4. If you have the Clogs E28 as well, you get points for both cards.
  5. 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.

Tutor (E174)

1–5 players

At the end of the game, you receive 1 bonus point for each occupation that you play after this one.

  1. 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.
  2. The Academic E148 counts as two occupations.
  3. 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.
  4. (FotM) Up to a maximum of 6 bonus points.

Hedge Keeper (E175)

1–5 players

Whenever you build at least 1 fence, you can build 3 additional fences without paying any additional wood.

  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.
  2. 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.
  3. 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.
  4. Can only be used once per turn.
  5. Only after building the extra fences, you need to follow the conditions for building fences (i.e. no open pastures).
  6. You may choose to build fewer than 3 fences, for example, if you do not have 3 unbuilt fences left.
  7. If you build no free fences, or fewer than 3, you cannot save the other free fences for later rounds.

Woodcutter (E176)

1–5 players

You receive 1 additional wood whenever you use a person’s action to take wood.

  1. Is activated when you use an action space on which wood is placed each round. 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).
  2. Is activated even if you leave all the wood on the action space because of Basket E34, Mushroom Collector E196, or Pig Catcher I253.
  3. Is activated when you use an action space that contains wood because of the Wood Distributor.
  4. Is also activated by the action space “1 Reed, Stone, and Wood” in 5-player game, and the action space “Take 1 Building Resource” in 3-player game if you take wood.
  5. Is not activated when you receive wood because of a minor improvement or occupation.

Wooden Hut Builder (E177)

3–5 players

At the end of the game, you receive 1 bonus point for each room in your wooden hut.

Hut Builder (E178)

4–5 players

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.

  1. When the card is played, put a room tile on the round 11 action space as a reminder.
  2. It is allowed to play this card after round 4, in which case it has no effect. It still counts as a played occupation, e.g. for the prerequisite of an improvement.
  3. If you choose not to build a free room at the start of round 11, you cannot build it later in the game.

Merchant (E179)

1–5 players

Whenever you use a “minor improvement” or “minor or major improvement” action, you can pay 1 food to use the action a second time.

  1. 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.
  2. Is activated by every improvement you play, even if you play several in a single turn.
  3. Using both Merchant and Traveling 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.
  4. 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.
  5. 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.
  6. Is activated when you use the Scholar K279 to play an improvement.

Hobby Farmer (E180)

4–5 players

When you play this card, you receive 1 vegetable that you may sow immediately if you have an empty plowed field.

  1. You perform a sowing action, which you can only use for this vegetable.
  2. Sowing the vegetable activates the Fieldsman I219, Smallholder K286, Potato Dibber E32, Liquid Manure K118, Planter Box I90 and another player’s Field Worker I224.
  3. Sowing the vegetable is optional. You may not sow anything else, including wood on Forester K278 and Copse I78, or food on Vineyard Ö21.
  4. You may sow the vegetable on the Bean Field E18, Lettuce Patch E47, or Turnip Field K137.

Cook (E181)

4–5 players

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.

  1. You still need to feed newborns with 1 food.

Charcoal Burner (E182)

3–5 players

You receive 1 food and 1 wood whenever any player (including you) builds a baking improvement with a “baking” symbol.

  1. You can place 1 food and 1 wood on the affected unbuilt major improvements to remind you to take the tokens.
  2. You also receive the food and wood when an improvement is upgraded to a baking improvement.

Basketmaker (E183)

4–5 players

In each harvest, the Basketmaker can convert up to 1 reed to 3 food.

Grocer (E184)

1–5 players

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.

  1. The resources come from the general supply, and are not part of your personal supply until you buy them.

Clay Firer (E185)

4–5 players

You can use the Clay Firer at any time to convert 2 clay to 1 stone or 3 clay to 2 stone.

Clay Seller (E186)

4–5 players

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.

  1. 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 (E187)

1–5 players

Place 1 clay on each remaining space for rounds 6 to 14. At the start of these rounds, you receive the clay.

  1. You do not receive clay for the current round, or any of the earlier rounds.

Clay Mixer (E188)

1–5 players

Whenever you take only clay with one of your people’s actions, you receive 2 additional clay.

  1. Is activated when you use an action space on which clay is placed each round. 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 CZ07).
  2. Is also activated by the action space “Take 1 Building Resource” in 3-player game if you take clay.
  3. Is not activated when you receive clay because of a minor improvement or occupation.
  4. 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 (E189)

1–5 players

At the end of the game, you receive 1 bonus point for each scoring category where you have scored the maximum 4 points.

  1. The bonus point is also awarded for 4 fenced stables.
  2. 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 (E190)

1–5 players

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.

  1. If you already have a clay hut or a stone house when you play this card, place the food immediately.

Mason (E191)

1–5 players

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.

  1. You may place a room tile on this card to show that you have not yet taken the extension action.
  2. You do not have to use an action space to build a room with the Mason.

Patron (E192)

4–5 players

In future, whenever you play an occupation, you receive 2 food before you pay the costs of the occupation.

  1. If you use the Writing Desk E49, you receive food for both occupations you play.
  2. If you also have the Bookshelf K112, you can use both to receive 5 food for each occupation you play.

Pastor (E193)

4–5 players

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.

  1. 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.

Plough Driver (E194)

1–5 players

Once you have a stone house, you can pay 1 food at the start of each round to plough (at most) 1 field.

  1. When you use the Plough Driver, you may not use a plough or the Harrow I68 to plough multiple fields.
  2. 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.

Plough Maker (E195)

1–5 players

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.

  1. 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 (E196)

1–5 players

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.

  1. If you also have the Basket E34, you can use both cards to leave 3 wood to receive 5 food.
  2. 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.
  3. If there is no wood on the action space, for example because of the Wood Distributor K284, you may not use the Mushroom Collector.
  4. Is activated when you use an action space that contains wood because of the Wood Distributor.
  5. Is not activated by the action space “1 Reed, Stone, and Wood” in 5-player game.

Braggart (E197)

3–5 players

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.

  1. Both major and minor improvements count. Discarded improvements do not.

Ratcatcher (E198)

3–5 players

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.

  1. The idle family members do count towards the question whether there is space in the hut or house for family growth.
  2. You yourself may place all your family members.
  3. All family members except for the first two are offspring; not only newborns.
  4. Guests and the occupant of the Reed Hut K138 are not offspring and may always be played.
  5. You are allowed to play this card after round 9, but it has no effect. Remove it from the game immediately after you’ve played it.

Renovator (E199)

1–5 players

Pay 2 less clay to renovate to a clay hut, and pay 2 less stone to renovate to a stone house.

Conservator (E200)

1–5 players

You can renovate your wooden hut to a stone house without first needing to renovate it to a clay hut.

  1. 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.
  2. 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.
  3. Activates the Clay Hut Builder I242 when used.

Cattle Whisperer (E201)

4–5 players

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.

  1. 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.
  2. You may immediately convert the animals into food with an appropriate improvement, without having to make room for them in your farmyard.

Seasonal Worker (E202)

1–5 players

Whenever you use the “Day Labourer” action space, you receive 1 additional grain. From round 6 onwards, you can choose to receive 1 vegetable instead.

Shepherd (E203)

4–5 players

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 (E204)

4–5 players

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

  1. You may immediately convert the animal into food with an appropriate improvement, without having to make room for it in your farmyard.

Reed Collector (E205)

3–5 players

Place 1 reed on the next 4 round spaces. At the start of these rounds, you receive the reed.

Swineherd (E206)

4–5 players

Whenever you use the “1 Wild Boar” action space, you receive 1 additional wild boar from the general supply.

  1. The “1 Wild Boar” action space is added in round 8 or 9.
  2. 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.

Stablehand (E207)

1–5 players

Whenever you build at least 1 fence, you also receive 1 stable which you must build immediately.

  1. The stable may be built inside or outside the fenced area.
  2. You do not need to pay any wood for the stable.
  3. Is activated when you play the Mini Pasture E40.
  4. Only 1 free stable is awarded in each turn.
  5. 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.
  6. 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.
  7. 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.
  8. If you use the Hedge Keeper E175, the additional 3 fences do not activate the Stablehand a second time.

Stablemaster (E208)

1–5 players

One (and only one) of your unfenced stables may hold up to 3 animals of the same type.

  1. 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 (E209)

3–5 players

You can use the Quarryman at any time to convert stone to food. For each stone you convert, you receive 2 food.

Stone Carrier (E210)

1–5 players

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.

  1. Is activated when you use an action space on which stone is placed each round. 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 CZ07.)
  2. Is activated by the action space “Take 1 Building Resource” in 3-player game if you take stone.
  3. Is also activated by the action space “1 Reed, Stone, and Wood” in 5-player game and the action space “1 Reed, Stone, and Food” in 4-player game, if you pay 1 food.
  4. You also pay 1 food to use this card if you receive other building resources at the same time from occupations and minor improvements.
  5. Is not activated when you receive stone because of a minor improvement or occupation.
  6. Other building resources are wood, clay, and reed.

Stonecutter (E211)

3–5 players

All improvements, rooms and renovations cost you 1 stone less.

  1. For example, you do not have to pay any stone if you play Lumber K107.
  2. 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.
  3. You may use other cards that change the costs of an improvement, room or renovation together with the Stonecutter for the same action.

Dancer (E212)

4–5 players

Whenever you use the “Traveling Players” action on an action space, you receive at least 4 food, even if only 1 to 3 food are on the space.

  1. If another player uses the Juggler I237 with a “Traveling Players” action, he pays you 1 food.
  2. 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.
  3. You cannot use both the Juggler I237 and the Dancer for the same action.

Stockman (E213)

4–5 players

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.

  1. If you build several stables at once, you may receive more than one animal.
  2. You do not get animals for stables that have already been built when you play the Stockman.
  3. You may immediately convert the animal into food with an appropriate improvement, without having to make room for them in your farmyard.

Potter (E214)

3–5 players

In each harvest, the Potter can convert up to 1 clay to 2 food.

Tenant Farmer (E215)

4–5 players

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.

  1. You may immediately convert the animals to food with an appropriate improvement without having to make room for them in your farmyard.
  2. If you also have the Yeoman Farmer E165, you do not deduct points if you do not return an animal.
  3. If you deduct points for not returning an animal, you do not get the bonus points from the Constable K276.
  4. 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.
  5. You may repay the loan at any time before the scoring, including during the game. If you repay part of the loan during the game, you may no longer repay the rest of the loan later in the game or before scoring.

Animal Keeper (E216)

4–5 players

You can keep sheep, wild boar and cattle in the same pasture.

  1. This applies to all your pastures except the Forest Pasture K145.

Reeve (E217)

3–5 players

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.

  1. The Academic E148 counts as two occupations.

Carpenter (E218)

1–5 players

To extend your home, you need only 3 of the appropriate resource and 2 reed for each new room.

  1. For example, if you live in a wooden hut, you need 3 wood and 2 reed.
  2. Can be used for every room you build, if you build more than 1 room.
  3. This card sets a new base cost for a room. If you also have another card that sets a new base cost (e.g. Clay Supports E37, Axe E13, or Clay Plasterer I241), you may only use one such card at the same time. If you build more than one room, you can choose the same or a different card for each room.
  4. After you’ve used the Carpenter, you may then also use any card that changes the cost of a room (e.g. Clay Roof E36, Ladder I91, Stonecutter E211, and Bricklayer I243).
  5. For example, if you also have the Bricklayer I243, you may use both cards to build rooms for 1 clay and 2 reed.
  6. You may not use this card to change the costs of the Wooden Hut Extension I81 and Clay Hut Extension K132.

Fieldsman (I219)

1–5 players

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.

  1. If you sow three or more fields, you do not get any additional goods.
  2. You also get the extra goods if planting on the Forester K278, Copse I78, Lettuce Patch E47, Bean Field E18, Turnip Field K137, Acreage K105, and Vineyard Ö21.
  3. 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.
  4. Is activated when you use the Hobby Farmer E180 or the Corn Storehouse I86.

Well Builder (I220)

1–5 players

For you, the Well A10 is not a major but now a minor improvement and costs only 1 stone and 1 wood to build.

  1. 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.
  2. The Well still counts as major improvement as well, e.g. for Nosebag M022 or Administration M070.

Village Elder (I221)

3–5 players

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.

  1. Both major and minor improvements count. Discarded improvements do not.

Social Climber (I222)

4–5 players

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.

  1. Rewards are not given for renovations performed before you played this card.
  2. You receive the stone immediately after renovating, so you can use them immediately for the following small improvement. You cannot use the stone for the renovation itself.
  3. If you use the Conservator E200 to renovate directly to stone, you do not receive stone for the renovation to a clay hut. If you renovate to a clay hut after another player has used the Conservator, he does not count as having renovated to clay before you.

Harvest Helper (I223)

3–5 players

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.

  1. You may not take an additional grain from one of your own fields.
  2. You may take the grain from another player’s Acreage K105 minor improvement.
  3. The Harvest Helper is used after the Corn Storehouse I86.
  4. You decide which of the opponents’ fields to take the grain from, including Acreage K105, the opponent’s home (if he has Winter Garden G118, and his farmyard (if he has No-Till Farming M078).

Field Worker (I224)

3–5 players

Whenever another player sows one or more fields, you receive 1 grain in a 3-player game or 1 food in a 4/5 player game.

  1. If you sow, you do not get anything from the Field Worker.
  2. Is activated when another player uses the Hobby Farmer E180 or the Corn Storehouse I86.

Field Watchman (I225)

1–5 players

Whenever you use the action space “Take 1 Grain”, you can also plough up to 1 field.

  1. You cannot use ploughs or the Harrow I68 when this card is used.

Gardener (I226)

1–5 players

Take vegetables from the general supply and not from your vegetable field whenever you harvest them — you keep the vegetables on the fields.

  1. All your vegetable fields remain untouched until the end of the game. This also applies to the Bean Field E18, Turnip Field K137 and Lettuce Patch E47.
  2. The effect of the Gardener is not optional.
  3. (FotM) The effect of the Gardener is only from 2 vegetable fields.

Church Warden (I227)

1–5 players

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.

  1. An action by a guest is counted. An additional action because of moving an already placed person, e.g. because of the Countryman K289 or Acrobat K269, is not.
  2. 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 round because of the Adoptive Parents K267.
  3. A player who has built the Holiday House I71 does not receive bonus points for the Church Warden.

Businessman (I228)

3–5 players

Whenever you use the “Starting Player” action space, you can play an additional minor or major improvement after you play the minor improvement.

  1. Optional; can only be used once per turn.
  2. Using both Businessman and Traveling Salesman K281, you can play up to 3 minor improvements one after another when you use the “Starting Player” action space.
  3. 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.
  4. You may not play a major improvement without playing a minor improvement.

Sycophant (I229)

4–5 players

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.

  1. Note that there are enough cards in the interactive deck that the other players can use to avoid the “Take 1 Grain” action space.
  2. 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.
  3. You do not have to pay anything if you use the action space yourself.

Clay Digger (I230)

4–5 players

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 each round. Any player who uses this action must pay you 3 food.

  1. If you use the Clay Digger yourself, you do not need to have or to pay any food.

Manservant (I231)

1–5 players

When you build a stone house, place 3 food on each remaining round space. At the start of these rounds, you receive the food.

  1. If you already have a stone house when you play this card, place the food immediately.

Midwife (I232)

4–5 players

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.

  1. The food is taken from the general supply, not from the other player.
  2. Is activated when another player uses the Wet Nurse K270, Lover K291, or Village Beauty Z325.
  3. This card is not activated when another player gets a guest or plays the Reed Hut K138.
  4. Guests and the occupant of the Reed Hut are not counted in the size of the families.

Farm Steward (I233)

1–5 players

Once you live in a clay hut or stone house, play your next family growth action as a “family growth even without room”.

  1. 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.
  2. Allows at most 1 family growth without space in the hut.
  3. If a room is built later, the offspring occupies it immediately.
  4. 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.
  5. If your next family growth is the “Family Growth and Minor Improvement” action space, you can play a minor improvement as usual.
  6. If your next family growth action is “Family Growth without Room”, or when playing the Lover K291, this card has no effect.
  7. Using the Wet Nurse K270 or Village Beauty Z325 counts as a family growth action.

Wood Buyer (I234)

3–5 players

Whenever another player receives wood from an action, you can buy 1 wood from them for 1 food (even without their agreement).

  1. You may buy only 1 wood each turn, but you can use this card multiple times per round.
  2. The other player cannot refuse this exchange.
  3. 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.
  4. Is activated when a player uses an action space that contains wood because of the Wood Distributor K284.
  5. Is also activated by the action space “1 Reed, Stone, and Wood” in 5-player game, and the action space “Take 1 Building Resource” in 3-player game if the other player takes wood.
  6. (FotM) Is not activated when another player receives wood because of a special action, minor improvement or occupation.
  7. 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 (I235)

1–5 players

Place 1 wood on each of the next 5 round spaces. At the start of these rounds, you receive the wood.

Hide Farmer (I236)

3–5 players

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.

  1. Negative points that are compensated by the Hide Farmer are not counted as negative for the Constable K276.

Juggler (I237)

4–5 players

Whenever you use the “Traveling 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.

  1. You cannot use both the Juggler and the Dancer E212 for the same action.
  2. 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.
  3. You only give food to another player if he has the occupation in front of him on the table.
  4. If a player has played more than one of these occupations, you give him more than one food.
  5. You do not have to pay anything for an occupation if you own it yourself.
  6. It is possible that you have to pay more food than you receive.
  7. The effect of the Juggler is optional. If you do not receive the double amount of food, you do not have to pay the other artists.
  8. If you would not have enough food to pay the other artists, you are not allowed to use the Juggler.

Chamberlain (I238)

1–5 players

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.

  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.

Corn Profiteer (I239)

4–5 players

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.

  1. Using the Corn Profiteer does not count as baking bread.
  2. (FotM) Up to a maximum of 8 grain during the game.

Cowherd (I240)

3–5 players

Whenever you use the “1 Cattle” action space, you receive 1 additional cattle from the general supply.

  1. The “1 Cattle” action space is added in round 10 or 11.
  2. 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 (I241)

1–5 players

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.

  1. This card sets a new base cost for a room. If you also have another card that sets a new base cost (e.g. Clay Supports E37, and/or Carpenter E218), you may only use one such card at the same time. If you build more than one room, you can choose the same or a different card for each room.
  2. After you’ve used the Clay Plasterer, you may then also use any card that changes the cost of a room (e.g. Clay Roof E36, Ladder I91, and Bricklayer I243).
  3. You may not use this card to change the costs of the Clay Hut ExtensionK132.
  4. 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 (I242)

1–5 players

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.

  1. 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.
  2. Is activated when you use the Conservator E200 to renovate to a stone house.

Bricklayer (I243)

1–5 players

Pay 1 less clay for each improvement and renovation. Pay 2 less clay for each room.

  1. With e.g. Helpful Neighbours E42 the player receives 1 stone or 1 reed for free.
  2. 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; 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.
  3. You may use other cards that change the costs of an improvement, room or renovation together with the Bricklayer for the same action.
  4. 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.
  5. The cost of the Clay Hut Extension K132 is lowered by only 1 clay.

Layabout (I244)

1–5 players

Once you have played this card, you may not take part in the next harvest.

  1. 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.
  2. On the other hand, you do not need to feed your family during that harvest.
  3. Although you do not take part in the harvest, other players may still use your cards or interact with your farm, if you or they have a card that allows this, such as Water Mill I103 and Harvest Helper I223. However, you may not use the Harvest Helper or another player’s Water Mill yourself.
  4. You can still receive food from the Slaughterman K299 or Slaughterhouse I97.
  5. Using the Manure I92 or the Almanac G061 does not count as a harvest.

Market Crier (I245)

3–5 players

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.

  1. Is not activated by Corn Sheaf K129 or any other improvement or occupation.

Milking Hand (I246)

4–5 players

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 (I247)

1–5 players

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.

  1. You do not need a cooking improvement to use the Butcher.
  2. Using the Butcher does not activate the Schnitzel Mallet Ö18.
  3. 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.

Net Fisherman (I248)

1–5 players

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).

  1. 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.
  2. If someone takes the food from “Fishing” before the end of the round, you receive nothing.
  3. 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.
  4. 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.
  5. You can not take other resources that may be on the “Fishing” action space, e.g. because of the Wood Distributor K284.
  6. 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 (I249)

4–5 players

Whenever another player chooses the “Traveling players” action on an action space, you can pay 1 food to play an occupation.

  1. You pay the 1 food to the general supply.
  2. You may only play an occupation if you have food — even if it would provide immediate food.
  3. If the player who takes the “Traveling players” action uses the Juggler I237, he pays you 1 food. You receive this food before you use the Puppeteer.
  4. Activates the Bread Paddle K111 when used.

Sheep Whisperer (I250)

4–5 players

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.

  1. 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.
  2. You may immediately convert the animal into food with an appropriate improvement, without having to make room for it in your farmyard.

Reed Buyer (I251)

4–5 players

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.

  1. The other player cannot refuse this exchange.
  2. If you are the first person to take reed in a round, you do not get any advantage from the Reed Buyer.
  3. 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.
  4. Is activated when a player uses an action space on which reed is placed each round, the action space “1 Reed, Stone, and Food” in 4-player game.
  5. Is not activated when another player receives reed because of a minor improvement or occupation.
  6. The reed still counts as “taken” for the other player; they can still use their Landing Net 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 (I252)

4–5 players

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.

  1. 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 (I253)

4–5 players

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.

  1. 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.
  2. 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.
  3. Is activated when you use an action space that contains wood because of the Wood DistributorK284.
  4. You may immediately convert the wild boar into food with an appropriate improvement, without having to make room for them in your farmyard.

Groom (I254)

4–5 players

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.

  1. 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.
  2. Activates the Fence Overseer K312 when used.

Stone Buyer (I255)

4–5 players

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.

  1. The other player cannot refuse this exchange.
  2. If you are the first player to take stone in a round, you do not get any advantage from the Stone Buyer.
  3. 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.
  4. Is activated when a player uses an action space on which stone is placed each round, the action space “1 Reed, Stone, and Food” in 4-player game, the action space “1 Reed, Stone, and Wood” in 5player game.
  5. Is not activated when another player receives stone because of a minor improvement or occupation.
  6. 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 (I256)

1–5 players

In each harvest, the Stone Carver can convert up to 1 stone to 3 food.

Street Musician (I257)

4–5 players

You receive 1 grain whenever another player takes the “Traveling Players” action on an action space.

  1. If the player who takes the “Traveling players” action uses the Juggler I237, he pays you 1 food.

Cabinetmaker (I258)

3–5 players

In each harvest, the Cabinetmaker can convert up to 1 wood to 2 food.

Animal Dealer (I259)

3–5 players

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.

  1. The “1 Sheep”, “1 Wild Boar” and “1 Cattle” cards are added in Rounds 1–4, 8–9 and 10–11.
  2. 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.
  3. 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 (I260)

4–5 players

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.

  1. 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.
  2. If you are the starting player yourself, yo do not get any advantage.
  3. 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 (I261)

4–5 players

Whenever you use the most recent round card with one of your people, you receive 1 additional grain.

  1. You receive the grain before you’ve taken the action. For example, if you use a sowing action, you can immediately sow the grain from the Outrider.
  2. The most recent round card is always the one corresponding to the current round, even if the Chamberlain I238 has been played.

Water Carrier (I262)

1–5 players

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.

  1. If the well has already been built, place the food immediately.
  2. 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 (I263)

1–5 players

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.

  1. From now on, you have only 14 fences available for building.
  2. You have to perform a regular action on the action space; fence building is optional, and follows all other actions on the action space.
  3. You may place the fence on any action space, including minor improvements that are action spaces (such as Clay Deposit I337), action spaces that have been introduced to the game by other cards (such as Master Forester E164), and “Infirmary”.
  4. If you use an occupation action space to play the Fence Builder, and you place the fence on that occupation action space, you cannot use Fence Builder this turn to immediately build fences.
  5. You may not place the fence on a round space of a future round, unless the action card has already been revealed by the Chamberlain I238.
  6. Pastures may only be built if they are completed — you may not leave a pasture open.
  7. 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.
  8. If the action space with your fence is a space on which goods are placed at the start of each round, and it is empty (e.g. because of the Wood Distributor K284), you may not use the action space just to build fences.
  9. If you put the fence on an action space that already allows the buiding of fences, you can take 2 fence building actions in 1 turn. This activates the Hedge Keeper E175, Farmer E160, Stablehand E207, or another player’s Fencer I264 twice, as if the 2 fencing actions were taken in separate turns. The conditions for fence buildings (e.g. no open pastures) should be observed after each fencing action.
  10. If you already have built all your fences when you play this card, it has no effect.

Fencer (I264)

4–5 players

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.

  1. If you build fences yourself, you receive no benefit.
  2. 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 (I265)

1–5 players

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.

  1. 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 you have fewer than 4 unbuilt fences, you place them all on the earliest of the two affected round spaces.
  2. Fences may not be removed from the round space to build them in the usual way.
  3. 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.
  4. You do not need to pay wood to build the fences.
  5. You may not leave a pasture open.
  6. Building the fences activates the Hedge Keeper E175.
  7. Food that you receive at the start of a round can be used to pay for the fences immediately.
  8. 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 (K266)

4–5 players

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 (K267)

1–5 players

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”.

  1. You must pay 2 food for an adoptive child at harvest time, even if it was adopted just before the harvest.
  2. Is activated when you use the Wet Nurse K270, Lover K291, or Village Beauty Z325.
  3. 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.
  4. 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 (K268)

1–5 players

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.

  1. You can only buy goods in the work phase (phase 3) — not at the start of a round.
  2. Only affects goods that are earned directly through an action space, not through improvements and occupations.
  3. 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.
  4. 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.
  5. 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.
  6. Is also activated when you use an action space that contains wood because of the Wood Distributor K284.
  7. 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.
  8. 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 (K269)

4–5 players

Whenever you use the “Traveling 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.

  1. If you use the “Traveling 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.
  2. If another player uses the Juggler I237 with a “Traveling Players” action, he pays you 1 food.
  3. If the Countryman K289 or Pond Watchman G046 also have been played, the family members are moved in player order, starting with the player left of the one who placed the last regular person. If you can move more than one person, you move them consecutively in an order of your choice. You cannot move the same person twice (e.g. by moving it to “Take 1 Grain” with Acrobat, and then using Countryman). You cannot move to an action space that was occupied after the last regular person placement.
  4. In the round in which you play this card, you may only move the family member from the “Traveling Players” action space if it was placed after you played the Acrobat.
  5. Moving a person with the Acrobat counts as taking an action, e.g. for the Opportunist G043, but not as placing your last person, e.g. for the Magician K311, because this person has already been placed previously.

Wet Nurse (K270)

1–5 players

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.

  1. 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.
  2. 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 the next round.
  3. You may use the Wet Nurse more than once in the game.
  4. 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.
  5. 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.
  6. Does not activate the Clapper K127.

Educator (K271)

4–5 players

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.

  1. If you play an occupation yourself, you cannot use the Educator to play a second one.
  2. Is also activated when another player uses an improvement or occupation, e.g. Puppeteer I249, to play an occupation.
  3. Activates the Bread Paddle K111 when used.
  4. 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 (K272)

1–5 players

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.

  1. Can be used for every room you build, if you build more than 1 room.
  2. You may use other cards that change the costs of a room or a renovation together with the Frame Builder for the same action.
  3. 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 (K273)

4–5 players

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.

  1. 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.
  2. 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.
  3. 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 (K274)

1–5 players

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.

  1. You also get a bonus point for the Forest Pasture K145 if you have at least one animal on it.
  2. You may also receive a bonus point for the Animal Yard E58, for example if you also have the Drinking TroughE59.

Perpetual Student (K275)

4–5 players

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.

  1. If an occupation card is drawn that you cannot afford, for example Lover K291 or ChiefE172, you have to take begging cards to make up the difference.
  2. Can also be used if you have only 1 occupation card left.

Constable (K276)

3–5 players

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.

  1. You lose the bonus points from this card if you score negative points in any scoring category, if you have begging cards or unused farmyard tiles, or if you have any card in front of you that has a negative value or gives negative bonus points.
  2. Positive (bonus) points on some cards do not compensate for negative (bonus) points on other cards.
  3. Negative points that are compensated by Yeoman Farmer E165 or Hide Farmer I236 are not counted as negative for the Constable.

Manufacturer (K277)

3–5 players

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.

  1. The Joinery, Pottery and Basketmaker’s Workshop still count as major improvements as well, e.g. for Nosebag M022 or Administration M070.

Forester (K278)

1–5 players

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.

  1. 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.
  2. You may choose to only sow 1 or 2 wood on this card. You may then in a later sowing action sow more wood here.
  3. In each harvest, you take one wood from each of the stacks.
  4. 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.
  5. The Smallholder K286 may not be used to plant extra wood.
  6. It is allowed to choose an action space with a sowing action, only to sow wood on the Forester.
  7. Wood on this card is not in your personal supply, and does not count for the Storehouse Clerk K287 or Pilgrim G045. At the end of the game, it does count for the Joinery A7 or the Sawmill K122.
  8. At the end of the game, the wood is not counted as grain, of course.

Scholar (K279)

1–5 players

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.

  1. Activates the Bookshelf K112, Perpetual Student K275, and Patron E192 when used to play an occupation card.
  2. Each round, the Scholar allows you to play up to 1 additional card.
  3. You may play major improvements with the Scholar.
  4. Activates the Merchant E179 when used to play an improvement.
  5. 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.
  6. 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.
  7. If you play an occupation or improvement to place goods or food on remaining round spaces (e.g. Swan Lake K140, Sack Cart E46 or Wood Deliveryman K283), you do not place any on the current round space, as the round has already started. The current round also does not count for Ranch Z321 etc.

Tanner (K280)

3–5 players

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.

  1. 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.
  2. If you also have the Pelts K339, you may use that card as well as the Tanner for each converted animal.
  3. Animals on this card do not count in the scoring at the end of the game.

Traveling Salesman (K281)

1–5 players

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.

  1. Optional; can only be used once per turn.
  2. Using both Traveling 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.
  3. Using both Traveling Salesman and Businessman I228, you can play up to 3 minor improvements one after another when you use the “Starting Player” action space.
  4. Is not activated when you use the Scholar K279.

House Steward (K282)

3–5 players

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 (K283)

1–5 players

Place 1 wood on each remaining space for rounds 8 to 14. At the start of these rounds, you receive the wood.

  1. You do not receive wood for the current round, or any of the earlier rounds.

Wood Distributor (K284)

1–5 players

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.

  1. 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.
  2. 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.
  3. It is not allowed to use the “3 Wood” action space if it is empty, not even if that would activate other improvements or occupations.

Tinsmith (K285)

3–5 players

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.

  1. The bonus for the Well is also awarded if it has been upgraded to the Village Well I66.

Smallholder (K286)

1–5 players

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.

  1. 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.
  2. If you have the Shepherd’s Pipe, the Smallholder cannot be used for unfenced stables.
  3. 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.
  4. Copse I78, Forester K278 and Vineyard Ö21 do not count towards the indicated maximum of 2 fields, and the Smallholder may not be used when you plant on those cards.
  5. Does not increase the capacity of the Animal Yard E58.
  6. You can only put an extra grain on grain fields, and an extra vegetable on vegetable fields.
  7. 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 (K287)

4–5 players

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.

  1. 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.
  2. 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 (K288)

4–5 players

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.

  1. Is only activated by the action space “1 Reed, Stone, and Wood” in 5-player game, and the action space “1 Reed, Stone, and Food” in 4-player game.
  2. Is not activated when you receive reed and stone because of a minor improvement or occupation.

Countryman (K289)

4–5 players

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.

  1. If you choose one of these action spaces, you place claim markers on the empty “Sowing” spaces to show that you have a claim.
  2. There are 2 “Sowing” action spaces. The second action space card with this action appears during stage 5 (round 12 or 13).
  3. 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.
  4. 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.
  5. 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.
  6. If the Acrobat K269 or Pond Watchman G046 also have been played, the family members are moved in player order, starting with the player left of the one who placed the last regular person. If you can move more than one person, you move them consecutively in an order of your choice. You cannot move the same person twice (e.g. by moving it to “Take 1 Grain” with Acrobat, and then using Countryman). You cannot move to an action space that was occupied after the last regular person placement.
  7. 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.
  8. Moving a person with the Countryman counts as taking an action, e.g. for the Opportunist G043, but not as placing your last person, e.g. for the Magician K311, because this person has already been placed previously.

Clay Worker (K290)

1–5 players

Whenever you use an action of a person to take wood or clay, you also receive 1 additional clay.

  1. Is activated when you use an action space on which wood or clay is placed each round. 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).
  2. Is activated even if you leave all the wood on the action space because of Basket E34, Mushroom Collector E196, or Pig Catcher I253.
  3. Is activated when you use an action space that contains wood because of the Wood Distributor.
  4. Is also activated by the action space “1 Reed, Stone, and Wood” in 5-player game, and the action space “Take 1 Building Resource” in 3-player game if you take wood or clay.
  5. Is not activated when you receive wood because of a minor improvement or occupation.
  6. You get a maximum of 1 clay from the Clay Worker per action.

Lover (K291)

3–5 players

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.

  1. 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.
  2. Does not activate the Clapper K127.
  3. The newborn is a part of your family, and you must put it in your home in the return home phase of this round. Until then, you can put the newborn on this occupation card.

Market Woman (K292)

1–5 players

Whenever you receive vegetables through a person’s action or through a minor improvement, you receive an additional 2 grain.

  1. Is not activated when you use an occupation to get vegetables.
  2. 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.
  3. Is also activated when you take a vegetable at the start of the round because of the Greenhouse K117.
  4. 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 (K293)

1–5 players

Add 4, 7 and 10 to the number of the current round and place 1 field on each corresponding round space. At the start of these rounds, you can plough that field by paying 1 food.

  1. If you choose not to lay down a field, the tile is returned to the general supply.
  2. 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.
  3. You may use food received at the start of the round, for example from the Well A10, to pay for the field.

Brushwood Collector (K294)

3–5 players

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.)

  1. Can be used for every room you build, if you build more than 1 room.
  2. 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 (K295)

4–5 players

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 (K296)

3–5 players

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 (K297)

3–5 players

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).

  1. 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.
  2. Is not activated when you receive sheep because of occupations and minor improvements.
  3. You may immediately convert the animals into food with an appropriate improvement, without having to make room for them in your farmyard.
  4. You may immediately use the Sheep Farmer to exchange animals you receive, without having to make room for them in your farmyard.
  5. 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 (K298)

4–5 players

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.

  1. If you already live in a stone house, place the sheep immediately.
  2. You do not receive a free sheep for the current round.
  3. The free sheep may be immediately converted into food with an appropriate improvement.

Slaughterman (K299)

3–5 players

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).

  1. If you convert an animal yourself, you receive no additional food.
  2. If both the Slaughterman and the Slaughterhouse I97 are on the table, the owners of these two cards feed their families in current turn order (which is the turn order of the next round).

Schnaps Distiller (K300)

1–5 players

In the feeding phase of each harvest, you can convert up to 1 vegetable to 5 food.

  1. You do not need a Fireplace A1/A2, Cooking Hearth A3/A4 or oven to convert the vegetable.
  2. Distilling schnaps does not count as baking.
  3. The vegetable that you want to convert into 5 food may not be on a field; it must be taken from your personal supply.

Wood Carver (K301)

1–5 players

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.

  1. 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.
  2. If you build several rooms in one action, you can only use the Wood Carver for one of them.
  3. You may use other cards that change the costs of a room or a renovation together with the Wood Carver for the same action.
  4. 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 (K302)

4–5 players

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.

  1. 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.
  2. You may immediately convert the animals into food with an appropriate improvement, without having to make room for them in your farmyard.

Stone Breaker (K303)

4–5 players

At any time, you can renovate your clay hut to a stone house without using a “Renovation” action space.

  1. You must still pay the costs of the renovation.
  2. 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 (K304)

4–5 players

When you play this card, place 4 sheep cubes, 3 wild boar cubes and 2 cattle cubes in a container. 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.

  1. If you draw 2 different animals, both are returned to the container.
  2. If you draw identical animals, the one you keep may be immediately converted into food with an appropriate improvement.

Animal Handler (K305)

4–5 players

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.

  1. 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.
  2. Food that you receive at the start of a round can be used to pay for the animal immediately.
  3. You do not receive animals for the current round, or any of the earlier rounds.

Animal Tamer (K306)

1–5 players

You can keep 1 animal in each room of your home. You may keep more than 1 type of animal in your home.

  1. Has no effect after you have bought a House Goat K120.
  2. 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 (K307)

4–5 players

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.

  1. 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.
  2. Is not activated when you use the Fence Overseer K312.
  3. 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.
  4. 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.
  5. If you also receive other animals from the fence building, e.g. because of Farmer E160 or Shepherd’s Crook I77, you may convert those animals to food first to pay for the animals from the Farm Breeder.

Foreman (K308)

4–5 players

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.

  1. The Wood Distributor K284, Foreman and TasterI260 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.
  2. You may place the food on any action space, including minor improvements that are action spaces (such as Clay Deposit I337), action spaces that have been introduced to the game by other cards (such as Master Forester E164), and “Infirmary”.
  3. You may not place the food on a round space of a future round, unless the action card has already been revealed by the Chamberlain I238.

Weaver (K309)

4–5 players

Whenever you have at least 2 sheep at the start of the work phase of a round, you receive 1 food.

  1. Sheep that are on the board because of the Shepherd Boy K298, Sheep Whisperer I250, Master Shepherd E204, or Animal HandlerK305, 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.

Resource Seller (K310)

1–5 players

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.

  1. Resources may be obtained at the start of the round (phase 1) as well as in the work phase (phase 3).
  2. 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.
  3. It is possible to receive more than 1 resource from the Resource Seller by using occupations such as Wood Distributor K284, Storehouse Keeper K288 or Clay Worker K290.
  4. 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 (K311)

4–5 players

Whenever you use your last person to choose the “Traveling Players” action on an action space, you receive an additional 1 grain and 1 food.

  1. If another player uses the Juggler I237 with a “Traveling Players” action, he pays you 1 food.
  2. If you play the Keg Z314, that guest counts as your last person placed in the round.
  3. If you move a person at the end of a round, e.g. because of the Countryman K289 or Acrobat K269, that does not count as your last person placed.

Fence Overseer (K312)

1–5 players

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.

  1. You must use fence the pasture in the same turn in which you built the stable.
  2. Is activated when you use the Groom I254 to build a stable.
  3. 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.
  4. Activates the Hedge Keeper E175 and Farmer E160 when used.
  5. 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.
  6. 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.

Rancher (I340)

4–5 players

Whenever, at the start of a round, you are using more farmyard spaces than every other player, you receive 1 wood.

  1. If there is a tie, you get nothing.
  2. The number of used spaces is counted before using the Ploughman K293 or Fence Deliveryman I265.

Guildmaster (E341)

3–5 players

You receive 4 wood when you acquire the JoineryA7 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.

  1. If you have already upgraded the Joinery to the Sawmill K122 before you play the Guildmaster, you also get 2 wood.
  2. You receive the building resources after acquiring or playing each card; you cannot use these resources to pay for the cards.
  3. If you e.g. obtain both the Joinery and the Cabinetmaker, you get 4 wood twice. If you play an improvement for a second time (e.g. the Joinery after upgrading it to a Sawmill), you receive the wood again.

Animal Trainer (K342)

4–5 players

Whenever you take food from a “Traveling 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.

  1. 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.
  2. Juggler and Dancer are used before you use the Animal Trainer to buy animals.
  3. If another player uses the Juggler I237 with a “Traveling Players” action, he pays you 1 food.
  4. 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.

Amazon (WM001)

3–5 players

Whenever you use the “Fishing” Action space in Round 7/9/11/13, you receive 1 additional Sheep/Wild boar/Cattle animal of your choice.

Animal Buyer (WM002)

3–5 players

At the end of the Field phase of each Harvest, you may buy 1 or 2 animals. Pay 2/3/4 Food for each Sheep/Wild boar/Cattle.

  1. You may not use food converted from the purchase of one animal to purchase another in the same Harvest.

Apple Picker (WM003)

1–5 players

Whenever you use the “Take 1 Grain” or “Take 1 Vegetable” Action space, you receive an additional 1 Wood and 1 Food.

Bargaining Bakerr (WM004)

1–5 players

When you build an Oven, pay 1 Building resource less of your choice. Whenever you build a “baking symbol”Improvement, you receive 1 Grain before building the Improvement. (An Oven is a “baking symbol”-Improvement with “Oven” in the name.)

Bee Keeper (WM005)

1–5 players

When you play this card, immediately build 1 stable without paying Wood and place it on its side. The stable loses its regular animal functions. (It is still worth 1 additional point if fenced.) In the Feeding phase of each harvest, you receive 1 Food as long as the stable is on your farm.

Borrower (WM006)

1–5 players

When you play this card, you receive 7 Food and 2 Begging cards. At any time, you may pay 3 Food to discard one of these 2 Begging cards or a Begging card you received instead of paying 1 Food to feed your family.

  1. You may only use Borrower to discard Beggar cards that you received from Borrower or from failing to feed your family in the feeding phase of a harvest.
  2. The ambiguous wording of the English text of the card should not be construed to mean that you can do something in place of feeding your family with this card.

Branch Collector (WM007)

1–5 players

Whenever you use Clay or Stone for an Extension, Renovation, or Improvement, you receive 1 Wood from the general supply before paying its costs.

  1. If you receive a wood from Branch Collector, then you must spend a Clay or Stone in the subsequent improvement, extension or renovation action. If you have cards that allow for discounts or alternate payments, then you must take these into account. For example, you cannot receive wood if you have Bricklayer and play Flagon.

Bread Carrier (WM008)

1–5 players

Once any player has built an Oven, place 1 Food on the Remaining round spaces. At the start of the rounds, you receive the Food. (If an Oven has already been built, place the Food immediately. If multiple Ovens are built, you only receive the Food once.)

Chemist (WM009)

3–5 players

Whenever you use a person’s action to take Wood from a Building resource Accumulation space, you may immediately place 1 Clay from your supply on another Building resource Accumulation space to receive 2 Food.

  1. You may use the Chemist on the “Take 1 Reed, also 1 Stone and 1Wood” action space in 5-player game.
  2. If Clay and Wood are both taken from a Building resource Accumulation space, you may use the Clay for Chemist.

Cloister Dweller (WM010)

1–5 players

At the end of the game, you receive 1 Bonus point for each of the 5 columns of your farmyard that is either all rooms, all fields, or all in the same pasture.

  1. A single pasture that spans multiple columns counts for each column, as long as the entire column is that pasture.

Contractor (WM011)

1–5 players

Whenever you build a room, renovate your home, or build a Major Improvement, you can replace up to 1 Building resource of your choice with 1 Food.

  1. If you build multiple rooms, you may use the contractor’s ability once per room.

Covetous Farmer (WM012)

3–5 players

Once each round, during one of your turns, you may take 1 Building resource from the general supply of a type that you do not have and every other player does have.

Cowboy (WM013)

3–5 players

You can use the “Take 1 Sheep”, “Wild boar” or “Cattle” Action spaces, even if they are occupied. If you do this, take 1 animal of that type. Additionally, you can keep 2 animals of the same type on 1 of your Unused farmyard spaces. (The space still counts as used.)

Crop Rotator (WM014)

1–5 players

Whenever you remove the last Grain/Vegetable from a field, you may immediately sow a Vegetable/Grain in that field. When you play this card, immediately take 1 Grain or Vegetable from each of your fields and place them in your supply.

  1. You also take Grain or Vegetables from cards such as Turnip Field K137, Lettuce Patch E47, Acreage K105, etc.
  2. If you harvest the last Grain/Vegetable from a card that cannot hold another type of good, (Turnip Field K137, Bean Field E18, etc.,) you may not Sow onto that card using Crop Rotator’s ability. However, if the card can be sown with both Grain or Vegetables, (Cash Crop WM068) then you may sow onto that card using Crop Rotator’s ability.
  3. If you also have a card that allows you to take goods from another player’s fields (Harvest Helper I223) you may not use Crop Rotator’s ability to sow into that player’s fields.

Debris Dealer (WM015)

3–5 players

When you renovate your Clay hut, you receive 2 Clay afterward. Once you live in a Clay hut or Stone house, whenever another player renovates their Wooden/Clay hut, you receive 2 Wood/Clay.

Diplomat (WM016)

3–5 players

Once during round 14, you may use an Action space even if it is occupied by other players. If you play this card in Round 7 or before, you may do this twice instead.

Engineer (WM017)

3–5 players

Whenever you play an Improvement, you receive 1 Food before paying the costs of the Improvement. If the Improvement has a printed Stone cost, you receive 2 Food instead of 1.

  1. (FotM)Whenever you play an Minor Improvement, you receive 1 Food before paying the costs of the Improvement. If the Improvement has a printed Stone cost, you receive 2 Food instead of 1..

Expert Builder (WM018)

3–5 players

Whenever any player (including you) builds 1 or more rooms, they must place 1 resource of those paid on this card. You may use these resources to pay for your extensions or renovations.

  1. If a player extends without paying resources for the extension (using Wooden Hut Extension I81, Remodeling G101, Remodeler WM042, etc.,) then no resources go on Expert Builder.
  2. Expert Builder may be used with Stone Crane G112 when building or renovating.
  3. Resources placed on Expert Builder or used from Expert Builder are never received, therefore they do not trigger things like Resource Seller K310.

Family Planner (WM019)

1–5 players

Add 4, 7 and 10 to the current round and place up to 1 person still in your supply on each corresponding Round space. At the start of these rounds and not earlier, you may take the person as a new Family member, if you have room. (If you don’t, return it to your supply.) It counts as a Newborn, and it may take actions the following round.

  1. Taking the person counts as a “Family Growth” action.
  2. May combine with cards that allow Family Growth without space in your house.

Farm School Graduate (WM020)

3–5 players

You may only play this card as your first Occupation. From now on, you may not use any Occupation action on any Action space. At the start of each Harvest, you may pay 2 Food to play an Occupation.

  1. You may still play occupations in other ways, for example with Apprenticeship WM059 or Farm School WM078.

Fence Dealer (WM021)

1–5 players

You may only build 12 fences. (Remove the other 3 fences from the game.) Whenever you build fences, you may build 2 fences for every 1 Wood paid.

  1. Card received errata to remove the parenthetical “(Remove the other 3 fences from the game.)”
  2. Does trigger with Hops Field CZ18 , Pest Exterminator P09, Fence Builder I263, Moor Archaeology M131, etc.

Food Connoisseur (WM022)

1–5 players

Pile (from bottom to top) 1 Clay, 1 Vegetable, 1 Stone, 1 Grain, 1 Wood and 1 Reed on this card. Whenever you use a person to take Food from the “Day Laborer”, “Fishing” or “Traveling Players” Action space, additionally take the top item on this card.

Forest Farmer (WM023)

1–5 players

Place 3 Arrow markers on this card. Each round, between the Work and Returning home phase, you may pay 1 Wood and return 1 marker to move one of your people from the “Plow 1 field” or “Plow 1 field and/or Sow” Action space to a free Action space and take the action.

  1. If the Countryman, Pond Watchman G046, or Acrobat K269 also have been played, the family members are moved in player order, starting with the player left of the one who placed the last regular person. If you can move more than one person, you move them consecutively in an order of your choice. You cannot move the same person twice. You cannot move to an action space that was occupied after the last regular person placement.

Gem Hunter (WM024)

1–5 players

Whenever you use a person to take Clay from a Building resource Accumulation space, you may also receive 1 Stone. In Round 9 or before, if there are 3 or more Clay on the space, you must leave 1 Clay on the space to receive the Stone.

Godfather (WM025)

3–5 players

Whenever you use an Action space orthogonally adjacent to an occupied “Family Growth” Action space from stage 2 or stage 5, you receive 1 Grain immediately before the action is resolved.

  1. If a “Family Growth” Round card is in a stage other than 2 or 5 (for example, due to Seeress C06), orthogonal spaces will still trigger Godfather.

Hedge Master (WM026)

3–5 players

Whenever you build fences, you receive 1 Bonus point. When you play this card, you immediately get a “Build fences” action.

  1. The bonus points should be recorded on your score sheet. Therefore, if you remove the Hedge Master (Retirement P22) you still receive the bonus points.

Heiress (WM027)

1–5 players

At the start of round 6/10/13, you may (before phase 1) build 1 Wooden/Clay/Stone room if your home is made of the same material. Pay 1 less Clay for the Clay room, and 2 less Stone for the Stone room. (When you play this card, place the Room tiles on the corresponding round spaces.)

  1. Card received errata to remove the parenthetical “(before phase 1)” clause.

Herdsman (WM028)

1–5 players

Whenever you use the “Day Laborer” Action space, you receive 1 additional Sheep. From round 6, you can choose to receive 1 Wild boar instead.

Hill Farmer (WM029)

1–5 players

Whenever you build 1 or more fences or Plow 1 or more fields, you receive 2/1 Food if you have exactly 2/3 rooms.

  1. If you have Downsizing WM075, count the number of rooms that you have after removing one.

Hoarder (WM030)

1–5 players

Each Harvest, you can place 1 Building resource on this card from your supply. At the end of the game, you receive 1/2/3/5 Bonus points for 1/2/3/4 different resources on this card.

  1. (FotM) You receive 1/2/3/4 bonus points for 1/2/3/4 different resources on this card.

Humble Farmboy (WM031)

3–5 players

If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 Wood. At the end of the game, all players with the fewest cards in front of them receive 3 Bonus Points. (Count Occupations plus Improvements and exclude Begging cards.)

  1. Counts the number of cards. Therefore, cards like Academic E148 and Clockwork Man WM070 still count as 1 card each.

Hunter (WM032)

1–5 players

Whenever you receive animals outside the Breeding phase of a Harvest, you may immediately convert them into Food. Take 2/3/4 Food for each Sheep/Wild Boar/Cattle converted.

  1. When you use Sheep Farmer to convert Sheep to Wild Boar and Cattle, you may use Hunter to convert the Wild Boar and Cattle into Food.
  2. Animals gained from breeding outside the Breeding phase (Cattle Breeder K295, Ram WM102, etc.,) may be converted to food with Hunter.

Lady in Waiting (WM033)

3–5 players

If you play this card during Stage 1, place 1 person still in your supply on Round 12. At the start of this round, you can pay 2 Food to move this person into your home whether or not you have room. It counts as an adult Family member and may take actions starting Round 12.

  1. Does not count as a family growth action.

Livestock Keeper (WM034)

1–5 players

When you play this card, you receive 1 Wild boar. If you already have a Wild boar, you receive 1 Cattle instead. In the Breeding phase of each Harvest, you may pay 1 Food to receive 2 offsprings of exactly 1 animal type that breeds instead of 1.

  1. (FotM) Does not trigger with horses.

Mailman (WM035)

3–5 players

Place 2 Wood, 2 Clay, 1 Reed, and 1 Stone on four different revealed Action spaces respectively (occupied or unoccupied.) Afterward, any player (including you) who uses one of these spaces, may also take the extra resource(s) by paying you 1 Food first.

  1. If a resource is taken, it is received before the Action that it is on occurs, and can be used to pay costs for the Action.

Master Cook (WM036)

1–5 players

Each round, instead of placing your first Family member on an Action space, you may place it on this card and receive 2 Food and 1 Guest token to place that round. (You may not do this if you will be placing more people after your first without another player placing in between.)

  1. This card is not an action space.
  2. You cannot double Master Cook’s benefit (Golem C20 or Sunday Worker WM048.)
  3. Using Master Cook does not count as an action (Church Warden I227).
  4. If a Family member placed on Master Cook has placement restrictions (Shelter in the Field P23, etc.,) then the Guest token also has the same restrictions.

Master Stableman (WM037)

1–5 players

Whenever you use a person’s action to take 2 or more animals from an Accumulation space, you can also build up to 2 stables, at a cost of 1 Wood each, before taking the animals.

Minimalist (WM038)

3–5 players

At the end of the game, you receive 9/6/4/2 Bonus points for having exactly 0/1/2/3 Improvements in front of you.

Pawnbroker (WM039)

1–5 players

At any time, you may convert all the printed Victory points (if any) of an Improvement in front of you to 3 Food per point. Afterward, you may not return or remove the Improvement and you no longer receive its Victory points. If the Pawnbroker gets turned face down or discarded, you still lose the points.

  1. You may use the Pawnbroker’s ability with any number of improvements.

Permaculturist (WM040)

1–5 players

You may sow Grain on Unused farmyard spaces. Planted spaces count as Grain fields and do not need to be adjacent to your existing plowed fields. You may move Grain from these fields to the general supply at any time and you must move Grain before scoring. (Or if this card gets removed or turned face down).

  1. You may not use Reed Nursery WM104 to sow Reed onto Unused farmyard spaces.
  2. Sown Grain in Unused farmyard spaces do not count as Grain fields for prerequisites.
  3. Does not combine with Planter Box I90 or Scarecrow Z334.
  4. Farmyard spaces containing sown grain count as used.

Politician (WM041)

1–5 players

Twice each round, you may exchange 1 Reed for 1 Stone, or 1 Stone for 1 Reed. When you play this card, you receive 1 Stone.

  1. You may convert 1 Reed to 1 Stone and later 1 Stone to 1 Reed (or vice versa) in the same round.

Remodeler (WM042)

1–5 players

When you renovate your Wooden hut, you may first return 1 built stable to extend your hut by 1 Wooden room for free before paying the costs of the Renovation. (The stable can be rebuilt later.)

  1. The stable must be returned from your farmyard.
  2. May combine with Clay Starter G013.

Resource Lender (WM043)

3–5 players

Whenever you receive Building resources from an Action space, instead of placing them in your supply, you may add 1 resource of 1 type received and place them all on the next Round spaces with 1 per space (in any order and discard any excess.) At the start of these rounds, you receive the resource.

  1. If a resource is bought with Reed Buyer I251, Wood Buyer I234 or Stone Buyer I255, you may still use Resource Lender to add an additional good of that type.

Silo Girl (WM044)

3–5 players

Once you live in a Stone house, place 1 Grain on each remaining even Round space and 1 Vegetable on each remaining odd Round space. At the start of these rounds, you receive the resources. (If you already live in a Stone house, place the resources immediately.)

Stable Deliveryman (WM045)

1–5 players

Add 3, 5, 7, and 9 to the current round and place up to 1 of your unbuilt stables on each remaining corresponding Round space. At the start of these rounds you may pay 1 Wood to build that stable immediately. (If you don’t, return that stable to your supply. Until then, you cannot build that stable.)

Stone Curator (WM046)

1–5 players

Whenever you use a Stone Accumulation space, you receive 1 additional Food. At the end of the game, you receive 1 Bonus point for every 2 rooms in your Stone house and every 2 Improvements with a printed Stone cost.

Storehouse Minder (WM047)

3–5 players

When you play this card, you may place 1 to 4 Building resources of different types on it from your supply. At the start of each Harvest, choose up to 2 resource types currently on this card and add 1 of each from the general supply. Each round, you may take all the resources of any 1 type remaining.

  1. Resources on this card do not count towards Storehouse Clerk K287. At the end of the game, resources on this card count toward Sawmill K122, Joinery, Pottery, etc.

Sunday Worker (WM048)

3–5 players

Once during Rounds 7 and 14, you may pay 1 Food to take one of your peoples’ actions twice. If you use an Accumulation space with that action, you get double the amount of Goods and/or Food.

  1. You may double an action immediately after the action is taken. You cannot wait until later in the round to double an earlier action.
  2. If you play Sunday Worker with an action in Round 7 or 14, you may pay 1 Food to double that action.
  3. You may use Food collected from taking the action once to pay for Sunday Worker.
  4. On any Accumulation space, double the amount of Goods and/or Food taken, regardless of type. For example, food left on an Accumulation space by Wood Worker WM055 or Foreman K308 will be doubled. On a non-Accumulation space, do not double these resources, just take the action twice.
  5. A doubled action only counts once for Church Warden I227.
  6. If you also have Golem C20, apply the Sunday Worker’s effect first, then the Golem’s effect.

Sunrise Admirer (WM049)

1–5 players

At the start of the next 3 rounds, you may pay 2 Food to Plow 1 of the three Eastern-most spaces on your farm (the farm side opposite your home) if they are unused. (Normal plowing rules still apply.) If you choose not to, discard the Sunrise Admirer.

  1. If you have changed the shape of your farm (for example, from Farm Extension,) the Sunrise Admirer will still plow 1 of the Eastern-most spaces for the next 3 rounds from when you played it.
  2. If the Eastern-most spaces are completely plowed (or otherwise blocked) then you cannot plow anymore.

Tapestry Weaver (WM050)

1–5 players

Whenever you have at least 3 Sheep during the Field phase of a Harvest, place 1 Food from the general supply in your home. You may only place 1 Food per room. You cannot use these Food, but each is worth 1 Bonus point at the end of the game.

  1. Different cards (such as Pelts or Cookies WM071) may put food in the rooms. The 1 Food maximum is for each such card.
  2. If you remove a room with a Food on it (for example, with Downsizing WM075) you also lose the Bonus point that Food represents.

Tavern Keeper (WM051)

1–5 players

At the start of each Harvest, receive 1 Food and 1 Grain if you have at least 1 room in your home that is not occupied by a Family member. At the end of the game, receive 1 Bonus Point for every empty room.

Tile Maker (WM052)

3–5 players

If there are 1/3/6/9 rounds left to play you receive 1/2/3/4 Clay. At the end of the game all players with a Clay hut receive 2 Bonus points. (This card does not give Bonus points for a Stone house.)

Village Fool (WM053)

1–5 players

At the start of each round, you may place 1 card face down from your hand under Village Fool. That card can no longer be used for the rest of the game. At the end of the game, you receive 1 Bonus points for each card under Village Fool except the 3rd, 5th, 7th and 9th.

  1. Cards face down are front of you, it does not trigger with Minimalist WM038 and Humble Farmboy WM031.

Wheelbarrow Pusher (WM054)

3–5 players

Whenever you use a person’s actions to take exactly 1 resource from a Building resource Accumulation space, you receive an additional 1 Building resource of your choice or 1 Food. In a 4/5 player game, you instead receive an additional 1 Building resource of your choice and 1 Food.

  1. Triggers as long as you take exactly 1 resource from an Accumulation space. Other cards may alter the amount of resources you receive (such as Mushroom Collector E196, Wood Buyer I234, Pieceworker K268 etc.)
  2. If you take exactly 1 Reed from a Building resource Accumulation space, and you have Landing Net, you gain 2 food from the Landing Net, regardless of other resources received from Wheelbarrow Pusher. (According the the Landing Net’s compendium v9.0 ruling, you only get 1 Food if you take a resource other than Reed. However, this particular ruling is controversial and contrary to many similar rulings.)
  3. Wheelbarrow Pusher is not triggered when you use the “Take 1 Reed, also 1 Stone and 1 Wood” action space in 5-player game.
  4. If you take 1 Reed and use Wheelbarrow Pusher to receive a Stone (or vice versa), it does not activate Storehouse Keeper K288.

Wood Worker (WM055)

3–5 players

Whenever you use any Action space, immediately afterward you may place 1 Food from your supply on the space to receive 1 Wood. The next player to use the Action space receives this food.

  1. Placing the Food to receive Wood happens after the Action is completed, and therefor the Wood cannot be used to pay costs for that Action.

Agrarian (FR061)

3–5 players

At the start of each round, you may place 1 Food from your supply on the “Plow 1 field” Action space. Any player that uses that space also receives the Food. At the end of the round, if the space has not been used, you take the Food back and may Plow 1 field.

Animal Welfarist (FR062)

4–5 players

At the end of each Work phase in which you used both the “Build Stables” action on an Action space and the “Build Fences” action on an Action space, you receive 1 animal of each kind.

  1. You must use the actions on an action space, so this card does not trigger when fencing using Hedge Master WM26 or Mini pasture E40, or alternatively while Building stables using Stable Deliveryman WM45.
  2. It does not combo with Fence Builder I263.
  3. You can not fence with “Renovation and Fences” action, you must use “Build Fences” action.
  4. (FotM) Excluding horse.

Art Director (FR063)

4–5 players

Whenever you use the “Traveling Players” Action, you receive an additional 1 Food and a building resource of your choice.

  1. If you also have played the Dancer E212, you receive at least 5 food when using the “Traveling Players” action (see other “Traveling Players” compendium entries).
  2. (FotM) Whenever you use the “Traveling Players” Action, you receive an additional 1 Food and a building resource of your choice (wood, clay or reed).

Award Winner (FR064)

1–5 players

Once per round, when you build a Major or Minor Improvement, you may pay 1 additional building resource of those already paid for 1 Bonus Point.

  1. (FotM) Up to a maximum of 7 bonus points.

Benefactor (FR065)

3–5 players

Once during the game, when you have 4 fenced pastures, you may return 1 animal to the supply to extend your Wooden hut by 1 room at no cost.

  1. This counts as “Building a room”.

Boatswain (FR066)

1–5 players

Whenever you use the “Fishing” Action space, you may place 1 Grain from the supply on each of your empty plowed fields. These fields are now considered planted fields. (This does not count as a “Sow” action)

  1. Empty plowed fields are field tiles on your farmyard that do not have any goods on them.
  2. (FotM) Up to a maximum of 3 fields.
  3. (FotM) The fields with 1 Grain are not Grain fields, it does not combo with Sleeping Corner K139, Straw-thatched Roof I99, Free-Range Chickens WM83, Festival Hall WM79 and Plum Patch WM100.

Cabbage Lover (FR067)

4–5 players

When you play this card, you receive 1 Vegetable. For each Vegetable that you convert into Food, you can place 1 Clay from your personal supply on this card. At the end of the game, you receive 1 Bonus point for each Clay on this card, up to a maximum of 5 points.

  1. (FotM) Up to a maximum of 4 bonus points.

Card Player (FR068)

1–5 players

From bottom to top, stack 1 Stone, Reed, Clay, and Wood on this card. At the end of each round, move the top resource to the bottom of the stack. Whenever you receive the top/bottom resource type, take 1 additional/fewer resource of that type. (Take from or move the resource to the supply).

Cat Lover (FR069)

3–5 players

If there are 1/2/4/7 animals on your farm, you may pay 1/2/3/4 fewer building resources of your choice for each new Wooden room.

Cattle Dealer (FR070)

4–5 players

Whenever you fence a new pasture that covers at least 3 farmyard spaces, you can pay 1 Reed to receive 2 Cattle.

  1. The number of 3 (or greater) farmyard space pastures must increase to activate this card.
  2. If you fence more than one new 3 space pastures at once, you may convert multiple reed to obtain more cattle.

Child Care Worker (FR071)

4–5 players

Whenever another player uses a “Family Growth” action, you may convert 1 Wood to 2 Food, or 1 Wood and 1 Reed to 5 Food.

Cocotte (FR072)

1–5 players

Whenever you use the “Day Laborer” Action space, you can also play a Minor Improvement or pay 1 Food to play a Major Improvement.

  1. Pay for the improvement costs normally.
  2. If you have played Quarry E54, you can use the stone to play for the improvement.

Convict Number 24601 (FR073)

1–5 players

Starting from next round, you cannot take actions with 1 of your Family members. At the end of the game, you receive 2 Bonus Points for every round after playing this card, including the current round.

  1. You must still feed the convict as normal.
  2. If you have played other cards which require you to play one (or more) fewer family members, you cannot use one person to satisfy both 24601 and the other card.

Country Doctor (FR074)

1–5 players

Once during the game, when you have 3 planted Grain fields, you may play the “Family growth” action as ”Family growth even without room.

  1. The fields must be planted when the Family Growth action is taken.
  2. (FotM) Once during the game, when you have 2 planted Grain fields and 1 planted Vegetable field, you may play the “Family growth” action as ”Family growth even without room.

Cowboy And Mother (FR075)

1–5 players

From Round 4 on, at the end of any Work phase in which you used 2 or fewer Action spaces and have 2 or fewer Family members, you receive 1 Food. From Round 8/12, you may choose to receive an animal/Plow 1 field instead.

  1. You are allowed to use additional actions at the end of, or after the work phase and still activate this card (Forest Farmer WM23, Acrobat K269, etc).
  2. In the round you use family growth, then you will have more than 2 family members and Cowboy And Mother will not activate.
  3. If you use the Guest I73 (or obtain additional actions some other way) then you cannot activate Cowboy And Mother.

Debt Collector (FR076)

4–5 players

When you play this card, place a Guest token on any Round space at least 3 higher than the current round. At the start of that round, pay the Starting player (which may be you) 1 Food and place the Guest. After that, play starts with the starting player as usual.

  1. Debt Collector counts as an action towards the Church Warden I227 bonus.
  2. (FotM) Add 3 to the current round and pay the Starting player 2 Food to place the Guest.

Dove Hunter (FR077)

4–5 players

In the Feeding phase of each Harvest, the Chandler can convert either 1 Sheep to 4 Food or 1 Cattle to 6 Food.

  1. When eating an animal with the Dove Hunter, you can place a food with Pelts K339.

Drawing Genius (FR078)

1–5 players

Immediately after using the most recent Round card, you may play 1 Major or Minor Improvement. (Pay costs for the Improvement normally.)

Drinker of Absinthe (FR079)

1–5 players

Place 1 Food each on the spaces for rounds 7 to 14. At the start of these rounds, you receive the Food.

  1. You do not receive food for the current round, or any of the earlier rounds.

Fencing Master (FR080)

3–5 players

Whenever you play an Occupation (including this one), place up to 2 fences from your supply on this card. From your 4th Occupation on, place up to 1 fence instead. You build these fences for free when taking a “Fences” Action.

  1. Your 4th occupation is the 4th occupation you have played, not 4th occupation after playing this card.
  2. You cannot build the additional fences when “fencing one space in your farmyard” but only when taking the “fences” action (so no combo with Mini Pasture E40).

Fiddler (FR081)

1–5 players

At the end of each round in which you did not receive any Building resources, you receive 1 Wood. If its an evennumbered round, you additionally receive 1 Food.

  1. If there are multiple effects which occur “at the end of the round” you may choose the order (ie receive resources at end of round after activating Fiddler).
  2. If you harvest any Building resources during fileds phase, you can not activate Fiddler.
  3. “its” should read “it’s”

Gardening Enthusiast (FR082)

3–5 players

You immediately receive a loan of 1 Grain and 1 Vegetable. Before scoring, return the 2 crops from your supply. For each crop that you cannot or choose not to return, you receive 1 Negative point.

  1. If you also have the Yeoman Farmer E165, you do not deduct points if you do not return a crop.
  2. If you deduct points for not returning a crop, you do not get the bonus points from the Constable K276.
  3. You may repay the loan at any time before scoring. If you repay part of the loan during the game, you may no longer repay the rest later in the game or before scoring.
  4. The gold bonus point icon at the bottom is a misprint, it should be a dark (or negative) bonus point symbol.

Good Friend (FR083)

3–5 players

Place 3 Wood, 2 Clay, 2 Stone, and 1 Reed on this card. Whenever another player pays building resources to build a Minor Improvement, you may take 1 building resource of the same type from this card.

  1. Is activated when another player builds a major as a minor (Well Builder I220, Goblet FR23, Manufacturer K277, etc).
  2. You can only take resources that were paid by the other player.

Grain Speculator (FR084)

1–5 players

Add 1, 3, and 5 to the current round and place 1 Grain on each corresponding Round space. At the start of these rounds, you receive the Grain.

Harvester (FR085)

1–5 players

If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 Wood. At the end of the game, all players who harvest at least 5 goods during the final Harvest receive 3 Bonus points.

  1. Goods must be harvested during the harvest to be counted.
  2. Only the number of goods harvested is important, not the number of fields.

Head Of The Revolution (FR086)

3–5 players

If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 Wood. After playing this card, the next player to have no Unused farmyard spaces (who currently has Unused spaces) receives 3 Bonus points.

  1. A player with no unused spaces when the card is played is ineligible for the bonus.
  2. If a plow is used to fill the spaces when the Punner I70 is in play, the Punner activates after the plow is completed.
  3. If there are multiple events that happen “at the same time” or “immediately” then go in turn order, starting from Start Player.

Immigrants Son (FR087)

1–5 players

When you play your 5th, 6th and 7th Occupation, you can Plow 1 field immediately afterward. (You cannot Plow immediately if you play this card as your 5th, 6th, or 7th Occupation.)

Journeyman (FR088)

3–5 players

Once you have a Stone house, you can pay 1 Food at the start of each round for 1 animal of your choice.

Landscape Gardener (FR089)

1–5 players

When you Sow, you may Sow on this card as if it were 2 fields. When you play this card, you may take a “Sow” action. (This card does not count as a field when scoring.)

Lemon Trader (FR090)

3–5 players

Twice per round, you may exchange 1 Grain from your supply for 1 building resource, or 1 Vegetable from your supply for 2 different building resources.

  1. When you convert a vegetable, the two building resources you receive must be different.

Manual Labourer (FR091)

1–5 players

At the end of each round in which you received exactly 1 type of building resource (in any way), you also receive 1 more building resource of that type.

Martial Artist (FR092)

4–5 players

At the start of each Harvest, you may discard up to 2 Minor Improvements from your hand to receive 2 Food each.

Mastermind (FR093)

1–5 players

At the end of the game, you receive 1 Bonus Point for each card with a Bonus point symbol that you play after this one. (An example of a Bonus point symbol appears on the bottom of this card.)

  1. Each instance of playing a card with a bonus symbol gives you a bonus point (for example if you play Joinery, return it, then rebuy it you get 2 points).
  2. The “grey” or “negative” version of the symbol also counts towards Mastermind.
  3. Tavern I100 and Clay Deposit I337 count as they have a bonus point symbol on the card.

Miser (FR094)

3–5 players

Whenever you use a “Build Room(s)” action on an Action space, you may pay 1 Wood/ Clay/ Stone less and 1 Reed less if you build exactly 1 Wood/ Clay/ Stone room. (It is irrelevant whether you build stables.)

  1. You only get the discount if you use the action on an action space to build exactly one room.

Musketeer (FR095)

4–5 players

Place an Arrow marker in the intersection between 4 Action spaces. At the end of each Work phase, if 2/3/4 of those spaces are occupied by your Family members, you receive 1 Sheep / Wild boar / Cattle.

Oceanographer (FR096)

1–5 players

Pile (from bottom to top) 1 Vegetable, 1 Stone, 1 Grain, 1 Clay, 1 Wood on this card. Whenever you Plow exactly 1 field, you may receive the top item.

  1. If you plow more than one field at a time (with a plow or the harrow) you do not receive any benefit from Oceanographer.
  2. If you plow more than one field, but each plow action is distinct (for example, Sunday Worker WM48), then you get a good from Oceanographer.

Parquet Setter (FR097)

1–5 players

At the end of each Work phase in which you reduced the number of your unused farmyard spaces, you receive 1 Wood. If you reduced it by 2 or more spaces, you also receive 1 Food.

  1. The check for Parquet Setter occurs at the end of the work phase, so you must have a net reduction in unused farmyard spaces from the start of the work phase.

Pasteurization Expert (FR098)

3–5 players

Pile (from bottom to top) 1 Cattle, Sheep, Wild boar, Sheep on this card. You receive the top item when you receive that type of animal outside of the Breeding phase of Harvest.

  1. If you receive multiple animals at the same time, you can choose the order in which to activate Pasteurization Expert (Tenant Farmer E215).

Pear Peeler (FR099)

4–5 players

Whenever you use an action to take Wood from an Action space, you may leave 1/2/3 Wood on the space and take 1 Grain/ Vegetable/ Grain and Vegetable in exchange.

  1. If you also have the Mushroom Collector E196, you can leave behind 2 wood to receive 2 food and a grain (similar with Basket E34).
  2. You can use an action space with only 1 wood on it, and only take a grain (and no wood). This still counts as taking wood, and activates Berry Picker E152, Wood Cart I79, Pieceworker K268).
  3. If there is less than 3 wood on the action space (for example because of the Wood Distributor K284) you may not use the Pear Peeler to get a grain and a vegetable; not even if you receive additional wood from the Wood Cart I79.

Pipe Smoker (FR100)

1–5 players

Whenever you have at least 1 planted Grain field at the start of a Harvest, you receive 2 Wood.

Powerhouse (FR101)

4–5 players

Whenever you have at least 3/5 Stone in your supply at the start of the Work phase, you receive 1/2 Food.

  1. You can pick up stone from the “start of round” and then activate Powerhouse, or alternatively activate Politician WM41 to convert a reed to a stone and then activate Powerhouse.

Prefect (FR102)

3–5 players

You receive 1 Food for each Occupation and for each Improvement used by any player to convert building resources to Food during Harvest.

Prosecutor (FR103)

4–5 players

If you have fewer Improvements than 2/3/4 other players, you may pay 1/2/3 building resource less of your choice when you play an Improvement.

  1. You must have fewer improvements than 2 other players to get any benefit from prosecutor.

Racing Stable Manager (FR104)

3–5 players

Whenever you build at least 1 stable, you may also pay 1 Food to immediately Plow 1 field.

Reformer (FR105)

1–5 players

You may keep any 1 animal on each of your played Occupation cards.

  1. The animals count as on your farm.

Sailboat Constructor (FR106)

1–5 players

Place 4 stacks of resources on this card: 3 Wood, 3 Clay, 2 Stone, and 1 Grain with 1 Vegetable. In the Field phase of each Harvest you can buy (some or all of) these stacks. Pay 2/3/4/5 Food for the 1st/ 2nd/ 3rd/ 4th stack you buy.

Sculptors Son (FR107)

3–5 players

If you have the Joinery/ Pottery/ Basketmaker’s Workshop or their upgrades, you receive an additional 2 Wood/ 2 Clay/ 1 Reed whenever you use a Family member’s action to take only Wood/ Clay/ Reed.

  1. The upgrades include any minor improvement that requires you to return the corresponding major and give up and bonus points for a repurchased major.
  2. Activates so long as you take only one kind of good, even if you receive additional goods through an occupation or improvement (similar to Wheelbarrow WM54).
  3. If there is a wood on the occupation space, then you can after playing it take the wood and activate Sculptors son.
  4. If there is a food on the space, you cannot activate the Sculptors son.

Shovel Worker (FR108)

4–5 players

In the Field phase of each Harvest, you receive 1/2/3/4 Food if you have 2/3/4/5 pastures.

Stage Star (FR109)

4–5 players

If you play this card in Stage 1, you immediately receive 6 wood. Whenever another player uses the “Traveling Player” action, you must pay him 1 Wood if you have any in your supply.

Stroller (FR110)

1–5 players

Pile 6 building resources of your choice, but including at least 1 of each type, on this card in any order. During the Field phase of each Harvest, you receive the top item.

Sun Farmer (FR111)

1–5 players

Whenever you use the “Take 1 Grain” action, you receive 1 additional Sheep. Whenever you use the accumulating “Sheep” action, you receive 1 additional Grain.

Tower Builder (FR112)

4–5 players

If you are the only player to have only 2 rooms in your home and you use a “Build rooms” action on an Action space to build at least 1 room, you may build 1 additional room for free.

  1. You must use the “Build Room(s)” action on an action space, so this does not combo with any extension minor, Wood Saw FR60, etc.

Trailblazer (FR113)

1–5 players

At the start of each round, if you have no empty plowed fields on your farm, you may pay 1 Food to Plow 1 field.

  1. You may plow your first field with this card.

Turkey Breeder (FR114)

1–5 players

You may immediately build up to 4 fences and 1 stable for free. At the end of the final Harvest, you must return 4 Wood to the general supply. If you cannot, you must take 1 Begging Card for each Wood you cannot return.

  1. The bonus point symbol is an error and should be disregarded.

Unicycle Driver (FR115)

1–5 players

At the start of each round, you may pay 1 Stone to place 1 of your unused fences as a road between 2 orthogonally adjacent Action spaces. At the end of each Work phase, you may use 1 empty Action space with a road to one occupied by you.

  1. A person that uses Unicycle Driver can also be moved with Forest Farmer WM23, Pond Watchman G46, etc (so long as the person starts on the space that activates the “moving card”).
  2. Roads are not contiguous, you can only link one space to one other space with a road (you cannot build long stretch of road).
  3. Unicycle Driver is resolved during the same phase as Forest Farmer WM23, Pond Watchman G46, etc (which occurs in turn order, starting from the Start Player.
  4. If you have played another card that moves the same family member, you can choose when to activate the Unicycle Driver (before or after moving it).
  5. Unicycle Driver may use unoccupied spaces that were occupied at the end of the work phase.
  6. The additional action, activated by Unicycle Driver, does combo with cards like Wheelbarrow Pusher WM54, Berry Picker E152, or Clay Mixer E188.

Village Druid (FR116)

4–5 players

In the future, whenever you play an Occupation, you receive 1 Sheep afterward.

Wealthiest European (FR117)

4–5 players

If this is your first Occupation, immediately take 1 building resource of your choice for each completed round of the game.

Wood Gatherers (FR118)

1–5 players

Each round, if you spend 4 or more Wood for Improvements, rooms, stables, or fences, you receive 2 Wood at the end of the round.

  1. If you pay wood and then play Wood Gatherers, you can activate it at the end of the round.

Workaholic (FR119)

4–5 players

When you play the card, if there are no animals on your farm, place 5 Wood, 4 Clay, and 3 Stone on this card. At any time, if you have 5/7/9 animals, you receive all the Wood/ Clay/ Stone on this card.

  1. You must have room for the animals and store them on your farm to gain resources.
  2. You can take the resources at any time, provided you have the correct number of animals on your farm.
  3. (FotM) At any time, if you have 6/8/10 animals, you receive all the Wood/ Clay/ Stone on this card.

Writing Maniac (FR120)

3–5 players

Place 1 Occupation (from your hand) face down on each space for rounds 5,7,9, and 11. At the start of these rounds, you can pay 2 Food to play the Occupation. If you do not, return it to your hand.

  1. You cannot use this in combination with Perpetual Student K275 to play a random occupation at the start of the given rounds.

Old Master (FL031)

1–5 players

At the start of each Work phase in Rounds 3 to 7, you receive 1 Wood. If there are at least 6 Wood on the “Take 3 Wood” Action space, you receive 1 Stone instead of 1 Wood.

Elder (FL032)

1–5 players

When you play this card, place 2 Food from the general supply on it. After each Returning home phase, you may return 1 Food from this card to use the “Fishing” or “Bake bread” action without placing a person. You can use the Food on this card at any time without the additional action.

Sculptor (FL033)

1–5 players

Whenever you take only Clay and/or Stone from an accumulating Action space, you receive 1 additional Food.

Franciscan Monk (FL034)

1–5 players

When you play this card, you receive 1 Grain. You may immediately discard a Begging card. At any time, you may exchange 1 Minor Improvement from your hand for 1 new Occupation taken randomly from the deck.

Freemason (FL035)

3–5 players

At the start of each Work phase, you receive 2 Clay/ Stone if you have a Clay hut/ Stone house with exactly 2 rooms.

  1. You receive nothing if you have 3+ rooms or less than 2 rooms.
  2. (FotM) At the start of each Work phase, you receive 1 Clay if you have a Clay hut with exactly 2 rooms, and you receive 1 Stone on each remaining even-numbered round space if you have a Stone house with exactly 2 rooms.

Vegetable Seller (FL036)

1–5 players

At any time, you can convert 1 Vegetable from your supply or borrowed from the general supply into 2 Food. For each borrowed Vegetable not returned before scoring, receive 1 Begging card.

  1. For each borrowed Vegetable, put 1 Vegetable from the general supply on a begging card as a reminder.

Rough Baker (FL037)

1–5 players

Whenever you Bake bread, you may use the Clay Oven like the Stone Oven and vice verse. When you play this card, you receive 1 Grain and you can immediately take a “Bake bread” action.

Shepherd with Flock (FL038)

1–5 players

This card is an additional Action space for you only. When you use this Action space, you double the number of Sheep on your farmyard. You receive at most as many new Sheep as you have Unused farmyard spaces.

Cosmographer (FL039)

1–5 players

Place 1 Reed and 1 Stone from the general supply on different Unused farmyard spaces. These spaces still count as Unused. You may take the Reed and Stone into your supply at any time. At the end of the game, you receive 2 Bonus points if Sheep and the Reed share the same farmyard space. The same applies for Wild boar and the Stone.

  1. (FotM)You receive 1/3 bonus points if you fulfill 1/2 conditions.

Anatomist (FL040)

1–5 players

Place 1 Guest token on each remaining space for Rounds 7, 10, and 13. At the start of these rounds, you receive the Guest token. You must place this Guest only with your last Action that round and only on an Accumulation space.

Fry Cook (FL041)

1–5 players

In the Feeding phase of each Harvest, 2 of your adults eat 1 Food less and all other adults eat 1 Food more.

Rainmaker (FL042)

1–5 players

Whenever you play an Improvement, you may immediately afterward add 1 additional good (of the sown type) on 1 sown field of your choice.

Rubenesque Woman (FL043)

1–5 players

In the Feeding phase of each Harvest, you must pay 1 additional Food. Whenever you use an Accumulation space with your second person in a round, you receive 1 additional good of the accumulating type.

Returnee (FL044)

1–5 players

At the end of each Work phase, place 1 Grain from the general supply on the last Action space you used. In the next round, if you use that Action space, you receive the Grain first. If you do not, discard the Grain.

School Dropout (FL045)

1–5 players

In each Work phase in which you used a “Family growth” action and afterward you didn’t use a Round 1-14 Action space, you may take an action with the new offspring and it no longer counts as “newborn”.

Stable Architect (FL046)

1–5 players

At the end of the game, you receive 1 Bonus point for each unfenced stable in your farmyard.

Farm Lawyer (FL047)

3–5 players

Immediately take Food from the general supply until you have as much Food as another player of your choice has in their supply. Afterward, pass this card to that player who adds it to his/her hand. Place a face-down card from the deck in front of you to indicate a played Occupation.

Botanist (FL048)

3–5 players

Whenever another player receives exactly 3 Wood from a Wood Accumulation space with a person, you receive 1 Food from the general supply.

Accountant (FL049)

3–5 players

When you play this card, you receive 2/1/0 Wood in a 3/4/5 player game. Whenever any player plays an Occupation, add 1 Food to this card from the general supply. At any time, you may use this Food to buy Goods as follows: Sheep or Stone for 2 Food. Wild boar or Grain for 3 Food. Cattle or Vegetables for 4 Food.

  1. (FotM) Whenever another player plays an Occupation, add 1 Food to this card from the general supply.

Meat Supplier (FL050)

3–5 players

At the start of each Harvest, you can exchange 1 Wild boar or Cattle for 1 Bonus point. If you do this, all players receive 1 Food from the general supply.

North Sea Fisherman (FL051)

3–5 players

Whenever you use the most recent Round card, you can take all the Food from the “Fishing” Action space without using a person. Whenever another player uses the “Fishing” Action space, they receive 1 additional Food.

Scribbler (FL052)

3–5 players

Whenever another player uses the “Day Laborer” action, you both receive 1 additional Food. In each round that “Day Laborer” is not used, add 1 Food from the general supply to this card. Whenever you play an Occupation, you may pay any costs using Food from this card. At the end of the game, you receive 1/2/3/4 Bonus points for 4/6/8/10+ Food on this card.

Cafe Singer (FL053)

4–5 players

Whenever you use the “Traveling Players” action, you may also convert 1 Sheep into 1 Vegetable or 1 Cattle into 2 Vegetables.

Chanson Singer (FL054)

4–5 players

Whenever you use the “Traveling Players” action, you may leave 1 Food on the space and take 1 Wood. You may leave a second Food for 1 Clay, a third for 1 Reed, and a fourth for 1 Stone.

  1. (FotM) You may leave 1 Food on the space and take 1 Wood, a second for 1 Clay and a third for 1 Reed.

Recluse (FL055)

4–5 players

At the end of a Work phase, whenever one or more of your people are the only people on a column of the board, you receive 1 Food. You can only receive 1 Food from the Recluse each round.

  1. For example, rounds 12 and 13 form a column.

Flemish Patriot (FL056)

4–5 players

In each even-numbered round, you receive 1 Food after you use your first Action space. Afterward, place 1 Food from the general supply on each unoccupied Action space in the same game board column as that space. The next player to use these spaces receives the Food (even in a following round).

Chaplain (FL057)

4–5 players

Whenever another player uses a “Family growth” action, you may immediately afterward place a person out of turn.

Gold Weigher (FL058)

4–5 players

Whenever another player plays an Improvement with 2 or more printed Victory points (excluding Bonus points), they must pay you 1 Food before.

Pillar Biter (FL059)

4–5 players

Whenever another player builds 1 or more fences, you may immediately build 3/4 fences by paying 2/3 Wood.

  1. You must obey fence rules.

Virtuous Hero (FL060)

4–5 players

If no other player has 1 of your fences, you can give each player 1 fence from your supply. Whenever one of these players takes goods (no food) from an Accumulation space, you can take back your fence from that player and get 1 Food from the general supply and that player gets 1 good of that type from the general supply.

Well Inspector (WA031)

3–5 players

From Round 4, as long as the Major Improvement “Well” has not been built yet, you receive 1 Food at the start of each Round (even before Phase 1).

Journeyman Thatcher (WA032)

3–5 players

Immediately build 1 room by paying the same resources you would have to pay for the “Build room” Action, minus 1 Reed.

  1. A Journeyman does not count as a played Occupation.

Docker (WA033)

1–5 players

At the start of each Work phase, you may take 1 Building resource of your choice from the general supply. If you take Stone or Reed, skip your first chance to place a worker this Round (you still get to take the Action later). If you take Wood or Clay, skip your second chance to place a worker instead.

Obedient Brother (WA034)

1–5 players

As long as you have exactly 4 Family members, whenever you place your third person in a Round you may place your fourth person immediately afterwards, even on the same Action space.

  1. Guests do not count as Family members.

Fresco Painter (WA035)

1–5 players

Whenever you renovate, you may substitute 1 Reed with 1 Stone. Whenever you build a room, you may substitute 2 Reed with 2 Stone. For every Reed you substitute with Stone this way, you receive 2 Food from the general supply.

Doula (WA036)

4–5 players

As long as you did not have family growth yet, whenever one of your opponents grows their family, you receive 1 Grain from the general supply.

Founding Father (WA037)

4–5 players

Whenever another player uses the “Traveling Players” Action with a person, you may place 1 stable from your supply on this card. Whenever you play an improvement, you may build 1 stable from this card without having to pay any Wood for it.

Needlework Teacher (WA038)

3–5 players

Whenever any player uses the “Starting Player” Action space, if you still have at least 2 unused persons in your home afterwards (including Guests), you receive 2 Food from the general supply.

Military Leader (WA039)

1–5 players

When you play this card, you may not place any of your persons in Round 13 and 14. At the end of the game, you receive 13 Bonus points. You do not take part in the Harvest Phases at the end of Round 13 and 14. Play this card before Round 13.

Small-scale Farmer (WA040)

1–5 players

As long as your home has exactly 2 rooms, you receive 1 Wood at the start of each Round (even before Phase 1).

Hobby Mathematician (WA041)

3–5 players

In a game with 3/4/5 players, at the start of each Work phase, you may take 1 Wood if there is a total of 7/8/9 Wood on all Wood Accumulation spaces. Additionally, you may take 1 Clay if there is a total of 6/7/8 Clay on all Clay Accumulation spaces.

  1. Wood or clay come from the general supply.

Scenery Painter (WA042)

1–5 players

As long as the middle 3 spaces on your farmyard are all unused, you receive 1 Food from the general supply at the start of each odd-numbered Round.

  1. The middle spaces are those surrounded by exactly 8 other spaces.

Porter (WA043)

1–5 players

Whenever you take at least 4 of the same Building resource from an Action space, you receive 1 additional Building resource of that type and 1 Food from the general supply.

Lutenist (WA044)

4–5 players

Whenever another player uses the “Traveling Players” Action space with a person, you receive 1 Food. Immediately afterwards, you may buy exactly 1 Vegetable for 2 Food.

  1. If you use the Action space yourself, there is no benefit.

Songwriter (WA045)

4–5 players

Place 3 Food and 1 Grain on this card. The first time another player takes the “Traveling Players” action, you receive 1 Food. You receive 1 Grain the second time and 2 Food the third time. When this card is empty and another player takes the action, you receive 1 Vegetable from the general supply.

Master Detective (WA046)

1–5 players

Reveal the Round card that would enter play 3 Rounds after the current Round. If it is an Accumulation space, place goods on it as if starting a Round. Immediately move the person used to play this occupation onto the revealed space and take the action if possible. During the Returning home phase, hide the Round card again.

Pattern Maker (WA047)

4–5 players

Whenever another player renovates, you may exchange exactly 2 Wood for 1 Grain, 1 Food and 1 Bonus point.

  1. Write down the Bonus point. If you renovate, you get no benefit from this card.
  2. (FotM) No Bonus point when another player renovate to a Stone house.

Founder of the Order (WA048)

4–5 players

At the end of each Work phase, if you used both the first and latest revealed Round cards, you receive 2 Food and 1 Grain from the general supply.

Caregiver (WA049)

4–5 players

In Rounds 12, 13 and 14, you may not use the Round spaces 12, 13 and 14 with your first 2 persons. You may place a Guest token in each of those rounds.

Priest (WA050)

1–5 players

When you play this card, if you have a Clay hut with exactly 2 rooms, you receive 4 Clay, 3 Reed and 2 Stone.

  1. (FotM) You receive 3 Clay, 2 Reed and 2 Stone.

Travel Agent (WA051)

3–5 players

Place 1 Grain, 1 Wood, 1 Clay, 1 Reed and 1 Sheep on this card. Whenever any player uses the “Starting Player” Action, you may take 1 good from this card before the Action is taken.

Seed Scatterer (WA052)

1–5 players

Whenever you Harvest no more than 1 Grain during the Field phase of a Harvest, you may immediately sow that Grain. You may use this Occupation card as if it were a field.

  1. This card does not count as a field when scoring.

Soda Producer (WA053)

1–5 players

Whenever you use the “Fishing” Action space or the adjacent “1 Reed” Action with a person, place 1 Stone from the general supply on this card. You may only use the Stone on this card to build a Well.

  1. Wells are improvements that have their name end with the word “well”.

Goods Fraudster (WA054)

1–5 players

Place 2 Wood, 2 Clay, 1 Stone and 1 Reed on this card. You may only use these resources to pay any Building costs or functions of a card. At the end of the next Harvest, you receive 1 Begging card for each resource still on this card.

Street Chansonnier (WA055)

4–5 players

Whenever you use the “Traveling Players” Action with a person, you may immediately afterwards place a second person on the Action space to receive 2 Grain and 1 Vegetable.

  1. The second person is not using the “Traveling Players” Action.

Surrealist (WA056)

1–5 players

Reed and Food count as 1 build point each, Wood as 2, Clay as 3 and Stone as 4. Whenever you use a “Major Improvement” Action, you may build a Major Improvement from the bottom row (Clay oven to Baskermakers Workshop) by spending goods worth at least 9 build points instead of the regular cost.

Tinkerer (WA057)

3–5 players

This card is an additional Action space for you only. You may only use it with the first person you place in each Work phase to receive 1 Stone, 1 Reed, 1 Clay and 1 Wood from the general supply.

Big Bang Theorist (WA058)

4–5 players

At the start of the 1 st /2 nd /3 rd /4 th /5 th Harvest Phase, for every opponent that has 0-10/0-8/0-6/0-3/0 unused spaces on their farmyard, you receive 1 Food each.

German-by-Choice (WA059)

1–5 players

At the end of the game, if all your fields as well as all your pastures are arranged in a rectangle form (e.g. 3x2 or 1x3), your receive 3 Bonus points.

Mother of Two (WA060)

3–5 players

As long as you have exactly 4 family members, whenever you place your second person in a Work phase, you may place it between 2 adjacent and unoccupied Round cards from Rounds 1 to 7. If you do, take both actions consecutively in any order. Both Action spaces count as occupied afterwards.

Alternative Designer (G001)

1–5 players

Whenever you build stables or fences, you may replace wood with the same amount of clay or stone. Whenever you build rooms, you may replace wood with the same amount of clay or stone, to a maximum of 2 clay and 2 stone.

  1. Can be used for every room you build, if you build more than 1 room; e.g. you can build 2 rooms for 2 wood, 4 reed, 4 clay, and 4 stone.
  2. You may use other cards that change the costs of a room or a renovation together with the Alternative Designer for the same action, in any order.
  3. You may also use this card for clay or stone rooms, e.g. if you also have Brushwood Roof K136 or Clay Supports E37.
  4. If you also have Frame Builder K272, you may use the cards in any order, e.g. to build wooden rooms for 3 wood and 2 reed, or clay rooms for 4 clay and 2 reed.

Animal Farmer (G002)

1–5 players

At the end of the game, you receive 1 bonus point for each of your pastures that cannot contain any more animals than it does. If all of your pastures qualify, you receive 1 additional bonus point.

  1. To receive the additional point, you need to have at least 1 pasture.
  2. When calculating the capacity of your pastures, you have to take into account fenced stables and the Drinking Trough E59 and Shepherd’s Pipe E29.
  3. You can also get points for Animal Yard E58 and Wildlife Reserve I102.
  4. You can only receive a point for Night Pasture M084 if all other players have 1 animal on this card (and you 3).
  5. If you have Forest Pasture K145, you never receive a point for that card or the additional bonus point.
  6. (FotM) Up to a maximum of 3 bonus points.

Animal Holder (G003)

3–5 players

If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 wood. At the end of the game, each player who has the most animals receives 3 bonus points.

  1. Minor improvements such as House Goat K120 and Horse K135 do not count.

Apprentice (G004)

3–5 players

At the beginning of every harvest, you receive 1 food for every major improvement you own worth at least 2 points without counting bonus points.

  1. If you have purchased a major improvement as a minor improvement, e.g. with Ceramics E33 or Well Builder I220, that improvement still counts for this card.
  2. Upgrades of major improvements (e.g. Baker’s Oven E14 and Village Well I66) also count, even if they are minor improvements as well.
  3. (FotM) At the beginning of every harvest, if you own 1/3/4+ major improvement worth at least 2 points without counting bonus points, you receive 1/2/3 PN.

Architect (G005)

1–5 players

Whenever you extend your home, you receive 2 food for each new room. Whenever you build stables, you receive 1 food for each new stable.

Artisan (G006)

1–5 players

At most once per harvest, when you use an improvement to convert a building resource to food, you receive 2 additional food.

  1. Is not activated by occupations, such as Turner E158 and Potter E214.

Astronomer (G007)

3–5 players

When you play this card, you receive 2 food. Whenever 3/4/5 of your family members (or guests) use 3/4/5 adjacent action spaces (forming a vertical or horizontal line), you receive 1/3/5 bonus points. The action spaces must have the same dimensions size.

  1. Bonus points from the Astronomer are counted at the end of the turn when all persons has been placed, and before they return home.
  2. If you move persons ar the end of the turn, e.g. because of the Countryman K289 or Pond Watchman G046, only their new location counts.
  3. Action spaces on minor improvements, or introduced into the game by the Clay Digger I230 or Master Forester E164, never count for the Astronomer.
  4. The cards with action spaces on the leftmost game board should be placed randomly at the start of the game. If they weren’t, shuffle them when Astronomer is played. In a 3-player game, the cards fill the top 2 rows on the board.

Auctioneer (G008)

4–5 players

Place 2 reed, 3 wood, 3 clay, and 2 stone on rounds 7, 9, 11 and 13, respectively. At the start of these rounds, all players simultaneously bid food for the resources. The highest bidder gets the resources and you get the food. If you win, pay your food to the general supply. Ties are broken by this round’s player order.

  1. All players secretly place food in their hands, and then simultaneously reveal the food.
  2. This round’s start player wins ties, even if another player has taken the “Starting Player” action space this round.

Baker’s Daughter (G009)

3–5 players

If another player plays the Baker E150 or Master Baker E149, you may play this card immediately at no cost. You can use the “Take 1 Grain” and “Sow and Bake Bread” action spaces even if another player has placed a person on the space. When you play this card, you can immediately take a “Bake bread” bread baking action.

Bard (G010)

4–5 players

Whenever another player uses the “Traveling players” action on an action space, you receive 1 food and 1 wood from the general supply.

Carrot Cake Baker (G011)

1–5 players

Whenever you convert vegetables into food, you may additionally take the “Bake bread” a bread baking action. The Carrot Cake Baker can also convert 1 vegetable into 2 food at any time.

Carrot Farmer (G012)

1–5 players

Place 3 vegetables from the general supply on this card. Whenever you use the “Plough 1 Field” action space, you may pay 1 food for one of the vegetables.

  1. The vegetables are not part of your personal supply until you buy them.

Clay Starter (G013)

1–5 players

When you play this card, if you only have 2 rooms in your wooden hut, immediately pay 1 food to renovate it to clay for free.

  1. Has no effect if you have more than 2 rooms or live in a clay hut or stone house when you play this card.

Early Riser (G014)

1–5 players

When you play this card, you receive 1 sheep. For you, the breeding phase of the harvest precedes the field and feeding phases. You may immediately cook baby animals if you do not have room to keep them.

Family Counselor (G015)

1–5 players

Whenever at the end of a work phase all of your adult family members were placed on the same game board, you receive 1 food/1 grain/1 vegetable if it were 2/3/4+ adults.

  1. Newborns do not count, unless they took an action because of Adoptive Parents K267.
  2. Guests count as family members for this card.
  3. If you move a person, e.g. because of Countryman K289 or Pond Watchman G046, the location of your family members after you’ve moved them counts.
  4. Action spaces on minor improvements, or introduced into the game by the Clay Digger I230 or Master Forester E164, are not on any game board.
  5. (FotM) The “Infirmary” is a separate game board; if all of your family members take that action, you receive the bonus from the Family Counselor.

Fence Helper (G016)

3–5 players

Whenever another player takes a “Build fences” fence building action, you may pay that player 1 food to immediately take the “Fences” a fence building action too.

  1. Pay costs normally.
  2. Is activated whenever another player builds fences, including e.g. when someone uses the Fence Overseer K312, or plays the Mini Pasture E40.

Fish Seller (G017)

3–5 players

Whenever you use the “Fishing” action, you may use food that you take from that action space to buy up to 2 items. One building resource costs 1 food. One grain, sheep or wild boar costs 2 food. One vegetable or cattle costs 3 food.

  1. The items can be the same or different.
  2. Building resources are wood, clay, reed, and stone.
  3. Only the food that was lying on the action space can be used to buy animals. If you use e.g. the Fishing Rod E12 or Fisherman E161, the additional food cannot be used.
  4. 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 Fish Seller.
  5. (FotM) Wood, clay or reed costs 1 food; stone, grain, sheep or wild bear costs 2 food; vegetable or cattle costs 3 food.

Fisherman’s Apprentice (G018)

3–5 players

Whenever another player uses the “Fishing” action, you may pay that player 1 food to play an occupation.

Food Critic (G019)

1–5 players

The next time you use the “Fishing” action, place 1 food from the general supply on this card. Whenever you bake bread or convert animals, vegetables, or building resources to food, you may place that good on this card. At the end of the game, you receive 1/2/4/6 bonus points for 4/5/6/7+ different items on this card.

  1. Building resources are wood, clay, reed, and stone.
  2. The markers on this card are not part of your personal supply. They do not count for Storehouse Clerk K287, Joinery A7, etc.
  3. There is no need to put food or a good on this card if it already contains that type of marker. The second marker of the same type has no effect.
  4. (FotM) You receive 1/2/3/4 bonus points for 4/5/6/7+ different items on this card.

Freeloader (G020)

3–5 players

Each round, your first family member may use an occupied action space. Your first family member can never take the “Starting Player” action space.

  1. You can’t even take “Starting Player” if it is unoccupied.
  2. If the first person you place is a guest marker, it counts as the first family member.
  3. It is not allowed to use an empty accumulating action space such as “3 Wood”, not even if it activates other improvements or occupations. It is allowed to use an empty accumulating action space that produces other resources directly, such as “1 Reed, Stone, and Wood” in 5-player game.

Hermit (G021)

4–5 players

At the end of the game, you receive 6 bonus points if this is the only occupation you have played.

  1. If you have played Dance Instructor Z334 and returned it to your hand, it does not count as played, and you may still score points for the Hermit G021.

Glass Blower (G022)

3–5 players

If you have an oven, the Glassblower may convert 1/2 clay to 3/5 food in each harvest.

  1. The clay is converted into food by this occupation, not by the oven. This does not activate the Artisan G006.
  2. (FotM) You may convert 1/2 clay to 2/4 food in each harvest.

Glutton (G023)

1–5 players

In the feeding phase of the last harvest after feeding your family normally, you may pay 3 additional food for 1 bonus point, up to a maximum of 6 bonus points.

  1. (FotM) Up to a maximum of 3 bonus points.

Grafter (G024)

1–5 players

During the breeding phase of harvest, if you have 2 or more grain in your personal supply, you receive 1 grain from the general supply. If you have 2 or more vegetables, you receive 1 vegetable from the general supply.

  1. Vegetables and grains that are planted are not counted.

Businesswoman (G025)

1–5 players

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

Grain Farmer (G026)

1–5 players

Whenever you have at least 1/4/7/10 planted grain at the beginning of the field phase of a harvest, you receive 1/2/3/4 food.

  1. The total number of grain on your fields (including Acreage K105) is counted, not the number of grain fields.
  2. (FotM) Whenever you have at least 2/5/8/10 planted grain at the beginning of the field phase of a harvest, you receive 1/2/3/4 food.

Grain Lover (G027)

3–5 players

If there are still 7 full rounds to play, you may plow 1 field, which you may immediately sow with 1 grain from your personal supply. At the end of the game, all players with the most total grain receive 2 bonus points each.

  1. You may plough a field and not sow it.
  2. Sowing the grain counts as a sowing action, and activates e.g. the Smallholder K286, Seasonal Plants G104, and another player’s Field Worker I224.

Grump (G028)

3–5 players

If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 wood. At the end of the game, all players with the fewest family members receive 2 binus points each.

  1. Guests and the occupant of the Reed Hut K138 do not count as family members.

Harbor Master (G029)

3–5 players

Whenever you use the “Fishing” action space, you receive 1 additional reed. Whenever another player uses the “Fishing” action space, you receive 1 reed and 1 food from the general supply.

Headmaster (G030)

4–5 players

Whenever another player plays an occupation, place 1 food from the supply on this card. Whenever you play an occupation, you may pay any costs using food from this card. At the end of a 4/5 player game, you receive 1 bonus point for every 3/4 food on this card.

  1. You may first receive the food from the Headmaster before using the Educator K271. The cost of using the Educator may also be paid with food from the Headmaster.
  2. The food on this card is not part of your personal supply. It cannot be used for anything else than paying for occupations.
  3. (FotM) Up to a maximum of 4 bonus points.

Helper (G031)

3–5 players

You can use any “Renovate”, “Build room(s)” or “Major Improvement” action space, even if another player has already placed a person on it.

  1. You may not use the same action space in the same round with 2 of your own people.
  2. If the action space provides a choice of actions, you may choose either. For example, you may take the “Traveling Players” action on the “Build 1 Room or Traveling Players” action space in the 5-player game, or play a minor improvement on the “Major/Minor Improvement” action space.
  3. If the action space allows two actions, you may take both. For example, you may use the “Build Rooms and Stables” action space to build both a room and a stable.
  4. It is not allowed to use an empty accumulating action such as “Traveling Players”, not even if it activates other improvements or occupations.
  5. You cannot use the Helper to take a “minor improvement only” action space, such as “Starting Player”, even if you have the Traveling Salesman K281. Similarly, the Pulley G097 does not make “Day Labourer” a “Build room(s)” action space, etc.

Hobbyist (G032)

3–5 players

Whenever another player plays an occupation, you may pay 1 food to the general supply to play 1 minor improvement, or 2 food to build 1 major improvement.

  1. Pay costs for the improvements normally.

Hoe Maker (G033)

1–5 players

Whenever you build at least 1 fence, you may also pay 1 food to plough 1 field.

  1. Is activated by any fence building action, including e.g. Mini Pasture E40, Fence Overseer K312, and Paddocks G090.

Inventor (G034)

1–5 players

All improvements with a printed cost of 4 or more resources cost you 1 less resource of your choice.

  1. You may use other cards that change the costs of an improvement, e.g. Stonecutter E211, together with the Inventor for the same action.
  2. (FotM) 1 less resource of your choice, except stone.

Job Seeker (G035)

4–5 players

Once in play, this card does not count as an occupation for any purpose. Whenever, at the start of a round, you have fewer occupations than any 2 other players, you may pay 1 food to immediately play an occupation.

  1. Occupations played this way, e.g. the Dance Instructor Z334, may not be returned to the player’s hand.

Late Bloomer (G036)

4–5 players

Whenever you have fewer family members than all of the other players and you have room in your home, you may immediately take a “family growth” action. You need room in your home for the offspring. Place the offspring in an empty room. This family member is not considered a newborn and may take an action the same round.

  1. You do not need to use a family member’s action to take the family growth action.
  2. Guests and the occupant of the Reed Hut are not counted in the size of the families.
  3. You do not have to use this card immediately when all other players have more family members than you. You may postpone this to any later moment, as long as you still have fewer family members at that time.

Late Sleeper (G037)

4–5 players

At the start of each round, announce whether or not you will sleep late. If you sleep late, you place all of your people after everyone else has placed all of theirs, but you may also place a guest token.

  1. If you choose not to sleep late, you place your people normally.
  2. You must choose whether to sleep late before the start of the work phase.
  3. If you sleep late, you place your people after all guests of other players, including the one from the Keg Z314, but before moving a person (e.g. because of the Countryman K289 or Pond Watchman G046).
  4. If you play Neutrality Ö16 and choose to sleep late the next round, Neutrality has no effect, and you do not receive bonus points.
  5. If you sleep late and another player played Neutrality the previous round, both of you take alternating turns placing your people, in player order.
  6. If you sleep late, you may not use the Taster I260. If you used the Coffee House Ö13 last round, it has no effect: you may not place that person first.
  7. The guest does not need to be fed.
  8. (FotM) You can sleep late up to a maximum of 5 times in the game.

Master Baker’s Apprentice (G038)

1–5 players

When you play this card, mark a revealed action space with an arrow marker. This action space now has the added text “and/or bake bread”. Whenever another player bakes bread using this space, you receive 1 food from the general supply. When you play this card, you may also take the “Bake bread” a bread baking action.

  1. If you put the marker on “Sow and Bake Bread”, anyone may now take two consecutive baking actions on that space (using all of their ovens both times). If another player does that, you receive 2 food.
  2. If the Chamberlain I238 has been played, and you play the Master Baker’s Apprentice in round 11 or later, you may also put the marker on the round card of rounds 12 to 14.

Mathematician (G039)

4–5 players

From round 6 on, if there are wood spaces with the same amount of wood after refilling each round (at the end of phase 2), you can take 1 wood from one of those spaces. This also applies to clay action spaces. In 5-player game, this also applies to stone action spaces. You can take only 1 resource per round.

  1. Is activated before the Wood Distributor K284 can distribute wood.

Miner (G040)

1–5 players

Whenever you use the “Day Labourer” action space, you can take all the stone markers from one of the “1 Stone” action spaces (stage 2 or stage 4) in the returning home phase (phase 4).

  1. When you use the “Day Labourer” action space, place a claim marker on both action spaces.
  2. (FotM) You can take 1 stone from one of the “1 Stone” action spaces (stage 2 or stage 4) in the returning home phase (phase 4).

Mooch (G041)

3–5 players

When you play this card, choose another player. Until the end of the next harvest, you may convert animals, vegetables, grain, and building resources to food as if you owned the chosen player’s improvements in addition to yours.

  1. The chosen player may use their improvements normally.
  2. You may use the other player’s baking improvements whenever you take a bread baking action.
  3. When the other player plays an oven or another improvement that gives them a bread baking action, you may not bake bread at the same time. When they play Barbecue Z318, you may not use it at the same time.
  4. You may not use the other player’s Grain Distillery M030, because you cannot use the Mooch to convert fuel to food.
  5. You may not use the other player’s occupations, e.g. Turner E158 or Butcher I247.
  6. You may use your own Meat Seller E162 if you don’t have an oven but the other player does.
  7. In the harvest, you can use the other player’s Windmill E17 without paying for it.

Oldest Occupation (G042)

4–5 players

From round 5 on, whenever any player uses the “Day Labourer” action space, they may pay you 2 food to immediately take a “family growth” action.

  1. They must have room in their house.
  2. If you use “Day Labourer”, you may grow for free.
  3. Other players may use the food from the “Day Labourer” action to pay you.
  4. Place the newborn on the person that used the Day Labourer action space. The action space cannot be used again with Understudy G056.
  5. Although one can now take a family growth action when using Day Labourer, that does not make Day Labourer a “family growth action space”, e.g. for Head of the Family E159 or Clapper K127.
  6. If you also have the Pulley G097, you may first use it to build a new room and then the Oldest Occupation to grow a family member there.

Opportunist (G043)

4–5 players

Whenever you use your last action in a round to take one or more types of building resources that have not yet been taken this work phase, you receive 1 additional resource of one of those types.

  1. Building resources are wood, clay, reeds, and stone.
  2. Only building resources that are taken directly from an action space are counted. Building resources received from other cards are not.
  3. If you move a person at the end of a round, e.g. because of the Countryman K289 or Pond Watchman G046, that counts as your last action.

Pearl Seeker (G044)

1–5 players

Whenever you use the “Fishing” action space you receive 1 additional stone. Also, you can use food that you take from that action space to buy more stone. Each stone costs 2 food.

  1. Only the food that was lying on the action space can be used to buy stone. If you use e.g. the Fishing Rod E12 or Fisherman E161, the additional food cannot be used.
  2. (FotM) Whenever you use the “Fishing” action space you receive 1 additional stone.

Pilgrim (G045)

1–5 players

You receive 2 food before you pay the costs of playing this occupation. At the start of a round, if you have no building resources, you may take 1 building resource from the general supply; if you have no food, you may take 1 food from the general supply.

  1. Only resources and food in your personal supply count. Wood or food planted on Forester K278, Copse I78 or Vineyard Ö21 do not count.
  2. At any time, you may move resources from your personal supply to the general supply.
  3. Building resources are wood, clay, reeds, and stone.
  4. If you receive food or building resources at the start of the round, e.g. because of Rancher I340 or Duck Pond K114, you may use the Pilgrim before you receive those food or resources. You can also use cards like Greengrocer E168 to spend food on resources, and then use the Pilgrim to get the food back. However, if you use e.g. the Grocer E184 to buy a building resource for a food, you may only activate the Pilgrim once; either before the Grocer (to get a building resource) or after the Grocer (to get a food), not both. If you want to receive both food and a building resource, you have to receive them at the same time.

Pond Watchman (G046)

4–5 players

At the end of a work phase, after all other players have taken their actions, you may pay 1 food to move one of your people that used the “Fishing” action this round to an unoccupied wood accumulating action space and take that action.

  1. You may not move your person to the “1 Reed, Stone, and Wood” action space, or to an action space that contains wood because of the Wood Distributor K284.
  2. You may move your person to the action space introduced by the Master Forester E164.
  3. If you have already used a family member on the “Fishing” action space before you play this card, you may move this family member at the end of the round.
  4. Moving a person with the Pond Watchman counts as taking an action, e.g. for the Opportunist G043, but not as placing your last person, e.g. for the Magician K311, because this person has already been placed previously.
  5. If the Acrobat K269 or Countryman K289 also have been played, the family members are moved in player order, starting with the player left of the one who placed the last regular person. If you can move more than one person, you move them consecutively in an order of your choice.

Resource Collector (G047)

1–5 players

Place 1 wood, 1 clay, 1 reed, and 1 stone on the next 4 round spaces in any order you choose. At the start of those rounds, you receive the resource.

Ringmaster (G048)

4–5 players

When you use the “Traveling Players” action, you may either play a minor improvement or you may pay 1 grain to build a major improvement immediately afterward.

  1. Pay costs for the improvement normally.
  2. If you receive grain because of Conjurer E167 or Magician K311, or if you use the food from “Traveling Players” to buy grain from the Grocer E184, you may immediately use that grain to pay for a major improvement.

Seed Master (G049)

1–5 players

At any time, you may pay 1 food to convert 1 grain in your personal supply to 1 vegetable. At any time, you may convert 1 vegetable in your personal supply to 1 grain.

  1. (FotM) At most once per stage, you may pay 1 food to convert 1 grain in your personal supply to 1 vegetable and you may convert 1 vegetable in your personal supply to 1 grain.

Singer (G050)

1–5 players

When you play this card, you receive 2 building resources of your choice.

  1. The building resources can be the same or different.
  2. Building resources are wood, clay, reed, and stone.

Stone Deliveryman (G051)

3–5 players

Place 1 stone on each of the spaces for rounds 8, 10, 12, and 14. At the start of these rounds, you receive the stone.

Stone Trader (G052)

4–5 players

Whenever you use an action to take stone, you may immediately afterward pay 1 food to play an improvement that has a printed stone cost.

  1. Pay costs for the improvement normally.
  2. You can play either a minor or a major improvement.
  3. Is activated when you use an action space on which stone is placed each round. 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 CZ07.)
  4. Is activated by the action space “1 Reed, Stone, and Food” in 4-player game and the action space “1 Reed, Stone, and Wood” in 5-player game.
  5. Is not activated when you receive stone because of a minor improvement or occupation.

Stonepiler (G053)

1–5 players

Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.

  1. If you have to pay an odd number of wood, you can round up the number of stone you pay, e.g. pay 2 stone for 3 fences.

Tax Collector (G054)

3–5 players

Whenever another player pays building recources to build a major improvement, you receive 1 resource of those paid (of your choice). You may pay 1 food to the general supply to receive another of the resources paid.

  1. Building resources are wood, clay, reed, and stone.
  2. (FotM) Whenever another player pays building recources to build a major improvement, you receive 1 resource of those paid (Wood, Clay or Reed), you may pay 1 food to him to receive 1 Stone.

Truffle Digger (G055)

4–5 players

Whenever you use a family member’s action to take wood that is on an accumulating action space and you have 1/2/3 wild boar, you receive 1/2/3 additional food.

  1. Is not activated when you use the “1 Reed, Stone, and Wood” action space in the 5-player game.
  2. Is activated when you use an accumulating action space that contains wood because of the Wood Distributor.
  3. 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 food from the Truffle Digger.
  4. You may first take a wild boar with Pig Catcher I253 before you use the Truffle Digger.

Understudy (G056)

1–5 players

Whenever an action space is occupied by exactly one of your family members, you may use that action space again with a second family member.

  1. Newborns count as family members, so you cannot use this card for a family growth action space.
  2. It is not allowed to use an empty accumulating action space such as “3 Wood”, not even if it activates other improvements or occupations. It is allowed to use an empty accumulating action space that produces other resources directly, such as “1 Reed, Stone, and Wood” in 5-player game.

Vegetarian (G057)

1–5 players

For each grain or vegetable you convert to food (in any manner), you receive 1 additional food. You may not convert animals to food for the rest of the game.

  1. You may no longer use a cooking improvement, the Barbecue Z318, Meat Seller E162, Butcher I247, Action Artist Ö02, or Butcher’s Block M088 to convert animals to food. You may still receive food from the Slaughterman K299, Slaughterhouse I97, Milking Stool K133, etc.

Village Farmer (G058)

3–5 players

If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 wood. At the end of the game, all players who have the most plowed fields receive 3 bonus points each.

  1. Fields on cards, such as Bean Field E18 and Forester K278, do not count. Fields with more than one stack of grain because of the Scarecrow Z324 count as only 1 field.

Wheedler (G059)

1–5 players

Whenever you receive food from an action space, you receive 1 additional food. This benefit does not apply to food gained due to an improvement or occupation.

  1. Is activated when you use a minor improvement that is an action space, e.g. the Tavern I100 or Spielefest Ö14.
  2. Is activated when you use an action space that contains food because of the Foreman K308.
  3. Is not activated when you use the Net Fisherman I248.

Wintercrafter (G060)

1–5 players

Between the field and feeding phases of each harvest, you may play a minor improvement or pay 2 food to build a major improvement.

  1. Pay the costs of the improvement normally.
  2. A harvest counts as part of the preceding round. If you also have the Wood Carver K301, you may use it if you didn’t already in the round that preceded the harvest.

Village Beauty (Z325)

1–5 players

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.

  1. Activates the Farm Steward I233, Mother of Twins Z336, and Adoptive Parents K267 when used.
  2. Does not activate the Clapper K127.
  3. 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.
  4. (FotM) From round 5, at any moment, you can pay 2 food to take a family growth action without placing of your people.

Gentleman (Z326)

4–5 players

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.

  1. If a player plays the Keg Z314, that guest counts as the last person placed in the round.
  2. If a player moves a person at the end of a round, e.g. because of the Countryman K289 or Acrobat K269, that does not count as the last person placed.

Herald (Z327)

3–5 players

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.

  1. When re-sorting, the round cards must remain in the appropriate game stage.
  2. If round cards are outside their appropriate game stage because of the Fortune Teller CZ06, you have to correct this when you use the Herald.

Cooper (Z328)

4–5 players

Whenever you or another player receives 3 food or more on an action space, you receive 1 food from the general supply.

  1. 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.
  2. Is not activated by using the Net Fisherman I248.

Mail Coach Driver (Z329)

3–5 players

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.

  1. 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.
  2. “Goods” includes wood, clay, reed, stone, vegetables, grain, and animals.
  3. 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.
  4. 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.
  5. 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.

Taxidermist (Z330)

4–5 players

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.

  1. 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.
  2. If you also have the Pelts K339, you may use that card as well as the Taxidermist for each converted animal.
  3. Animals on this card count for the Loom K146, Milking Stool K133, Estate Manager E170 and Milking Hand I246.

Sower (Z331)

1–5 players

You may immediately sow each vegetable that you receive outside the harvest phase and would otherwise place in your supply.

  1. Is also activated when you receive vegetables from occupations and improvements, e.g.Weekly Market I104, Undergardener E166, and Seed Trader Z332.
  2. 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.
  3. 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.
  4. (FotM) 3 times during the game, you may immediately sow each vegetable that you receive outside the harvest phase and would otherwise place in your supply.

Seed Trader (Z332)

1–5 players

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.

  1. Pay the food before receiving the grain or vegetable.

Game Designer (Z333)

1–5 players

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.

  1. Write down the bonus points on the scoring pad immediately.
  2. You cannot use the Wood Carver K301, Stonecutter E211, or Bricklayer I243 to reduce the costs.
  3. (FotM) Up to a maximum of 5 bonus points.

Dance Instructor (Z334)

3–5 players

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.

  1. 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.
  2. If you return this card to your hand, it does not count as a played occupation, e.g. for minor improvements, when scoring the Reeve E217 or Tutor E174, or when determining the costs of playing a subsequent occupation.
  3. 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 2 times in the same action.

Cube Cutter (Z335)

1–5 players

During the field phase of each harvest, you can exchange 1 wood and 1 food for 1 bonus point.

  1. Write down the bonus points on the scoring pad immediately.
  2. You can only use this card once per harvest.
  3. (FotM) Up to a maximum of 4 bonus points.

Mother of Twins (Z336)

1–5 players

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.

  1. Using the Wet Nurse K270, Lover K291 or Village Beauty Z325 activates the Mother of Twins.
  2. Receiving 2 family members with one family growth action activates the Clappe K127, Midwife I232, Child Prodigy Ö12, and Compulsory Education Ö19 only once, but Adoptive Parents K267 twice.

Employer (NL061)

1–5 players

Add 4,7, and 10 to the current Round and place 1 Guest token on each corresponding Round space. In those rounds, you may place the Guest token once as you would a person and return it after the Work phase. (The Guests do not need room in your home.)

Con Artist (NL062)

4–5 players

Whenever another player uses the “Traveling Players” action, they must pay you 1 Food and you receive 1 additional Food from the general supply. (You receive no benefit if you use the “Traveling Players” action.)

Excavator (NL063)

1–5 players

Whenever you use the “Day Laborer” Action space, you receive an additional 1 Wood and 1 Clay.

Sheep Herder (NL064)

4–5 players

When you play this card, you may immediately build 1 stable without paying Wood. You can keep up to 2 Sheep on exactly 1 Unused space in your farmyard. (The space still counts as unused.)

Brewer (NL065)

1–5 players

After each Round that does not end with a Harvest, the Brewer may convert up to 1 Grain into 3 Food or 1 Bonus point. (These rounds are 1, 2, 3, 5, 6, 8, 10 and 12.)

  1. (FotM) Up to a maximum of 3 bonus points.

Oyster Eater (NL066)

3–5 players

Whenever any player uses the “Fishing” Action space, you must receive 1 Bonus point. Afterward, if you still have at least 1 person in your home, you must skip placing a person on one of your turns in that round. (You still get to place the person on a later turn).

Schoolmaster (NL067)

4–5 players

Whenever another player uses a “Family growth” action, they must first pay you 1/2 Food if they have 2-5/6+ Food markers in their personal supply.

Autodidact (NL068)

1–5 players

At the start of each Round, before Phase 1, you may pay 2 Food to immediately play an Occupation. (Only Occupations that do not require a person to be placed can be played this way.)

  1. (FotM) You may pay 3 food to immediately play an occupation and occupations can only be played this way.

Mink Breeder (NL069)

3–5 players

In each round from Round 5 on, the first player to place their second person on the same gameboard as their first person must first pay you 1 Food.

Left Liberal (NL070)

4–5 players

Whenever you use 1 of the 6 leftmost Action spaces on the first game board, you receive 1 additional Wood.

Maidservant (NL071)

1–5 players

Whenever you use the “Fishing” Action space or one of its neighbors (“Day Laborer”, “Take 1 Reed”, or the Round 4 Action space), you receive 1 additional Food for each person occupying any of these 4 spaces excluding the person you just placed.

Salvation Army Officer (NL072)

3–5 players

Whenever, at the start of a round before phase 1, another player has no Food markers, you may give them 1 Food from your personal supply. If you do this, you receive your choice of 1 Grain, 1 Wood, 1 Clay, 1 Reed, or 1 Sheep from the general supply.

Companion (NL073)

3–5 players

In the round you play this card, all Action spaces count as unoccupied for you. (Even if one of your people use it.) From now, Action spaces that are used by another player’s last person count as unoccupied for you.

Field Messenger (NL074)

3–5 players

Randomly choose 1 of your Unused farmyard spaces. Rules permitting, you may either fence this space or build a stable there without paying Wood. Alternatively, you may Plow 1 field there.

Governor General (NL075)

3–5 players

At the end of the game, you receive 1 and a half Bonus points for each room in your Stone house rounded down and your negative points are doubled. (This also applies to Begging cards.)

  1. (FotM) 1 bonus point per stone house.

Cheese Carrier (NL076)

4–5 players

In the Breeding phase of each Harvest, you receive half a Food from the general supply for each other player who has at least 1 Sheep, rounded up. Also, you receive 1 Food for each other player who has at least 1 Cattle. (Your animals do not count.)

Kitchen Maid (NL077)

1–5 players

Once you have built a Cooking Hearth, alternate placing 1 Food and 1 Grain on each remaining even numbered Round space. Start with 1 Food. At the start of these rounds, you receive the item. (If you already have a Cooking Hearth when you play this card, place the goods immediately.)

  1. (FotM) Once you have built a Cooking improvement.

Water Worker (NL078)

3–5 players

Whenever you use the “Fishing” Action space or one of its neighbors, “Day Laborer”, “Take 1 Reed”, or the Round 4 Action space, you receive 1 additional Reed.

Farmer’s Daughter (NL079)

1–5 players

Once you have built a Clay hut, place 1 Grain on each remaining even numbered Round space. At the start of these rounds, you receive the Grain. (If you already have a Clay hut or Stone house when you play this card, place the Grain immediately.)

Witch of Haarlem (NL080)

1–5 players

Whenever you take Wood/ Clay/ Reed/ Sheep/ Wild Boar/ Food from an Accumulation space, you may convert exactly 1 of them into 1 Clay/ Reed/ Stone/ Wild Boar/ Cattle/ Grain (respectively).

Freedom Fighter (NL081)

3–5 players

When you play this card, pay 2 additional Food. Until the next Harvest, you may use Action spaces even if they are occupied by other players.

  1. You cannot use an action space already occupied by yourself.

Knight (NL082)

4–5 players

In the Field phase of the last Harvest, multiply the number of your Stone rooms by the number of your Cattle. You receive this many Food. If you receive more Food from the Knight alone than is needed to feed your family, take the excess in Bonus pts, 1 to 1 up to 5.

  1. If you receive more food than is needed to feed your family, do not take into account food in your supply to feed your family.
  2. (FotM) Up to a maximum of 3 bonus points.

Basketmaker’s Son (NL083)

3–5 players

Whenever you use the Basketmaker’s Workshop in a Harvest, you receive 2 additional Grain. For this, you must have at least 3 Family members. (Guests are not counted.)

  1. (FotM) Whenever you use the Basketmaker’s Worshop in a harvest, receive 1 additional grain.

Grand Pensionary (NL084)

3–5 players

Each round, before the Work phase, you may mark 3 Action spaces. At most 2 of these spaces can be used by others. The third must remain free for you (even if you do not have any people left). You may choose not to use the third space.

Gauger (NL085)

4–5 players

At any time, any player can use the Gauger to convert 1 Grain into 2 Food. Whenever another player uses the Gauger to convert 1 or more Grain into Food, you receive 1 Food from the general supply.

Investor (NL086)

1–5 players

When you play this card, you may immediately build up to 2 Major Improvements by paying 1 Food each and discarding your entire hand. (You do not need to pay the costs of the Major Improvements)

Distant Princess (NL087)

3–5 players

If there are still 6/9 rounds to play, you immediately receive 3/4 Wood. At the end of the game, the player who grew to 5 Family members last receives 2 Bonus points.

  1. If you are one player who grows to 5 family members, you get 2 bonus points.

Cloth Maker (NL088)

4–5 players

Whenever another player uses the “Take 1 Sheep” Action space, you receive 1 Sheep from the general supply. (If you use the Action space, you do not receive a benefit.)

General (NL089)

1–5 players

At the end of the game, if you have 2x3 or 3x2 connected Unused farmyard spaces, you receive 9 Bonus points. (Your 6 Unused spaces are still scored as 6 Unused spaces.)

Woman Weighing Pearls (NL090)

3–5 players

Whenever another player uses the “Fishing” Action space, you may pay them 1 Food and receive 1 Bonus point.

  1. (FotM) Up to a maximum of 3 bonus points.

Harlequin (NL091)

4–5 players

Whenever the Starting player of the current round uses the “Traveling Players” action, you receive 1 Vegetable. Whenever the player in position 2/3/4 uses it, you receive 1 Sheep/ Stone/ Bonus point.

Flying Housewife (NL092)

1–5 players

Whenever you use your second Family member to use the “Family growth” Action space in Stage 2, you may immediately afterward move it and use another Action space. The “Family growth” Action space remains occupied by your newborn.

Lawyer (NL093)

3–5 players

When you play this card, you receive 2 different building resources of your choice. From Round 13 on, you may use the Round 13 Action space even if it is occupied by another player.

Homo Ludens (NL094)

4–5 players

In a 4-player game, take the Action cards from the 5-player game and visa versa. At the beginning of each round, choose one randomly. This Action space is available for you only that round. (Fill any Accumulation space once.)

Navvy (NL095)

1–5 players

When you play this card, you may immediately pay 1 Food for 1 Grain. Once each round, whenever you Sow, you may Plow 1 field immediately afterward.

Wash Woman (NL096)

3–5 players

Whenever you use the “Fishing” Action space with exactly 3 Food on it, you receive an additional 1 Grain and 1 building resource of your choice.

Cheese Seller (NL097)

4–5 players

When you play this card, you may immediately buy 1 Sheep and/or 1 Cattle for 1 Food each. Whenever you end a round with the number of your Sheep plus twice the number of your Cattle greater than or equal to the current round number, you receive 1 Food. (If the current round ends with a Harvest, you may count your animals after the Harvest.)

Ice Skate Sharpener (NL098)

1–5 players

At the end of each Harvest, you may pay 1 Wood and 1 Food to use out of turn an Action space of your choice without placing a person.

Prolific Writer (NL099)

3–5 players

You receive 2 Food before you pay the costs of playing this Occupation. In the Returning home phase of each Round, you must choose 1 player among those who built or played a new card that round. That player receives 1 Food from the general supply. (You may choose yourself if possible.)

  1. New card played or built is minor improvement/occupation or major improvement.

Glasses Maker (NL100)

4–5 players

When you play this card, you receive 1 Reed and 1 Food. Instead of the “Build Room(s)” action on the corresponding Action space, you may take the “Renovate” action and vice versa. (This card does not effect additional actions on those spaces.)

Discoverer (NL101)

1–5 players

Add 3 to the current round number and place the person who played this Occupation on the corresponding round space. (It is no longer considered part of your family until then.) At the start of that round, you receive the person back, even if you have no room in your home, and you receive 2 Food, 1 Bonus point, and 1 Vegetable.

Crown Prince (NL102)

3–5 players

In Round 14, immediately before the Starting player places his first person, you may use 1 of your people to use all the Action spaces for Rounds 11,12,13 and 14 in any order. Leave your person on the last space you used. The Work phase is over for you. (You cannot place anymore people.)

Dancer and Spy (NL103)

4–5 players

Whenever you use the “Traveling Players” action on an Action space, you may move any person from an Action space with exactly 1 person on it to “Traveling players” also. (They don’t use action.) Afterward, you may immediately use the freed Action space with another person.

Grain Reaper (NL104)

1–5 players

Whenever you use the “Plow 1 Field” or “Plow and/or Sow” Action space, you may take the Field phase of a Harvest on your farmyard before taking the action. (This does not count as a Harvest.)

Tree Cutter (NL105)

3–5 players

When you play this card, you receive 1 Wood. Whenever you receive 3 or more items of the same type (excluding Wood) from an Accumulation space, you receive 1 Wood. (Accumulation spaces are Action spaces where Goods or Food accumulate.)

Love Messenger (NL106)

3–5 players

In the next round and in Round 13 and 14, only you can take a “Family growth” Action space with your first person. (Any player can take it with their second person or higher.)

Matchmaker (NL107)

1–5 players

When you play this card, you receive 1 Wood, 1 building resource of your choice, 1 Sheep, 1 Wild Boar, 1 Food, 1 Grain and 1 Vegetable. Also, you may receive 2 Bonus points. In the Returning home phase of this round, remove 1 of your Family members from the game completely.

Rationalist (NL108)

4–5 players

Whenever you play an Improvement and you would pay Stone as a building material, you may replace that Stone with the same amount of Clay if you pay an additional 1 Food.

  1. You need to replace all stone with the same amount of clay.
  2. (FotM) Whenever you play an Improvement, you can replace 1 stone with 1 clay or 2 stone with 2 clay and 1 food.

Thresher (NL109)

1–5 players

Whenever you use the “Sow and/or Bake bread”, “Plow 1 Field”, or “Plow and/or Sow” Action spaces, you may buy 1 Grain for 1 Food before taking the action.

Tree Collector (NL110)

3–5 players

Whenever another player takes 1 to 3 Wood from a Wood Accumulation space with a person, you receive 1 Wood from the general supply. (When you take Wood, you receive no benefit.)

  1. (FotM) Whenever another player takes 3 Wood from a Wood Accumulation space with a person, you get 1 wood from the general supply.

Assistant Tiller (NL111)

1–5 players

Whenever you use the “Day Laborer” Action space, you may also Plow 1 field.

Grain Harvester (NL112)

1–5 players

When you play this card, you receive 1 Grain. In each Field phase of Harvest, you may harvest 1 additional Grain from each of your Grain fields.

Suffragette (NL113)

4–5 players

Each Work phase on your first turn, you may pay 2 food to place both your first and second person immediately one after another. If you do this, you must place each person on a different game board. (Then, when it’s your second turn, you place your third person.)

Canal Boatman (NL114)

1–5 players

Whenever you use the “Fishing” or “Take 1 Reed” Action space (on the second game board), you may later in the same round, pay 1 Food to place a person on this card. If you do this, you receive either 3 Stone or 1 Grain and 1 Vegetable.

  1. (FotM) You may later in the same round, place a person on this card. You receive either 1 stone and 1 vegetable or 1 stone and 1 grain or 1 grain and 1 vegetable.

Clay Baker (NL115)

1–5 players

When you play this card, you receive 2 Clay. At any time you may convert 1 Clay into 1 Food.

Potato Eater (NL116)

3–5 players

In the Feeding phase of each Harvest, your people need only 1 Food each if the Food comes from Vegetables converted in that Feeding phase. (People who are not fed with Vegetables feed normally.)

Overwinterer (NL117)

1–5 players

When you play this card, you receive 1 Grain. At the end of each Harvest, you may buy up to 1 Vegetable for 2 Food.

Potato Harvester (NL118)

1–5 players

When you play this card, you receive 3 Food. For each Vegetable that you receive from your fields in the Field phase of Harvest, you receive 1 additional Food.

Collector (NL119)

1–5 players

This card is an additional Action space for you only. When you use this Action space the 1st/ 2nd/ 3rd/ 4th time, you receive 1 Begging card and 6/7/8/9 different Goods of your choice. (Goods are Grain, Vegetables, building resources and animals.)

Choir Boy (NL120)

1–5 players

You may only play this Occupation when you have 3 or less resources and it is Round 11 or before. At the end of the game, you receive 1 Bonus point for each Family member. (Resources are Grain, Vegetables, and building resources. You may return building resources to the general supply for nothing at any time.)

  1. Planted resources do not count against limit of the card.

Big Backer (Ö01)

3–5 players

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.

  1. The other player cannot refuse to sell the animal.
  2. 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.
  3. 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.
  4. Is activated when another player receives multiple animals at the start of a round, including those from the Veterinarian K304.

Action Artist (Ö02)

4–5 players

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.

  1. You do not need a cooking improvement.
  2. (FotM) You can return a horse to the general supply.

Therapist (Ö03)

3–5 players

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.

  1. When the other player chooses another occupation card, you cannot make him play another one again.
  2. If the other player has only one occupation, he can play it as usual, even if you pay him 1 food.
  3. 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.
  4. 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.
  5. 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 (Ö04)

4–5 players

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 face-down when you grow your family. You no longer receive its benefits, but it still counts as a played occupation.

  1. 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 (Ö05)

1–5 players

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 (Ö06)

3–5 players

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 which goods are placed). Remove the arrow marker at the end of each round.

  1. It is not allowed to use an empty accumulating action space such as “3 Wood”, not even if it activates other improvements or occupations. It is allowed to use an empty accumulating action space that produces other resources directly, such as “1 Reed, Stone, and Wood” in 5-player game.

Building Tycoon (Ö07)

3–5 players

Whenever another player builds at least one room, you can give him 1 food and immediately build exactly one room yourself.

  1. You must pay the building costs for the room.
  2. You may use your improvements and occupations to lower the cost of the new room.

Environmentalist (Ö08)

1–5 players

Whenever you play or buy an improvement, you can replace 1 building resource of your choice with 1 wood.

  1. You can replace either 1 clay, 1 reed, or 1 stone.
  2. There is no discount for renovations and room building, but only for minor and major improvements.
  3. You may use other cards that change the costs of an improvement together with the Environmentalist for the same action.
  4. (FotM) You can replace 1 stone with 1 wood and 1 food.

Family Singers (Ö09)

1–5 players

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.

  1. This is not an action space.
  2. Family members placed on this card in round 14 do not count for the Church Warden I227.
  3. (FotM) You receive 1 bonus point and 1 food.

Waltzer (Ö10)

3–5 players

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).

  1. Action spaces on minor improvements, or introduced into the game by the Clay Digger I230 or Master Forester E164, are never adjacent to any other action space.
  2. Using the Waltzer counts as two turns.
  3. The cards with action spaces on the leftmost game board should be placed randomly at the start of the game. If they weren’t, shuffle them when Waltzer is played. In a 3-player game, the cards fill the top 2 rows on the board.

Magnate (Ö11)

3–5 players

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.

  1. (FotM) The player(s) with the most building resources receive(s) 2 bonus points.

Child Prodigy (Ö12)

1–5 players

Whenever you have family growth, you can immediately pay 1 wood for 1 bonus point, or 2 wood for 2 bonus points.

  1. (FotM) Up to a maximum of 4 bonus points.

Governor (CZ01)

1–5 players

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.

  1. If you play one of the cards you drew, that again activates the Bread Paddle K111, Bookshelf K112, PatronE192, and another player’s Educator K271, but not the Perpetual Student K275.
  2. 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 (CZ02)

1–5 players

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).

  1. 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 (CZ03)

4–5 players

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.

  1. You lose all effects of your old occupations when you play this card.
  2. Discarded occupations are removed from the game and do not count for determining future occupation costs or for requirements of improvements.
  3. You pay the food to the general supply.
  4. 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.
  5. 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.
  6. 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 Taster’s owner’s first turn.
  7. 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. A harvest counts as part of the preceding round.
  8. You may use another player’s Pig Breeder I252, Cattle Breeder K295, Acrobat K269, or Countryman K289 at the end of a round.
  9. 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 round, including another player’s Hut Builde E178.
  10. 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.
  11. 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.
  12. 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.
  13. You cannot use another player’s Ratcatcher E198, Layabout I244, Net Fisherman I248, Grocer E184, Seed Trader Z332, Opinion Leader Ö06, Bureaucrat CZ07.
  14. You may use another player’s Family Singers Ö09 for 1 bonus point.
  15. 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.
  16. 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 (CZ04)

4–5 players

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.

  1. Does not lower the extra food cost of the Lover K291 and Chief E172.

Hero (CZ05)

1–5 players

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.

  1. Activates the Farm Steward I233, Mother of Twins Z336, and Adoptive Parents K267 when used.
  2. Does not activate the Clapper K127.
  3. 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.
  4. If you use the Hero during the harvest after feeding your family, the new family member remains a newborn for the entire following round.

Fortune Teller (CZ06)

1–5 players

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.

  1. When returning the cards to the deck, you need not return the cards to their own stage.

Bureaucrat (CZ07)

4–5 players

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.

  1. You can use an action space containing your own or another player’s person.
  2. 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.
  3. You may return food from this card to your personal supply at any time. Until you do, it is not part of your personal supply, and does not count for e.g. Pilgrim G045.
  4. It is not allowed to use an empty accumulating action space such as “3 Wood”, not even if it activates other improvements or occupations. It is allowed to use an empty accumulating action space that produces other resources directly, such as “1 Reed, Stone, and Wood” in 5-player game.
  5. If “Starting player” action space is used more than once in a round, the second player can only play a minor improvement and cannot take Starting player.

Bagpiper (CZ08)

3–5 players

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.

  1. Use the returned family member again as soon as it’s your turn again.
  2. 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 the Puppeteer I249 or the School CZ14, you cannot return your family member home, but you do receive 2 food.
  3. The person counts only once for the Church Warden I227.

Only Child (CZ09)

3–5 players

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.

  1. Guests or the occupant of the Reed Hut K138 do not count as family member.

Informer (CZ10)

1–5 players

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.

  1. The face down card still counts as played for determining future occupation costs and for requirements of improvements.
  2. You cannot choose to turn the Informer itself face down.

Robber (CZ11)

4–5 players

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.

  1. Later in this round, you can still place the person that you would have placed this turn.

Nicholas (CZ12)

3–5 players

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.

  1. Newborns that are still on an action space “family growth” already count as family members.
  2. Guests and the occupant of the Reed Hut K138 are not offspring and do not count.

Alchemist (P01)

3–5 players

When you play this card, you receive 2 Wood. Whenever you receive Building resources or animals from an Action space, you may place 1 of the goods received on the space afterward and take 1 Wood or Clay from any Accumulation space.

  1. You place the Good on the Action space you just used and the next player to use this Action space receives the Good.

Altruist (P02)

1–5 players

Twice during the game, you may use the “Renovate” action to convert your Stone house back into a Wooden hut by paying 1 Wood per room and 1 Reed. When you do this, you receive 3 Bonus points per room and you receive 3 Clay.

  1. Converting to a Wooden hut counts as a Renovation. (Therefore, it triggers Home Garden WM089, etc.)
  2. You receive the Bonus points and the clay eachtime you convert from a Stone house into a Wooden hut.
  3. The bonus points should be recorded on your score sheet. Therefore, if you remove the Altruist (e.g. with Retirement P22) you still receive the bonus points.
  4. (FotM) You receive 2 bonus points per room and 3 clay.

Backpacker (P03)

3–5 players

In the Returning home phase of each even-numbered round, you may choose to not return home 1 person. When you leave a person on an Action space this way, immediately before the start of the next Work phase, take that action again (and keep space occupied). If you cannot, take 1 Begging card and return him home.

Chisel Maker (P04)

3–5 players

Place an Arrow marker on a revealed Round Action space and point the Arrow toward nobody. The next player to use this space receives 1 Stone. Whenever any player uses this Action space, point the Arrow toward that player. At the start of each round, the player whom the Arrow points toward receives 1 Wood.

Contortionist (P05)

3–5 players

Place 4 Wood, 3 Clay, 2 Reed, and 2 Stone in a container. Whenever you take the “Traveling Players” action, draw 2 resources at random. If they are the same, keep both. If they are different keep 1 and return the other to the general supply.

Footman (P06)

3–5 players

Once each round, you may place a person on an Action space without immediately taking the action. Instead, you may take that action immediately after any of your other turns that round. At the end of that round, if you haven’t taken the action, you receive 1 Begging card.

  1. If you are unable to take an action because there are no longer resources on an Accumulation space (due to e.g. Net Fisherman I248, Alchemist P02, etc.) you still receive a Begging card.

Marriage Counselor (P07)

4–5 players

Whenever, at the start of a round, another player has at least 2 more Family members than you or all other players have at least 1 more Family member than you, you may pay 1 Food to use 1 Guest token that round.

Master Carpenter (P08)

3–5 players

You can build fences around your rooms by fencing all 4 sides of a room. You may not fence more than 1 room each round. Each fenced room can hold an additional Family member. Fenced rooms are not pastures.

  1. Fenced rooms are not scored as pastures at the end of the game.
  2. You may also build pastures the same round you fence around a room.
  3. Fences around rooms must follow other normal fencing rules.
  4. (FotM) You can fence only one room.

Pest Exterminator (P09)

3–5 players

If you have no built fences, place 1 of your fences on each of the 14 round cards, both revealed and unrevealed. Whenever you use an Action space with your fence on it, you may return the fence to your supply. At the end of the game, you receive 1 Bonus point for each fence returned after the first 6.

  1. If you have built fences, or have played any combination of cards that results in you having fewerthan 14 fences in your supply, (e.g. Fence Deliveryman I265, Wagenburg CZ16, etc.) then you place no fences on the board, and receive no Bonus points.
  2. (FotM) Up to a maximum of 4 bonus points.

Professor (P10)

1–5 players

After you play this card, discard all the remaining Occupations in your hand and draw 7 new Occupations. You can play an additional Occupation immediately for 2 Food. (You must pay any additional costs of the new Occupation).

Sunrise Herder (P11)

4–5 players

Once each round, you may skip placing your first Family member and receive 1 animal. You must pay 1 Food if you receive a Cattle. (You place the person later. You may only do this if every player has at least 1 person still to place.)

  1. (FotM) You cannot receive a horse, you must pay 0/1/2 food and you receive 1 sheep/1 wild boar/1 cattle.

Wounded Veteran (P12)

4–5 players

At the start of each round, you receive 2 Food from the general supply. Whenever you take Building resources or animals from an Accumulation space, you must leave 1 of them on the space.

  1. You do not have to leave resources or animals on non-Accumulation spaces.

Linen Weaver (BI14)

3–5 players

At the start of each round, this Occupation is passed left to the next player. It only counts as a played Occupation for the player who has it. All their Improvement costs are reduced by 1 Wood. When the original player has it, their Improvement costs are reduced by 1 Clay, 1 Stone, and 1 Reed also.

  1. (FotM) When the original player has it, their Improvement costs are reduced by 1 Clay and 1 Reed also.

Vampire (BI15)

3–5 players

Play this card only if the player on your right just used an Accumulation space on the previous turn. You immediately use the same Action and receive the same amount of items. Take the items from the general supply.

  1. Your family member stays on “Occupation” action space.

Institute Founder (BI16)

4–5 players

When you play this card, you may immediately pay 1 Food for 1 Grain. In the Feeding phase of each Harvest, your 4th and 5th Family members need only 1 Food.

White Brazilian (BI17)

3–5 players

Play this card only if your top 5 farmyard spaces are unused. Place 1 stable and 1 Wild boar on the leftmost or rightmost farmyard space in this row. Flip a coin. If the coin lands heads, keep both the Wild boar and stable, otherwise keep only the stable.

  1. (FotM) Play this card if your top leftmost and rightmost farmyard spaces are unused.

Apple Man (BI18)

1–5 players

Once during each Returning home phase, you may pay 1 Vegetable from your supply to take a “Plow 1 field”, “Build fences”, or “Build stables” action without placing a person.

  1. (FotM) Usable 4 times during the game.

Deaconess (BI19)

1–5 players

As long as you have exactly 2 Family members, in the Feeding phase of Harvest 1/2/3/4/5/6, you receive 1/2/3/4/5/6 Food.

  1. (FotM) In the Feeding phase of Harvest 1/2/3/4/5/6, you receive 2/3/4/5/6/7 Food.

Survivalist (BI20)

1–5 players

(Your Family will eat anything.) In the Feeding phase of each Harvest, the Survivalist can convert up to 1 of each Building material (Wood, Clay, Reed, and Stone) to 2 Food each. In each Harvest you use this, place 1 of these Food on the “Fishing” Action space.

Chief Editor (BI21)

1–5 players

The next time you use the “Fishing” Action space with a person, you also receive 2 Bonus points. After that, you receive 1 Bonus point whenever you use the “Fishing” Action space with a person.

  1. (FotM) Up to a maximum of 3 bonus points.

Protest Singer (BI22)

1–5 players

(Your system has no limits.) You may keep 1 animal on each unused space on your farmyard. (The spaces still count as unused.) These animals do not participate in the Breeding phase of Harvest.

Systems Theorist (BI23)

1–5 players

Whenever you build at least 1 stable, you receive 1 Food. At the end of the game, you receive 1/2/3 Bonus points for 2/3/4 stables adjacent to each other.

Member of a Co-operative (BI24)

3–5 players

Whenever another player performs a “Family growth” action, you may place 1 Food from the supply on this card. Once during a 3/4/5 player game, you may pay 3/4/5 Food from this card to play your next “Family growth” action as “Family growth even without room”.

Homekeeper (A085)

1–5 players

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

  1. Field cards may not count as adjacent.
  2. If the room later loses adjacency to the field and/or pasture, the capacity for an additional person is lost (e.g. after playing Overhaul C001).

Animal Tamer (A086*)

1–5 players

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

  1. This effect is negated by the Milking Place D012).

Conservator (A087*)

1–5 players

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

  1. You may decline this ability.

Hedge Keeper (A088*)

1–5 players

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

  1. You may spend 0 wood to build 1-3 fences.
  2. Mini Pasture B002, Overhaul C001, and other fencing effects that are not the literal “Build Fences” action, do not trigger this card.

Stable Planner (A089)

1–5 players

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

  1. Once you play this card, you cannot build the stables before rounds 3, 6, and 9 for any reason.
  2. Stables built this way are not built on your turn and do not trigger Stable Tree A074 or Farmyard Manure A043.

Plow Driver (A090*)

1–5 players

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

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

Shifting Cultivator (A091)

1–5 players

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

  1. Food obtained via the Basket A056, or any other effect “after” using the space may not be used to pay for this effect.
  2. (FotM) Each time you use a wood accumulation space, you can also pay 2 food to plow 1 field.

Adoptive Parents (A092*)

1–5 players

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

  1. This card may be played and triggered any time after growth in the same round’s work phase.
  2. If this effect is used in a Harvest round, the person must be fed 2 food in the Harvest (3 for solo game.)

Bed Maker (A093)

1–5 players

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

  1. This card allows exactly 1 growth action regardless of how many rooms are built.
  2. (FotM) From Round 5, you get a “Family Growth with Room Only” action.

Lazy Sowman (A094)

1–5 players

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

  1. ERRATA: You cannot take “Start Player” action space when it is occupied.
  2. You may repeat this effect on action spaces that allow you to decline such a “Sow” action (e.g. only plowing on “Cultivation” multiple times.)
  3. You can use Lazy Sowman on “Bake and/or Sow” action space even if you don’t have any fields or crops.

Angler (A095)

1–5 players

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

Task Artisan (A096)

1–5 players

When you play this card and each time a stone accumulation space is revealed (and placed on a round space) in the preparations phase, you receive 1 wood and a “Minor Improvement” action.

Freshman (A097)

1–5 players

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

  1. ERRATA: The effect is limited to once per turn.
  2. You may use the “Grain Utilization” space while being unable to Sow or Bake Bread, as this card substitutes the “Bake Bread” action.

Stable Architect (A098*)

1–5 players

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

Fellow Grazer (A099)

1–5 players

During the scoring, you receive 2 bonus points for each of your pastures covering at least 3 farmyard spaces.

Curator (A100)

1–5 players

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

  1. (FotM) Up to a maximum of 3 bonus points.

Cookery Outfitter (A101)

1–5 players

During the scoring, you receive 1 bonus point for each (cooking) improvement you have.

  1. Ovens do not count towards this card.

Grocer (A102*)

1–5 players

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

  1. You may buy any amount of goods at once.

Portmonger (A103)

1–5 players

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

  1. (FotM) Each time you take 1/2/3+ food from “Fishing” accumulation space, you also receive 1 vegetable/grain/reed.

Wood Harvester (A104)

1–5 players

In the field phase of each harvest you receive 1 wood for each wood accumulation space with exactly 2 wood. In the field phase of each harvest you receive 1 food for each wood accumulation space with 3+ wood.

Barrow Pusher (A105)

1–5 players

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

Slurry Spreader (A106)

1–5 players

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

Catcher (A107)

1–5 players

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

Mushroom Collector (A108*)

1–5 players

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

  1. You may take less than 1 wood from a wood accumulation space and still use this effect.
  2. Food obtained from this effect may not be used to pay for Shifting Cultivator A091.

Small Trader (A109)

1–5 players

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

Roughcaster (A110*)

1–5 players

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

Wall Builder (A111*)

1–5 players

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

Scythe Worker (A112*)

1–5 players

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

Heresy Teacher (A113)

1–5 players

Each time you use the “Occupation” action space, you receive 1 vegetable in each of your fields with at least 3 grain (and no vegetable). Place the vegetable below the grain.

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

Seasonal Worker (A114*)

1–5 players

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

Chief Forester (A115)

1–5 players

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

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

Wood Cutter (A116*)

1–5 players

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

Wood Carrier (A117)

1–5 players

When you play this card, you immediately receive 1 wood for each (major and minor) improvement in front of you.

  1. (FotM) Up to a maximum of 7 wood.

Treegardener (A118)

1–5 players

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

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

Firewood Collector (A119*)

1–5 players

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

  1. Common misread: the effect is triggered every turn.

Clay Hut Builder (A120*)

1–5 players

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

Clay Puncher (A121)

1–5 players

When you play this card and each time after you use an “Occupation” or the “Take 1 Clay” accumulation space, you receive 1 clay.

Pan Baker (A122)

1–5 players

Each time you use the “Sow and/or Bake” action space, you also receive 2 clay and 1 wood.

Frame Builder (A123*)

1–5 players

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

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

Knapper (A124)

1–5 players

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

Priest (A125*)

1–5 players

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

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

Master Workman (A126)

1–5 players

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

Lodger (A127)

3–5 players

This card provides room for 1 person, but only until the returning home phase of round 9. If you have not moved the person elsewhere by then, remove it from play.

  1. If you remove it from play, it can never grow back.
  2. The card does not count as a room, it only provides room (similar to the Caravan NL016).
  3. (FotM) This card provides room for 1 person, but only until the returning home phase of round 8.

Riparian Builder (A128)

3–5 players

Each time another player uses the “Take 1 Reed” accumulation space, you can build a room: if you build a clay/stone room, you receive a discount of 1 clay/2 stone.

Swagman (A129)

3–5 players

Immediately after each time you use the “Build rooms and/or stables” or “Take 1 Grain” action space, you can use the respective other with the same person (even if it is occupied).

  1. ERRATA: The “jump” to a second action space may only be done once per turn.
  2. The person ends on the second action space used.

Mummy’s Boy (A130)

3–5 players

Each time you place a person after your first two people, you can place one of them on the same action space your second person is on.

Craft Teacher (A131)

3–5 players

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

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

Publican (A132)

3–5 players

Each time before another player sows, if you have at least 1 grain in your supply, you may give that player 1 grain, receiving 1 bonus point for that.

  1. (FotM) Up to a maximum of 4 bonus points.

Braggart (A133*)

3–5 players

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

  1. (FotM) you get 2/3/4/5 bonus points for having at least 8/9/11/13 improvements in front of you.

Full Farmer (A134)

3–5 players

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

Animal Reeve (A135)

3–5 players

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

Drudgery Reeve (A136)

3–5 players

If there are still 1/3/6/9 complete rounds left to play, you immediately receive 1/2/3/4 wood. During the scoring, each player with at least 1/2/3 building resources of each type in their supply receives 1/3/5 bonus points.

  1. The resources worth bonus points for the craft majors are not spent and do count towards this card’s bonus effect.
  2. These resources also count towards the tiebreaker.

Riverine Shepherd (A137)

3–5 players

Each time you use the “Take 1 Sheep” or “Take 1 Reed” accumulation space, you can also take 1 good from the other accumulation space of the two, if possible.

Harpooner (A138*)

3–5 players

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

  1. You can also pay 1 wood to get 2 food and 1 reed.

Hollow Warden (A139)

3–5 players

When you play this card, you immediately get a “Major Improvement” action to build a Fireplace. Each time you use the “Hollow” Accumulation space, you also get 1 Food.

  1. In 3/4/5 player games, each time you use “Take 1/2/3 Clay” accumulation space.

Shovel Bearer (A140)

3–5 players

Each time you use the “Take 1 Clay” or “Take 2 Clay” accumulation space, you also receive a number of food equal to the amount of clay on the other accumulation space of the two.

Turnip Farmer (A141)

3–5 players

Immediately before the returning home phase of each round, if both the “Day Laborer” and “Take 1 Grain” action spaces are occupied, you receive 1 vegetable.

Cordmaker (A142)

3–5 players

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

Stonecutter (A143*)

3–5 players

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

Sequestrator (A144)

3–5 players

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

Ropemaker (A145)

3–5 players

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

Storehouse Steward (A146)

3–5 players

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

Animal Dealer (A147*)

3–5 players

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

Woolgrower (A148)

4–5 players

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

House Artist (A149)

4–5 players

Each time you use the “Traveling Players” accumulation space, you also receive a “Build Rooms” action during which each room costs you 1 less reed.

Stagehand (A150)

4–5 players

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

Minstrel (A151)

4–5 players

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

  1. ERRATA: You don’t use that action space, but you may take the effect of that action space.
  2. You can use Minstrel in rounds 1 to 3.
  3. The space is not considered used, e.g. for Master Workman A126.

Night-School Student (A152)

4–5 players

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

Pig Owner (A153)

4–5 players

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

  1. If you have at least 5 boar when playing this card, you must have 4 or fewer boar at some later time in order to eventually receive the bonus points.
  2. (FotM) You immediately receive 2 bonus points.

Paymaster (A154)

4–5 players

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

  1. (FotM) Up to a maximum of 4 bonus points.

Conjurer (A155*)

4–5 players

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

Buyer (A156)

4–5 players

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

  1. (FotM) Once per turn, each time another player uses a reed, stone, sheep, or wild boar accumulation space, you can pay them 1 food to get 1 good of the respective type from the general supply.

Bohemian (A157)

4–5 players

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

Culinary Artist (A158)

4–5 players

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

  1. (FotM) Each time another player uses the “Traveling Players” accumulation space, you can exchange your choice of 1 grain/sheep/vegetable for 3/4/5 food.

Joiner of the Sea (A159)

4–5 players

Each time another player uses the “Fishing”/“Take 1 Reed” accumulation space, you can give them 1 wood to receive 2/3 food from the general supply.

Lutenist (A160*)

4–5 players

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

Patch Caretaker (A161)

4–5 players

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

Forest Tallyman (A162)

4–5 players

Each time both the “Take 3 Wood” and the “Take 1 Clay” action spaces are occupied, you can use the gap between them as an action space to receive 2 clay and 3 wood.

  1. (FotM) Each time both the “Take 3 Wood” and the “Take 1 Clay” action spaces are occupied, you can use the gap between them as an action space to receive 2 clay and 2 wood.

Building Expert (A163)

4–5 players

Each time you use the “Take Reed Stone Food (or Wood)” action space with the 1st/2nd/3rd/4th/5th person you place, you also get 1 wood/clay/reed/stone/stone.

Wood Worker (A164)

4–5 players

Each time you take wood from an accumulation space, you can exchange 1 wood for 1 sheep. Place the wood on the accumulation space.

  1. If you take less than 1 wood from a wood accumulation space, you may still use this card.
  2. You may immediately convert the sheep to food in order to use the Shifting Cultivator A091.

Pig Breeder (A165*)

4–5 players

When you play this card, you immediately get 1 wild boar. Your wild boar breed at the end of round 12 (if there is room for the new wild boar).

Haydryer (A166)

4–5 players

Immediately before each harvest, you can buy 1 cattle for 4 food minus 1 food for each pasture you have. (The minimum cost is 0.)

Breeder Buyer (A167)

4–5 players

Each time you build at least 1 wood/clay/stone room and at least 1 stable on the same turn, you also get 1 sheep/wild boar/cattle.

Animal Teacher (A168)

4–5 players

Immediately after each time you use an “Occupation” action space, you can also buy 1 sheep/wild boar/cattle for 0/1/2 food.

  1. This effect may not be immediately triggered.

Off-Siter (A169*)

5–6 players

Once the total printed building cost of all the major improvements you have is at least 9 building resources, this card provides room for 1 person for the rest of the game.

Hayward (A170*)

5–6 players

You can build fences at any time without placing a person. (This is not considered a “Build Fences” action.)

Sidekick (A171*)

5–6 players

Immediately after each time you place a person on an action space card, you can pay 1 food to place another person on the card immediately left to it (and so on).

  1. This effect only applies to round 1-14 spaces

Boat Painter (A172*)

5–6 players

At the end of each work phase, if both the “Fishing” and “Traveling Players” accumulation spaces are occupied, you get your choice of 1 grain or 2 food.

Clay Thief (A173*)

5–6 players

Once this game, at the start of a work phase of your choice, you can turn this card face down to get all of the clay on the “Hollow” action space.

Master Hora (A174*)

5–6 players

Immediately before each time you place a person on an action space with the (meeple) symbol on the game board extension, you can buy 1 vegetable for 1 food.

Hollow Gardener (A175*)

5–6 players

Each time you take at least 3 clay from the “Hollow” accumulation space, you also get 1 grain. If you take at least 6 clay from it, you also get 1 vegetable (instead of grain).

Wheelmaker (A176*)

5–6 players

When you play this card, if you have another occupation in play and more wood than all other players combined, you immediately get wood from the general supply until you have

Middleman (A177*)

5–6 players

Place 1 stone and 1 food on all action spaces with the (meeple) symbol on the game board extension. Next time you place a person on them, you get the goods.

Carpenter’s Boy (A178*)

5–6 players

Each time another player builds a room, you immediately get 1 wood.

Mountain Shepherd (A179*)

5–6 players

Each time you use either “Quarry” accumulation space, you immediately get an additional 1 sheep from the general supply.

Animal Brander (A180*)

5–6 players

Each time you use the “Animal Market” action space, you can pay 1 food to use the same option twice (instead of once).

Farm Hand (B085)

1–5 players

Once you have 4 field tiles arranged in a 2x2, you can use a “Build Stables” action to build a stable in the center of the 2x2. This stable provides room for a person but no animal.

  1. You may only build one such stable.
  2. You may build additional stables as normal with the same “Build Stables” action.
  3. You can not build stable in the center of 2x2 e.g. with Stable Deliveryman WM045 or Stable E52, you must use “Build Stables” action.

Truffle Searcher (B086)

1–5 players

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

Cottager (B087*)

1–5 players

Each time you use the “Day Laborer” action space, you can also either build exactly 1 room or renovate your house. Either way, you have to pay the cost.

Established Person (B088)

1–5 players

If your house has exactly 2 rooms, immediately renovate it without paying any building resources. If you do, you can immediately afterward take a “Build Fences” action.

  1. You may not play this card if you cannot renovate.

Groom (B089*)

1–5 players

When you play this card, you immediately get 1 wood. Once you live in a stone house, at the start of each round, you can build exactly 1 stable for 1 wood.

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

Cooperative Plower (B090)

1–5 players

Each time you use the “Plow 1 field” action space while the “Take 1 Grain” action space is occupied, you can plow 1 additional field.

Assistant Tiller (B091*)

1–5 players

Each time you use the “Day Laborer” action space, you can also plow 1 field.

Little Stick Knitter (B092)

1–5 players

From Round 5 on, each time you use the “Take 1 Sheep” accumulation space, you can also take a “Family Growth with Room Only” action.

Little Stick Knitter (B093)

1–5 players

Place 1 food from your supply on each of the next 2, 3, or 4 round spaces. At the start of these rounds, you get the food back and your choice of a “Sow” or “Build Fences” action.

  1. For example, if played in round 9, you must place 1 food on each of rounds 10-11, 10-12, or 10-13.

Stock Protector (B094)

1–5 players

Each time before you use the “Fencing” action space, you get 2 wood. Immediately after that “Fencing” aciton, you can place another person.

Master Bricklayer (B095*)

1–5 players

Each time you build a major improvement, reduce the stone cost by the number of rooms you have built onto your initial house.

  1. If you have 3 rooms total, the discount is 1 stone.

Tree Farm Joiner (B096)

1–5 players

Place 1 wood on each of the next 2 odd-numbered round spaces. At the start of these rounds, you get the wood and, immediately afterward, a “Minor Improvement” action.

Scholar (B097*)

1–5 players

Once you live in a stone house, at the start of each round, you can play an occupation for an occupation cost of 1 food, or a minor improvement (by paying its cost).

  1. Cards with text such as “remaining rounds” (e.g. Manservant B107) will NOT trigger in time for the current round.
  2. The version found at Play-Agricola has wrong text!

Organic Farmer (B098*)

1–5 players

During scoring, you get 1 bonus point for each pasture containing at least 1 animal while having unused capacity for at least three more animals.

  1. The Wildlife Reserve C011 is not a pasture.

Tutor (B099*)

1–5 players

During scoring, you get 1 bonus point for each occupation played after this one.

  1. This card only refers to cards played by the owner.

Clutterer (B100)

1–5 players

During scoring, you get 1 bonus point for each card played after this one that has “accumulation space(s)” in its text.

  1. This card only refers to cards played by the owner.
  2. (FotM) Up to a maximum of 5 bonus points.

Furniture Carpenter (B101)

1–5 players

Each harvest, if any player (including you) owns the Joinery or an upgrade thereof, you can buy exactly 1 bonus point for 2 food.

  1. (FotM) Up to a maximum of 4 bonus points.

Consultant (B102*)

1–5 players

When you play this card in a 1-/2-/3-/4player game, you immediately get 2 grain/3 clay/2 reed/2 sheep.

  1. In a 5or 6-player game, you receive 2 sheep.

Field Merchant (B103)

1–5 players

When you play this card, you immediately get 1 wood and 1 reed. Each time you decline a “Minor/Major Improvement” action, you get 1 food/vegetable instead.

  1. You can place onto the “Major Improvement” or “Improvement” (6p) action space just to decline it.

Sheep Walker (B104*)

1–5 players

At any time, you can exchange 1 sheep for either 1 wild boar, 1 vegetable, or 1 stone.

  1. ERRATA: The sheep must be on your farmyard.

Case Builder (B105)

1–5 players

When you play this card, you immediately get 1 good of each of the following types, if you have at least 2 of that good in your supply already: food, grain, vegetable, reed, wood.

Moral Crusader (B106)

1–5 players

Immediately before the start of each round, if there are goods on remaining round spaces that are promised to you, you get 1 food.

Manservant (B107*)

1–5 players

Once you live in a stone house, place 3 food on each remaining round space. At the start of these rounds, you get the food.

  1. If played by the Scholar B097 at the start of Round X, food is placed on Rounds (X+1) to 14.

Oven Firing Boy (B108*)

1–5 players

Each time you use a wood accumulation space, you get an additional “Bake Bread” action.

Paper Maker (B109*)

1–5 players

Immediately before playing each occupation after this one, you can pay 1 wood total to get 1 food for each occupation you have in front of you.

  1. (FotM) Up to a maximum of 7 occ.

Pavior (B110)

1–5 players

At the end of each preparation phase, if you have at least 1 stone in your supply, you get 1 food. In round 14, you get 1 vegetable instead.

Rustic (B111)

1–5 players

For each clay room you build, you get 2 food and 1 bonus point. (This does not apply to stone rooms and renovated wood rooms.)

Silokeeper (B112)

1–5 players

Each time you use the action space card that has been revealed right before the most recent harvest, you also get 1 grain.

  1. The action space card is Round 4, 7, 9, 11, or 13.

Patch Caregiver (B113)

1–5 players

When you play this card, you can choose to buy 1 grain for 1 food, or 1 vegetable for 3 food. This card is a field.

Childless (B114*)

1–5 players

At the start of each round, if you have at least 3 rooms but only 2 people, you get 1 food and 1 crop of your choice (grain or vegetable.)

  1. Cards that provide room for a person do not count for this effect unless they self-identify as a room.

Tinsmith Master (B115)

1–5 players

You can hold 1 additional animal in each pasture without a stable. Each time you sow in a field, you can place 1 additional crop of the respective type in that field.

  1. This effect places one extra crop on top of the usual stack, not a second stack in each field.
  2. You may not add anything except grain or vegetable.
  3. Sowing this way is an unconditional sow, this does not add a condition to sowing.

Shoreforester (B116)

1–5 players

When you play this card and each time 1 reed is placed on an empty “Take 1 Reed” accumulation space in the preparation phase, you get 1 wood.

Informant (B117)

1–5 players

When you play this card, you immediately get 1 wood. After each work phase, if you have more stone than clay in your supply, you get 1 wood.

Small-scale Farmer (B118*)

1–5 players

As long as you live in a house with exactly 2 rooms, at the start of each round, you get 1 wood.

  1. Cards that provide room for a person do not count for this effect unless they self-identify as a room.

Lumberjack (B119)

1–5 players

You immediately get 1 wood. Additionally, place 1 wood on each of the next round spaces, up to the number of fences you built. At the start of these rounds, you get the wood.

  1. Fences placed e.g. with Hops Field CZ18 or Fence Builder I263 do not count as fences builded.

Sweep (B120)

1–5 players

Each time before you use the action space card left of the card that has been most recently placed on a round space, you get 2 clay.

  1. The action space must be round 1-6 or 8-12.

Geologist (B121*)

1–5 players

Each time you use the “Forest” or “Reed Bank” accumulation space, you also get 1 clay. In games with 3 or more players, this also applies to the “Clay Pit”.

Mineralogist (B122)

1–5 players

Each time you use a clay/stone accumulation space, you also get 1 of the other good, stone/clay.

Roof Ballaster (B123*)

1–5 players

When you play this card, you can immediately pay 1 food to get 1 stone for each room you have.

  1. The 1 food (total, not per room) is in addition to the occupation cost.
  2. (FotM) Up to a maximum of 4 stone.

Trimmer (B124)

1–5 players

In each work phase, after you enclose at least one farmyard space, you get 2 stone. (Subdividing an exisiting pasture does not count.)

  1. (FotM) If you enclose 1/2+ farmyard spaces, you get 1/2 stone.

Estate Worker (B125)

1–5 players

Place 1 wood, 1 clay, 1 reed, and 1 stone in this order on the next 4 round spaces. At the start of these rounds, you get the respective building resource.

Carpenter (B126*)

1–5 players

Every new room only costs you 3 of the appropriate building resource and 2 reed (e.g. if you live in a wooden house, 3 wood and 2 reed).

Seducer (B127)

3–5 players

When you play this card in Round 5 or later, you can immediately pay 1 stone, 1 grain, 1 vegetable, and 1 sheep to take a “Family Growth Even without Room” action.

Plumber (B128)

3–5 players

Each time after you use the “Major Improvement” action space, you can take a “Renovation” action, paying 2 clay or 2 stone less for the renovation.

Seatmate (B129)

3–5 players

You can use the action space on round space 13 even if it is occupied by one or more people of the players to your immediate left and right.

Full Peasant (B130)

3–5 players

Each time after you use the “Sow and/or Bake Bread” or “Fencing” action space while the other is unoccupied, you can pay 1 food to use that other space with the same person.

  1. ERRATA: The “jump” to a second action space may only be done once per turn.
  2. The person ends on the second action space used.

Equipper (B131)

3–5 players

Immediately after each time you use a wood accumulation space, you can play a minor improvement.

  1. This effect is not a “Minor Improvement” action.

Estate Master (B132)

3–5 players

Once you have no unused farmyard spaces left, you get 1 bonus point for each vegetable that you harvest.

  1. If you have no unused spaces after playing this card and then later change your farmyard arrangement (e.g. with Overhaul C001,) you still receive bonus points for all future harvested vegetables.
  2. (FotM) Up to a maximum of 4 bonus points.

Village Peasant (B133)

3–5 players

At the start of scoring, you get a number of vegetables equal to the smallest of the numbers of major improvements, minor improvements, and occupations you have.

  1. (FotM) You get 1/2/3 vegetables if the smallest of the numbers of major improvements, minor improvements and occupations is 2/3/4.

Housebook Master (B134)

3–5 players

After playing this card, if you renovate to stone in round 13/12/11 or before, you immediately get 1/2/3 food and 1/2/3 bonus points.

Nutrition Expert (B135)

3–5 players

At the start of each round, you can exchange a set comprised of 1 animal of any type, 1 grain, and 1 vegetable for 5 food and 2 bonus points.

  1. (FotM) Up to a maximum of 6 bonus points.

House Steward (B136*)

3–5 players

If there are still 1/3/6/9 complete rounds left to play, you immediately get 1/2/3/4 wood. During scoring, each player with the most rooms gets 3 bonus points.

Wholesaler (B137)

3–5 players

Place 1 vegetable, 1 wild boar, 1 stone, and 1 cattle on this card. Each time you use an action space card on round spaces 8 to 11, you get the corresponding good from this card.

Forest Guardian (B138)

3–5 players

When you play this card, you immediately get 2 wood. Each time before another player takes at least 5 wood from an accumulation space, they must first pay you 1 food.

Forest Scientist (B139)

3–5 players

In the returning home phase of each round, if there is no wood left on the game board, you get 1 food from round 5 on, even 2 food.

Farmyard Worker (B140)

3–5 players

At the end of each work phase in which you placed at least 1 good on 1 of your farmyard spaces, you get 2 food.

  1. You may not trigger this card by only moving an existing good.
  2. (FotM) At the end of each work phase in which you placed at least 1 good (including horses) on 1 of your farmyard spaces, you get 1 food.

Field Caretaker (B141)

3–5 players

When you play this card, you can immediately exchange 0/1/3 clay for 1/2/3 grain. This card is a field.

Greengrocer (B142*)

3–5 players

Each time you use the “Grain Seeds” action space, you also get 1 vegetable.

Clay Warden (B143)

3–5 players

Each time another player uses the “Take 1/2 Clay” accumulation space in a 3/4 player game, you get 1 clay. In a 3/4 player game, you also get 1 clay/food.

  1. (FotM) In 3/4/5 player game, each time another player uses “1/2/3 Clay”, you get 1 clay and 1 food.

Collier (B144)

3–5 players

Each time after you use the “Take 1 Clay” accumulation space, you get 1 reed and 1 wood. With 3 or more players, you get 1 additional wood on the “Take 1/2/3 Clay” accumulation space in 3/4/5 player.

  1. Note that this card is a 3+ player card.
  2. (FotM) Each time after you use the “Take 1 Clay” accumulation space, you get 1 wood and 1 food. With 3 or more players, you get 1 additional wood on the “Take 1/2/3 Clay” accumulation space in 3/4/5 player.

Brushwood Collector (B145*)

3–5 players

Each time you renovate or build a room, you can replace the required 1 or 2 reed with a total of 1 wood.

Illusionist (B146)

3–5 players

Each time you use a building resource accumulation space, you can discard exactly 1 card from your hand to get 1 additional building resource of the accumulating type.

Huntsman (B147)

3–5 players

Each time after you use a wood accumulation space, you can pay 1 grain to get 1 wild boar.

Pet Broker (B148)

4–5 players

When you play this card, you immediately get 1 sheep. You can keep 1 sheep on each occupation in front of you.

Open Air Farmer (B149)

4–5 players

When you play this card, remove exactly 3 stables in your supply from play to build a pasture covering 2 farmyard spaces. You only need to pay a total of 2 wood for the fences.

  1. You may not build those stables later.

Large-Scale Farmer (B150)

4–5 players

Each time after you use the “Build Rooms and/or Build Stables” or “Major Improvement” action space while the other is unoccupied, you can pay 1 food to use that other space with the same person.

  1. ERRATA: The “jump” to a second action space may only be done once per turn.
  2. The person ends on the second action space used.

Little Peasant (B151)

4–5 players

You immediately get 1 stone. As long as you live in a wooden house with exactly 2 rooms, action spaces excluding “Starting Player” are not considered occupied for you.

Junior Artist (B152)

4–5 players

Each time after you use the “Day Laborer” action space, you can pay 1 food to use an unoccupied “Traveling Players” or “Occupation” action space with the same person.

Housemaster (B153)

4–5 players

During scoring, total the point values of your major improvements. The smallest value counts double. If the total is at least 5/7/9/11, you get 1/2/3/4 bonus points.

  1. (FotM) If the total is at least 8/10/12/14, you get 1/2/3/4 bonus points.

Sheep Keeper (B154)

4–5 players

You can only play this card if you have less than 7 sheep. Once this game, when you have 7 sheep in your farmyard, you immediately get 3 bonus points and 2 food.

Art Teacher (B155)

4–5 players

When you play this card, you immediately get 1 wood and 1 reed. Each time you pay an occupation cost, you can use food from the “Traveling Players” accumulation space.

Storehouse Keeper (B156*)

4–5 players

Each time you use the “Resource Market” action space, you also get your choice of 1 clay or 1 grain.

Salter (B157)

4–5 players

At any time, you can pay 1 sheep/wild boar/cattle from your farmyard. If you do, place 1 food on each of the next 3/5/7 round spaces. At the start of these rounds, you get the food.

  1. You may not “split” acquisitions of multiple animals (or generally any groupings of goods.)
  2. (FotM) Once per turn, you can pay 1 sheep/wild boar/cattle from your farmyard.

District Manager (B158)

4–5 players

At the end of each work phase, if you used both the “Take 3 Wood” and “Take 2/4 Wood” accumulation spaces, you get 5 food in 4/5 player game.

  1. (FotM) You get 3 food in 4/5 player game.

Lieutenant General (B159)

4–5 players

For each field tile that another player places next to an exisiting field tile, you get 1 food from the general supply. In round 14, you get 1 grain instead.

  1. (FotM) Does not trigger with “Slash and burn” special action.

Pub Owner (B160)

4–5 players

Immediately, when you play this card, and at the end of each work phase, in which the “Take 3 Wood”, “Take 1 Clay”, and “Take 1 Reed” accumulation spaces are all occupied, you get 1 grain.

Weakling (B161)

4–5 players

Each time it is your turn in the work phase, if there are one or more accumulation spaces with 5+ goods on them and you do not use any of them, you get 1 vegetable.

Forest Clearer (B162)

4–5 players

Each time you obtain exactly 2/3/4 wood from a wood accumulation space, you get 1 additional wood and 1/0/1 food.

  1. This card’s effect triggers before deciding to leave wood on the action space (e.g. with Basket A056).

Pastor (B163*)

4–5 players

Once you are the only player to live in a house with only 2 rooms, you immediately get 3 wood, 2 clay, 1 reed, and 1 stone (only once).

Sheep Whisperer (B164*)

4–5 players

Add 2, 5, 8, and 10 to the current round and place 1 sheep on each corresponding round space. At the start of these rounds, you get the sheep.

Game Provider (B165)

4–5 players

Immediately before each harvest, you can discard 1/3/4 grain from different fields to get 1/2/3 wild boars.

Cattle Feeder (B166*)

4–5 players

Each time you use the “Grain Seeds” action space, you can also buy 1 cattle for 1 food.

Stable Sergeant (B167)

4–5 players

When you play this card, you can pay 2 food to get 1 sheep, 1 wild boar, and 1 cattle, but only if you can accommodate all three animals on your farm.

  1. (FotM) You can pay 3 food to get 1 sheep, 1 wild boar and 1 cattle.

Pasture Master (B168)

4–5 players

Each time you renovate, you get 2 food and 1 additional animal of the respective type in each of your pastures with stable.

Livestock Sustainer (B169*)

5–6 players

For each major improvement built by the other players, you can keep 1 animal on this card (max. 8). You can keep different types here.

Corral Builder (B170*)

5–6 players

When the “Pig Market” and “Cattle Market” action space cards are each revealed (and placed on the round space), you can immediately fence exactly 1 farmyard space without playing wood.

Greenhouse Builder (B171*)

5–6 players

This is an action space for you only. It provides a choice of “Fencing”, “House Redevelopment”, or “Vegetable Seeds” if the corresponding action space is already in play.

Cattle Caregiver (B172*)

5–6 players

At the start of each round, if 3/4/5+ players each have at least 1 cattle, you get 1/2/3 food.

Sweeper (B173*)

5–6 players

Each time you use an action space with the (meeple) symbol, place 1 food on this card. Once this game, you can turn this card face down to get the food on it.

Riverbank Gardener (B174*)

5–6 players

Each time you use the “Riverbank Forest” accumulation space, you also get 1 vegetable.

Field Overseer (B175*)

5–6 players

Each time the other players harvest grain from at least 3/4/6 fields combined, you get 1 food/grain/vegetable.

Village Idiot (B176*)

5–6 players

The Village Idiot is your lone occupation. Each time another player uses the “Meeting Place” action space, you get 1 wood and 1 food.

  1. You may not play occupations before or after playing the Village Idiot.

Stone Clawer (B177*)

5–6 players

Each time you plow at least 1 field, you also get 1 stone.

Tag-Along (B178*)

5–6 players

Immediately after each time another player uses the “Resource Market” action space, you can also place a person there to take the action as well.

Wild Boar Hunter (B179*)

5–6 players

In the returning home phase of each round, if at least 3 wood accumulation spaces are occupied, you can pay 1 wood to get 1 wild boar.

Game Teaser (B180*)

5–6 players

Each time you take 1/2/3 food from a food accumulation space, you also get 1 cattle/wild boar/sheep.

Den Builder (C085)

1–5 players

When you live in a clay or stone house, you can pay 1 grain and 2 food. If you do, this card provides room for at most one person.

Livestock Feeder (C086*)

1–5 players

When you play this card, you immediately get 1 grain. Each grain in your supply can hold 1 animal of any type. (these animals count as accommodated on your farm.)

  1. (FotM) You can hold 1 animal except horse.

Mason (C087*)

1–5 players

Place a stone room on this card. Once you have a stone house with at least 4 rooms, at any time, you can add that room without paying any building resources.

Carpenter’s Apprentice (C088)

1–5 players

Wood rooms cost you 2 wood less. Your 3rd and 4th stable each cost you 1 wood less. Your 13th to 15th fence each cost you nothing.

Stablemaster (C089)

1–5 players

When you play this card, you can immediately build exactly 1 stable for 1 wood. Exactly one of your unfenced stables can hold up to 3 animals of one type.

Field Watchman (C090*)

1–5 players

Each time you use the “Grain Seeds” action space, you can also plow 1 field.

Plow Hero (C091)

1–5 players

Each time you use the “Plow 1 field” or “Plow 1 field and/or Sow” action space with the first person you place in a round, you can plow 1 additional field for 1 food.

Autumn Mother (C092)

1–5 players

Immediately before each harvest, if you have room in your house, you can take a “Family Growth” action for 3 food.

Inner Districts Director (C093)

1–5 players

Each time you use the “Take 3 Wood” or “Take 1 Clay” accumulation space, you can place 1 stone from the general supply on the other space. If you do, you can immediately place another person.

  1. You may use this ability twice on the same turn.

Stable Cleaner (C094)

1–5 players

At any time, you can take the “Build Stables” action without placing a person. If you do, each stable costs you 1 wood and 1 food.

Basket Weaver (C095)

1–5 players

When you play this card, immediately build the “Basketmaker’s Workshop” major improvement for 1 stone and 1 reed.

Merchant (C096)

1–5 players

Whenever you use the “Minor Improvement” or “Minor or Major Improvement” action, you can pay 1 Food to use the action a second time.

Seed Researcher (C097)

1–5 players

Each time any people return from both the “Take 1 Grain” and “Take 1 Vegetable” action spaces, you get 2 food and you can play 1 occupation, without paying an occupation cost.

Cube Cutter (C098)

1–5 players

When you play this card, you immediately get 1 wood. In the field phase of each harvest, you can use this card to exchange exactly 1 wood and 1 food for 1 bonus point.

  1. (FotM) Up to a maximum of 4 bonus points.

Garden Designer (C099)

1–5 players

At the start of scoring, you can place food in your empty fields. You get 1/2/3 bonus point for each such field in which you place 1/4/7 food.

  1. ERRATA: This food is considered planted.
  2. (FotM) Up to a maximum of 4 bonus points.

Butler (C100)

1–5 players

If you play this card in round 11 or before, during scoring, you get 4 bonus points if you then have more rooms than people.

Stall Holder (C101)

1–5 players

Once per round, if you have 0/1/2/3/4 unfenced stables on your farm, you can exchange 2 grain for 1 bonus point and 1/2/3/4/5 food.

  1. (FotM) Once per round and 4 times during the game.

Tree Guard (C102)

1–5 players

Each time after you use a wood accumulation space, you can place 4 wood from your supply on that space to get 2 stone, 1 clay, 1 reed, and 1 grain.

  1. (FotM) Usable 3 times during the game.

Green Grocer (C103)

1–5 players

At the start of each round, you can make exactly one of the following exchanges: 1 cattle for 1 vegetable; 2 sheep for 1 vegetable; 1 vegetable for 1 cattle; 1 vegetable for 2 sheep; 2 food for 1 grain; 1 grain for 2 food.

Collector (C104*)

1–5 players

This card is an action space for you only. When you use it for the 1st/2nd/3rd/4th time, you get 1 begging marker and 6/7/8/9 different goods of your choice.

Basket Carrier (C105)

1–5 players

Once each harvest, you can buy 1 wood, 1 reed, and 1 grain for 2 food total.

Potato Harvester (C106*)

1–5 players

When you play this card, you immediately get 3 food. For each vegetable you get from your fields during the field phase of the harvest, you get 1 additional food.

Baker (C107*)

1–5 players

When you play this card and at the start of each feeding phase, you can take a “Bake Bread” action.

Layabout (C108*)

1–5 players

When you play this card, you must skip the next harvest. (You also do not have to feed your family that harvest.)

Schnapps Distiller (C109*)

1–5 players

In the feeding phase of each harvest, you can use this card to turn exactly 1 vegetable into 5 food.

Home Brewer (C110*)

1–5 players

After the field phase of each harvest, you can use this card to turn exactly 1 grain into your choice of 3 food or 1 bonus point.

  1. (FotM) Up to a maximum of 3 bonus points.

Small Animal Breeder (C111)

1–5 players

At the start of each round, if you have food equal to or higher than the current round number (e.g., 8+ food in round 8), you get 1 food.

Thresher (C112*)

1–5 players

Immediately before each time you use the “Grain Utilization”, “Farmland”, or “Cultivation” action space, you can buy 1 grain for 1 food.

Winter Caretaker (C113*)

1–5 players

When you play this card, you immediately get 1 grain. At the end of each harvest, you can buy exactly 1 vegetable for 2 food.

Soil Scientist (C114)

1–5 players

Each time after you use a clay/stone accumulation space, you can place 1 stone/2 clay from your supply on the space to get 2 grain/1 vegetable, respectively.

Sower (C115)

1–5 players

Each time you build a major improvement, you can place 1 reed from the general supply on this card. At any time, you can move the reed to your supply or exchange it for a “Sow” action.

Furniture Maker (C116)

1–5 players

When you play this card, you immediately get 1 wood. Each time you play an occupation after this one, you get 1 wood for each food paid as occupation cost.

Legworker (C117)

1–5 players

Each time you use an action space that is orthogonally adjacent to another action space occupied by one of your people, you get 1 wood.

  1. (FotM) Usable one time per round.

Wood Collector (C118*)

1–5 players

Place 1 wood on each of the next 5 round spaces. At the start of these rounds, you get the wood.

Skillful Renovator (C119*)

1–5 players

When you play this card, you immediately get 1 wood and 1 clay. Each time after you renovate, you get a number of wood equal to the number of people you placed that round.

  1. If you renovate with your 3rd placed person of a round, this card triggers a payout of 3 wood.
  2. Newborns are not placed.

Agricultural Labourer (C120)

1–5 players

Place 8 clay on this card. For each grain you obtain, you also get 1 clay from this card.

Clay Kneader (C121*)

1–5 players

When you play this card, you immediately get 1 wood and 2 clay. Each time after you use a “Grain Seeds” or “Vegetable Seeds” action space, you get 1 clay.

Bricklayer (C122*)

1–5 players

Each improvement and each renovation costs you 1 clay less. Each room costs you 2 clay less.

Nightworker (C123*)

1–5 players

As long as you live in a clay/stone house with exactly 2 rooms, at the start of each work phase, you get 2 clay/stone.)

  1. Cards that provide room for a person do not count for this effect unless they self-identify as a room.

Stone Importer (C124)

1–5 players

In the breeding phase of the 1st/2nd/3rd/4th/5th/6th harvest, you can use this card once to buy 2 stone for 2/2/3/3/4/1 food.

Nightworker (C125)

1–5 players

Before the start of each work phase, you can place a person on an accumulation space for a building resource not in your supply. (Then proceed with the start player.)

  1. A resource you already have can be taken, but only if placed on a qualifying accumulation space by another effect, e.g. Outskirts Director C130.

Excavator (C126*)

1–5 players

Each time after you use the ”Day Laborer” action space, you get 1 additional wood and clay, and you can buy 1 stone for 1 food.)

  1. These resources may not be used to pay for the effect of the Cottager B087.

Lover (C127)

3–5 players

When you play this card, immediately pay an amount of food equal to the number of complete rounds left to play to take a “Family Growth Even without Room” action.

  1. If you are forced to play this card (e.g. with Paper Knife A003) and can’t afford the extra cost, then it may not be played and is removed from the game.

Wooden Hut Extender (C128)

3–5 players

Wood rooms now cost you 1 reed, and additionally 5 wood through round 5, 4 wood in rounds 6 and 7, and 3 wood in round 8 and later.

Second Spouse (C129)

3–5 players

You can use the “Family Growth Even without Room” action space (from round 12-13) even if it is occupied by the first person another player placed.

Outskirts Director (C130)

3–5 players

Each time you use the “+2/+2/+4 Wood” or “+1/+2/+3 Clay” accumulation space in 3/4/5 player game, you can place 2 reed from the general supply on the other space. If you do, you can immediately place another person.

  1. You may use this ability twice on the same turn.

Private Teacher (C131)

3–5 players

Each time you use the “Take 1 Grain” action space when any “Occupation” action space is occupied, you can also play an occupation for an occupation cost of 1 food.

Timber Shingle Maker (C132)

3–5 players

When you renovate to stone, you can place up to 1 wood from your supply in each of your rooms. During scoring, each such wood is worth 1 bonus point.

Soldier (C133)

3–5 players

During scoring, you get 1 bonus point for each stone-wood pair in your supply. You cannot score additional points for the resources scored with this card.

Cow Prince (C134)

3–5 players

During scoring, you get 1 bonus point for each space in your farmyard (including rooms) holding at least 1 cattle.

Constable (C135*)

3–5 players

If there are still 1/3/6/9 complete rounds left to play, you immediately get 1/2/3/4 wood. During scoring, each player with no negative points gets 3 bonus points.

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

Ranch Provost (C136)

3–5 players

If there are still 3/6/9 complete rounds left to play, you immediately get 2/3/4 wood. During scoring, each player with a pasture of highest capacity gets 3 bonus points.

Charcoal Burner (C137)

3–5 players

You receive 1 Food and 1 Wood whenever any player (including you) builds a Baking Improvement with a bread symbol.

Animal Feeder (C138)

3–5 players

On the “Day Laborer” action space, you also get your choice of 1 sheep or 1 grain. Instead of that good, you can buy 1 wild boar for 1 food or 1 cattle for 2 food.

Basketmaker’s Wife (C139)

3–5 players

When you play this card, you immediately get 1 reed and 1 food. At any time, you can turn 1 reed into 2 food.

Packaging Artist (C140)

3–5 players

When you play this card, you immediately get 1 grain. Each time you get a “Minor Improvement” action, you can take a “Bake Bread” action instead.

Sheep Provider (C141)

3–5 players

Each time any player (including you) uses the “Take 1 Sheep” accumulation space, you get 1 grain.

Market Crier (C142*)

3–5 players

Each time you use the “Grain Seeds” action space, you can get an additional 1 grain and 1 vegetable. If you do, each other player gets 1 grain from the general supply.

Stone Buyer (C143)

3–5 players

When you play this card, you can immediately buy exactly 2 stone for 1 food. From the next round on, once per round, you can buy 1 stone for 2 food.

Reed Roof Renovator (C144*)

3–5 players

Each time another player renovates, you immediately get 1 reed from the general supply. When you play this card in a 3-player game, you immediately get 1 reed.

Forest Reviewer (C145)

3–5 players

Each time after any player (including you) uses the unoccupied “+2/+2/+4 Wood” or “Take 3 Wood” accumulation space (in 3/4/5 player game) while the other of the two is occupied, you get 1 reed.

Workshop Assistant (C146)

3–5 players

Place a unique pair of different building resources on each of your improvements. Each time another player renovates, you may move one such pair to your supply.

Cowherd (C147*)

3–5 players

Each time you use the “Cattle Market” accumulation space (introduced in round 10 or 11), you get 1 additional cattle.

Mud Wallower (C148)

4–5 players

Each time you use an accumulation space, place 1 clay from the general supply on this card. You must immediately exchange 4 clay on this card for 1 wild boar, held by this card.

  1. This card only holds boar received via this effect.
  2. The boars may participate in breeding (but the newborn boar must find space elsewhere).

Resource Recycler (C149)

4–5 players

Each time another player renovates to stone, if you live in a clay house, you can pay 2 food to build a clay room at no additional cost.

  1. If another player renovates from wood to stone, this card’s effect is still triggered.

Parrot Breeder (C150)

4–5 players

On your turn, if you pay 1 grain to the general supply, you can use the same action space that the player to your right has just used on their turn.

  1. You may not use this ability to use an empty accumulation space.

Sowing Director (C151)

4–5 players

Each time after another player uses the “Sow and/or Bake Bread” action space, you get a “Sow” action.

Puppeteer (C152)

4–5 players

Each time another player uses the “Traveling Players” accumulation space, you can pay them 1 food to play an occupation, without paying an occupation cost.

Pattern Maker (C153*)

4–5 players

Each time another player renovates, you can exchange exactly 2 wood for 1 grain, 1 food, and 1 bonus point.

Twin Researcher (C154)

4–5 players

Each time you use one of two accumulation spaces for the same type of good containing exactly the same number of goods, you can also buy 1 bonus point for 1 food.

Food Distributor (C155)

4–5 players

When you play this card, you immediately get 1 grain and, at the start of this returning home phase, an amount of food equal to the number of occupied action space cards (round cards 1-14).

Hoof Caregiver (C156)

4–5 players

Immediately add 1 cattle from the general supply to the “Take 1 Cattle” accumulation space. Afterward, you get 1 grain plus 1 food for each cattle on the “Take 1 Cattle” space.

  1. X cattle give X grain + X food.

Resource Analyzer (C157)

4–5 players

Before the start of each round, if you have more building resources than all players of at least two types, you get 1 food.

Forest Campaigner (C158)

4–5 players

Each time before you place a person, if there are at least 8 wood total on accumulation spaces, you get 1 food.

Fisherman’s Friend (C159)

4–5 players

At the start of each round, if there is more food on the “Traveling Players” than on the “Fishing” accumulation space, you get the difference from the general supply.

Outrider (C160)

4–5 players

Each time before you use the action space on the most recently revealed action space card (after it has been placed on the round space), you get 1 grain.

Potato Digger (C161)

4–5 players

When you play this card, if you have at least 2/4/5 unplanted field tiles, you immediately get 1/2/3 vegetables.

Forest Owner (C162)

4–5 players

This card is an action space for all. If another player uses it, they get 3 wood and must give you 1 wood from the general supply. If you use it, you get 4 wood.

Material Deliveryman (C163)

4–5 players

Each time any player takes 5/6/7/8+ goods from an accumulation space, you get 1 wood/clay/reed/stone from the general supply.

German Heath Keeper (C164)

4–5 players

Each time any player (including you) uses the “Take 1 Wild Boar” accumulation space, you get 1 sheep from the general supply.

Game Catcher (C165)

4–5 players

When you play this card, pay 1 food for each remaining harvest to immediately get 1 cattle and 1 wild boar.

  1. If you are forced to play this card (e.g. with Paper Knife A003) and can’t afford the extra cost, then it may not be played and is removed from the game.
  2. If played during a harvest (e.g. with Begging Student D097), the current harvest does not add to the cost.

Cattle Whisperer (C166*)

4–5 players

Add 5 and 8 to the current round and place 1 cattle on each corresponding round space. At the start of these rounds, you get the cattle.

Cattle Buyer (C167*)

4–5 players

Each time another player uses the “Fencing” action space, you can buy exactly 1 sheep/wild boar/cattle from the general supply for 1/2/2 food.

Animal Catcher (C168)

4–5 players

Each time you use the “Day Laborer” action space, instead of 2 food, you can get 3 different animals from the general supply. If you do, you must pay 1 food for each harvest left to play.

  1. (FotM) You can get 2 different animals (including horse) from the general supply and usable 3 times during the game.

Fast Mason (C169*)

5–6 players

Immediately after each time you use a clay/stone accumulation space, you can renovate your house to clay/stone without paying reed.

Amateur Fencer (C170*)

5–6 players

When you play this card, if you have no pastures yet, you can immediately fence exactly 1 space in your farmyard without paying wood for the fences.

Young Artist (C171*)

5–6 players

In the returning home phase of each round, you can pay 1 food to either take a “Minor Improvement” action or to draw 2 new minor improvements.

Field Counter (C172*)

5–6 players

Each time another player plows a field, place 1 food on this card. Once this game, you can turn this card face down to get the food on it.

Top-Outer (C173*)

5–6 players

Each time the “House Building” action space on the game board extension is used, you get all of the food from the ”Traveling Players” accumulation space.

Stone Custodian (C174*)

5–6 players

At the end of each work phase, if 1 stone accumulation space has stone left, you get 1 grain. If 2 stone accumulation spaces have stone left, you get 1 vegetable instead.

Village Teacher (C175*)

5–6 players

Immediately after each time you use a ”Lessons” action space, if this is the 1st/2nd/3rd occupied Lessons action space that round, you get 1 food/grain/vegetable.

Cleanacre (C176*)

5–6 players

Each time you use the “Farmland”, “Cultivation’, or “Farming Supplies” action (the latter only being available with 6 players), you also get 2 clay.

Top-Outer (C177*)

5–6 players

Each time the “House Building” action space on the game board extension is used, you get all of the food from the ”Traveling Players” accumulation space.

Stone Custodian (C178*)

5–6 players

At the end of each work phase, if 1 stone accumulation space has stone left, you get 1 grain. If 2 stone accumulation spaces have stone left, you get 1 vegetable instead.

Village Teacher (C179*)

5–6 players

Immediately after each time you use a ”Lessons” action space, if this is the 1st/2nd/3rd occupied Lessons action space that round, you get 1 food/grain/vegetable.

Cleanacre (C180*)

5–6 players

Each time you use the “Farmland”, “Cultivation’, or “Farming Supplies” action (the latter only being available with 6 players), you also get 2 clay.

Reader (D085)

1–5 players

As soon as you have 6 occupations in front of you (including this one), this card provides room for one person. In the draft variant, you need 7 occupations to play this.

Sheep Agent (D086)

1–5 players

You can keep 1 sheep on each occupation card in front of you (including this one), unless it is already able to hold animals.

Master Builder (D087*)

1–5 players

Once your house has at least 5 rooms, at any time, but only once this game, you can add another room at no cost.

Millwright (D088)

1–5 players

You immediately get 1 grain. Each time you build fences, stables, and rooms, or renovate your house, you can replace up to 2 building resources of any type with 1 grain each.

  1. Allows 1 or 2 substitutions per type of thing built.
  2. Common misread is to forget the last “each”.

Stablehand (D089)

1–5 players

Each time you build at least 1 fence, you can also build a stable without paying wood for the stable.

  1. Same additional rules as Stablehand E207.

Plow Maker (D090*)

1–5 players

Each time you use the “Farmland” or “Cultivation” action space, you can pay 1 food to plow 1 additional field.

Plowman (D091*)

1–5 players

Add 4, 7, and 10 to the current round and place a field tile on each corresponding round space. At the start of these rounds, you can plow the field for 1 food.

Child Ombudsman (D092)

1–5 players

From round 5 on, if you have room in your house, at the end of each person action, you can take a “Family Growth” action with that person. If you do, you get 2 negative points.

  1. (FotM) You get 1 negative point.

Sheep Inspector (D093)

1–5 players

Once per work phase, after you complete a person action, you can pay 1 sheep and 2 food to return another person you placed home.)

  1. You return a different person, not the one you just played.
  2. (FotM) Usable up to a maximum of 5 times during the game.

Henpecked Husband (D094)

1–5 players

Each time you take a “Build Rooms” action with the second person you place, return the first person you placed home, unless it is on the “Meeting Place” action space.

Site Manager (D095)

1–5 players

When you play this card, immediately build a major improvement. When paying its cost, you can replace up to 1 building resource of each type with 1 food each.

Furnisher (D096*)

1–5 players

When you play this card, you immediately get 2 wood. After each new room you build, you can build or play 1 improvement for 1 wood less.

  1. The improvement does not need to cost any wood.

Begging Student (D097*)

1–5 players

When you play this card, you must immediately take 1 begging marker. At the start of each harvest, you can play 1 occupation without paying an occupation cost.

Transactor (D098*)

1–5 players

Immediately before the final harvest at the end of round 14, you can take all the building resources that are left on the entire game board.

Earthenware Potter (D099)

1–5 players

If you play this card in round 4 or before, after the final harvest, you get 1 bonus point for each person for which you then pay 1 clay.

  1. (FotM) Up to a maximum of 4 bonus points.

Lord of the Manor (D100)

1–5 players

During scoring, you get 1 bonus point for each scoring category in which you score the maximum 4 points. (The bonus point is also awarded for 4 fenced stables.)

  1. Same additional rules as Lord of the Manor E189.

Sugar Baker (D101*)

1–5 players

Each time after you use the “Grain Utilization” action space, you can buy 1 bonus point for 1 food. Place the food on the action space (for the next visitor).

  1. f this card is played by using the “Grain Utilization” space (e.g. with Freshman A097), you may not immediately use this card.
  2. (FotM) Up to a maximum of 3 bonus points.

Sample Stable Maker (D102)

1–5 players

At the start of each returning home phase, you can return a built stable to your supply to get 1 wood, 1 grain, 1 food, and a “Minor Improvement” action.

Canal Boatman (D103)

1–5 players

Each time you use “Fishing” or “Reed Bank” action space, you can pay 1 food to immediately place another person on this card. If you do, you get your choice of 3 stone or 1 grain plus 1 vegetable.

  1. The choices are (3 stone) or (grain+vegetable).
  2. (FotM) You can place another person on this card during the round. You receive either 1 stone and 1 vegetable or 1 stone and 1 grain or 1 grain and 1 vegetable.

Cultivator (D104*)

1–5 players

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

  1. (FotM) Does not trigger with “Slash and Burn” special action.

Sculptor (D105)

1–5 players

Each time you use a clay accumulation space, you also get 1 food. Each time you use a stone accumulation space, you also get 1 grain.

Whisky Distiller (D106)

1–5 players

At any time, you can pay 1 grain. If you do, add 2 to the current round and place 4 food on the corresponding round space. At the start of that round, you get the food.

  1. (FotM) Up to a maximum of 4 grains.

Bellfounder (D107*)

1–5 players

In the returning home phase of each round, if you have at least 1 clay, you can use this card to discard all of your clay and get your choice of 3 food or 1 bonus point.

  1. (FotM) Up to a maximum of 3 bonus points and 18 food.

Stone Carver (D108*)

1–5 players

Each harvest, you can use this card to turn exactly 1 stone into 3 food.

Sowing Master (D109)

1–5 players

When you play this card, you immediately get 1 wood. Each time after you use an action space with the “Sow” action, you get 2 food.

Fish Farmer (D110)

1–5 players

Each time there is 1/2/3+ food on the “Fishing” accumulation space, you get an additional 2 food on “Reed Bank” / “Clay Pit” / “Grove” accumulation spaces.

  1. ERRATA: “Grove” should be “Forest”.

Interior Decorator (D111*)

1–5 players

Each time you renovate, place 1 food on each of the next 6 round spaces. At the start of these rounds, you get the food.

Young Farmer (D112)

1–5 players

Each time you use the “Major Improvement” action space, you also get 1 grain and, afterward, you can take a “Sow” action.

Food Merchant (D113)

1–5 players

For each grain you harvest from a field, you can buy 1 vegetable for 3 food. If you harvest the last grain from a field, the vegetable costs you only 2 food.

  1. (FotM) Up to a maximum of 5 vegetables.

Seed Trader (D114*)

1–5 players

Place 2 grain and 2 vegetables on this card. You can buy them at any time. Each grain costs 2 food; each vegetable costs 3 food.

Fodder Planter (D115*)

1–5 players

In the breeding phase of each harvest, for each newborn animal you get, you can sow crops in exactly 1 field.

  1. You may not plant onto Wood Field D075 this way.
  2. (FotM) Except newborn horse.

Tree Inspector (D116)

1–5 players

This card is a “1 Wood” accumulation space for you only. Each time the newly revealed action space card is a “Quarry” accumulation space, you must discard all wood from this card.

Wood Expert (D117)

1–5 players

When you play this card, you immediately get 2 wood. Each improvement costs you up to 2 wood less, if you pay 1 food instead.

Bonehead (D118*)

1–5 players

When you play this card, immediately place 6 wood on it. Immediately after each time you play a card from your hand, including this one, you get 1 wood from this card.

Wood Barterer (D119*)

1–5 players

Each time before you use an action space with a “Build Fences” or “Build Rooms” action, you can choose to either get 2 wood or exchange up to 2 wood for 1 reed each.

Clay Deliveryman (D120*)

1–5 players

Place 1 clay on each remaining space for rounds 6 to 14. At the start of these rounds, you get the clay.

Clay Plasterer (D121*)

1–5 players

Renovating to clay only costs you exactly 1 clay and 1 reed. Each clay room only costs you 3 clay and 2 reed to build.

Clay Seller (D122)

1–5 players

When you play this card, you immediately get 2 clay. At any time, but only once per round, you can buy 2 clay for 2 food.

Renovation Preparer (D123)

1–5 players

For each new wood/clay room you build, you get 2 clay/2 stone.

Emissary (D124)

1–5 players

At any time, you can place a good from your supply on this card to get 1 stone. You must place different goods on this card. (Food is also considered a good.)

  1. (FotM) In each even-numbered round space, you can place 1 good from your supply on this card to get 1 stone.

Forest Trader (D125)

1–5 players

Each time you use a wood or clay accumulation space, you can also buy exactly 1 building resource. Wood, clay, and reed cost 1 food each; stone costs 2 food.

  1. (FotM) Up to a maximum of 5 stone.

Field Cultivator (D126)

1–5 players

Pile 1 wood, 1 clay, 1 reed, 1 stone, 1 reed, 1 clay, and 1 wood on this card. Each time you harvest a field tile, you can also take the top good from the pile.

Hardworking Man (D127)

3–5 players

This card is an action space for you only. If each other player has more rooms than you, it provides the “Day Laborer”, “Build Rooms”, and “Major Improvement” actions (all three).

Building Tycoon (D128)

1–5 players

Each time after another player builds 1 or more rooms, you can give them 1 food to build exactly 1 room yourself. (You must pay the building cost of the room.)

  1. Same additional rules as Building Tycoon Ö07.

Lumber Virtuoso (D129)

3–5 players

Each harvest in which you have at least 5 wood in your supply, you can discard down to 5 wood to take a “Build Stables” or “Build Wood Rooms” action by paying the usual costs.

Recreational Carpenter (D130)

3–5 players

At the end of each work phase in which you did not use the “Meeting Place” action space, you can take a “Build Rooms” action without placing a person.

Craftsmanship Promoter (D131)

3–5 players

When you play this card, you immediately get 1 stone. You can build any of the major improvements in the bottom row of the supply board even when taking a “Minor Improvement” action.

Hide Farmer (D132*)

3–5 players

During scoring, you can pay 1 food each for any number of unused farmyard spaces. You do not lose points for these spaces.

Beer Tent Operator (D133)

3–5 players

In the feeding phase of each harvest, you can use this card to turn 1 wood plus 1 grain into 1 bonus point and 2 food.

  1. (FotM) Up to a maximum of 4 bonus points.

Oyster Eater (D134)

3–5 players

Each time the “Fishing” accumulation space is used, you get 1 bonus point and must skip placing your next person that round. (You can place the person on a later turn.)

Gardening Head Official (D135)

3–5 players

If there are still 3/6/9 complete rounds left to play, you immediately get 2/3/4 wood. During scoring, each player with the most vegetables in their fields gets 2 bonus points.

Animal Activist (D136)

3–5 players

If there are still 3/6/9 complete rounds left to play, you immediately get 2/3/4 wood. During scoring, each player with the most fenced stables gets 2 bonus points.

Trade Teacher (D137)

3–5 players

Each time after you use a “Lessons” action space, you can buy up to 2 different goods: grain, stone, sheep, and wild boar for 1 food each; cattle and vegetable for 2 food each.

  1. This effect may not be immediately triggered.
  2. (FotM) You can buy only 1 good.

Pet Lover (D138)

3–5 players

Each time you use an accumulation space providing exactly 1 animal, you can leave it on the space and get one from the general supply instead, as well as 3 food and 1 grain.

  1. You may use the Animal Dealer A147 to acquire a second animal of the taken type.

Chairman (D139)

3–5 players

Each time another player uses the “Meeting Place” action space, both they and you get 1 food (before taking the actions). If you use it, you get 1 food.

Loudmouth (D140)

3–5 players

Each time you take at least 4 building resources or 4 animals from an accumulation space, you also get 1 food.

Seed Seller (D141*)

3–5 players

When you play this card, you immediately get 1 grain. Each time you use the “Grain Seeds” action space, you get 1 additional grain.

Potato Planter (D142)

3–5 players

At the end of each work phase in which you occupy the “Clay Pit” or “Reed Bank” accumulation space while the respective other is unoccupied, you get 1 vegetable.

Tree Cutter (D143)

3–5 players

Each time you use an accumulation space providing at least 3 goods of the same type except wood, you get 1 additional wood. (Food is also considered a good.)

Water Worker (D144)

1–5 players

Each time after you use the “Fishing” accumulation space or one of the three orthogonally adjacent actions spaces, you get 1 additional reed.

Roof Examiner (D145)

3–5 players

When you play this card, if you have 1/2/3/4 major improvements, you immediately get 2/3/4/5 reed.

Porter (D146*)

3–5 players

Each time you take at least 4 of the same building resource from an accumulation space, you get 1 additional building resource of the accumulating type and 1 food.

Trap Builder (D147)

3–5 players

Each time you use the “Day Laborer” action space, place 1 food, 1 food, and 1 wild boar on the next 3 round spaces, respectively. At the start of these rounds, you get the good.

Domestician Expert (D148)

4–5 players

You can keep 2 sheep on the border between each pair of orthogonally adjacent rooms.

  1. Milking Place D012 negates this card’s effect.
  2. These animals are not considered in home.

Casual Worker (D149)

4–5 players

Each time another player uses a “Quarry” accumulation space, you can choose to get 1 food or build a stable without paying wood.

Godly Spouse (D150)

4–5 players

Each time you take a “Family Growth” action with the second person you place in a round, return the first person you placed home.

Spin Doctor (D151)

4–5 players

Immediately after each time you use the “Traveling Players” accumulation space, you can place another person on an action space of your choice, regardless whether or not the action space is occupied.

Patron (D152*)

4–5 players

Immediately before each time you play an occupation after this one (even before paying the occupation cost), you get 2 food.

Wealthy Man (D153)

4–5 players

At the start of each of the 1st/2nd/3rd/4th/5th/6th harvest, if you have at least 1/2/3/4/5/6 grain fields, you get 1 bonus point.

  1. (FotM) Up to a maximum of 4 bonus points.

Chimney Sweep (D154)

1–5 players

Renovating to stone costs you 2 stone less. During scoring, you get 1 bonus point for each other player living in a stone house.

Ebonist (D155)

4–5 players

Each harvest, you can use this card to turn exactly 1 wood into 1 food and 1 grain.

Retail Dealer (D156)

4–5 players

Place 3 grain and 3 food on this card. Each time you use the “Resource Market” action space, you also get 1 grain and 1 food from this card.

Party Organizer (D157)

4–5 players

As soon as the next player but you gains their 5th person, you immediately get 8 food (not retroactively). During scoring, if only you have 5 people, you get 3 bonus points.

Bean Counter (D158*)

4–5 players

Each time you use an action space on round spaces 1 to 8, place 1 food on this card. Each time this card has 3 food on it, move the food to your supply.

Reed Seller (D159)

4–5 players

At any time, you can turn 1 reed into 3 food. Any other player can prevent this by buying the reed for 2 food from you. If multiple players are interested, choose one.

  1. (FotM) Up to a maximum of 8 reed during the game.

Midwife (D160)

4–5 players

Each time another player uses the first person they place in a round to take a “Family Growth” action, you get 1 grain from the general supply.

Cabbage Buyer (D161)

4–5 players

Each time any player (including you) renovates and then builds no / 1 minor / 1 major improvement, you can buy 1 vegetable for 3/2/1 food.

Clay Firer (D162*)

4–5 players

When you play this card, you immediately get 2 clay. At any time, you can turn clay into stone: you get 1 stone for 2 clay, and 2 stone for 3 clay.

Journeyman Bricklayer (D163)

4–5 players

When you play this card, you immediately get 2 stone. Each time another player renovates to stone or build a stone room, you get 1 stone.

Pet Grower (D164)

4–5 players

Each time you use an animal accumulation space, if afterward you have no animal in your house, you also get 1 sheep.

Pig Stalker (D165)

4–5 players

Each time you use an animal accumulation space, if you occupy either the action space immediately above or below that accumulation space, you also get 1 wild boar.

Stable Milker (D166)

4–5 players

Each time you build at least 2 stables on the same turn, you also get 1 cattle.

Pure Breeder (D167)

4–5 players

You immediately get 1 wood. After each round that does not end with a harvest, you can breed exactly one type of animal. (This is not considered a breeding phase.)

  1. (FotM) Except horse.

Stockman (D168*)

4–5 players

When you build your 2nd/3rd/4th stable, you immediately get 1 cattle/wild boar/sheep, even if built on the same turn (but not retroactively).

Plowsmith (D169*)

5–6 players

Each time another player takes at least 4 wood from an accumulation space, you can immediately pay 1 food to plow 1 field.

Fold Builder (D170*)

5–6 players

This card is an action space for all. It provides a “Build Fences” action and then 1 sheep. If another player uses it, they must first pay you 1 food.

Senior Teacher (D171*)

5–6 players

Each time another player pays food on a “Lessons” action space, you get exactly 1 of that food.

Putcher Maker (D172*)

5–6 players

At any time, you can exchange 1 reed for 2 food.

Town Clerk (D173*)

5–6 players

Each time a major improvement is built, place 1 food on this card. Once this game, you can turn this card face down to get the food on it.

Loess Gardener (D174*)

5–6 players

Each time you use the “Clay Pit” accumulation space, you can also buy 1 vegetable for 1 food.

Countryman (D175*)

5–6 players

Each time any player (including you) takes a “Renovation” action on an action space, you can sow crops in exactly 1 field.

Woodshacker (D176*)

5–6 players

In the work phase of each round, the first and the second time you use a wood accumulation space, you also get 1 and 2 clay respectively.

Graduate (D177*)

5–6 players

When you play this card you immediately pay 1 food. If you do, you get 2 stone and 2 reed.

Substitute Teacher (D178*)

5–6 players

Each time all three “Lessons” action spaces are occupied, you can use this card with a person to get your choice of 1 building resource or 1 crop of each type.

  1. Receive wood+clay+stone+reed, or grain+vegetable.

Bullcatcher (D179*)

5–6 players

When both action spaces on round spaces 3 and 6 are occupied, you can use this card with a person to get 1 cattle and 2 food.

Minors

Field (E11)

Cost 1F.

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.

  1. You may not use a plough or the Harrow I68 when you play this card.
  2. In a solo game, this card is removed from the game after you play it.

Fishing Rod (E12)

Cost 1W.

Whenever you use the “Fishing” action space, you receive 1 additional food. From round 8 onwards, you receive 2 additional food.

Axe (E13)

Cost 1W 1S.

Whenever you add a room to your wooden hut, you only pay 2 wood and 2 reed.

  1. If you build more than one room, you can use the Axe for each room.
  2. This card sets a new base cost for a room. If you also have another card that sets a new base cost (e.g. Carpenter E218), you may only use one such card at the same time. If you build more than one room, you can choose the same or a different card for each room.
  3. After you’ve used the Axe, you may then also use any card that changes the cost of a room (e.g. Clay Roof E36, Ladder I91, Stonecutter E211, and Wood Carver K301).

Baker’s Oven (E14)

3VP. Return 1 oven.

Whenever you use the “Bake bread” a bread baking action, 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 take the “Bake bread” action bake bread immediately.

  1. 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.
  2. Is both an oven and a baking improvement.
  3. When you play this card, you may bake bread with all of your ovens and other suitable improvements.
  4. (FotM) After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Baking Tray (E15)

Cost 1W.

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.

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.

  1. In a solo game, this card is removed from the game after you play it.

Windmill (E17)

2VP. Cost 3W 1S.

At any time, you can convert grain to 2 food (without having to bake bread).

  1. Using the Windmill does not count as baking.
  2. 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 (E18)

1VP. Req 2 occ.

When you sow, you can plant vegetables on this card as though it were a field.

  1. Does not count as a field when scoring. Vegetables on this card do count for the score at the end of the game.
  2. When you sow on the Bean Field, you may use the Potato Dibber E32, Fieldsman I219, and Smallholder K286 to plant extra vegetables.
  3. If you have vegetable markers on the Bean Field, it counts as a prerequisite for the Herb Garden K130 and the Strawberry Patch I69.
  4. It is allowed to choose an action space with a sowing action, only to sow on the Bean Field.

Gypsy’s Crock (E19)

1VP. Cost 2C.

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.

  1. If you convert 4 goods at once, you receive 2 additional food; for 6 goods, 3 additional food, etc.
  2. Goods includes animals.
  3. Baking bread counts as converting goods to food.
  4. 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 (E20)

1VP. Cost 1C.

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 use the “Bake Bread’ a bread baking action, you may convert: grain → 2 food.

  1. 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.
  2. Is removed from the game when upgraded to a Cooking Hearth.
  3. You can own more than one Fireplace.
  4. 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.
  5. Is a cooking improvement and a baking improvement, but not an oven.
  6. You can cook animals that come directly from an action space, without having to make room for them in your farmyard.
  7. 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.
  8. (FotM) This card never counts as a major improvement.

Half-timbered House (E21)

Cost 1W 1C 1R 2S.

At the end of the game, you receive 1 bonus point for each room in your stone house.

  1. In total, you receive 3 points instead of 2 per room.
  2. If you do not renovate to a stone house, or if you have also played the Mansion K144, there is no advantage.
  3. The Half-timbered House’s bonus points are in addition to the extra points from the Chief E172

Raft (E22)

1VP. Cost 2W.

Whenever you use the “Fishing” action space, you receive an additional 1 food or 1 reed.

Manger (E23)

Cost 2W.

At the end of the game, if your pastures occupy 6/7/8/9+ farmyard spaces, you receive 1/2/3/4 bonus points.

  1. The deciding factor is the number of fenced spaces in the farmyard. It is irrelevant how many pastures there are.

Animal Pen (E24)

1VP. Cost 2W. Req 4 occ.

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.

  1. If you convert several vegetables to food at the same time, you receive 1 food for each vegetable.
  2. Is not activated when you use a Cookhouse M013/014, Open Grill M028, or any other improvement, or when you convert vegetables to 1 food without an improvement.

Plane (E26)

Cost 1W.

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 (E27)

2VP. Cost 3W 1S.

Whenever you use the “Bake bread” a bread baking action, you can use the Wood-fired Oven to turn any number of grain into 3 food each. When you play this card, you can also take the “Bake bread” action bake bread immediately.

  1. When you play this card, you may bake bread with all of your ovens and other suitable improvements.
  2. Is an oven.

Clogs (E28)

Cost 1W.

At the end of the game, you receive 1 bonus point for a clay hut, or 2 bonus points for a stone house.

  1. This card is worth 2 points even if you receive bonus points for the Half-timbered House E21 or the Mansion K144.
  2. If you have the Chief’s Daughter E173 as well, you get points for both cards.

Shepherd’s Pipe (E29)

Req 1 sheep.

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.

  1. 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.
  2. Also increases the capacity of the Animal Yard E58 and the Wildlife Reserve I102.

Canoe (E30)

1VP. Cost 2W. Req 2 occ.

Whenever you use the “Fishing” action space, you receive an additional 1 Food and 1 Reed.

Carp Pond (E31)

1VP. Req 2 imp 1 occ.

Place 1 food on each remaining odd-numbered round space. At the start of these rounds, you receive the food.

  1. Only improvements and occupations that are open in front of you count.

Potato Dibber (E32)

Cost 1W.

Whenever you sow fields with vegetables, place 1 additional vegetable from the general supply on each field that you Sow newly sown stack of vegetables.

  1. Additional vegetables are also placed on Bean Field E18, Turnip Field K137 and Lettuce Patch E47.

Ceramics (E33)

Cost 1C. Req 1 oven.

When you play this card, you receive 2 food. From now, the Pottery A8 is a minor improvement for you and costs you nothing.

  1. 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.
  2. The Pottery still counts as major improvement as well, e.g. for Nosebag M022 or Administration M070.

Basket (E34)

Cost 1R.

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.

  1. If you also have the Mushroom Collector E196, you can use both cards to leave 3 wood to receive 5 food.
  2. You may use this card only once per action.
  3. 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.
  4. 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 if you receive additional wood from e.g. the Wood Cart.

Corn Scoop (E35)

Cost 1W.

Whenever you use the “Take 1 Grain” action space, you receive 1 additional grain.

Clay Roof (E36)

1VP. Req 1 occ.

You can replace 1 or 2 Reed with the same amount of clay whenever you extend or renovate your home.

  1. When building a room, you may choose to use 1 Reed and 1 Clay instead of the 2 Reed required.
  2. Can be used for every room you build, if you build more than 1 room.
  3. 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 (E37)

Cost 2W.

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.

  1. 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.
  2. This card sets a new base cost for a room. If you also have another card that sets a new base cost (e.g. Clay Plasterer I241 or Carpenter E218), you may only use one such card at the same time. If you build more than one room, you can choose the same or a different card for each room.
  3. After you’ve used the Carpenter, you may then also use any card that changes the cost of a room (e.g. Clay Roof E36, Ladder I91, and Bricklayer I243).

Madonna Statue (E38)

2VP. Return 2 impr.

The Madonna Statue has no effect.

  1. You must discard 2 improvements that are on the table in front of you. You may not discard cards from your hand.
  2. It is irrelevant whether you discard major or minor improvements.
  3. If a discarded improvement would have given you something (resources, food, etc.) in a later round, you lose that claim.
  4. 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 (E39)

Cost 1 Grain.

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.

  1. The grain that you pay to play this card may not come from a field.
  2. Activates the Market Woman K292 when played, but not the Pieceworker K268.
  3. You may not play this card without grain in your personal supply — not even in combination with the Market Woman.
  4. In a solo game, this card is removed from the game after you play it.

Mini Pasture (E40)

Cost 2F.

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.

  1. You do not need to pay wood for the fences.
  2. Activates the Hedge Keeper E175, Farmer E160, Stablehand E207 and Animal Breeder K307 when played.
  3. The space must be unfenced before playing this card. It may contain a stable.
  4. 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.
  5. In a solo game, this card is removed from the game after you play it.

Millstone (E41)

Cost 1S.

Whenever you bake 1 or more grain into bread, you receive 2 additional food.

  1. With the Baker E150, you receive at most 2 additional food from the Millstone in each harvest.
  2. Is activated when you use a baking improvement (with the “baking” symbol) to convert grain to food.
  3. Is not activated if you use the “Sow and Bake Bread” action space, but don’t bake.
  4. 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 (E42)

Cost 1W or 1C.

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.

  1. In a solo game, this card is removed from the game after you play it.

Fruit Tree (E43)

1VP. Req 3 occ.

Place 1 food on each remaining round space for rounds 8 to

  1. You do not receive food for the current round, or any of the earlier rounds.

Outhouse (E44)

2VP. Cost 1W 1C.

The Outhouse has no effect. You can only build it if at least one other player has fewer than 2 occupations.

  1. It is irrelevant how many occupations you have played yourself.
  2. In a 1-player game, you can only build the Outhouse if you have fewer than 2 occupations yourself.
  3. The Academic counts as 2 occupations.

Private Forest (E45)

Cost 2F.

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

Sack Cart (E46)

Cost 2W. Req 2 occ.

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

  1. You do not receive grain for the current round, or any of the earlier rounds.

Lettuce Patch (E47)

1VP. Req 3 occ.

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.

  1. Does not count as a field when scoring. Vegetables on this card do count for the score at the end of the game.
  2. 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.
  3. When you sow on the Lettuce Patch, you may use the Potato Dibber E32, Fieldsman I219, and Smallholder K286 to plant extra vegetables.
  4. If you have vegetable markers on the Lettuce Patch, it counts as a prerequisite for the Herb Garden K130 and the Strawberry Patch I69.
  5. Using the Lettuce Patch to convert a vegetable to food does not activate the Spices E25.
  6. It is allowed to choose an action space with a sowing action, only to sow on the Lettuce Patch.

Reed Pond (E48)

1VP. Req 3 occ.

Place 1 reed each on the next 3 remaining round spaces. At the start of each round, you receive the reed.

Writing Desk (E49)

1VP. Cost 1W. Req 2 occ.

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.

  1. You pay the normal cost for the first occupation.
  2. If you also have the Bookshelf K112 and/or the Patron E192, you receive food for both occupations that you play.
  3. 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.
  4. Is not activated when you don’t use an action space to play an occupation (e.g. using the Scholar K279 or Puppeteer I249).

Builder’s Trowel (E50)

Cost 1W.

You can renovate your wooden hut to a clay hut at any time without using a “Renovate” action.

  1. You must still pay for the renovation.
  2. 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.
  3. 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 (E51)

Cost 1W.

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.

Stable (E52)

Cost 1W.

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.

  1. In a solo game, this card is removed from the game after you play it.

Butter Churn (E53)

Cost 2W.

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.

Quarry (E54)

2VP. Req 4 occ.

Whenever you use the “Day Labourer” action space, you receive an additional 3 stone.

  1. (FotM) You receive an additional 2 stone.

Stone House Extension (E55)

Cost 1R 3S.

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.

  1. The new room is free. You only have to pay the costs of this minor improvement.
  2. Cards that change the costs of minor improvements, such as Golden Hands CZ13, can be used to change the cost of the Stone House Extension. Cards that change the costs of a new room, such as Ladder I91 or Frame Builder K272, cannot be used to change its cost.
  3. Playing the Stone House Extension counts as building a room, and activates e.g. the Wet Nurse K270.
  4. In a solo game, this card is removed from the game after you play it.

Stone Tongs (E56)

Cost 1W.

Whenever you use one of the “1 Stone” action spaces that become available in rounds 5–7 and 10–11, you receive 1 additional stone.

Dovecote (E57)

2VP. Cost 2S.

Place 1 food on each remaining space for rounds 10 to 14. At the start of these rounds, you receive the food.

  1. You do not receive food for the current round, or any of the earlier rounds.

Animal Yard (E58)

1VP. Cost 2W. Req 1 occ.

This card can hold up to two animals of your choice. They need not be the same type of animal.

  1. Does not count as a pasture for scoring.
  2. You do not receive animals from the general supply when you play this card.
  3. The capacity of the Animal Yard is increased by the Drinking Trough E59.
  4. If you also have the Shepherd’s Pipe E29, you can keep 4 sheep or up to 3 sheep and 1 other animal on the Animal Yard.

Drinking Trough (E59)

1VP. Cost 2W.

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

  1. Does not increase the capacity of an unfenced stable.
  2. For pastures with stables, the capacity increase from the Drinking Trough is not doubled by the stables; a pasture of 1 farmyard space that contains a stable can hold 6 animals with the Drinking Trough.
  3. Also increases the capacity of the Animal Yard E58 and the Wildlife Reserve I102.

Cattle Market (E60)

Cost 1 sheep.

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.

  1. The cattle may be immediately converted to food with a cooking improvement, Butcher I247 or Meat Seller E162.
  2. In a solo game, this card is removed from the game after you play it.

Riding Plough (E61)

Cost 4W. Req 3 occ.

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.

  1. You may choose to plough only 2 fields instead of 3 at once.
  2. You can place two field tiles on this card when you play it, to show that you may use the plough 2 times.
  3. This is a plough. Each time you use a ploughing action space, you may only use one card out of the ploughs and the Harrow I68.

Turnwrest Plough (E62)

Cost 3W. Req 2 occ.

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.

  1. You may choose to plough only 2 fields instead of 3 at once.
  2. You can place 1 field tile on this card when you play it, to show that you may use the plough 1 more time.
  3. This is a plough. Each time you use a ploughing action space, you may only use one card out of the ploughs and the Harrow I68.

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.

  1. You may use this card only once per harvest.

Moldboard Plough (I63)

Cost 2W. Req 1 occ.

Twice during the game, when you use the “Plough 1 Field” action space, you may plough 2 fields instead of 1.

  1. Is not activated when you use the “Plough Field and Sow” action space.
  2. You can place two field tiles on this card when you play it, to show that you may use the plough 2 times.
  3. This is a plough. Each time you use the “Plough 1 Field” action space, you may only use one card out of the ploughs and the Harrow I68.

Alms (I64)

Req no occ.

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.

  1. The current round is not a “completed” round, not even if this card is played in the last action of the round.
  2. In a solo game, this card is removed from the game after you play it.

Baker’s Kitchen (I65)

4VP. Cost 2S. Return oven.

Whenever you use a bread baking action, 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 .

  1. Is a baking improvement, but not an oven. It may not be upgraded to a Bakehouse K106.
  2. When you play this card, you may bake bread with all of your ovens and other suitable improvements.
  3. (FotM) After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Village Well (I66)

5VP. Return Well.

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

  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.
  2. 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.
  3. (FotM) After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Threshing Board (I67)

1VP. Cost 2W. Req 2 occ.

Whenever you use the “Plough 1 Field” or “Plough Field and Sow” action spaces, you can additionally bake bread.

Harrow (I68)

Cost 2W.

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.

  1. Other players that use the Harrow may only plough 2 fields at once if they use one of the ploughing action spaces.
  2. The Harrow may not be combined with any of the ploughs.
  3. You may not deny other players the right to use the Harrow.

Strawberry Patch (I69)

2VP. Req 2 veg fields.

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

  1. Vegetable fields are fields on which there is at least 1 vegetable marker. An empty, harvested field does not count as a vegetable field.
  2. 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.
  3. The Seed Trader Z332, Grocer E184, Giant Pumpkin Z323 and Pumpkin Seed Oil Z319 do not count as prerequisites.

Punner (I70)

Cost 1W.

Whenever another player uses the Harrow I68 or a plough, you can immediately plough 1 field as well.

  1. If you use the Harrow or a plough yourself, you do not get any advantage.
  2. If the other player does not plough more than 1 field on his action, you do not receive a field.

Holiday House (I71)

8VP. Cost 3W or 3C, 2R.

In round 14, you cannot place any people. Play this card at the latest during round 13.

  1. The effects of this card are not optional! Prepare to play two harvests in a row.
  2. This costs either 3 wood & 2 reeds or 3 clay & 2 reeds.
  3. You may not use the Clay Roof E36, Brushwood Roof K136 or Straw-thatched Roof I99 when building the Holiday House.
  4. 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).
  5. You may not place a guest in round 14 that you could otherwise have used.
  6. You do not get points for the Church Warden I227 if you have built the Holiday House.

Goose Pond (I72)

1VP. Req 3 occ.

Place 1 food each on the next 4 remaining round spaces. At the start of these rounds, you receive the food.

Guest (I73)

Cost 2F.

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.

  1. 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.
  2. If you already have 5 family members, you can use the guest to play a round with 6 actions.
  3. A guest is not counted in checking whether there is enough room in the hut or house.
  4. The action performed by a guest counts for the Church Warden I227.
  5. The guest does not need to be fed during harvest time.
  6. A guest does not count as family member in the final scoring, even if you use the guest in the last round.
  7. In a solo game, this card is removed from the game after you play it.
  8. You can play this card in round 14, but you cannot use the guest marker you receive and it does not count in scoring.

Grain Cart (I74)

Cost 2W. Req 2 occ.

Whenever you use the “Take 1 Grain” action space, you receive 2 additional grain.

Hand Mill (I75)

Cost 1S.

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.

  1. Using the Hand Mill does not count as baking.
  2. The grain that you want to convert into food may not be on fields; it must be taken from your personal supply.

Rake (I76)

Cost 1W.

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.

  1. Fields on cards, such as Bean Field E18 and Forester K278, do not count. Fields with more than one stack of grain because of the Scarecrow Z324 count as only 1 field.
  2. 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.
  3. If you played more than one of the listed improvements, you still need only 6 fields.

Shepherd’s Crook (I77)

Cost 1W.

Whenever you fence a new pasture that covers at least 4 farmyard spaces, you receive 2 sheep and place them in the new pasture.

  1. 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.
  2. If you fence 2 large pastures in one action, you receive 4 sheep.

Copse (I78)

1VP. Cost 2W. Req 1 occ.

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.

  1. The Copse does not count as a field when scoring.
  2. 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.
  3. The Smallholder K286 may not be used to plant extra wood.
  4. In each harvest, you take one wood from each of the stacks.
  5. It is allowed to choose an action space with a sowing action, only to sow wood on the Copse.
  6. 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.
  7. The Copse is not considered to be adjacent to any farmyard space or other card, regardless of its location, and does not benefit from the Planter Box I90.

Wood Cart (I79)

Cost 3W. Req 3 occ.

Whenever you use a person to take wood that is on an action space, you receive 2 additional wood.

  1. Is not activated when you use the “1 Reed, Stone, and Wood” action space in the 5-player game.
  2. 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 Cart on the action space to use another of those cards.

Spinney (I80)

1VP. Cost 1W. Req 3 occ.

Whenever another player uses the “3 Wood” action space, they must give you one of the wood.

  1. Is not activated when someone uses the “4 Wood” action space in the 5-player game.
  2. 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.
  3. You only get 1 wood, regardless of the amount of wood currently on the action space.
  4. The Spinney is activated before the other player’s Basket E34, Mushroom Collector E196, or Pig Catcher I253, or any player’s Wood Buyer I234.

Wooden Hut Extension (I81)

Cost 1R 5W.

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.

  1. The new room is free. You only have to pay the costs of this minor improvement.
  2. Cards that change the costs of minor improvements, such as Golden Hands CZ13, can be used to change the cost of the Wooden Hut Extension. Cards that change the costs of a new room, such as Ladder I91 or Frame Builder K272, cannot be used to change its cost.
  3. Playing the Wooden Hut Extension counts as building a room, and activates e.g. the Wet Nurse K270.
  4. When using the “Family Growth and Minor Improvement” action space, it is not possible to build this improvement first, and then use the new room to grow your family in.
  5. In a solo game, this card is removed from the game after you play it.

Wooden Crane (I82)

1VP. Cost 3W.

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.

  1. Is not activated when you use any other action space to take stone.

Wooden Path (I83)

Cost 1W.

The player with the most valuable street receives 2 bonus points when scoring.

  1. The Paved Road I94 is more valuable than the Clay Path I89, which is more valuable than this Wooden Path.
  2. 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 (I84)

1VP. Cost 2W or 2C, 1R.

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

  1. May be built with either 2 wood & 1 reeds or with 2 clay & 1 reeds.

Cooking Corner (I85)

3VP. Return 1 cooking hearth.

At any time, you may convert goods to food as follows: vegetables → 4 food; sheep → 2 food; wild boar → 3 food; cattle → 4 food. Whenever you use a bread baking action, you may convert: grain → 3 food.

  1. 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.
  2. Is a cooking improvement and a baking improvement, but not an oven.
  3. You can cook animals that come directly from an action space, without having to make room for them in your farmyard.
  4. 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.
  5. (FotM) After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Corn Storehouse (I86)

1VP. Cost 2W or 2C, 2R.

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.

  1. Is built with either 2 wood & 2 reeds or 2 clay & 2 reeds.
  2. Is used during the harvest at the same time as the Water Mill I103 and before the Harvest Helper I223.
  3. Activates the Field Worker I224 when used.
  4. The effect of the Corn Storehouse is optional. You may choose to sow fewer fields than you’re able to sow.
  5. You may use the Corn Storehouse to sow on the Acreage K105, but not on fields for other goods than wood (e.g. Copse I78 and Forester K278).
  6. Activates the Scarecrow Z324 when used, but not the Scythe G103.

Flagon (I87)

Cost 1C.

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.

  1. 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 (I88)

Cost 1R.

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.

  1. Is not activated when you use the “Sheep, Wild Boar, or Cattle” action space in the 5-player game.
  2. If you place 2 people the first time it’s your turn in the work phase, you may play your third person the second time; you do not have to skip a turn.
  3. You cannot place more than two people immediately after one another turn with the Lasso.
  4. If you have 4 or more people, you may use the Lasso more than once in the same round.
  5. You can use the animal action space with your first or second family member.
  6. When you play this card, you can immediately use it to place another family member on one of the three animal action spaces.
  7. Using the Lasso counts as two turns.

Clay Path (I89)

1VP. Cost 3 C.

The player with the most valuable street receives 2 bonus points when scoring.

  1. The Paved Road I94 is more valuable than this Clay Path, which is more valuable than the Wooden Path I83.
  2. 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).
  3. The bonus points are in addition to the 1 normal point you get for playing this card.

Planter Box (I90)

Req 2 occ.

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 extra grain on grain fields, and 1 extra vegetable on vegetable fields .

  1. Not optional; you must plant the extra grain and vegetables.
  2. 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.
  3. If a field contains 2 stacks because of the Scarecrow Z324, both stacks get an extra grain.
  4. Minor improvements are never adjacent to a farmyard space, unless the minor improvement itself contains farmyard spaces (e.g. Moor Enclosures M124). Improvements such as Acreage K105 and Copse I78 do not benefit from the Planter Box, not even from an improvement that is used as a room (e.g. Reed Hut K138).

Ladder (I91)

Cost 2W.

You need 1 less reed to extend or renovate your home or to build the Water Mill I103, Half-timbered House E21, Chicken Coop I84, Holiday House I71, Mansion K144, or Corn Storehouse I86.

  1. Can be used for every room you build, if you build more than 1 room.
  2. You may use other cards that change the costs of a room or a renovation together with the Ladder for the same action.
  3. 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 (I92)

Req 2 animals.

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.

  1. The effect of the Manure is optional, but if you harvest, you must harvest all of your fields.
  2. 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.
  3. Using the Manure activates the Corn Storehouse I86, Water Mill I103 (only for you), and GardenerI226, but not the Cube Cutter Z335.
  4. Improvements, such as the House Goat K120 and Horse K135, do not count as animals for the requirement to play this card.
  5. You also harvest the Copse I78, Forester K278, and Vineyard Ö21.

Milking Shed (I93)

2VP. Cost 3S 2C.

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.

  1. The total number of sheep and cattle is counted.
  2. Pets and live animals on improvement cards also counted. Animals on the Tanner K280 and the Taxidermist Z330 do not count.
  3. At harvest time, the Milking Shed is processed before the Spindle E51, Butter Churn E53, Milking Stool K133 and Loom K146.

Paved Road (I94)

2VP. Cost 5S.

The player with the most valuable street receives 2 Bonus points when scoring.

  1. This Paved Road is more valuable than the Clay Path I89, which is more valuable than the Wooden Path I83.
  2. 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).
  3. The bonus points are in addition to the 2 normal points you get for playing this card.

Fish Trap (I95)

Cost 1W.

Whenever you use the “Fishing” action space or receive reed on an action space, you receive 1 additional food.

  1. Is activated when you use an action space on which reed is placed each round. 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 CZ07.)
  2. Is activated by the action space “Take 1 Building Resource” in 3-player game if you take reed.
  3. Is also activated by the action space “1 Reed, Stone, and Wood” in 5-player game and the action space “1 Reed, Stone, and Food” in 4-player game.
  4. 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.
  5. Is not activated when you use the Net Fisherman I248 to collect the food from the “Fishing” action space.

Reed Exchange (I96)

Cost 2W or 2C.

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.

  1. You may not exchange 1 wood or 1 clay for only 1 reed, or exchange 1 wood and 1 clay for 2 reeds.
  2. Playing the Reed Exchange does not activate the Net Fisherman I248.
  3. In a solo game, this card is removed from the game after you play it.

Slaughterhouse (I97)

2VP. Cost 2S 2C.

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.

  1. If you convert an animal yourself, you receive no advantage.
  2. If both the Slaughterhouse and the Slaughterman K299 are on the table, the owners of these two cards feed their families in current turn order (which is the turn order of the next round).

Schnaps Distillery (I98)

2VP. Cost 1 veg 2S.

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.

  1. 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.
  2. Distilling schnaps does not count as baking and does not activate the Spices E25.

Straw-thatched Roof (I99)

1VP. Req 3 grain fields.

You no longer need reed when you extend or renovate your home.

  1. 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.
  2. 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 (I100)

2VP. Cost 2W 2S.

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.

  1. If another player uses the Tavern, you yourself do not receive anything from it.
  2. As on every other action space, at most one person may use the Tavern in each round.
  3. If you take this action yourself and you choose the bonus points, write them on the scoring pad.
  4. The Tavern counts as played improvement, e.g. for the Village Elder I221 or as prerequisite for the Carp Pond E31.

Animal Feed (I101)

Req 4 planted fields.

Immediately before scoring, you receive 1 additional animal of each type that you already have.

  1. This does not apply to the House Goat K120 and the Horse K135 minor improvement.
  2. (FotM) It does apply to horses (that are not minor improvements).
  3. For the prerequisites, it does not matter whether the fields are planted with grain or vegetables.
  4. 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.
  5. The Copse I78, Giant Pumpkin Z323, and Forester K278 do not count as prerequisites.
  6. You may return animals to the general supply in order to make room for the new arrivals.
  7. 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.
  8. If you also have played the Tenant Farmer E215, Animal Feed is used before returning the borrowed animals.

Wildlife Reserve (I102)

1VP. Cost 2W. Req 2 occ.

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

  1. Does not count as a pasture when scoring.
  2. The capacity of the Wildlife Reserve is increased by the Shepherd’s Pipe E29 and the Drinking Trough E59.

Water Mill (I103)

2VP. Cost 1W 2C 1R 2S.

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.

  1. Using the Water Mill does not count as baking.
  2. You may use the Water Mill yourself for free.
  3. 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 (I104)

Cost 3 grain.

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.

  1. The grain that you pay for the vegetables may not come from a field.
  2. Activates the Market Woman K292 when played, but not the Pieceworker K268.
  3. In a solo game, this card is removed from the game after you play it.

Clay Deposit (I337)

Req 3 occ.

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.

  1. If you use the Clay Deposit yourself, you do not need to have or to pay any food.
  2. The Clay Deposit counts as played improvement, e.g. for the Village Elder I221 or as prerequisite for the Carp Pond E31.

Acreage (K105)

Req 1 occ.

When you sow, you can plant grain on this card. There can be up to 2 stacks of grain on this card, as shown.

  1. This card does not count as a field when scoring.
  2. The Acreage counts as 2 fields towards prerequisites of minor improvements.
  3. You may choose to only sow one grain field on this card. You may then in a later sowing action sow another grain here.
  4. In each harvest, you take one grain from each of the stacks.
  5. 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.
  6. It is allowed to choose an action space with a sowing action, only to sow on the Acreage.
  7. The Acreage is not considered to be adjacent to any farmyard space or other card, regardless of its location, and does not benefit from the Planter Box I90.

Bakehouse (K106)

5VP. Cost 3S. Return 1 oven.

Whenever you use a bread baking action, 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.

  1. 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.
  2. Is a baking improvement, but not an oven.
  3. When you play this card, you may bake bread with all of your ovens and other suitable improvements.
  4. (FotM) After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Lumber (K107)

Cost 1S.

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.

  1. In a solo game, this card is removed from the game after you play it.

Beehive (K108)

1VP. Req 2 imp 3 occ.

Place 2 food on each remaining even-numbered round space. At the start of these rounds, you receive the food.

  1. 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 (K109)

Cost 1W.

Whenever you convert at least 1 animal to food during the feeding phase of the harvest, you receive 1 additional food.

  1. You get a maximum of 1 food per harvest.

Brewery (K110)

2VP. Costs 2 grain 2S.

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.

  1. 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.
  2. Brewing beer does not count as baking.

Bread Paddle (K111)

Cost 1W.

Whenever you play an occupation, you may also bake bread.

  1. Is activated when you use the Puppeteer I249 or Educator K271.
  2. When you play more than one occupation in one action, you can bake bread more than once too.
  3. You can also bake bread if you play an occupation during the turn of another player.
  4. You may not use the food from the baking to pay for the occupation.

Bookshelf (K112)

1VP. Cost 1W. Req 3 occ.

Whenever you play 1 occupation, you receive 3 food before you pay the costs of the occupation.

  1. If you also have the Patron E192, you can use both to receive 5 food for each occupation you play.
  2. When used with the Writing Desk E49 to play two occupation cards, the additional 3 food is distributed twice.

Flail (K113)

Cost 1W. Req 1 occ.

Whenever you use the “Plough 1 Field” or “Plough Field and Sow” action spaces, you can additionally bake bread.

Duck Pond (K114)

1VP. Req 2 occ.

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

Swing Plough (K115)

Cost 3W. Req 3 occ.

Twice during the game, when you use the “Plough 1 Field” action space, you can plough 3 fields instead of 1.

  1. Is not activated when you use the “Plough Field and Sow” action space.
  2. You may choose to plough only 2 fields instead of 3 at once.
  3. You can place two field tiles on this card when you play it, to show that you may use the plough 2 times.
  4. This is a plough. 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 (K116)

1VP. Cost 3W or 3C.

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

  1. You may not build the Granary with 2 wood & 1 clay or with 1 wood & 2 clay.
  2. 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.
  3. You do not receive grain for the current round, or any of the earlier rounds.

Greenhouse (K117)

1VP. Cost 2W. Req 1 occ.

Add 4 and 7 tothe 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.

  1. If you do not wish to pay the 1 food to buy the vegetables, the vegetable is returned to the general supply.
  2. 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.
  3. You must pay the food before you take the vegetable.

Liquid Manure (K118)

Req 4 animals.

Whenever you sow, place 1 additional grain or vegetable from the general supply on each new stack you sow.

  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.
  2. You can only put an extra grain on grain fields, and an extra vegetable on vegetable fields.
  3. You also place extra grain or vegetables when using the Corn Storehouse I86.
  4. 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 SmallholderK286.
  5. You also place extra grain or vegetables on the Bean Field E18, Turnip Field K137 and Lettuce Patch E47.
  6. If you plant wood on the Copse I78 or ForesterK278, you place 1 additional wood for each wood you plant. You also plant additional food on the Vineyard Ö21.
  7. Improvements, such as the House Goat K120 and Horse K135, do not count as animals for the requirement to play this card.

Crooked Plough (K119)

Cost 3W. Req 1 occ.

Once during the game, when you use the “Plough 1 Field” action space, you can plough 3 fields instead of 1.

  1. Is not activated when you use the “Plough Field and Sow” action space.
  2. You may choose to plough only 2 fields instead of 3 at once.
  3. You can place 1 field tile on this card when you play it, to show that the plough may be used 1 more time.
  4. This is a plough. 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 (K120)

1VP.

In each feeding phase, you receive 1 food. Apart from the goat, you cannot hold any other animal in your home.

  1. If you have the House Goat, the Animal Tamer K306 has no effect.
  2. The goat may not be discarded in order to make room for a different animal.
  3. You may place 1 food on this card for each remaining harvest, to ensure that you do not forget to take the food.
  4. The House Goat does not count as an animal, e.g. for prerequisites of minor improvements.
  5. If you already have played the Sheepdog G108, you cannot play the House Goat, and vice versa.

Sawhorse (K121)

Cost 2W.

The next stable you place in your farmyard, as well as your 3rd, 6th, 9th, 12th and 15th fence, costs you nothing.

  1. 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.
  2. Fences may only be built to form completed pastures.

Sawmill (K122)

3VP. Return Joinery.

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.

  1. After the Joinery A7 has been upgraded, it may be bought again by any player.
  2. 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.
  3. 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.
  4. (FotM) After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Wooden Strongbox (K123)

Cost 1W.

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 (K124)

Cost 1W. Req 1 cattle.

When you play this card, you can immediately plough 1 field for each plough or Harrow I68 that has been played by any player.

  1. You may choose to plough fewer fields.
  2. If a plough or Harrow has been discarded, e.g. for the Madonna Statue E38, it does not count.

Broom (K125)

Cost 1W.

Discard all the remaining minor improvements in your hand, and draw 7 new minor improvements. You can play 1 more minor improvement immediately.

  1. You must pay the costs of the new improvement and, where appropriate, meet the conditions for playing it.
  2. 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.
  3. 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 (K126)

Cost 1R.

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.

  1. Is activated when you use an action space on which reed is placed each round. 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 CZ07.)
  2. Is activated by the action space “Take 1 Building Resource” in 3-player game if you take reed.
  3. Is also activated by the action space “1 Reed, Stone, and Wood” in 5-player game and the action space “1 Reed, Stone, and Food” in 4-player game, but you receive only 1 food.
  4. Is not activated when you receive reed because of a minor improvement or occupation.
  5. If the Wood Distributor K284 placed wood on the “1 Reed” action space, that space only provides 1 additional food.
  6. Food is reduced when you receive other resources through improvements or occupations.
  7. Other building resources are wood, clay, and stone.

Clapper (K127)

Cost 1W.

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.

  1. Take the grain from the general supply.
  2. 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.
  3. Is not activated when you use the Wet Nurse K270, Village Beauty Z325, or Lover K291.
  4. If you use the Mother of Twins Z336 for the same action, you still only get 1 additional grain per field.
  5. 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.
  6. Also place additional wood on the Copse I78 or the Forester K278, and additional food on the Vineyard Ö21.
  7. Using the Clapper does not count as sowing.

Cooking Hearth (K128)

1VP. Return 1 fireplace.

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 use a bread baking action, you may convert: grain → 3 food.

  1. 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.
  2. You can own more than one Cooking Hearth.
  3. 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.
  4. Is a cooking improvement and a baking improvement, but not an oven.
  5. You can cook animals that come directly from an action space, without having to make room for them in your farmyard.
  6. 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.
  7. 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.
  8. (FotM) After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

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.

  1. In a solo game, this card is removed from the game after you play it.

Herb Garden (K130)

1VP. Req 1 veg field.

Place 1 food on each of the next 5 round spaces. At the start of each round, you receive the food.

  1. Vegetable fields are fields on which there is at least 1 vegetable marker. An empty, harvested field does not count as a vegetable field.
  2. 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.
  3. The Seed Trader Z332, Grocer E184, Giant Pumpkin Z323 and Pumpkin Seed Oil Z319 do not count as prerequisites.

Clay Pit (K131)

1VP. Req 3 occ.

Whenever you use the “Day Labourer” action space, you receive 3 additional clay.

Clay Hut Extension (K132)

Cost 1R 4C.

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.

  1. The new room is free. You only have to pay the costs of this minor improvement.
  2. Cards that change the costs of minor improvements, such as Golden Hands CZ13, can be used to change the cost of the Clay Hut Extension. Cards that change the costs of a new room, such as Ladder I91 or Frame Builder K272, cannot be used to change its cost.
  3. Playing the Clay Hut Extension counts as building a room, and activates e.g. the Wet Nurse K270.
  4. In a solo game, this card is removed from the game after you play it.

Milking Stool (K133)

Cost 1W. Req 2 occ.

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 (K134)

1VP. Cost 3W. Req 2 cattle.

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.

  1. 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.

  1. 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.
  2. The score for the missing type of animal still counts as negative for the Constable K276 and Yeoman Farmer E165.
  3. The Horse does not need to be placed in the farmyard.
  4. The Horse does not count as an animal for prerequisites of minor improvements.
  5. (FotM) The Horse does not count as a horse, but horses can be the type of animal for which the Horse gives you points.

Brushwood Roof (K136)

Req 2 occ.

Whenever you extend or renovate your home, you can replace 1 or 2 reed with the same amount of wood.

  1. Can be used for every room you build, if you build more than 1 room.
  2. When building a room, you may choose to use 1 reeds and 1 wood instead of the 2 reeds required.
  3. 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.

Turnip Field (K137)

1VP. Req 3 occ.

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.

  1. You may use the sowing action for all of your empty fields.
  2. Does not count as a field when scoring. Vegetables on this card do count for the score at the end of the game.
  3. Whenever you sow on the Turnip Field, you may use the Potato Dibber E32, Fieldsman I219, and Smallholder K286 to plant extra vegetables.
  4. If you have vegetable markers on the Turnip Field, it counts as a prerequisite for the Herb Garden K130 and the Strawberry Patch I69.
  5. It is allowed to choose an action space with a sowing action, only to sow on the Turnip Field.

Reed Hut (K138)

1VP. Cost 4R 1W.

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.

  1. The new person can be used in the current round, as it is put in “its own room” immediately when playing this card.
  2. 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.
  3. Playing the Reed Hut does not count as a family growth action.
  4. 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.
  5. 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.
  6. You can play this card even if you do not have a family member token left in your supply, but you don’t get an extra person.
  7. If you discard the Reed Hut because of the Madonna Statue E38, you must discard the occupant of the Reed Hut immediately if you haven’t yet placed it this round. If you’ve already placed the occupant of the Reed Hut, discard it in the return home phase of this round.

Sleeping Corner (K139)

1VP. Cost 1W. Req 2 Grain fields.

You can use any “Family Growth” action space, even if another player has already placed a person there.

  1. This works for all spaces that include a family growth action.
  2. 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.
  3. Grain fields are fields on which there is at least 1 grain marker. An empty, harvested field does not count as a grain field. Fields with other resources or food, such as Copse I78 and Vineyard Ö21, do not count.
  4. 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.
  5. You cannot use the action space if it is occupied by one of your own family members.

Swan Lake (K140)

2VP. Req 4 occ.

Place 1 food each on the next 5 remaining round spaces. At the start of these rounds, you receive the food.

Boar Breeding (K141)

Cost 1F.

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.

  1. The wild boar may be immediately converted to food with a cooking improvement, Butcher I247 or Meat Seller E162.
  2. In a solo game, this card is removed from the game after you play it.

Stone Cart (K142)

Cost 2W. Req 2 occ.

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

Stone Exchange (K143)

Cost 2W or 2C.

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.

  1. You may not exchange 1 wood or 1 clay for only 1 stone, or exchange 1 wood and 1 clay for 2 stone.
  2. In a solo game, this card is removed from the game after you play it.

Mansion (K144)

Cost 3W 3C 2R 3S.

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.

  1. If you also have the Half-timbered House E21, you only get the bonus points from the Mansion.
  2. If you also have the Chief E172, you get the bonus points for both cards.

Forest Pasture (K145)

1VP. Req 3 occ.

This card can hold an unlimited number of wild boar.

  1. Does not count as a pasture when scoring.
  2. The wild boar on this card are included when scoring wild boar.

Loom (K146)

1VP. Cost 2W. Req 2 occ.

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.

Pelts (K339)

Req 3 occ.

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.

  1. You can take the food from your supply after you’ve received the food from slaughtering the animal.
  2. 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.

Fallow Fields (M015)

Place 2 food from the general supply on each of up to 3 empty fields. You cannot harvest the food. You receive it when you sow in the fields.

Peat Burn-off (M016)

You immediately receive 1 fuel. In addition you can (optionally) immediately exchange 1 moor tile for a field tile. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. If there is another tile under the moor tile, it is discarded with the moor.
  2. Does not count as a ploughing action.
  3. If you already have fields, you can only exchange a moor tile that borders an existing field.
  4. In a solo game, this card is removed from the game after you play it.

Cattle Collar (M017)

1VP. Cost 1W. Not before round 8.

Whenever you use the ”Plough Field” action or the “Slash and Burn” special action, you can immediately place 1 additional field tile on an empty farmyard space. To do this, you must have at least 1 cattle in your farm.

  1. Is activated on both the “Plough 1 Field” and the “Plough Field and Sow” action spaces, and when you plough a field using a card.
  2. Is not activated by Peat Burn-off M016 or Surveyor’s Map M018.
  3. You can only use this card once per turn to place 1 extra field, even if you plough several fields at once.
  4. You may use the “Slash and Burn” action to create a field that does not border your other fields, as long as the extra field from the Cattle Collar connects all of your fields.
  5. Placing the additional field does not count as ploughing.

Surveyor’s Map (M018)

Cost 3F. Not after round 2.

Place a field tile on the space for round 11, a moor tile on round 12, and a forest tile on round 13. At the start of the rounds, you must either place the tile on an empty space in your farm or return it to the supply.

  1. Placing the field tile does not count as a ploughing action.
  2. If you already have fields, you must place the field tile adjacent to an existing field.

Sowing Machine (M019)

1VP. Cost 3W. Req 1 horse.

Whenever you use a special action, you may immediately take a “Sow” action as long as you have at least 2 horses.

  1. The sowing action follows the special action. If you use the special action to play an improvement that gives you benefits when sowing (e.g. Fallow Fields M015), you receive those benefits when you sow after that special action.

Peat Fertilizer (M020)

Req 2 fields.

Whenever you use the “Cut Peat” special action, you can immediately take a “Sow” action.

  1. You do not place a family member to perform the sowing action.

Peat Ash Fertilizer (M021)

Cost 1F.

Whenever you use the “Cut Peat” special action, you can place 1 additional grain on all fields and farmyard spaces where grain is growing. In addition, you can place 1 additional vegetable on all fields and farmyard spaces where vegetables are planted.

  1. You receive nothing for empty fields.
  2. Does not count as a sowing action.
  3. Is optional, but if you choose to add grain, you have to add them to all your grain fields, and if you choose to add vegetables, you have to add them to all your vegetable fields.

Nosebag (M022)

Cost 1F. Req 1 major imp.

Whenever you use the “Take 1 Grain” action, you also receive 1 horse.

  1. Is only activated by taking the “Take 1 Grain” action space.

Ploughhorse Market (M023)

1VP. Cost 1C. Req 1 major imp.

Whenever you use a person to take a “Plough fields” action, you can buy 1 horse for 1 food immediately afterwards.

  1. This does not include the “Slash and Burn” special action, but only the two action spaces “Plough 1 Field” and “Plough Field and Sow”.

Large Livestock Market (M024)

Cost 1F.

You can immediately exchange 2 sheep for 1 cattle and 1 horse. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. You cannot exchange only 1 sheep for 1 other animal.
  2. You cannot return 1 cattle and 1 horse to the supply to receive 2 sheep.
  3. In a solo game, this card is removed from the game after you play it.

Special Pasture (M025)

Cost 2W. Req 1 pasture.

Immediately fence 1 empty farmyard space (or a farmyard space with a stable) with 4 fences. You need not pay wood for these. The fenced space may not border your existing pastures.

  1. You may connect your pastures later.
  2. All future pastures must border at least one existing pasture.
  3. If you build extra fences this turn, e.g. with the Hedge Keeper E175, you may not use these to connect the special pasture to the existing pastures: they should remain unconnected until the end of the turn.

Home Wood (M026)

Req 3 imp.

With this improvement, you can keep 1 animal (except a sheep) on each of your forest tiles.

  1. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.
  2. The forest tiles do not count as pastures.

Horse Trough (M027)

Cost 1S.

You can keep up to 2 horses in an unused farmyard space adjacent to your home.

  1. The space does not count as used.
  2. You may change which space you keep the horses in.
  3. The farmyard space does not count as a pasture.

Open Grill (M028)

2VP. Return fireplace.

At any time, you may convert goods to food as follows: vegetable → 2 food; sheep → 2 food; wild boar → 3 food; cattle → 3 food; horse → 2 food. Whenever you use a bread baking action, you may convert: grain → 2 food.

  1. When you bake bread you can convert as many grain with the Open Grill as you want.
  2. Is a cooking improvement and a baking improvement, but not an oven.
  3. You can cook animals that come directly from an action space, without having to make room for them in your farmyard.
  4. 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.
  5. After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Pot Roast Recipe (M029)

Req 2 horses.

You can use the Fireplace A1/A2 or Cooking Hearth A3/A4 major improvements to convert horses to food. You receive 2 food for each horse.

  1. You can also use this card with the Cooking Hearth K128 minor improvement (because it counts as a major improvement), but not with the Simple Fireplace E20.

Grain Distillery (M030)

1VP. Cost 2S 1 grain.

In the feeding phase of each harvest, you can convert exactly 1 fuel and 1 grain to 5 food. In the final harvest, you can convert any number of pairs of 1 fuel and 1 grain from your supply to 1 bonus point per pair.

  1. (FotM) With a maximum of 7 bonus points.

Forest Kindergarten (M031)

1VP. Cost 1W 2S. Req max 3 forests.

Whenever you take any “family growth” action, you receive 1 food for each of your farmyard spaces that contains a forest tile.

  1. This includes improvements and occupations that allow family growth.
  2. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Pheromones (M032)

Req max 2 imp.

You immediately receive 1 food. In addition, each player who has at least one stable or pasture receives 2 food.

Malthouse (M033)

1VP. Cost 2C.

Whenever you use the “Cut Peat” special action, you can also convert 1 grain to 4 food.

Chimney Hood (M034)

Cost 1C.

You immediately receive as much food as you would receive from one of your baking improvements if you baked 1 grain into bread. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. You do not lose the grain.
  2. Using the Chimney Hood does not count as baking bread.
  3. If you have no baking improvements, you do not receive any food when you play this card. Baking improvements are improvements with a “baking” symbol.
  4. In a solo game, this card is removed from the game after you play it.

Village Hall (M035)

1VP. Cost 2W 2C.

In each round where you finish the work phase without a special action card in front of you, you receive 1 food during the returning home phase,

  1. You also receive the food if you took a special action card which another player then took from you.
  2. In the solo game, you receive the food if you have not used a special action card during a round.

Healing Clay (M036)

1VP. Cost 1C.

You immediately receive 1 food. Whenever you take the “Infirmary” action with a person who is marked with a bed token, you receive 1 additional food.

Arid Field (M037)

Req 3 imp.

Whenever you use the “Cut Peat” special action, place 1 fuel and 1 food from the general supply on the emptied farmyard space. You receive the token once the space is no longer empty.

  1. A space with fuel and food counts as unused.

Birthing House (M038)

2VP. Cost 2C 1S.

Whenever you use any “family growth” action, you receive 1 bonus point as well as 1 fuel and 1 food.

  1. This includes improvements and occupations that allow family growth.

Barge (M039)

1VP. Cost 3W. Req 2 imp.

Place, alternately, 1 fuel or 1 food on each remaining round space, beginning with 1 fuel. At the start of each round, you receive the token.

Peat Barge (M040)

1VP. Cost 2W.

Whenever you use the “Fishing” action, you also receive 2 fuel.

Peat Sled (M041)

Cost 1W.

Add your choice of 2, 4, 7, or 10 to the current round number. On the corresponding round space, place 3, 4, 5, or 6 fuel (depending on which number you added). At the start of that round, you receive the fuel.

Peat Iron (M042)

Cost 1W.

Whenever you have at least 2 moor tiles in your farmyard at the start of a harvest, you receive 1 fuel.

  1. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Spinning Mill (M043)

2VP. Cost 2W 2C. Req 1 sheep.

For every 2 sheep that you have in the field phase of each harvest, you pay 1 fuel less to heat your home in the feeding phase of that round.

  1. You can never pay fewer than 0 fuel.

Built-in Oven (M044)

Return Furnace. -1VP.

You no longer need to pay any heating costs.

  1. The Furnace M007 is found under the Clay Oven A5.
  2. Is not an oven.
  3. The point from this card counts as negative for the Constable K276, but can be compensated with Yeoman Farmer E165.
  4. After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Coal Seam (M045)

1VP. Cost 1W 1C.

You immediately receive 1 fuel. Whenever you use the “Hiring Fair” special action or the “Day Labourer” action space, you also receive 1 fuel.

Oven Damper (M046)

Cost 2S.

You immediately receive 3 fuel. The Clay Oven A5, Stone Oven A6, Furnace M007 and Heating Stove M008 major improvements and the Built-in Oven M044 minor improvement are each worth 1 additional bonus point to you.

  1. Is not an oven.

Draughthorses (M047)

Whenever you take exactly 3 wood from an action space, you can pay 1 food to receive 1 additional wood. Whenever you take 4 or more wood from an action space, you can pay 1 food to receive 2 additional wood. To do either of these, you must have at least 1 horse.

  1. Only wood that is taken directly from an action space is counted. Wood received from other cards is not.
  2. Wood placed on an action space by the Wood Distributor K284 is also counted.
  3. Wood from the action space “1 Reed, Stone, and Wood” in 5-player game and the action space “Take 1 Building Resource” in 3-player game is also counted, and may activate the Draughthorses if there is additional wood on the space.
  4. If you also have the Basket E34, Mushroom Collector E196, or Pig Catcher I253, the wood that you leave on the action space also counts for the Draughthorses.

Forest Path (M048)

Cost 1C. Req 1 forest.

You immediately receive 3 wood. Once this card has been passed, the player who has it at the end of the game receives -1 point. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. Use a green arrow to show who currently has the card.
  2. In a solo game, this card is removed from the game after you play it.

Moor Birch Tree (M049)

1VP. Cost 2F. Req 3 rooms.

Whenever you use the “Cut Peat” special action, you also receive 2 wood.

River Clay (M050)

Req 1 major imp.

Whenever you use the “Fishing” action space, you also receive 2 clay.

Willow Bank (M051)

Req 1 major imp.

Whenever you use the “Fell Trees” special action, you also receive 1 reed.

Stone Quarry (M052)

1VP. Cost 3F.

Place 5 stone on this card. Whenever you use the “Hiring Fair” special action, you also receive 1 stone from this card.

  1. (FotM) In 3-player game, you must buy 1 stone for 1 food.

Hardware Store (M053)

Cost 2C 1R. Req 2 imp.

Place 3 usage counters on this card. At any time, you can return one usage counter to the supply and take 1 of each building resource that you have none of.

  1. Building resources are wood, clay, reeds, and stone.

Basic Supplies (M054)

Cost 1 veg.

Immediately take goods and tokens from the general supply until you have at least 1 fuel, 1 food, 1 wood, 1 clay, 1 reed, 1 stone, and 1 grain in your personal supply. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. Wood does not count as fuel and grain does not count as food.
  2. In a solo game, this card is removed from the game after you play it.

Advance Payment (M055)

-4VP.

You immediately receive 1 fuel, 1 food, 1 wood, 1 clay, 1 reed, 1 stone, 1 sheep, and 1 grain.

  1. The points from this card count as negative for the Constable K276, but can be compensated with Yeoman Farmer E165.

Peat Moss (M056)

Req exactly 1 moor.

You require 2 less wood to build wooden hut rooms.

  1. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Farmhands’ Quarters (M057)

Cost 1W 1R.

Whenever you acquire a major improvement, you can save 1 building resource of your choice by paying 1 fuel instead. Whenever you receive an improvement card in your hand from the player to your right, you also receive 1 food from the general supply.

  1. Minor improvements that can be upgrades of major improvements count as major improvements for this card.

Living History Museum (M058)

4VP. Return Museum o/t Moors. Req clay hut.

The following major improvements are cheaper for you: Village Church M009, by 1 stone; Furniture Stall M010, by 1 wood; Ceramics Stall M011, by 1 clay; Basket Stall M012, by 1 reed; Furnace M007, by 1 clay; Heating Stove M008, by 1 stone; Riding Stables M003, by 1 wood.

  1. The Museum of the Moors M006 is under the Peat-charcoal Kiln M001.
  2. After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Register of Craftsmen (M059)

Req 2 major imp.

Immediately acquire the Joinery A7, Pottery A8, or Basketmaker’s Workshop A9, without placing a person. You pay 1 stone less for it. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. In a solo game, this card is removed from the game after you play it.

Tinker (M060)

Cost 1F. Req 3 major imp.

If you have at least one of the Joinery A7, Pottery A8, or Basketmaker’s Workshop A9 major improvements, you immediately receive 1 wood, 1 clay, 1 reed, and 1 stone. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. In a solo game, this card is removed from the game after you play it.

Workbench (M061)

Cost 2W. Req max 4 imp.

You receive 3 wood, 2 clay, and 1 reed in the field phase of each of the last 2 harvests.

  1. You can use these, for example, to earn bonus points from the Joinery A7, Pottery A8, or Basketmaker’s Workshop A9.

Taps (M062)

Req 2 imp.

You can take an available special action card even after you have already placed all your person markers, when it would be your turn again. Then the work phase is over for you.

  1. You cannot use this card twice in one round.
  2. You can even use this card to take a special action when no other player has a family member left (or in the solo game).

Tool Shed (M063)

1VP. Cost 1W 1C. Req 2 imp.

Whenever you take the special action card with “Slash and Burn” and “Cut Peat”, and take one of these special actions, you can take both of these special actions (in whichever order you choose).

Farm Extension (M064)

1VP. Cost 1C.

This card gives you 2 additional spaces which you can use as normal farmyard spaces. Place it beside your farmyard. Each of the new spaces must border an existing farmyard space. This expands your famyard by 2 spaces.

  1. If the new farmyard spaces are not used at the end of the game, they each score -1 point.
  2. This card still counts as a minor improvement.
  3. You may place this card anywhere around your farmyard. You may not move it later. The farmyard spaces are considered to be adjacent to the existing farmyard spaces, so you can e.g. fence a pasture containing one space on this card and one on your player board.

Thicket (M065)

Req 4 forests.

Choose up to 2 forest tiles, and place 1 additional forest tile on top of each of them. You can remove 1 tile with the “Fell Trees” special action—you cannot use the “Slash and Burn” action on spaces with 2 forest tiles.

  1. When counting forests, e.g. for requirements, only the top tile on a space is counted.
  2. You may add a tile to a farmyard space already containing 2 or more tiles, as long as the top one is a forest.

Swamp (M066)

Not after round 4.

Place 1 moor tile on the space for round 12. At the start of this round, you can take the tile and place it on an empty space in your farmyard.

  1. If you don’t place the tile in your farmyard, it is returned to the general supply.

Clear Felling (M067)

Req max 3 forests.

You immediately receive 2 wood. You can immediately turn over up to 2 forest tiles to show the moor side, as long as there is nothing except the forest tile on those spaces. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. In a solo game, this card is removed from the game after you play it.
  2. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Reforestation (M068)

Req 3 major imp.

Immediately place 1 forest tile on an empty space in your farmyard. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. Forest tiles need not be adjacent to one another.
  2. In a solo game, this card is removed from the game after you play it.

Bog Body (M069)

Req 1 moor.

The owner of the Museum of the Moors M006 and the owner of the Living History Museum M058 each receive 1 bonus point at the end of the game.

  1. The Museum of the Moors is a major improvement and is under the Peat-charcoal Kiln M001. The Living History Museum is a hand card and is an upgrade of the Museum of the Moors.
  2. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Administration (M070)

Cost 1W 2C. Req max 4 cards in hand.

You immediately receive 2 food. In the last harvest, for each major improvement that you have, you can exchange 1 food for 1 bonus point.

  1. This card itself counts as a card in hand for its own requirement.
  2. Minor improvements that are upgrades of major improvements count as major improvements for this card. Major improvements that are minor improvements to you, e.g. because of Manufacturer K277 or Well Builder I220, also count as major improvements.

Leather Saddle (M071)

1VP. Cost 1F. Req 2 horses.

Whenever you have at least 3 horses, you receive 1 bonus point for each cattle that you convert to food.

Wedding Coach (M072)

Cost 1W 1 veg. Req 4 horses.

You can immediately carry out a “family growth even without space in your home” action, but you do not place a person to take this action. Place the offspring on this card until the returning home phase.

  1. You cannot use the newborn to take an action in this round, unless you use the Adoptive Parents K267.

Forest Hut (M073)

1VP. Cost 2W.

Immediately place 1 guest marker on one of your forest tiles. You will receive the guest marker when you use a special action to clear that forest tile. Then, in that same round, you can place the guest marker as you would a person. At the end of that round, return the guest marker to the supply.

  1. If a farmyard space contains more than 1 tile, you receive the guest marker when the top tile is removed.

Farm Cart (M074)

Cost 3W. Req 2 horses.

Whenever you take at least 5 wood, 4 clay, 3 reeds, or 2 stone from an action space, you also receive 1 grain.

  1. Only building resources that are taken directly from an action space are counted. Building resources received from other cards are not.
  2. Wood placed on an action space by the Wood Distributor K284 is also counted.
  3. Resources from the action space “1 Reed, Stone, and Wood” in 5-player game and the action space “Take 1 Building Resource” in 3-player game are also counted, and may activate the Farm Cart if there are additional resources on the space (e.g. due to the Wood Distributor).
  4. If you also have the Basket E34, Mushroom Collector E196, or Pig Catcher I253, the wood that you leave on the action space also counts for the Farm Cart.

Moor Fire (M075)

Req 2 moors.

Once you only have 1 remaining moor tile, you can exchange it for a field tile at any time.

  1. If there is another tile underneath it, you must also return it.
  2. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.
  3. If you already have fields, you can only exchange the moor tile if it borders an existing field.

Deep Plough (M076)

2VP. Cost 3W. Req 2 imp.

Immediately place 1 moor tile on an empty space in your farmyard. Whenever you use a person to take the “Plough fields” action, you can also exchange one moor tile for 1 field tile.

  1. This does not include the “Slash and BurnSlashXandXBurn special action, but only the two action spaces “Plough 1 Field” and “Plough Field and Sow”.
  2. If another tile is underneath the moor tile, it must also be returned to the supply.
  3. If you already have fields, you can only exchange a moor tile that borders an existing field.
  4. This is a plough. Each time you use a ploughing action space, you may only use one card out of the ploughs and the Harrow I68.

Wild Fields (M077)

2F. Req 2 fields.

You can immediately place up to 2 field tiles on empty spaces in your farmyard—on the condition that neither tile borders any other field at the time when it is placed.

  1. The two new fields may not border each other either.
  2. Later, they may be connected.
  3. All later fields should be adjacent to at least one existing field.
  4. Does not count as a ploughing action.

No-Till Farming (M078)

Req 2 fields.

You can plant grain or vegetables on up to 2 empty farmyard spaces. These spaces do not count as fields when scoring, but as empty spaces.

  1. You determine the 2 farmyard spaces immediately when you play this card (and cannot change this choice later), but you have to take a sowing action to actually plant the grain or vegetables.
  2. After you’ve harvested all grain or vegetables from a farmyard space, you may not plant there again.
  3. You can destroy the plants at any time, by returning the resources to the supply.
  4. The grain and vegetables count towards those totals when scoring.

Nature’s Fertilizer (M079)

Cost 2F. Req 1 major imp.

Whenever you use the “Slash and Burn” special action, you immediately receive a “Sow” action for that field only. This also applies if you turn 1 moor tile into a field using the Moor Fire M075 or Peat Burn-off M016 minor improvement.

Peat Hut (M080)

1VP. Cost 5 fuel 2R.

This card serves as a room for one of your people. It must be heated with 1 fuel during the feeding phase of each harvest. You can use renovate action to discard this card and add 1 room to your wooden hut.

  1. You can no longer exchange this card for a room after renovating to a clay hut or stone house.
  2. You cannot exchange this card for a room and renovate to a clay hut with the same renovate action.
  3. You can use the Hay Wagon M094, but not the Builder’s Trowel E50 to exchange the Peat Hut for a room.
  4. (FotM) This card can only be played as a major improvement.
  5. (FotM) Peat Hut count as a room.

Flatboat (M081)

Cost 4W.

Place, alternately, 1 fuel or 1 horse on each of the next 7 remaining round spaces, beginning with 1 fuel. At the start of each round, you receive the fuel or the horse.

Livestock Market (M082)

Req 5 animals.

You can immediately exchange up to 3 animals for the next most valuable animal. You must swap them al at the same time, and you can only take the new animals if you have room for all of them on your farm. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. The order (from least to most valuable) is: sheep, wild boar, cattle, horse.
  2. The 3 animals need not be the same type.
  3. In a solo game, this card is removed from the game after you play it.

Cattle Stall (M083)

1VP. Cost 2W 2C.

Add 2, 4, 6, 8 to the current round. Place 1 animal on each corresponding round space. You choose which animal goes on which space, but all the animals must be different. At the start of these rounds, you can buy the animal for 1 food.

  1. If you don’t buy the animal, it is returned to the supply.

Night Pasture (M084)

Cost 2C.

You can keep 3 animals of your choice on this card, and other players can keep 1. All the animals on this card count as yours when animals breed. You are always the last to play during the breeding phase.

Nature Reserve (M085)

Cost 1F. Req 1 pasture.

Immediately fence 1 farmyard space which contains a forest or moor tile. You do not pay any wood for these fences. Once there are no tiles left on the space, it becomes a pasture.

  1. You can also fence a space which contains 2 tiles.
  2. The fenced space must be adjacent to your pastures when you play this card.
  3. The space does not count as a pasture while there is still a tile in it. When you fence a new pasture, it may not border only this fenced space, but it has to border at least one real pasture.

Building Plan (M086)

Cost 1F.

Whenever you build 2 rooms at once with the “Build rooms” action, you can immediately build 2 stables from your personal supply.

  1. Instead of 2 stables, you can choose to only build 1.
  2. You don’t pay wood for these stables.
  3. You also receive the free stables if you build more than 2 rooms. You cannot receive more than 2 stables from the Building Plan in one turn.

Horse Butcher (M087)

3VP. Return Horse Slaughterhouse.

At any time, you may convert animals to food as follows: sheep → 1 food; wild boar → 2 food; cattle → 3 food; horse → 2 food; 2 horses → 5 food.

  1. There is a Horse Slaughterhouse M004/005 under each Fireplace A1/A2.
  2. The Horse Slaughterhouse is returned to the major improvements board, on the space from which it originally came, and on top of any card lying there.
  3. Is a cooking improvement.
  4. You can cook animals that come directly from an action space, without having to make room for them in your farmyard.
  5. 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.
  6. After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)

Butcher’s Block (M088)

1VP. Cost 1W.

This card cannot be played in a round that is followed by a harvest. All other players must and you may immediately convert one animal of their (your) choice to food. Sheep provide 1 food, wild boar 2 food, cattle 3 food.

  1. Players may not convert more than 1 animal and do not need to have a cooking improvement.
  2. Is not a cooking improvement. Does not activate the Schnitzel Mallet Ö18.

Fire Brigade (M089)

Cost 1C 1S. Req 4F 4 fuel.

You immediately receive 2 food. If you still have forest tiles on at least 2 farm yard spaces, you get bonus points: 1 fewer point than you have forests, with a maximum of 4 points.

  1. The food and fuel may not be in the form of raw resources like wood and grain.
  2. You receive the bonus points immediately when you play this card; write them done on the scoring pad.

Wild Harvest (M090)

You immediately receive 1 food. At the start of each harvest, shuffle all the start cards and draw 1. The start cards are numbered from 1 to 9. If the number on the card is equal to or less than the number of forest tiles in your farmyard, you receive 1 food.

  1. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Fish Smokehouse (M091)

2VP. Cost 1W 2C.

Whenever you use the “Fishing” action space, you can pay 1 fuel to receive an additional 3 food.

Loan (M092)

1VP. Cost 2F.

At the start of each harvest, shuffle all the start cards and draw 1. The start cards are numbered from 1 to 9. If the number on the card is equal to or less than the amount of clay you have in your supply, the 2 food that you paid are returned to you with interest: you receive 6 food but must pass this improvement to the player on your left, who adds it to their hand.

  1. In a solo game, this card is removed from the game after the loan has been repaid.

Fallow Land (M093)

Req 2 imp.

Whenever you use the “Fell Trees” or “Cut Peat” special actions to clear a space in your farmyard, place 1 Food on the space. You receive the food when the space is no longer empty.

  1. A farmyard space with food counts as unused.

Hay Wagon (M094)

1VP. Cost 2W. Req 2 horses.

Immediately after you take 3 wood, 3 clay, 2 reed, or 2 stone from an action space, you can take a “Build room(s)” or “Renovate” action without placing a person.

  1. Is also activated if you take more resources. Is only activated once per action space.
  2. Only building resources that are taken directly from an action space are counted. Building resources received from other cards are not.
  3. Wood placed on an action space by the Wood Distributor K284 is also counted.
  4. Resources from the action space “1 Reed, Stone, and Wood” in 5-player game and the action space “Take 1 Building Resource” in 3-player game are also counted, and may activate the Hay Wagon if there are additional resources on the space (e.g. due to the Wood Distributor).
  5. If you also have the Basket E34, Mushroom Collector E196, or Pig Catcher I253, the wood that you leave on the action space also counts for the Hay Wagon.

Peat Bath (M095)

1 VP. Cost 1W 1C.

Whenever you use the “Infirmary” action space with a person, count how many moor tiles are in your farmyard. Place 1 food on the next remaining round space(s) up to that number. At the beginning of those rounds, you receive the food.

  1. It is irrelevant whether the person has a bed marker or not.
  2. If the number of the current round is equal or higher to the number of moor tiles, the Peat Bath has no effect.
  3. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Edge of the Forest (M096)

Req 3 imp.

For each border between a forest tile and a field in your farmyard, you receive 1 food. For each border between a forest tile and a moor tile in your farmyard, you receive 1 fuel. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. Borders are the spaces where you could place a fence.
  2. In a solo game, this card is removed from the game after you play it.
  3. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Ecological Niche (M097)

If there is at least one type of animal that only you own, you receive 2 food. If you are the only player who has planted grain, you receive 1 food. If you are the only player who has planted vegetables, you receive 1 food. You receive 1 fuel is you have more forest tiles than any other player and 1 fuel if you have more moor tiles than any other player. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. When checking for grain and vegetables, you only take into account grain and vegetables that are currently on your (and other players’) fields; not resources that were harvested earlier.
  2. In a solo game, this card is removed from the game after you play it.
  3. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Winter Storehouse (M098)

Cost 1W 2C.

Place 3 usage counters on this card. At any time (even while you are taking an action) you can return 1 usage counter and take fuel and food from the supply until you have at least 2 fuel and 2 food.

  1. Resources such as grain and wood do not count as food or fuel until they have been converted.

Lawn Turf (M099)

Req 4 imp.

If you have at least 3 unused spaces on your farmyard, you immediately receive 1 fuel for each unused space except the first 2, up to a maximum of 5 fuel. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. Spaces with forest or moor tiles do not count as unused spaces.
  2. In a solo game, this card is removed from the game after you play it.

Firewood (M100)

Cost 1W. Req 1 major imp.

You immediately receive 1 fuel. Whenever you convert at least 1 wood to fuel during a harvest to heat your home, you need a total of 1 fuel fewer.

  1. Can only be used once per harvest.

Peat Pellets (M101)

Req 1 major imp.

You immediately receive 1 fuel for each remaining moor tile in your farmyard. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. In a solo game, this card is removed from the game after you play it.
  2. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Fuel Storage (M102)

1VP. Cost 1C 1R.

Add 1, 5, and 9 to the current round. Place 1 wood on each corresponding round space. Add 3, 7, and 11 to the current round. Place 1 fuel on each corresponding round space. At the start of each round, you receive the wood or fuel.

Bog Pony (M103)

Req 1 major imp.

At any time, you can lie one of your horses that is standing up on its side and take 2 fuel. This horse does not count during the breeding phase of the harvest. At the end of the game, it is worth only half a point, but it can (like other horses) be converted into food with an appropriate improvement.

  1. Outside of the breeding phase, a pony counts as a horse. You get the full amount of food when you cook a pony.
  2. You can have as many ponies as you want.

Drying Field (M104)

1VP. Cost 2F.

Whenever you use the “Cut Peat” special action, add 3 to the current round. Place 2 fuel on the corresponding round space. At the start of the round, you receive the fuel.

Peat-cutting Expedition (M105)

Cost 4F.

Immediately take as many moor tiles from your farmyard as you wish. For each moor tile that you remove, you receive 1 bonus point and 2 fuel. If you have at least 2 horses, you receive 1 additional fuel for each horse except the first one, up to a maximum of 4 additional fuel. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. You cannot remove covered moor tiles.
  2. In a solo game, this card is removed from the game after you play it.

Riverside Woods (M106)

Req 3 major imp.

Whenever you use the “Fishing” action space, you receive 1 additional wood for each of your farmyard spaces with a forest tile, up to a maximum of 3 wood.

  1. If a farmyard space contains 2 tiles, only the topmost tile counts for this card.

Timber Mill (M107)

3VP. Cost 3C 2S.

Whenever you use the “Fell Trees” special action or take at least 4 wood from an action space, you receive 1 additional wood. If you pay 1 fuel, you receive 1 more additional wood.

  1. Only wood that is taken directly from an action space is counted. Wood received from other cards is not.
  2. Wood placed on an action space by the Wood DistributorK284 is also counted.
  3. Wood from the action space “1 Reed, Stone, and Wood” in 5-player game and the action space “Take 1 Building Resource” in 3-player game is also counted, and may activate the Timber Mill if there is additional wood on the space.
  4. If you also have the Basket E34, Mushroom Collector E196, or Pig Catcher I253, the wood that you leave on the action space also counts for the Timber Mill.

Oak Bark (M108)

Cost 1F. Req 2 major imp.

You immediately receive 2 wood. Whenever you convert cattle, wild boar, or horses to food, you receive 1 additional wood for each of these animals that you convert.

Loam (M109)

Req 1 imp.

Whenever you have placed all except one of your people during the work phase and you use the “Hiring Fair” special action, you receive 1 additional clay.

Alder Swamp (M110)

1VP. Cost 2F. Req 2 imp.

Whenever you use a “Fell Trees” special action, you also receive your choice of 1 reed or 1 wood.

Stone Wagon (M111)

Cost 2W.

Whenever you use the “Day Labourer” action, you also receive 1 stone.

Wheelbarrow (M112)

Cost 2W. Req 1 major imp.

Whenever you take at least 4 of the same building resources from an action space, you also receive 1 fuel. Whenever you “Cut Peat”, you also receive 1 building resource of your choice.

  1. Building resources are wood, clay, reeds, and stone.
  2. Only building resources that are taken directly from an action space are counted. Building resources received from other cards are not.
  3. Wood placed on an action space by the Wood Distributor K284 is also counted.
  4. Resources from the action space “1 Reed, Stone, and Wood” in 5-player game and the action space “Take 1 Building Resource” in 3-player game are also counted, and may activate the Wheelbarrow if there are additional resources on the space (e.g. due to the Wood Distributor).
  5. If you also have the Basket E34, Mushroom Collector E196, or Pig Catcher I253, the wood that you leave on the action space also counts for the Wheelbarrow.

Peat Boat (M113)

3VP. Cost 3W 2R.

At any time, you can exchange fuel for goods as follows: 3 fuel → 2 wood or 2 clay; 4 fuel → 2 reed or 2 stone; 2 fuel → 1 grain; 3 fuel → 1 vegetable.

Household Inventory (M114)

Cost 1F. Req 1 field, pasture, or stable.

If you have 5/6/7/8/9/10 empty farmyard spaces, you receive the first 1/2/3/4/5/6 goods from the following list (in order): 1 reed, 1 grain, 1 cattle, 1 stone, 1 vegetable, 1 horse. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. Moor and forest tiles do not count as empty spaces.
  2. In a solo game, this card is removed from the game after you play it.

Village Shop (M115)

Cost 1W 1R. Not after round 4.

Place 3 usage counters on this card. At any time, you can remove them to receive 1 other good or marker. The offer changes each round: 2: food, 3: grain, 4: fuel, 5: wood, 6: clay, 7: sheep, 8: reed, 9: wild boar, 10: stone, 11: cattle, 12: horse, 13: vegetable, 14: guest marker.

  1. The guest marker allows you to take one additional action.
  2. A harvest counts as part of the preceding round.
  3. You may immediately convert the animals that you receive into food with an appropriate improvement, without having to make room for them in your farmyard.
  4. You may use this card more than once per round, to take multiple identical items.

Hearth Brush (M116)

Cost 1R.

If the Stone Oven A6 has not yet been built, you can immediately place it underneath the Heating Stove M008. From next round, whenever you use a person to take an action, you can build the Heating Stove immediately afterwards by paying the required resources. The Heating Stove is worth 1 additional bonus point for you.

  1. The Stone Oven and the Heating Stove swap places. The Stone Oven cannot be acquired while it is covered by the Heating Stove.

Pastoral Letter (M117)

Req 2 major imp.

If the Well A10 has not yet been built, you can immediately place it under the Village Church M009. From next round, whenever you use a person to take an action, you can build the Village Church immediately afterwards by paying the required resources. The Village Church and the Church M132 are each worth 1 additional bonus point for you.

  1. The Well and the Village Church swap places. The Well cannot be acquired while it is covered by the Village Church.

Co-operative Store (M118)

1VP. Cost 2W 1C.

Place 4 usage counters on this card. At any time, you can remove 1 of them to exchange any 1 building resource for any other building resource except stone.

  1. Building resources are wood, clay, reeds, and stone.
  2. You are allowed to pay stone for any other building resource.

Out on the Wallaby (M119)

You receive goods if you own craftman’s buildings. Joinery A7: 3 wood; Pottery A8: 3 clay; Basketmaker’s Workshop A9: 2 reeds. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. In a solo game, this card is removed from the game after you play it.

Chamber of Commerce (M120)

1VP. Cost 2C 1S.

You immediately receive 1 wood and 1 reed. At the end of the game, each of these major improvements: Joinery A7, Pottery A8 and Basketmaker’s Workshop A9 is worth 1 additional bonus point to you.

Routine Work (M121)

Cost 1F. Req no imp.

Whenever you choose not to use a craftman’s building to convert building resources to food during the harvest, you receive your choice of 1 food or 1 fuel instead.

  1. You can use this card on up to 3 buildings: the Joinery A7, the Pottery A8, and the Basketmaker’s Workshop A9.
  2. You can only get food or fuel for buildings that you own.

Peat-Cutting Rights (M122)

Req 1 horse.

Add 4 and 7 to the current round. Place 1 moor tile on each of the corresponding rounds. These tiles show that you can use the special action “Cut Peat” at the start of the round.

  1. Take the appropriate special action card whenever you use the Peat-Cutting Rights. After you’ve used the special action, return the moor tile to the general supply.

Agricultural Implement (M123)

Cost 1W.

Whenever you use a person to take the “Plough fields” action, you can take a special action card immediately afterwards, as long as it has not already been used twice.

  1. The special action card costs 0 or 2 food, as usual.
  2. Is only activated on both the “Plough 1 Field” and the “Plough Field and Sow” action spaces, but not by the “Slash and Burn” special action or cards that allow you to plough.
  3. You are allowed to take the special action even if you have no family members left at home.

Moor Enclosures (M124)

1VP. Cost 1S. Req clay hut.

Place 2 Moor tiles on this card. The card represents 2 additional, normal farmyard spaces. Place it beside your farmyard. Each of the new spaces must border an existing farmyard space. This expands your farm by 2 spaces.

  1. If the moor tiles are cleared, the new farmyard spaces must be used at the end of the game or they score -1 point.
  2. You may place this card anywhere around your farmyard. You may not move it later. The farmyard spaces are considered to be adjacent to the existing farmyard spaces, so you can e.g. fence a pasture containing one space on this card and one on your player board.

Bog Forest (M125)

Cost 1F. Req 3 imp.

Immediately place 1 forest tile on as many of your own moor tiles as you wish. You can only use the covered moor tiles once you have removed the forest tiles with the “Fell Trees” special action. You cannot use “Slash and Burn” on forest tiles that are on top of moor tiles.

  1. When counting moors, e.g. for requirements, only the top tile on a space is counted.

Forest Swamp (M126)

Req 2 major imp.

Whenever you use the “Cut Peat” special action, turn over the moor tile that you remove. Add 4 to the current round and place the tile on the corresponding round space. At the start of the round, you can place the forest tile on an empty space in your farmyard.

Tree Nursery (M127)

Cost 1W. Req no imp.

Place 1 forest tile on the spaces for rounds 12 and 13. At the start of these rounds, you can take the tile and place it on an empty space in your farmyard.

  1. If you choose not to place the tile in your farmyard, the tile is returned to the general supply.

Land Parcel (M128)

Req max 2 imp.

When you play this card, you receive 1 forest tile that you must immediately place on an empty space in your farmyard. At the end of the game, you receive 2 bonus point if you have 1 unused farmyard space, you receive -1 bonus point if you have 2 unused spaces, and you receive -3 bonus point if you have 3 or more unused spaces.

  1. You may not play this card if you have no unused farmyard spaces.
  2. Negative points from this card count as negative for the Constable K276 and Yeoman Farmer E165.

Stock-breeding Prize (M129)

Cost 1 Grain.

At the end of the game, you receive 2 bonus points if you have at least 1 animal of each of the 4 types.

Family Burial Plot (M130)

1VP. Cost 1S. Req stone house.

Immediately place the tombstone on an unused space in your farmyard. That space cannot be used to hold anything now, but is counted as used, and is worth 1 additional bonus point at the end of the game.

  1. The bonus point is in addition to the 1 regular point of this card.
  2. You may not play this card if you have no unused farmyard spaces.

Moor Archaeology (M131)

1VP. Req clay hut.

Whenever you use the “Cut Peat” special action, you can place 1 fence from your supply on the emptied farmyard space. You cannot use this farmyard space to hold anything, but it is counted as used, and is worth 1 additional bonus point at the end of the game.

Church (M132)

5VP. Discard Village Church.

For upgrading the Village Church M009 to the Church, you receive 2 food. At the end of each round, you can tithe up to 1 fuel to earn 1 bonus point.

  1. The Village Church is under the Well A10.
  2. After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards. (Of course, it still counts as a single improvement.)
  3. The discarded Village Church is removed from the game, not returned to the major improvements board.

Almshouse (WM056)

Cost 2W 2R.

At the end of the feeding phase of each Harvest, you may discard 1 Begging card that you received in any Harvest because you paid 1 Food less to feed your family.

  1. You may not use this to discard Beggar cards that you have received in other ways.

Animal Nursery (WM057)

1 VP. Cost 2W.

You may place newborn animals of any type on this card immediately after their birth. They cannot be used for any purpose or moved of this card, but are counted at the end of the game. (This card does not count as a pasture or stable.)

  1. This card counts as available space for breeding animals.
  2. Animals on this card are counted in bonus point calculations at the end of the game (such as that of Milking Stool K133, Milking Hand I246, Loom K146, etc.)

Apple Tree (WM058)

1 VP. Cost 1W. Req 1 empty field.

Place 1 Wood from the general supply on an empty field. This field still counts as a field, but can no longer be used for sowing or other uses. In the field phase of each Harvest, you receive 1 Food.

  1. The field is no longer empty.
  2. The wood may never be harvested from the field.

Apprenticeship (WM059)

Cost 1F.

Immediately play an Occupation if you have fewer Occupations than each other player. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. You still must pay any additional costs for the occupation.

Attic (WM060)

Whenever you extend your home, you may place 1 Wood from your supply on each of the new rooms. You cannot use this wood any more, but each is worth 1 Bonus point at the end of the game.

  1. If you remove a room with a Wood on it (for example, with Downsizing WM075), you also lose the Bonus point that Wood represents.

Back Door (WM061)

Req “Family growth” action is revealed

Immediately place a Family member that is not already placed on an Action space on the “After Family Growth also 1 Minor Improvement” Action space even if it is occupied by you or another player and take that action. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. In a 5-player game, you must wait for the “After Family Growth also 1 Minor Improvement” round card.
  2. You must have another family member available as you play Back Door.

Backyard Well (WM062)

2 VP. Cost 2S 1W.

Once this game, at any time, you may place 1 Stone from the general supply on 1 Unused farmyard space next to your home. (It now counts as used.) If you do this, place 1 Food on each of the next 3 Round spaces. At the start of these rounds, you receive the Food. (Backyard Well counts as a Well.)

  1. Does not trigger the Flagon I87.
  2. Does not activate Water Carrier I262.
  3. Well Builder I220 cannot be used to reduce its cost.
  4. May be upgraded to Village Well I66, in which case Backyard Well is discarded. The Stone is also removed from your farm and the space no longer counts as used.

Birdcage (WM063)

Cost 2W.

Each Harvest, you may place 1 Food on this card from your supply. At the end of the game, you receive 1 Bonus point for each food on this card. You may not hold Sheep, Wild Boar, or Cattle in your home. (Even if another card allows this).

  1. This card can be used in conjunction with House Goat K120.
  2. If you have the Birdcage, the Animal Tamer K306 has no effect.
  3. (FotM) Each Harvest (except the last Harvest), you may place 1 Food on this card from your supply. At the end of the game, you receive 1 Bonus point for each food on this card. You may not hold Sheep, Wild Boar, Cattle or Horse in your home. (Even if another card allows this).

Bonfire (WM064)

Req 1 Unused space.

Place 1 Wood from the general supply on 1 Unused farmyard space. As long as the Wood remains, the space counts as used. You may return it at any time to convert animals to Food for the rest of the round. The conversion rates are: sheep → 2 food; wild boar → 3 food; cattle → 4 food.

Boundary Stones (WM065)

Cost 1S.

At the end of the game, you receive 1/2/3/5 Bonus points for having at least 2/3/4/5 fields that are orthogonally adjacent to exactly one other field.

Brazier (WM066)

1 VP. Cost 1W 1C.

During the Feeding phase of each Harvest, you can use the Brazier to convert exactly 1 animal or Vegetable to Food as follows: vegetable → 3 food; sheep → 2 food; wild boar → 3 food; cattle → 4 food.

Buried Treasure (WM067)

Req 2 occ.

Whenever you use the “Plow 1 field” or “Plow 1 field and/or Sow” Action space, you also receive 1 Stone.

Cash Crop (WM068)

Req 1 occ.

When you sow, you may sow on this card as if it were 1 field. Whenever you harvest goods from this card during the Field phase of a Harvest, you must exchange these harvested goods for1 Bonus point each.

  1. Goods that are harvested from this card at other times may not be converted to bonus points.
  2. The bonus points should be recorded on your score sheet. Therefore, if you remove Cash Crop (e.g. with Madonna Statue E38.) you still receive the bonus points.

Changing Plans (WM069)

Req 1 stable.

Immediately return 1 or 2 stables from your farmyard to your supply. Afterward, Plow 1 field for every stable returned (in the same or different space). (Normal plowing rules still apply.) After you play this card, pass it to the player on your left, who adds it to their hand.

Clockwork Man (WM070)

1 VP. Cost 1S.

Clockwork Man counts as 1 Occupation and 1 Minor Improvement.

  1. Playing this card gives you a Bonus point for the Tutor E174.
  2. Does not activate cards that trigger upon playing an Occupation, such as Patron E192, Bookshelf K112, Educator K271, etc.

Cookies (WM071)

Req 1 occ.

For each Grain that you Bake, you may place 1 Food from your 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.

  1. Different cards (such as Pelts K339 or Tapestry Weaver WM050) may put food in the rooms. The 1 Food maximum is for each such card.
  2. If you remove a room with a Food on it (for example, with Downsizing WM075), you also lose the Bonus point that Food represents.

Crib (WM072)

Cost 2W.

At the end of any Work phase in which you have taken a “Family Growth” action, you may take 2 Food from the general supply or pay 2 Food for 1 Bonus point.

  1. Can only be activate once per round, even if you took a Family Growth action more than once.
  2. The bonus points should be recorded on your score sheet. Therefore, if you remove the Crib (e.g. with Madonna Statue E38) you still receive the bonus points.

Diamond Mine (WM073)

1 VP. Req 3 occ.

Place 1 Stone each on the next 2 Round spaces. At the start of these rounds, you receive the Stone.

Donkey (WM074)

1 VP. Req 1 pasture.

From now on, one of your pastures can not contain animals. (Mark this pasture with 1 Clay from the general supply.) Whenever you use the “Plow 1 field” or “Plow 1 filed and/or Sow” Action space, you may Plow 1 additional field.

  1. May be combined with other plows or the Harrow I68.
  2. The Donkey does not count as an animal, e.g. for prerequisites of minor improvements.
  3. The pasture containing the Donkey may be changed. If this happens, move the Clay to indicate the new pasture that is being used.
  4. The pasture containing the Donkey gives Animal Farmer G002 1 Bonus point, as the pasture cannot contain more animals than it currently does.
  5. The Donkey can only live in a pasture on your farmyard, not in, for example, Forest Pasture K145, Wildlife Reserve I102, Animal Yard E58, a field (using Corral G070), etc.

Downsizing (WM075)

Req 1 occ.

Once during the game, when you build at least 1 fence, you may return 1 Wooden room that you built this game and build up to 7 additional fences from your supply at no cost. If there was a person in that room, move them into the rest of your home.

  1. If you have Hill Farmer WM029, count the number of rooms that you have after removing one.
  2. If you have Pastor E193, it will still trigger upon downsizing if you are now the only player with 2 rooms, while the others have 3 or more.
  3. The “After Renovation also fences” action cannot be combined with Downsizing when you renovate from a Wooden hut, as the renovation occurs first.

Drained Pond (WM076)

1 VP. Req 2 occ. Cost 1R.

Add 4 to the current round and place 1 field on the corresponding Round space. At the start of that round, you may pay 1 Food to add the field to your farm.

Edible Roots (WM077)

Req 3 fields.

Whenever you harvest the last good from a field and place it in your supply, you receive 1 Food.

  1. You receive 1 Food when you harvest the last wood from Forester K278 or Copse I78.

Farm School (WM078)

1 VP. Req 2 occ. Cost 1W 1R.

Whenever you harvest at least 2 goods during the Field phase of a Harvest, you may immediately afterward pay 2 Food to play an Occupation.

Festival Hall (WM079)

1 VP. Req 2 Grain fields. Cost 1W 1C.

After the Field phase of a Harvest, you can use the Festival Hall to convert 1 Grain to 1 Building resource of your choice and 2 Food.

Fish Hook (WM080)

1 VP. Req 2 occ. Cost 1W.

Whenever you use an Action space orthogonally adjacent to the “Fishing” Action space, you may immediately take 1 Food from the “Fishing” Action space if there is a Food on that space.

  1. Does not trigger any improvements or occupations that Use the “Fishing” Action space.

Fish Pond (WM081)

Req 1 Unused space. Cost 1C.

Place 1 Clay from the general supply on 1 Unused farmyard space. It now counts as used. Whenever you use the “Fishing” Action space, you may place some or all of the Food on this card. At the end of the game, you receive -1/1/2/3/4 Bonus points for 0/1/4/6/8 Food on this card.

  1. You may only place Food from the Action space itself, not food received due to Fisherman E161, Canoe E30, etc.

Flower Pots (WM082)

1 VP. Cost 1C.

If you play this in Round 6 or before, place 1 Vegetable on the space for Round 8. At the start of this round, you receive the Vegetable.

Free-Range Chickens (WM083)

Req 1 Grain field. Cost 1W 1F.

At the start of each round, if you have at least 1 Grain field, place 1 Food from the general supply on this card. You may use this Food at any time. At the end of the game you receive 1/2 Bonus Points for 3/6 Food on this card.

Friendly Pastures (WM084)

1 VP. Cost 2W.

Your pastures with stables may hold 2 different animal types. (This card does not change the capacity of your pastures.)

Fruitcake (WM085)

1 VP. Req 2 occ. Cost 1 Grain.

In the Feeding phase of the next Harvest, each of your family members (including newborns) require 1 Food less.

Glassblowers Shop (WM086)

3 VP. Req Return Pottery.

Each harvest you may convert up to 1 Clay into 3 Food. At the end of the game, you receive 1/2/3 Bonus points for 2/4/5 Clay. (A repurchased Pottery does not give you additional Bonus points, but can be used to convert an additional Clay each Harvest.)

  1. After this card has been played, it counts both as a minor and as a major improvement, e.g. for the requirements of other cards.

Gold Medal (WM087)

Req Round 7 or before.

When you play this card, choose one category from Grain, Vegetables, Sheep, Wild boar, Cattle, fields, pastures, or fences stables. At the end of the game, all players with the most Points in that category receive 2 Bonus points.

  1. Forest Pasture K145 does not count as a pasture for scoring, and thus does not add to your total when counting Points in the pastures category.
  2. The Bonus points are awarded based on Points in the chosen category, not based on number of that item. Further, do not count Bonus points (for example, from Brewery K110 or Schnaps Distillery I98) when counting Points for a particular category.

Grain Elevator (WM088)

Cost 2W.

At the start of each round, add 1 Grain from the general supply to this card, unless it has Grain equal to the number of players. Whenever you use the “Take 1 Grain” action, you also take all the Grain on this card. Whenever another player uses the “Take 1 Grain” action, return all Grain on this card to the general supply.

Home Garden (WM089)

Cost 1W.

Whenever you renovate your home, or if you renovated this round, place 1 Food on the next 3 remaining Round spaces. At the start of these rounds, you receive the Food.

Honeymoon (WM090)

5 VP. Cost 2F.

In Round 14, you place 2 fewer Family members.

  1. At the end of all of your turns in Round 14, you must have at least 2 family members left in your home. When you can no longer take actions and still have this be true, then you cannot take any more actions.

Iron Plow (WM091)

Cost 1S. 1W.

Once during the game, when you use the “Plow 1 field” Action space, you may Plow 2 fields instead and take a “Sow” action afterward.

Keys (WM092)

1 VP. Cost 1S.

You can use the “Build room(s) and/or Build stable(s)” Action space, even if another player has already placed a person on it.

Kindling (WM093)

Cost 1W.

You may build Major Improvement Fireplace and Cooking Hearths with a “Minor Improvement” action. Pay 1 Clay less for each.

  1. Does not reduce the cost of the Simple Fireplace E20.

Lamp Oil (WM094)

1 VP. Req 2 animals

Whenever you play an Occupation, you receive 1 Food before you pay the cost of the Occupation.

Mountain Cave (WM095)

1 VP. Cost 1F.

Each Harvest, you may use the Mountain Cave to exchange up to 1 Wood for 1 Stone.

Oak Cask (WM096)

Cost 1W.

When you play this card, place 1 Food from the general supply on it. During the Field phase of each Harvest, add 1 Food from the general supply to this card if it has Food on it. At any time, you may take all of the Food from this card.

Open Gate (WM097)

1 VP. Cost 1S.

At the start of the Feeding phase of each Harvest, you may return 1 Sheep to the general supply to receive 1 Bonus point.

  1. The bonus points should be recorded on your score sheet. Therefore, if you remove the Open Gate (e.g. with Madonna Statue E38) you still receive the bonus points.

Petting Zoo (WM098)

1 VP. Cost 2W.

At the end of the game, if you have all the animal types in your farm, you receive 1 Bonus point if you have at least 2 Sheep and 1 Bonus point if you have at least 2 Wild boar.

Pig Wallow (WM099)

Req 1 empty field.

Immediately return 1 empty field to the general supply to fence a single farmyard space (in the same or different space.) (Normal fencing rules still apply.) You do not need to pay Wood for the fences. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. This is a “fences” action.

Plum Patch (WM100)

2 VP. Req 1 Grain field and 1 Vegetable field.

Place 1 Food on each of the next Round spaces, up to the number of planted fields in your farmyard. At the start of those rounds, you receive the food.

Prize-winning Sheep (WM101)

Req 1 Sheep.

You immediately receive 1 Building resource of your choice. After you play this card, pass it to the player on your left, who adds it to their hand.

Ram (WM102)

1 VP. Cost 1 Sheep.

The Ram counts as a Sheep in your farm for scoring and breeding, but must be fed 1 Food in the Feeding phase of each Harvest or it is discarded. Your sheep breed at the end of Rounds 6, 8, 10, and 12.

  1. Counts as a Sheep for the purposes of determining bonus points for cards that count animals at the end of the game, such as Loom K146, Animal Holder G003, Estate Manager E170, etc.
  2. Does not count as a Sheep otherwise, for example for determining food gained in Harvests from Spindle E51, Loom K146, Butter Churn E53, Milking Shed I93, etc.

Raspberries (WM103)

1 VP. Req 2 occ.

Place 1 Food each on up to 3 Unused farmyard spaces from the general supply. When the space is used, you receive the Food.

Reed Nursery (WM104)

Cost 1R.

You may Sow and harvest Reed in your fields as if it were Grain. At the end of the game, you may exchange 1/4/6/8 Reed from your supply or from your fields for 1/2/3/4 Bonus points.

  1. Does not interact with anything that specifies Grain (e.g. Permaculturist WM040, Planter Box I90, etc.). But it does interact with cards that mention sown “Resources’ or “Goods” (e.g. Fieldsman I219).

Rotherham Plow (WM105)

Req 1 occ. Cost 2W.

Whenever you use the “Plow 1 field” Action space, you may Plow 2 fields if they are not diagonally or orthogonally adjacent to each other instead of 1.

Ruins (WM106)

3 VP. Cost 4S.

Place 4 Stone on this card from the general supply. In the Field phase of each Harvest, you may move 1 Stone from this card to your supply.

Slapdash Renovation (WM107)

Cost 1C 1S.

At the end of any turn where you placed a person on a “Renovation” Action space, you may return that person to your farm. (That person takes another action later in the round.)

Steamer (WM108)

Cost 1W.

At any time, you can convert pairs of goods to Food as follows: Grain and Vegetable → 5 Food; Grain and Sheep → 4 Food; Grain and Wild boar → 5 Food; Grain and Cattle → 6 Food.

  1. If you use the Steamer to convert Grain and animals to food, this counts as converting animals to food. (For example, for Pelts K339, Slaughterman K299, etc.)

Steel Plow (WM109)

Req 3 occ. Cost 3W 1S.

Once during the game, when you use either the “Plow 1 field” or “Plow 1 field and/or Sow” Action space, you can Plow up to 4 fields instead of 1.

Storage Shed (WM110)

1 VP. Req 1 stable.

Remove 1 built stable and place is on this card (you may not build it again later). Whenever you play a Minor Improvement, take 1 Building resource of your choice from the general supply before paying the costs of the Improvement.

  1. The stable still counts as a built stable, but is no longer considered to be on your farmyard.
  2. You may receive resources from the Storage Shed when you play Major Improvements as Minor Improvements.

Undisturbed Pond (WM111)

1 VP. Req no occ.

Place 1 Food on each of the next Round spaces, up to the number of completed rounds. At the start of these rounds, you receive the Food.

Village School (WM112)

1 VP. Req 1 occ. Cost 1S 1R.

Once per turn, when paying a cost, you may discard 1 card from your hand to pay 1 less Building resource of your choice.

  1. The discarded card is discarded face down.
  2. May only be used to pay costs during your turn.
  3. (FotM) Once per turn, when paying a cost, you may discard 1 card from your hand to pay 1 less Building resource of your choice except stone.

Wild Breeding (WM113)

Immediately add 1 animal of the appropriate type to each Accumulation space containing 2 or more animals. If you have space on your farm, you may take 1 of the added animals. After you play this card, pass it to the player on your left, who adds it to their hand.

Wine Closet (WM114)

Cost 1W 2C.

When you play this card, you receive 1 Vegetable. Once each round, you may move 1 Vegetable from your supply to a future Round space. If it is at least 5 rounds away, add 1 Vegetable from the general supply. At the start of that round, you must convert each of those Vegetables to 2 Food or 1 Bonus point.

  1. The Vegetable received initially will trigger Market Woman K292. Any Vegetables placed on future Round spaces do not trigger Market Woman when you convert them to Food or Bonus points.
  2. The bonus points should be recorded on your score sheet. Therefore, if you remove the Wine Closet (e.g. with Madonna Statue E38) you still receive the bonus points.
  3. (FotM) Up to a maximum of 5 bonus points.

Worm Bait (WM115)

Whenever you use the “Plow 1 field” Action space, add 2 Food from the general supply to this card. You receive the Food on this card when you use the “Fishing” action. Each Harvest, return 1 Food from this card (if any) to the general supply.

Abandoned Willow (FR001)

Req 1 empty field.

Immediately remove 1 empty field from your farmyard and receive 4 Wood. (That space now counts as unused).

  1. You may not remove a field which causes other fields to be isolated.

Absinthe (FR002)

1 VP. Req 3 occ.

Place 1 Food on the next 5 remaining Round spaces. At the start of these rounds’ Work phase, place the Food on an Action space of your choice. (The next player to use this space receives the Food.)

Amusement Park (FR003)

1 VP. Req 1 pasture.

Place 1 Food each on the next 2/3/4/5 remaining Round spaces if you have 1/2/3/4 pastures. At the start of these rounds, you receive the Food.

Apple Garden (FR004)

You receive 2 Bonus points for either Grain or Vegetables missing from your farm at the end of the game. (The fruit replaces this type of good.) (You still lose the points for the missing good.)

  1. If you are missing both types of crops, you still only get 2 bonus points.
  2. The score for the missing type of crop still counts as a negative for the Constable K276 and Yeoman Farmer E165.
  3. Apple Garden does not count as a crop for the prerequisites of minor improvements.

Artists Garden (FR005)

1 VP. Req 3 occ.

In the Returning home phase of each round, you may harvest 1 field.

  1. You may harvest goods which are sown onto occupations or improvements.
  2. The returning home phase occurs after the work phase but before the end of the round, and before harvests.

Badger (FR006)

Cost 1C.

Immediately place a marker on an Action space of your choice. At the start of each round, you must move it to an orthogonally adjacent revealed Action space. Any player that uses that space also receives 1 Food.

  1. You may take the Badger food before using an action space.
  2. Chamberlain I238 reveals action spaces.
  3. May not be moved to “additional” action spaces (occupations or improvements).
  4. You cannot place the Badger on the spot you used to play it and immediately take 1 Food.

Baguette (FR007)

During each Harvest, you may pay 1 Wood to Bake bread at the start of the Feeding phase if you have an Improvement with the bread symbol.

Barber shop (FR008)

Cost 3W 1R.

For every Harvest remaining when you play this card, you receive 1 Bonus point.

  1. If you play this card at the start of (or during) a harvest, that harvest is not counted.

Bathroom (FR009)

Req 1 field.

Each time you convert a Grain or Vegetable into Food, you may place it on this card. For each field you Sow, you may take 1 Good of the same type from this card and add it to that field. (Goods on this card do not count for points when scoring.)

  1. Plowed field (so Acreage K105 and Bean Field E18 do not combo).

Breakfast Outdoors (FR010)

1 VP. Cost 1 vegetable or 2 grains.

In each Feeding phase, you receive 1 Food.

Brickyard (FR011)

Req 2 occ.

At the start of each round, if you have no Clay in your supply, place 1 Clay on this card. At any time when this card has 4 or more Clay on it, you may move all of the Clay to your personal supply.

  1. You may not return clay to the general supply for no reason.

Camembert (FR012)

1 VP. Req 2 occ.

Place 1 Food each on 3 Action spaces (unoccupied or occupied) from the general supply. The next player to use the Action space receives the Food.

  1. Revealed action spaces only.

Chameleon (FR013)

Cost 1 sheep.

When you play this card, you receive 1 Wild boar. You may keep 1 Wild boar in each of your pastures that hold Sheep. (Pastures can still only hold the normal amount of animals).

  1. A pasture that can hold two animals can only hold two animals, not two sheep and a boar.

Chocolade (FR014)

Req 1 major imp.

Place 4 Food from the supply on this card. This food can only be used to pay for Occupations.

  1. You may not use food from this card to pay for any extra occupation costs (Chief E172).

Coffee Break (FR015)

1VP. Cost 1C.

Place 1 Food on the next 5 Round spaces. At the start of these rounds, you receive the Food. If you play an Occupation before receiving the Food, immediately remove this cards remaining Food from future Round spaces.

Cornrick (FR016)

(Cost 1F. Req 1 field.)

Place 1 Grain each on the spaces for rounds 7 and 9. At the start of these rounds, you receive the Grain.

Diary (FR017)

Req 2 occ.

Whenever you play an Occupation, you receive 1 Wood.

Encircling Wall (FR018)

2 VP. Cost 4S.

When you play this card, you may immediately fence 1 space in your farmyard. (You do not need to pay Wood for the fences).

  1. This counts as “Building fences” but not a fence action.
  2. You cannot build more than 15 fences using this card.
  3. You must still follow fencing rules (connect to existing pastures).

Evening Prayer (FR019)

Req no occ.

If you have 1/2 plowed fields, immediately pay 1/2 Food to play 1/2 Occupations.

Five Rings (FR020)

Cost 1W or 1S.

Whenever you play an Improvement, pay 1 Wood/Stone less if you chose Wood/Stone as the cost of this card. (Mark this card with 1 Wood/ Stone from the supply.)

Flat Hill (FR021)

Req 4 planted fields.

When you play this card, immediately Renovate your Wooden hut to a Clay hut for free.

  1. A planted card which has goods you harvest during the field phase counts (Forester K278, Copse I78).
  2. A field with goods on it you do not harvest does not count (Apple Tree WM58, Vineyard Ö21).

Full-bottomed Wig (FR022)

1 VP. Req 3 sheeps.

You no longer need Reed when you renovate your home.

Goblet (FR023)

Cost 1W.

The Well is a Minor Improvement for you. When you build the Well, place 2 Food on the next 5 Round spaces instead of 1 Food. (If you have already built the Well, then this card has no effect.)

  1. Goblet does not work if you have already built Village Well I66.

Golden Rose (FR024)

1 VP. Req 1 planted field.

Whenever you pay Food to play an Occupation or a Minor Improvement, you may pay up to 2 Food less.

  1. You must still pay any additional food costs specified by the card.

Grain Mill Oven (FR025)

Cost 1C 1S.

You can’t Bake bread with the Grain Mill Oven. Clay and Stone Ovens are Minor Improvements for you. You may discard this instead of paying an Oven’s cost. When you play this card, you can immediately take the “Bake bread” action.

  1. Grain Mill Oven is not an oven, it can not be upgraded to any oven upgrade (Baker’s kitchen I65, Baker’s Oven E14).
  2. Does not have a bake symbol so does not activate Charcoal Burner E182.
  3. Can only bake when playing if you have another card which allows you to bake.

Grotto (FR026)

Req 2 occ.

Place 3 Clay and 2 Stone from the supply on this card. At the end of each round, you may pay 2 Food to receive 1 of these resources. Once this card is empty, it provides room for 1 Family member.

  1. Any extra family members in your house move into and occupy the Grotto when it is emptied.
  2. If the Grotto is removed (or in any way turned down) then a peep living in it is moved into the rest of your house.
  3. Grotto does not count as a room in your house.

Ground Pickaxe Plow (FR027)

Cost 1W.

Once during the game, when you use either the “Plow 1 field” or the “Plow 1 field and/or Sow” Action space, you can place 1 Wood from your supply on 1/2 orthogonally adjacent (revealed or unrevealed) Action spaces (to the used plow space) to Plow 1/2 additional fields.

  1. Can be combined with other plows on the same action due to the word “additional”.

Hammock (FR028)

1 VP. Cost 2W 1 sheep. Req 4 rooms.

One of your rooms can hold 1 additional Family member.

Hay Rake (FR029)

Cost 1W.

Each Work phase, the third person you place can use the “Plow 1 field” Action space even if it is occupied.

  1. You may use the Hay Rake even if you occupy the space and/or multiple other players occupy the space.
  2. If you have played the Acrobat K269 and you use your third person to take “Travelling Players”, you can then move to Plow 1 Field even if it is occupied.

Haystack (FR030)

Cost 1W. Req 6 animals.

Place 3 Food on each remaining Round space. At the start of these rounds, you receive the Food.

  1. (FotM) Horse does not count (only Sheep, Wild Boar and Cattle).

Heatwave (FR031)

Cost 1S. Req clay hut or stone house.

Immediately build a Fireplace for free or upgrade a Fireplace to a Cooking Hearth.

Homework (FR032)

1 VP. Cost 2R 2F.

When you play this card, you may immediately play up to 2 Occupations. (You must still pay any additional costs of the Occupations.)

  1. You do not need to pay food for those occupations (unless they have an additional cost).

Kid’s Corner (FR033)

1 VP. Cost 1R.

Your home may hold 1 additional animal. You may keep more than 1 type of animal in your home.

  1. If you have played the House Goat K120, you may not hold any animals in your home.

Kitchen Table (FR034)

For you, all “Bake Bread” actions now read “Bake Bread or place 1 Food from your supply on Kitchen Table.”At any time, you may return 1 Food from this card to your supply and take a “Bake Bread” Action.

  1. The bread symbol on this card is an error.

Lighthouse (FR035)

2 VP. Cost 2S 1W. Req exactly 2 stone rooms

The Lighthouse provides room for 1 Family member.

  1. Any extra family members in your house move into and occupy the Lighthouse when it is emptied.

March (FR036)

When you play this card, you may return 2 different animals to the general supply to Plow 2 fields.

  1. The returned animals come from your farm.

Necklace (FR037)

Cost 1S. Req 1 occ.

Whenever at the end of a Work phase, you have at least 2 Family members occupying 2 orthogonally adjacent Action spaces, you receive 1 Food.

  1. Action spaces do not need to be the same dimensions.

Orchard (FR038)

1 VP. Req 1 planted field.

Place 1 Food on each of the next Round spaces up to the number of planted fields in your farmyard. At the start of these rounds, you receive the Food.

  1. Include definition of planted field in extra.

Par Force Hunting (FR039)

1 VP. Cost 2W.

Add 4 and 7 to the current round and place 1 Wild boar on each corresponding Round space. At the start of these rounds, you can pay 1 Food to take the Wild boar.

  1. The placed Wild boar comes from the general supply.

Park Cemetary (FR040)

Place 3 Stone on the “Plow 1 field” Action space from the general supply. Any player who uses that space may also receive 1 Stone from it. If there is no Stone on that space, you may discard this card and Plow 1 field.

  1. The stone may be bought with Stone Buyer I255.
  2. If stone is placed on the “Plow 1 Field” space for other reasons (Mailman WM35) then you may not discard this card to plow.

Peasants Boutique (FR041)

3 VP. Req Return Basket Maker’s Workshop.

Every harvest you may convert 1 Reed into 4 Food. At the end of the game, you receive 1/2/3 Bonus points for having 1/3/4 Reed. You do not receive additional Bonus points from the Basket Maker’s Workshop.

Rock Pyramid (FR042)

Whenever you build a Stone room, you can Plow up to 1 field. If you paid at least 1 Stone for that room, you may Plow up to 2 fields instead.

  1. If you build a stone room using Stone House Extension E55, Mason E191, etc, you may plow one field.
  2. If you build more than 1 stone room at the same time, you can plow more than 2 fields.

Sofa (FR043)

Cost 1R.

At the end of the game, you receive 4/2 Bonus points if your home has at most 2/3 rooms.

Star Classification Meal (FR044)

1 VP. Req stone house.

Place 1 Food on each remaining Round space. At the start of these rounds, you receive the Food.

Stone House Reconstruction (FR045)

1 VP. Cost 1S.

You can Renovate your Clay hut to a Stone house at any time without using the “Renovate” action. (You must still pay for the Renovation.)

Straw-Thatched Hut (FR046)

Req 2 planted fields.

Whenever you add a room to your Clay hut, you can pay 2 Clay, 1 Grain and 1 Food instead of 5 Clay and 2 Reed.

  1. Sets a new optional base cost for clay rooms.
  2. Can be combined with Bricklayer I243, a clay room costs 1F 1G.

Sunday School (FR047)

Cost 2F.

Place a marker on the next round. During that round, you place 1 fewer Family member. At the end of that round, remove the marker and play 2 Occupations for free.

  1. You must still pay any additional costs of the occupation.

Swimming Studio (FR048)

1 VP. Cost 1R.

Whenever you use the “Fishing” Action space, you may also convert up to 1 Wood to 3 Food.

The Port Le Havre (FR049)

1 VP. Req 1 oven.

Whenever you use the “Bake Bread” Action, you may convert 1/2 Clay into 1/2 Stone.

Threshing Machine Plow (FR050)

Cost 1W.

Once during the game, when you use the “Plow 1 field” Action space, you may Plow all 3 middle spaces on your farmyard instead of Plowing 1 field. (The middle 3 spaces are those surrounded by exactly 8 other spaces.)

  1. The three spaces are the three farmyard spaces that do not touch the edge of the farmyard in any way.
  2. You may only use the effect of this card if all three spaces are able to be plowed.
  3. You must plow all three spaces with this plow.

Timetable (FR051)

Req 1 major imp.

Place 1 building resource of each type on this card. These building resources can only be used to pay for Minor Improvements.

  1. These resources are not “in your supply” and therefore cannot be used in combination with Storehouse Clerk K287 or contribute to the Joinery/Pottery/Basketmaker’s Workshop bonuses.
  2. A major improvement played “as a minor” or that “is a minor to you” satisfies the prerequisite.

Trees for the Citizens (FR052)

1 VP. Cost 3W. Req 3 occ.

If you have the Joinery or Sawmill, you do not have to pay the Wood cost for this card. At the end of the game, you receive 1 Bonus point for every 2 Improvements in front of you that have a printed Wood cost.

Trip to the Lake (FR053)

Cost 1R. Req 2 occ.

Whenever you use the “Fishing” Action space, you receive an additional 1 Food and 1 Wood.

Tuileries Garden (FR054)

1 VP. Cost 1W 3S. Req 4 occ.

Whenever you use the “Plow 1 field” Action space, you may immediately afterward take 1 Grain or 1 Vegetable from the general supply and Sow it.

  1. You receive the Grain or Vegetable from the supply before sowing it (so therefore it triggers cards like Market Woman K292).

Vegetable Harvest (FR055)

If you have an Oven, you can convert Vegetables into Food at any time. Take 4 Food for each Vegetable.

Watering Can (FR056)

Cost 1F.

Immediately add 1 Grain from the supply to each of your planted Grain fields and 1 Vegetable to each of your planted Vegetable fields.

  1. This card has no effect on fields with other resources planted on them.

Wild Game (FR057)

Cost 1 Wild boar.

You immediately receive 5 Food.

Winter Deadwood (FR058)

When you play this card, you may either pay 1 Wood for 1 Bonus point or receive 1 Wood and pass this card to the player on your left who adds it to his/her hand.

  1. The wood comes from the supply.

Witches’ Dance Ground (FR059)

Req 3 occ.

Place this card on or beside your farm. If you place it beside your farm, you gain 2 extra farmyard spaces (to be scored as normal) and you receive 1 Bonus point. If you place it on your farm, cover two orthogonally adjacent unused spaces which no longer count as part of your farm.

  1. If you extend your farm with this card, you do not receive any additional points for the Cloister Dweller WM10.
  2. If you cover part your farm with this card, Cloister Dweller WM10 scores as if those two spaces were not a part of your farm.

Wood Saw (FR060)

Cost 1W.

Whenever every other player has more Family members than you, you may immediately build 1 or more rooms by paying their cost.

  1. You may activate the Wood Saw at any time, provided every other player has more family members than you.
  2. This card has no effect in solo games.

Farm Cart (FL001)

1 VP. Cost 3W.

Whenever you use the “Sow” action, you can Sow 1 Grain on an existing Vege field or 1 Vegetable on an existing Grain field.

  1. You can have at most 1 pile of Vegetables and 1 pile Grain on each field.

Beguine Courtyard (FL002)

1 VP. Cost 2C 2S.

Once your home is shaped like the picture below (5 room home shaped like a “C”), you must immediately move all the people still in your supply into your home. They may take actions starting that round.

  1. They count as adult Family members and not “newborns”.

Belgian Shepherd (FL003)

1 VP. Req 1 sheep.

You may keep up to 2 Sheep on exactly 1 Unused space in your farmyard. The space still counts as unused. You may not keep any animal other than the Belgian Shepherd in your home.

  1. Even if you have special Occupations or Improvements.

Educational Building (FL004)

Cost 2C 1R.

This card is an additional Action space for you only. The first time you use your 3 rd and/or 4 th Family member this game, you may use it on this card and alternate placing 1 Wood and 1 Stone on each remaining Round space. Start with Wood. At the start of these rounds, you receive the resource.

Brabant (FL005)

At the end of the game, you receive 5 Bonus points if have 2 or 3 animal categories where you score 1 negative point.

  1. You still lose the points for the missing animal types.

Endive Field (FL006)

Cost 2F. Req 2 occ.

When you play this card, you receive 1 Vegetable. In Rounds that end with a Harvest, you may Sow Vegetables on this card as if it were 1 field.

  1. This card counts as a field but not for scoring.

Diamond Trading Post (FL007)

1 VP. Cost 3W 3C. Req 3 occ.

Place 3 Stone from the general supply on this card. At any time, you can move these Stone in your supply. At the start of each Harvest, if you have more Stone in your supply than there are on this card, you may return 1 Stone on this card for a pair of animals. You receive Sheep/ Wild boar/ Cattle with the 1 st / 2 nd / 3 rd return.

Wooden Draisine (FL008)

Cost 2W.

You can use 2 orthogonally adjacent Accumulation spaces on the same game board with 1 person by placing the person between the spaces. You must leave 2 of the items on each space.

  1. Afterward, both spaces count as occupied.

Ebony Shoe (FL009)

Cost 1W.

If there are still 1/3/6/9 rounds to play, you immediately receive 1/2/3/4 Clay. After playing this card, the next player to have no Unused farmyard spaces receives 3 Bonus points.

Stuck Cart (FL010)

Cost 2F. Req 2 people placed.

Immediately place and use all the Family members that are in your home.

  1. Afterward, play continues as normal. This card can only be played during the Work phase.

Towhead (FL011)

Cost 1 F. Round 4 or before.

Place the after “Family growth also 1 Minor Improvement” Action space face-down on Round 6. In Round 5, you can use it as if it were already face-up.

  1. In addition to the regular new Action space in Round 5.

Cart (FL012)

Cost 3W.

Whenever there are at least 6 Wood, 5 Clay, 4 Reed, or 3 Stone on an Action space, only you can take this space with your first person in the Work phase.

Gift Table (FL013)

Cost 1 W.

Pile 1 of each on this card (from bottom to top) : Vegetable, Wood, Sheep, Wood, Grain. At any time, you may buy the top item for 1 Food. When you buy the Sheep: it moves to your supply, it can be exchanged for 2 Food at any time, it does not breed, and it counts for scoring.

Jenever Distillery (FL014)

1 VP. Cost 3C 1S.

When you play this card, place 1 to 4 Wood from your supply on this card. You can move this Wood back to your supply at any time. In the Field phase of each Harvest, you receive 1 Food for each Wood on this card (without removing the Wood).

  1. (FotM) Place 1 to 3 Wood from your supply on this card.

Courtyard Garden (FL015)

Cost 1S 3W. Req Wooden Hut.

At the end of the game, you receive 2 Bonus points for each Unused farmyard space orthogonally adjacent to your Stone house.

  1. These spaces still count as unused when scoring.

Janneken Pis (FL016)

(1 VP. Cost 1S. Req a Well.)

Your Well is an additional Action space for you only. Whenever you use your Well, you activate its effect again.

  1. Wells are cards whose name ends with “Well”.
  2. (FotM) You can use your well 3 times maximum.

Bobbin Table (FL017)

Cost 1W.

This card is an additional Action space for you only. Whenever you use this space, you may afterward (and until the next Harvest) use Action spaces even if they are occupied.

Office (FL018)

1 VP. Cost 4C 3W 2R.

At any time, you may exchange 1 Clay for 1 Stone. At any time you may exchange 1 Grain in your supply for 1 Vegetable. At any time you may exchange 1 Wild boar for 1 Cattle.

  1. (FotM) Cost 3C 2W 2R.

Lantern Wonder (FL019)

8 VP. Req no occ.

At the end of the game, you receive 1 Negative point for each card in your hand. (Cards must be played and cannot be discarded.)

  1. (FotM) You still receive 1 Negative point for each card in your hand with Yeoman Farmer E165

Love Garden (FL020)

Cost 2F. “Familly growth” Action space in play.

At the end of a Work phase, whenever you have more rooms than people and all “Family growth” and “Build room(s)” Action spaces are occupied, you immediately receive a Family member token as a newborn.

Lions Mound (FL021)

1 VP. Cost 5C. Req see below.

You may only play this card after Round 13/11/9/7/4 in a 1/2/3/4/5 player game. At the end of each Work phase, you receive 1 Bonus point if no other player occupies an Action space with a lower round number than you do.

  1. Using the Round 1 space guarantees you the point.

Corn Maze (FL022)

Cost 1F. Req 2 Grain fields.

At the start of each round, you receive 1 Wood and 1 Reed if you have 4 Grain fields arranged in 2x2 (In the Field phase of each Harvest, you may not skip harvesting).

Carrot Museum (FL023)

1 VP. Cost 2C 1W. Round 7 or before.

At the end of Rounds 8, 10, and 12, you receive 1 Stone for each Vegetable field that you have; you also receive 1 Wood for each Vegetable that you have in your supply.

  1. (FotM) Up to a maximum of 2 Stone and 2 Wood at rounds 8, 10 and 12 (buff to 2 VP).

Lover’s Tryst (FL024)

Req 2 occ.

If you play this Minor Improvement on the “Starting player” Action space, instead of taking Starting player, you may take a “Family growth” action. You must have room in your home.

  1. (FotM) From Round 5, you can play Lover’s Tryst.

Cockaigne (FL025)

Req at most 1 occ.

Once during the game, when you have at least 1 Food, 1 Grain, and 1 Vegetable in your personal supply and 1 Sheep and 1 Wild boar on your farmyard, you may choose to not place any people in a round and instead receive 7 Bonus points.

Speculoos Bakery (FL026)

1 VP. Cost 2W 2C.

Whenever you use the “Bake bread” action on an Action space, you may also exchange 1 Grain for 1 Guest token to place in the same round.

  1. Return the Guest token after using.
  2. (FotM) You can exchange 1 Grain for 1 Guest token 3 times maximum.

Trappist Beer (FL027)

Req Play with “Major improvement” action.

At the start of each Harvest, you may pay 1 Grain to skip all 3 phases of that Harvest.

  1. (FotM) You can pay 1 Grain to skip all 3 phases of that Harvest 1 time maximum.

Hash with Fries (FL028)

Req 1 Grain, 1 Vegetable and 1 cattle.

Immediately convert 1 Grain, 1 Vegetable and 1 Cattle to 3 Bonus points and 5 Food.

Bird Trap (FL029)

Cost 2W. Req 1 Grain field

In the Field phase of each Harvest, you receive 1 Food from the general supply and you can Harvest 1 additional resource from 1 field of your choice.

Wild Boar Hunt (FL030)

1 VP. Req 2 occ.

In the Replenish phase of each even-numbered round, place 1 additional Wild boar on the “Take 1 Wild boar” Action space. Every round, other players can only use the “Take 1 Wild boar” Action space with their first person.

Clutch Drive (WA001)

Cost 1C. Req 1 occ.

Whenever you use the Round space with the number that is equal to the total of Wood in your supply, you receive 1 Wood from the general supply afterwards.

Ardennes (WA002)

Req 6C.

Place 1 Wood on each remaining even-numbered Round space. At the start of these Rounds, you receive the Wood.

Begging Letter (WA003)

Req No Food.

Each of your opponents must give you 1 Minor Improvement card from their hand. Choose 1 of those cards and take it into your hand. Then shuffle the remaining cards and the Begging Letter and deal 1 card at random to each of your opponents. Immediately afterwards, you receive an additional “Minor Improvement” action.

Beer Table (WA004)

Cost 2W. Req No Grain.

At the end of the Field phase of each harvest, you may pay 1 Grain for 2 Bonus points. If you do, all other players receive 1 Food from the general supply.

  1. (FotM)At the end of the Field phase of each harvest, you may pay 1 Grain for 1 Bonus point, up to a maximum of 5 bonus points.

Beer Museum (WA005)

2 VP. Cost 2C 2W. Req 2 Grain.

In the Feeding phase of each harvest, you may convert 1 Grain to 6 Food, but you only receive the Food in the Field phase of the next harvest.

  1. You do not need any improvement with the bread symbol for this conversion.
  2. (FotM) 1 Grain to4 Food.

Beer Parlor (WA006)

Cost 2C.

When you play this card, you receive 1 Grain. Before each Returning home phase, if all of your Family members were placed on the same game board, you may convert 1 Grain from your supply into 3 Food.

  1. All the Action spaces are distributed on 3 game boards. You do not need any improvement with the bread symbol for this conversion.

Comic Shop (WA007)

3 VP. Cost 1W 1C. Req play in Round 8 or 9.

This card is an additional Action space for all players. It can only be used if the player using it has no more Family members in his home afterwards. In the Work phase of the following 2 rounds, that player may place up to 2 persons whenever it is his turn.

Steam Engine (WA008)

1 VP. Cost 2W.

Whenever you use an accumulation space with the last person you place each Work phase, you can also take a “Bake bread” Action afterwards.

  1. Accumulation spaces are those Action spaces on which goods or Food accumulate.
  2. (FotM) You can take a “Bake bread” once a Stage.

Bowler Hat (WA009)

Cost 1R.

Whenever another player uses the “Fishing” Action space with a person, he must first pay you 1 Food. In the following Returning home phase, place 2 Food from the general supply on that Action space.

Franki Pile (WA010)

Req 2 occ.

Place 1 Stone from the general supply on as many of your unused Farmyard spaces as you choose. These spaces still count as unused; you may not use them any more except to build rooms on them. Whenever you build a room on such a space, pay 1 Building resource of your choice less and place the Stone from the space in your supply.

Islands of Peace (WA011)

Cost 1F. Req 2 plowed fields.

Place 1 Food from the general supply on every junction point between 4 of your unused Farmyard spaces (maximum 5 Food, in rare cases 6). You receive the Food when all the corresponding 4 spaces are used.

Cast-iron Oven (WA012)

2 VP. Cost 3C.

Whenever you use the “Bake bread” Action or after you play an Occupation, you may convert 1 Grain into 4 Food with this Oven.

Ideal Landscape (WA013)

-1 VP. Req 8 unused farmyard spaces.

At the end of the game, if your farm contains exactly 4 pastures (totaling 6 pasture spaces), 5 fields and 4 rooms, you receive 4 Bonus points.

Cat Tongue (WA014)

Cost 1F.

Whenever you use a “Family growth” Action, you receive a Guest token which you may use immediately in a Work phase to place it on the “Fishing” Action space only.

No Son of Man (WA015)

Req 1 occ.

You receive 1 Wood and may immediately place another person.

No Potato (WA016)

Req 5 cards played.

Until the end of the game, Vegetables give you 1 Food less. For every harvest remaining when you play this card, you receive 1 Bonus point. Begging cards included in prereq

  1. (FotM) Req changed to 9 cards played. Until the end of the game, Vegetables give you 1 Food less. For every harvest remaining, except the last Harvest, when you play this card, you receive 1 Bonus point. Begging cards included in prereq

Grey Matter (WA017)

You receive 1 Wood for every Improvement in front of you whose function you didnt use so far.

Cloister Ruins (WA018)

1 VP. Cost 5F.

Place 1 Food on each remaining Round space. At the start of these rounds, you receive the Food.

La Grace Fountain (WA019)

2 VP.Cost 2S.

Place 1 Food on as many remaining Round spaces as you have Sheep. At the start of these rounds, you receive the Food. This card counts as a Well.

Market Fountain (WA020)

3 VP. Cost 3S.

At the start of the next Work phase, place 1 Food on each of the next 6 remaining Round spaces. At the start of these rounds, you receive the Food. This card counts as a Well.

Marly Machine (WA021)

Cost 1 W 1F. Req at least 1 opponent has a Well.

At the beginning of a turn, whenever at least one player (including you) gets at least 1 Food from a Well, you also get 1 Food.

Materne Jam (WA022)

Req 1 occ.

At the start of each harvest, you may show and discard 1 Minor Improvement card from your hand. If you do, you receive 1 Building resource from the general supply of a type that would be needed to play the discarded card.

Pilgrimage Site (WA023)

Req Improvements with total value of 3.

This card is an additional Action space for all players. A player who uses this Action must pay you 1 Grain to receive 1 Vegetable and 1 Stone from the general supply and 1 Bonus point. If you use the Pilgrimage Site yourself, pay the Grain to the general supply instead.

Smoking Mantlepiece (WA024)

-3 VP. Cost 1S. Req Clay or Stone house.

When you play this card, you get 1 Bonus point per complete Round left to be played. You cannot use any more Renovation actions.

  1. You cannot renovate to stone house if you play Stone Breaker K303
  2. (FotM) Up to a maximum of 8 bonus points. Saxophone (Cost 1F. Req first person played this Work

phase.) (WA025)

Your remaining Family members leave the house and flee to different unused Action spaces on a single game board that is not occupied by your first person. Take those actions immediately in any order.

  1. (FotM) Only one family member leave the house.

Hovering Stone (WA026)

As soon as you use the Round space with the number that is equal to the total number of Stone in your supply, you receive 1 Stone from the general supply afterwards.

6th Sense Academy (WA027)

Cost 2F. Req 1 occ.

In each Returning home phase, if you have 0 of exactly one of the goods shown below (G V W C R S), take 1 of that good from the general supply. You cannot convert goods to Food if you have exactly 1 of this good.

  1. (FotM) You cannot convert Wood to Fuel if you have exactly 1 Wood.

Foie Gras (WA028)

Whenever you use either the “Fishing” or “1 Reed” Action space on the middle game board, you get 2 Food if another person uses the other Action space later during this Work phase.

  1. If the other Action space is already used, you gain nothing.

Archway (WA029)

4 VP. Cost 2C. Req no occ.

This card is an additional Action space for all players. A player who uses it gets 1 Food and may move the person, immediately before the Returning home phase, to an empty Action space.

  1. That Action ends the Work phase.
  2. (FotM) 3 VP.

River Port (WA030)

1 VP. Cost 1F.

At the start of the Work phase of each round, check which Action space holds the maximum number of a single good. You may buy one good of that type from the general supply for 1 Food. In case of a tie, you can choose between those types of goods.

Almanac (G061)

Cost 1W 1S.

When you play this card, immediately take the field and breeding phases of a harvest on your farmyard. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. Activates all your cards that can be used during the field and breeding phases of a harvest.
  2. Activates the Water Mill I103 (only for you), also if owned by another player.
  3. Does not activate the Layabout I244.

Animal Farm (G062)

Cost 1W. Req 2 animal types.

Once per round, you may return 1 of your animals to the supply for a guest token, which you place this round as you would a family member. (The guest represents the animal.)

  1. You can use the Animal Farm at the latest when it’s your next turn after the one in which you placed your last family member (including the occupant of the Reed Hut K138 and other guests except for the one from the Keg Z314).
  2. If another player has the Robber, Animal Farm does not count as a person left to place, unless you already took the guest token.
  3. You can exchange an animal that comes directly from an action space or from an improvement or occupation, without having to make room for it in your farmyard.
  4. If you discard the Animal Farm with the Madonna Statue E38 before you’ve used the guest marker, you have to discard that guest marker without using it. If you’ve already placed the guest marker, it is discarded in the return home phase as usual.
  5. (FotM) Requirement 2 animal types, except horse. You may return 1 of your animals to the supply for a guest token, except horse.
  6. (FotM) The guest may be taken before or during your last family member placing.

Baking Field (G063)

Req 2 occ & 1 baking imp

When you sow, you can plant grain on this card as you would on a field. When harvesting, you must immediately bake this field’s harvested grain.

  1. You receive a baking action that you can and must use for this grain only.
  2. The grain still counts as harvested, e.g. for Bountiful Harvest G067 and Grain Market G078.
  3. Every grain that is moved from this field to your personal supply has to be baked, including when Manure I92, Almanac G061, Harvest Feast G080, or Fish Farm G115 are used.
  4. Grain moved elsewhere (e.g. to another player’s supply by Harvest Helper I223) cannot be baked immediately.
  5. When you harvest more than 1 grain at the same time, e.g. with the Harvest Feast, you must bake all grain in 1 baking action.
  6. If you cannot bake a grain, e.g. because you discarded your baking implement for the Madonna Statue E38, you must convert it to 1 food.
  7. If you also have the Baker E150, you get two separate baking actions during the harvest; you may use the same baking implement for both.
  8. This card does not count as a field when scoring.
  9. It counts as a field towards prerequisites of minor improvements.
  10. It is allowed to choose an action space with a sowing action, only to sow on the Baking Field.
  11. The Baking Field is not considered to be adjacent to any farmyard space or other card, regardless of its location, and does not benefit from the Planter Box I90.

Bartering Hut (G064)

When you play this card, immediately buy up to 2 animals from the general supply. Pay any 2 building resources for each sheep, any 3 for each wild boar, and any 4 for each cattle.

  1. The animals can be the same or different.
  2. Building resources are wood, clay, reed, and stone.
  3. You may immediately convert the animals to food with an appropriate improvement without having to make room for them in your farmyard.
  4. In a solo game, this card is removed from the game after you play it.

Beehive Oven (G065)

1VP. Cost 2S.

Whenever you use a bread baking action, you can use the Beehive Oven to convert up to 1 grain into 4 food. Whenever you bake 1 or more grain into bread without using the Beehive Oven, you receive 1 additional food. When you play this card, you can also bake bread immediately.

  1. Is both an oven and a baking improvement.
  2. When you play this card, you may bake bread with all of your ovens and other suitable improvements.
  3. 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.

Birthstone (G066)

Whenever you grow your family, you may pay 1 stone for 1 bonus point. When you play Birthstone, you may immediately do this for any new family member that you already received this round.

  1. If you receive 2 new family members at once with Mother of Twins Z336, you may pay 2 stone for 2 bonus points.

Bountiful Harvest (G067)

Req 2 occ.

If you harvest at least 2 resources and breed at least 1 animal during a harvest, place 1 food from the general supply on this card. You may use this food at any time. At the end of the game, you receive 1 bonus point for each food on this card.

  1. Food on this card is part of your personal supply, and counts for e.g. Pilgrim G045.
  2. Is activated by Almanac G061.
  3. If you also have Harvest Helper I223, grain harvested from another player’s field counts for this card.
  4. (FotM) At the end of the game, you receive 1 bonus point for each food on this card, up to a maximum of 3 bonus points.

Chronicle (G068)

Cost 2W or 2C. Req 1 occ.

Place 1 food on each remaining major improvement on the major improvements board. When these improvements are acquired, you receive the food.

  1. (FotM) If there are two major improvements on top of each other, place only 1 food on the revealed card.

Clear Cutting (G069)

Cost 1W. Req 1 occ.

Whenever you plough 1 or more fields, you receive 1 wood from the general supply for each field you just ploughed.

  1. (FotM) Is not activated when you place a field without ploughing, e.g. using the “Slash and Burn” special action, Cattle Collar M017, or Peat Burn-off M016.

Corral (G070)

Cost 3W. Req 1 occ.

You may keep up to 2 animals of the same type on each unsowed field orthogonally adjacent to your home. Different corrals may hold different types of animals. At the end of the game, you receive 1 bonus point for each of these fields that holds at least 1 animal.

  1. The fields do not count as pastures.

Cow Bell (G071)

Cost 1C.

You may keep up to 2 cattle on each unused space on your farmyard, to a maximum of 4 cattle.

  1. The spaces still count as unused.

Dunghill (G072)

Cost 1W. Req 2 occ.

Whenever you have 2/3 different types of animals at the beginning of the field phase, you may add 1 more resource on 1/2 of your planted fields (or planted cards).

  1. Animal cards like House Goat K120 do not count, but animals kept on cards do.

Errant Oven (G073)

When you play this card, immediately take the “Bake bread” a bread baking action.

  1. Is an oven, but not a baking improvement.

Extra Effort (G074)

Cost 1F.

When you play this card, immediately build a major improvement.

  1. Pay the costs for the improvement normally.

Farmers Market (G075)

Cost 2F.

When you play this card, you receive 1 vegetable.

Gardening Tools (G076)

Cost 2W.

Whenever another player sows, you may pay 1 food to the supply to immediately take a “Sow” action.

Gimlet (G077)

1VP. Cost 1W 1C.

Pay 1 less wood/clay/stone for each wood/clay/stone room. Each round you build stables, pay 1 less wood for up to 2 stables.

Grain Market (G078)

1VP. Req 3 grain fields.

Whenever you harvest at least 1 grain, you may immediately afterward exchange 1 grain from your personal supply for 1 vegetable.

Hammer (G079)

When you play this card, immediately take a “Fences” action. Pay 1 wood to every other player who has at least 1 fence.

  1. ERRATA: error in printing of this card, the following font small text is missing: “After you play this card, pass it to the player on your left, who adds it to his/her hand”.

Harvest Feast (G080)

1VP. Req 3 occ.

When you play this card, each player may immediately move any amount of their planted resources to their personal supply.

  1. This does not count as a harvest.

Hayloft (G081)

Cost 1W.

At the end of the game, you receive 1/2 bonus points for 3/4 stables, 1 bonus point if you have 3 stables, or 2 bonus points if you have 4 stables.

  1. A stable used by Emergency Housing Ö20 counts as a stable for the Hayloft.

Hired Helpers (G082)

Cost 1F.

Each round, you may place 1 guest token as you would a family member. If you do this, you must place 1 fewer person next round. You can not use this ability in consecutive rounds nor in round 14.

  1. You can decide to use the Hired Helpers at the start of any of your turns, and at the latest when it’s your next turn after the one in which you placed your last family member (including the occupant of the Reed Hut K138 and other guests except for the one from the Keg Z314).
  2. You have to place the guest token in the same turn that you receive it, unless you skip that turn (e.g. because of the Robber CZ11 or (MOOR) because of a special action). If another player has the Robber, Hired Helpers does not count as a person left to place, unless you skipped a turn.
  3. If you have a card that is activated by placing your last person or taking your last action, e.g. Magician or Opportunist, and you use that card when you place your last family member, you can no longer use the Hired Helpers that turn. You may choose not to use that card when you place your last family member, but then you have to use the Hired Helpers next turn (and it counts as a person left to place until then).

Holiday Present (G083)

Cost 1W or 1C.

When you play this card, immediately either discard 1 begging card or take 1 animal (of your choice) from the supply.

  1. If you take an animal, you may immediately convert it to food with an appropriate improvement without having to make room for it in your farmyard.
  2. In a solo game, this card is removed from the game after you play it.

Horse Barn (G084)

Req 1 occ.

Whenever you sow, each field you sow that is orthogonally adjacent to exactly 1 stable gets an additional 1 grain or 1 vegetable. Each field that is orthogonally adjacent to 2 or more stables, gets an additional 2 grain or 2 vegetables.

  1. It does not matter if the stable is fenced.
  2. You can only put extra grain on grain fields, and extra vegetables on vegetable fields.
  3. Cards such as Acreage K105 and Bean Field E18 do not benefit from the Horse Barn.
  4. If you also have the Winter Garden G118, grain or vegetable fields inside your home do not benefit from the Horse Barn.

Irrigation Canal (G085)

1VP. Cost 1W 1S.

Whenever you plow a field that is orthogonally adjacent to a planted field, you may take 1 grain or vegetable from that field and sow it immediately on the newly plowed field. Place 1 fewer grain or vegetable from the supply on the newly planted field.

  1. If you use the “Plough Field and Sow” action space, you may sow before you plough.
  2. If you plow more than 1 field at the same time (e.g. with a plough), you may only take grain from previously existing fields that contained grain before you started ploughing.
  3. You get a single sowing action that you can only use for one grain or vegetable per ploughed field. This activates e.g. the Smallholder K286 and the Liquid Manure K118, but not the Scarecrow Z324.
  4. Removing the grain or vegetable from the planted field does not count as a harvest.

Itinerant Laborers (G086)

Cost 1F.

When you play this card, immediately take a “Sow” action.

  1. In a solo game, this card is removed from the game after you play it.

Magic Beans (G087)

Cost 1 cattle.

When you play this card, you receive 2 vegetables.

  1. In a solo game, this card is removed from the game after you play it.

Meat Pie (G088)

1VP. Cost 2F or 1 animal.

Whenever you bake 1 or more grain into bread, you may pay 1 additional grain and 1 animal for 3 Bonus points. When you play this card, you may also take the “Bake bread” action.

  1. Is activated when you use a baking improvement (with the “baking” symbol) to convert grain to food.
  2. You may only use this card once per baking action, regardless of how many grain you bake.
  3. 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.
  4. (FotM) You may pay 1 additional grain and 1 animal for 2 Bonus points (up to a maximum of 6 bonus points.

Migrant Workers (G089)

Cost 2W. Req 1 Occ.

Whenever you use the “Day Labourer” action space, you may immediately afterward pay 1 food to plow 1 field.

  1. You can use the food from “Day Labourer” to pay for the field.

Paddocks (G090)

Req 1 pasture & 1 occ.

You may not use the Paddocks to fence unfenced farmyard spaces.

  1. This is a fence building action, and activates Farmer E160, Hedge Keeper E175, and Stablehand E207.
  2. In a solo game, this card is removed from the game after you play it.

Pelt Roof (G091)

Req 2 occ.

For each wild boar, cattle, or 2 sheep you convert into food, you may place 1 reed from the general supply on this card. You may use this reed to extend or renovate your home.

  1. If you convert a single sheep into food, you don’t receive any reed, not even if you already converted a single sheep earlier.
  2. Reed on this card is not part of your personal supply. It does not count for Basketmaker’s Workshop A9 or Storehouse Clerk K287.
  3. You may not use the reed on this card to pay for the Wooden Hut Extension I81, Clay Hut Extension K132, or Stone House Extension E55.
  4. If you also have the Pelts K339, Tanner K280, Basin Maker K273, Taxidermist Z330, and/or Brush Maker E156, you may use those cards as well as the Pelt Roof for each converted animal.

Pine Forest (G092)

At the start of each round, you may place 1 wood on this card if you have zero wood in your supply. When this card has 5 wood, move the wood from this card to your personal supply.

  1. You may not give wood to the general supply for nothing, unless you also have the Pilgrim G045.
  2. If you receive wood at the start of the round, e.g. because of Rancher I340 or Private Forest E45, you may use the Pine Forest before you receive that wood.
  3. You must take the wood as soon as there are 5 wood on the card; you may not wait until there is 6 or more wood on the card.

Plentiful Fields (G093)

When you play this card, you receive 1 food for each planted plowed field in your farmyard. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. You do not receive any food for improvements with planted resources, such as Bean Field E18 and Forester K278.
  2. You receive only 1 food for a field with 2 stacks of grain because of the Scarecrow Z324.
  3. In a solo game, this card is removed from the game after you play it.

Potter’s Wheel (G094)

Cost 1W.

Whenever you convert 1 clay into food using the Pottery A8 or Potter E214, you receive 1 additional food. The Pottery is now a minor improvement for you.

  1. The Pottery still counts as major improvement as well, e.g. for Nosebag M022 or Administration M070.

Private Market (G095)

1VP. Cost 1W 1C.

Once per round, you may exchange 2 food for a building resource of your choice.

  1. Building resources are wood, clay, reed, and stone.

Private School (G096)

1VP. Cost 3W or 3C. Req 1 occ.

This card is an additional action space for all players. Any player who uses the Private School must pay you 1 food to play an occupation. All players must still pay any additional costs for their occupation (for Chief E172, Lover K291, etc).

  1. If you use the Private School yourself, you do not need to have or to pay any food.

Pulley (G097)

1VP. Cost 2W.

Whenever you use the “Day LabourerDayXLabourer action space you may immediately afterward build one room.

  1. Pay costs for the room normally. You can use discounts from e.g. Axe E13 and Thatcher E157.
  2. If you receive building resources for the “Day Labourer” action, e.g. because of Quarry E54 or Clay Pit K131, you can use these to pay for the room.
  3. Activates Wet Nurse K270, Building Tycoon Ö07, and Unusual Architecture Ö22.
  4. If you also have the Oldest Occupation G042, you may first use the Pulley to build a new room and then the Oldest Occupation to grow a family member there.

Pumpkin Pie (G098)

1VP. Cost 2 grain or 1 veg.

Whenever you bake 1 or more grain into bread, you may pay 1 additional grain and 1 vegetable for 3 bonus points. When you play this card, you can also take the “Bake bread” action.

  1. Is activated when you use a baking improvement (with the “baking” symbol) to convert grain to food.
  2. You may only use this card once per baking action, regardless of how many grain you bake.
  3. 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.
  4. (FotM) You may pay 1 additional vegetable for 2 bonus points (up to a maximum of 6 bonus points).

Reed Beds (G099)

1VP. Cost 2W. Req 1 occ.

Whenever you use the “Plough 1 Field” action space, you receive 1 reed.

Reed Sale (G100)

Cost 1R.

When you play this card, you receive 3 food.

  1. In a solo game, this card is removed from the game after you play it.

Remodeling (G101)

Cost 1W 1R. Req 1 stable

When you play this card, immediately return a stable from your farmyard to your supply and extend your wooden hut by 1 room. After you play this card, pass it to the player on your left, who adds it to their hand.

  1. The room does not cost anything, but you must pay the cost shown on this card.
  2. You can not use discounts on room building costs, e.g. from Ladder I91 and Thatcher E157, when paying for this card.
  3. You cannot remove a stable that is used for Emergency Housing Ö20.
  4. In a solo game, this card is removed from the game after you play it.

Sausage Grinder (G102)

1VP. Cost 2S.

Whenever you convert animals into food, you receive 1 additional food for each animal.

Scythe (G103)

1VP. Cost 1W 1S. Req 1 occ.

You may sow fields even if they already contain resources. Place the new resources on top of the existing ones. You cannot sow different resources on a single field.

  1. If you receive extra resources when sowing, e.g. because of Smallholder K286 or Liquid Manure K118, you also receive them when you use the Scythe.
  2. Is activated by any sowing action, including those from Hobby Farmer E180 and Five-year Plan CZ24, except sowing actions on empty fields only (e.g. Corn Storehouse I86.
  3. You may also use the Scythe on improvements like the Acreage K105, Bean Field E18, and Copse I78, and on the indoors field of Winter Garden G118, and on the farmyard spaces used by No-Till Farming M078.
  4. If you sow an empty field, you cannot use the Scythe on that same field in the same sowing action.
  5. You cannot use the Scythe twice on the same field in the same sowing action.

Seasonal Plants (G104)

Req 1 occ.

Whenever you sow during an even-numbered round, add 1 additional resource of the appropriate type to 1 field you just sowed.

  1. You may choose to sow an extra resource on cards like Forester K278 and Bean Field E18.

Seed Spreader (G105)

Cost 1W 1C.

Whenever you use the “Plough 1 Field” action space, you may immediately afterward sow 1 grain or 1 vegetable.

  1. You get a single sowing action that you can only use for one grain or vegetable from your personal supply. This activates e.g. the Smallholder K286 and the Liquid Manure K118, but not the Scarecrow Z324.

Shared Wall (G106)

Cost 1S. Req 2 occ.

Areas of one or more unused farmyard spaces that are completely surrounded by fences or rooms are now automatically pastures. You may not use them any longer for any other purpose.

  1. If you want, you can add fences of another colour where these pastures border your home, for clarity.
  2. If a farmyard space is entirely surrounded by your home, it becomes a pasture as well, even though it is not connected to your other pastures. You may not create an unconnected pasture in any other way with this card.
  3. The sides of your home do not count as fences (even when they help surround one of your pastures). If you create a pasture by placing a new room, this does not count as building fences, e.g. for Hedge Keeper E175. It does count as fencing a new pasture for Shepherd’s Crook I77 and Animal Breeder K307.
  4. If Shared Wall is discarded with the Madonna Statue E38, incompletely fenced spaces are no longer pastures. Leave the fences on your farmyard; they have no effect.

Sheep Market (G107)

Cost 1W. Req 1 occ.

At the beginning of each harvest, you may exchange 1 grain or vegetable for 1 sheep. Alternatively, you may exchange 1 sheep for 1 grain or vegetable.

  1. Is activated before the field phase of the harvest.
  2. If you take a sheep, you may immediately convert it to food with an appropriate improvement without having to make room for them in your farmyard.

Sheepdog (G108)

-

You may keep up to 2 sheep on each unused space in your farmyard. You may not keep any animal other than sheep in your home. The Sheepdog must be fed 1 food each harvest.

  1. The farmyard spaces where you keep the sheep still count as unused.
  2. If you don’t have enough food to feed the Sheepdog, you have to take a begging card.
  3. The food for the dog must be paid during the feeding phase of the harvest.
  4. If you already have played the House Goat K120, you cannot play the Sheepdog, and vice versa.
  5. The Sheepdog does not count as an animal, e.g. for prerequisites of minor improvements.

Sheepskin Rug (G109)

Cost 1 sheep.

At the end of the game, if you own a Fireplace A1/A2, you receive 2 bonus points.

  1. A Simple Fireplace E20 counts as a fireplace; a Cooking Hearth A3/A4 doesn’t.
  2. You only receive the bonus once, even if you have 2 fireplaces.

Shovel (G110)

Cost 1W 1C.

Whenever you use the “Day Labourer” action space, you may immediately afterward take the “Sow” action.

  1. If you receive resources on the “Day Labourer” action space, e.g. because of Seasonal Worker E202 or Undergardener E166, you may use these in the sowing action.

Sickle (G111)

Cost 1W.

At the end of the game, you receive 3 bonus points if you have at least 5 plowed fields, 8 grain and 4 vegetables.

  1. Planted grain and vegetables count.
  2. Improvements such as Acreage K105 and Bean Field E18 do not count as fields for this card.
  3. (FotM) At the end of the game, you receive 2 bonus points if you have at least 5 plowed fields, 8 grain and 4 vegetables.

Stone Crane (G112)

1VP. Cost 1W 1S. Req 2 occ.

Whenever another player builds a room or renovates, you may immediately perform this action yourself (without placing a family member). Pay the costs using 1 less building resource of your choice.

  1. You cannot build a room when another player renovates, or vice versa.
  2. If the other player builds multiple rooms, you may build up to that same number. The Stone Crane gives a discount on all of those rooms.
  3. You can use cards like Axe E13 or Renovator E199 to reduce the costs of the new room(s) or the renovation.
  4. Is also activated when another player builds a room or renovates because of an improvement or occupation, such as Wooden Hut Extension I81, Master Builder E151, or Builder’s Trowel E50.
  5. If the other player does an additional action, e.g. builds a stable as well as a room, or plays an improvement as well as renovates, you cannot do that action as well.

Stone Kitchen (G113)

2VP. Cost 3S.

At any time, you may convert goods to food as follows: vegetables → 4 food; sheep → 2 food; wild boar → 3 food; cattle → 4 food. Whenever you use the “Bake bread” action, you may convert: grain → 3 food.

  1. 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.
  2. Is a cooking improvement and a baking improvement, but not an oven.
  3. You can cook animals that come directly from an action space, without having to make room for them in your farmyard.
  4. 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.

Stonecutter’s Hall (G114)

2VP. Cost 2S 3W or 2S 3C or 2S 3R.

In each harvest, you can use the Stonecutter’s Hall to convert at most exactly 1 stone to 3 food. At the end of the game, you receive 1/2/3 bonus points for 2/4/5 stone.

Fish Farm (G115)

Req 1 planted field & 1 occ.

Whenever another player takes the “Fishing” action, you can take 1 grain or vegetable from each of your planted fields and place it in your personal supply.

  1. This also applies to field cards such as Acreage K105 and Bean Field E18.
  2. You cannot take other resources, such as wood from Copse I78 or Forester K278.
  3. Using the Fish Farm does not count as harvesting.
  4. Activates Sower Z331 when used, but not e.g. Corn Storehouse I86 or Gardener I226.

Tree House (G116)

Cost 2W 1R. Req 3 occ.

Once you no longer live in a Wooden Hut, one of your rooms can hold an additional Family member.

  1. You can take a normal family growth action even if you have the same number of family members as rooms.
  2. (FotM) Cost 3W 1R. Req 3 occ.

Vegetable Scoop (G117)

Cost 2W.

Whenever you use the “Take 1 Vegetable” action space, you receive 1 additional vegetable.

Winter Garden (G118)

You may sow 1 of your rooms as if it were 1 field. Whenever you have an animal in your home (including House Goat K120), move all resources planted in this room to the general supply. Harvest resources from your room as normal and additionally at the end of rounds 6, 8, 10 and 12.

  1. The Sheepdog G108 does not count as an animal for this card.
  2. You are allowed to sow in a room when you have an animal in your home, e.g. to use the Serf K266, but you lose the grain or vegetables immediately.
  3. You cannot use the Scarecrow Z324 when you sow in a room.
  4. The field in your home does not count as a field for prerequisites of minor improvements or in scoring at the end of the game.

Wooden Bridge (G119)

1VP. 3W.

Whenever you use the “1 Reed” action space, you receive 1 additional food. Whenever you use the “Day Labourer” action space, you receive 1 additional Reed.

Stump-Jump Plough (Z313)

Cost 2W.

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.

  1. This is a plough.
  2. Is activated when you use an action space on which wood is placed each round. 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).
  3. Is activated even if you leave all the wood on the action space because of Basket E34, Mushroom Collector E196, or Pig Catcher I253.
  4. Is activated when you use an action space that contains wood because of the Wood Distributor K284.
  5. Is also activated by the action space “1 Reed, Stone, and Wood” in 5-player game, and the action space “Take 1 Building Resource” in 3-player game if you take wood.
  6. Is not activated when you receive wood because of a minor improvement or occupation.

Keg (Z314)

Cost 1W.

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.

  1. The guest is played after all family members, other guests, and the occupant of the Reed Hut K138, but before moving a person (e.g. because of the Countryman K289 or Acrobat K269).
  2. The action performed by a guest counts for the Church Warden I227.
  3. The guest does not need to be fed during harvest time.
  4. This card is passed to the left immediately when it has been played. The next player may use the Keg the same round.
  5. In a solo game, this card is removed from the game after you play it.

Brewer’s Copper (Z315)

1VP. Cost 1 Grain 1S.

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.

  1. Using the Brewer’s Copper does not count as baking.

Bust (Z316)

2VP. Cost 1S.

This card cannot be played once all other players have 2 or more occupations (3 occupations in a 3-player game, 4 occupations in a 2-player game).

  1. 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.

  1. Write the bonus points on the scoring pad.
  2. You do not have to pay for guests or the occupant of the Reed Hut K138.
  3. In a solo game, this card is removed from the game after you play it.
  4. (FotM) Pay 2 food for each of your family members, and receive a total of 2 bonus points.

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.

  1. You do not need a cooking improvement to convert the animals to food.
  2. Is not a cooking improvement. Does not activate the Schnitzel Mallet Ö18.
  3. Guests or the occupant of the Reed Hut K138 do not count as family members.
  4. You may choose to convert fewer animals to food than you have family members.
  5. In a solo game, this card is removed from the game after you play it.

Pumpkin Seed Oil (Z319)

Req 1 veg field.

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.

  1. You do not need a cooking improvement to exchange the vegetable for food.
  2. A harvest counts as part of the preceding round.
  3. Placing a vegetable on this card does not count as sowing.
  4. The vegetables on this card are not considered to be in your personal supply.
  5. 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.
  6. The Giant Pumpkin Z323, Seed Trader Z332, and Grocer E184 do not count as prerequisites.
  7. Placing a vegetable on this card does not activate the Spices E25.

Maypole (Z320)

Cost 1W.

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.

  1. The farmyard space counts as used, even if the fence is knocked over, in which case, it remains on the farmyard space. You cannot reclaim it for use as a fence.
  2. The farmyard space cannot be used for anything else until the end of the game. In the scoring at the end of the game, the farmyard space counts as used, even if the fence has been knocked over.
  3. If another player knocks the fence over, you can re-place it.
  4. Placing the Maypole does not count as building fences.
  5. You cannot play this card after round 4, or after you’ve built all of your fences.

Ranch (Z321)

Req no unused spaces.

For each round that has not yet begun when you play this card, you receive 1 bonus point and 2 food.

  1. Write down the bonus point(s) on the scoring pad immediately.
  2. (FotM) Up to a maximum of 3 bonus points.

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.

  1. Your animals do not run away.
  2. Fences must always be placed according to the rules.
  3. 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.
  4. When you rebuild the fences, you must use the same number of fences. You may not remove fences from your farm.
  5. You can only rearrange those fences that have been placed as fences; not those used by the Wagenburg CZ16, Hop Field CZ18 or Maypole Z320.

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.

  1. You can count the vegetable in scoring at the end of the game.
  2. 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.
  3. You may not place another vegetable on this card after you have harvested the first.
  4. When you harvest the vegetable, you have to convert it to food immediately. You may not add it to your supply or sow it.
  5. 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 (Z324)

Req 2 empty fields.

Whenever you sow, you can pay 1 wood and sow 2 grain instead of 1 on an empty field.

  1. You can use this card once for every sowing action.
  2. You may not sow an extra stack of grain on a field that is not empty.
  3. 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.
  4. In each harvest, you take one grain from each of the stacks.
  5. 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.
  6. The Copse I78, Forester K278, Vineyard Ö21, and Giant Pumpkin Z323 do not count as prerequisites.
  7. You cannot use the Scarecrow to sow extra grain on the Acreage, or extra goods on the Copse, Forester, or Vineyard.
  8. Fields that have two stacks of grain on them count as two fields for prerequisites. They count as 1 field during the final scoring.
  9. 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.

Dutch Windmill (NL001)

1VP. Cost 2S 2W.

Whenever you use the “Bake bread” action in a round immediately following a Harvest, you receive 2 additional Food.

  1. (FotM) 2VP. and you receive 3 additional food.

Parlor (NL002)

Cost 1F. Req 2 occ.

Immediately change 1 room at no cost into a Stone room. (You will never need to renovate this room. Your home is still considered the material of your other rooms.)

  1. (FotM) If you live in a wooden/clay hut you do not need to heat the Parlor, in a stone house you must follow the usual rules.

Year of Disaster (NL003)

Req 2 occ.

Between the next Harvest and the Harvest after that, each other player must pay 1 Food to the general supply at the start of each Work phase. If they cannot pay 1 Food, they receive 1 negative point.

Cheese Market (NL004)

At the end of each round that does not end with a Harvest, the player with the most dairy animals receives 1 Grain. (Dairy animals are Sheep and Cattle). Cattle count double in this calculation. If you tie for the most, only you receive the Grain. If two other players tie or no one has dairy animals, no one receives the Grain.

Studio (NL005)

1VP. Cost 1C 1R.

In the Feeding phase of each Harvest, you can use the Studio to convert either 1 Wood, Clay, or Stone into Food. You receive 2 Food for Wood or Clay and 3 Food for Stone.

Backyard (NL006)

Cost 1W. Req 2 occ.

Any 2x2 Unused farmyard space, where 1 of the spaces is orthogonally adjacent to your home, provides room for 1 person. (Once one of the spaces becomes used, move the Family member back to your supply or your home if you have room.)

Stage (NL007)

Cost 1W.

Whenever you have a person on all 3 gameboards at the end of a Work phase, you receive 1 Food.

Water House (NL008)

Cost 1S 1C.

In the Replenish phase of each round (Phase 2), place 1 additional Food on the “Fishing” Action space. Whenever another player uses the “Fishing” Action space, they must pay you 2 Food from that Action space.

Junk Room (NL009)

Cost 1W 1C.

Whenever you play an Improvement (including this one), you receive 1 Food afterward.

Love Letter (NL010)

Req 2 imp.

If you use a “Family growth” action 1/2/3 rounds after playing this card, you also receive 2/3/5 Food. (Mark the 3rd round with an Arrow marker.)

  1. You can get food more one time, e.g. when you use “Family growth” 1 and 3 rounds after playing this card.

Spittoon (NL011)

Cost 1W. Req play in round without harvest*.

Steal 2 Food markers from your left or right neighbor (your choice) and give them this card which they add to their hand. (*Rounds without Harvest are 1,2,3,5,6,8,10, and 12)

Brook (NL012)

Req 1 of your people on “Fishing”.

Whenever you use the “Take 3 Wood”, “Take 1 Clay”, or “Take 1 Reed” Action spaces located above the “Fishing” Action space, you receive 1 additional Food.

Grasshopper Bundles (NL013)

Req 2 pastures.

In the Breeding phase of each Harvest, if you breed Sheep/ Wild boar/ Cattle and you have exactly 0-3/4-7/8+ planted Grain, you may receive 1 additional baby Sheep/ Wild Boar/ Cattle.

Ditch (NL014)

Cost 2F. Req 3 family members.

When you Sow, you can plant Vegetables between orthogonally adjacent field tiles as though the gaps were fields. (These gaps do not count as fields when scoring.)

Row Boat (NL015)

1VP. Cost 1W. Req 1 occ.

Whenever another player uses the “Fishing” Action space, you may move 1 of your already placed people to “Fishing” too and receive 1 Food from the general supply. (Thus, you free an Action space. You do not take the “Fishing” action.)

Caravan (NL016)

Cost 3W.

This card provides room for 1 Family member.

Monastic Vows (NL017)

At the end of each Work phase, you may take a Begging card. If you do, you may immediately receive 3 Food and place a Guest token. Afterward, return the Guest token.

Front Garden (NL018)

Cost 1S.

At the end of the game, you receive 1 Bonus point for each Unused farmyard space diagonally or orthogonally adjacent to your home. (These spaces still count as unused when scoring.)

Milk Jug (NL019)

Cost 1C.

Whenever any player uses the “Take 1 Cattle” Action space, you receive 3 Food and each other player receives 1 Food.

Beach Chair (NL020)

1VP. Cost 1R.

Whenever any player uses the “Fishing” Action space, they may pay you 1 Food afterward for 1 Bonus point.

Large Greenhouse (NL021)

Cost 2W. Req 2 occ.

Add 5,7, and 9 to the current Round and place 1 Vegetable on each corresponding Round space. At the start of these Rounds, you receive the Vegetable.

Bookcase (NL022)

Cost 2W. Req 1 occ.

Whenever you play an Occupation, you receive 1 Vegetable.

Stone Bank (NL023)

Req 1 occ.

Whenever you take Stone from a Stone Accumulation space, you may take 1 Stone only and leave any remaining Stone. Place the 1 Stone on this card. The Stone cost of all Improvements is reduced by the number of Stone on this card for you.

  1. (FotM) Stone cost of minor improvements.

Park Bench (NL024)

2VP. Cost 1W. Req 8 unused farmyard spaces.

The player on you left chooses 1 of your Unused farmyard spaces. Place 1 Wood from the general supply on this space. It counts as used and you can not build anything on it. (In a Solo game randomly choose a space.) Minimum Wage

Req play in round 4 or before.) (NL025)

Once each round, whenever you have no Food in your personal supply, you receive 1 Food.

Garden Wood (NL026)

Cost 1F.

You immediately receive 1 Wood for every Unused farmyard space orthogonally adjacent to your home.

Grain Sheaves (NL027)

Cost 1F.

Whenever you play another Minor Improvement, you receive 1 Grain afterward.

  1. After playing this card, each time you play a minor improvement, receive 1 grain immediately afterward.
  2. (FotM) Up to a maximum of 3 grain.

Cut Willows (NL028)

Cost 1W.

Place 2 Wood from the general supply on this card. Whenever you take Wood from an Accumulation space, this card gets 1 additional Wood. Whenever you pay at least 1 Wood with a person’s action, you may use 1 Wood from this card as payment.

  1. Does trigger Wood Distributor K284.
  2. Does not trigger on “1 Reed, Stone and Wood” action space, you get wood from the supply.

Dwelling Mound (NL029)

4VP. Req play in round 2 or before.

Whenever you Plow, you must pay 1 Food for each new field.

  1. (FotM) 2VP instead of 4 VP.

Dutch Claypipe (NL030)

Cost 1C.

In the Returning Home phase after each Work phase where you gained at least 7 building resources, you receive 2 Food.

Vegetable Garden (NL031)

Req 3 occ.

When you Sow, you can plant Vegetables on this card as you would on a field. When you play this card, it starts with 2 Vegetables planted on it from the general supply. After those Vegetables are harvested, it can be Sowed again. (This card does not count as a field when scoring.)

  1. After harvesting the last vegetable, you do not get a free action “Sow” for this card, you have to take a “Sow” action to do that.

Wooden Shoes (NL032)

Cost 1W.

Whenever you use a Stage 1 Action space (Round 1 to 4 spaces), you may reveal the next round card and place it in front of you. You and only you can use it this round. (At the start of next round, return the Action space to the board and all players use it normally.)

Herring Pot (NL033)

Cost 1C.

Whenever you use the “Fishing” Action space, place 1 Food on the next 3 Round spaces. At the start of these rounds, you receive the Food.

  1. (FotM) 4 times during the game, when you use the “Fishing” Action space, place 1 Food on the next 3 Round spaces.

Golden Earring (NL034)

Cost 1 Grain. Req play in round 7 or before.

Each round, you may place your second person on this card instead of an Action space. If you do this, place 1 Grain from the general supply on this card. At the end of the game, you receive 7 Bonus points if there are 2 Grain on this card.

  1. Grain on this card do not count towards scoring.
  2. (FotM) At the end of the game, you receive 4 Bonus points if there are 2 Grain on this card.

Wooden Gable (NL035)

Cost 2W.

At the end of the game, if all of your rooms hold exactly 1 Family member, you receive 3 Bonus points.

Single-Sided Plow (NL036)

Cost 2W. Req 2 occ.

Once during the game, when you use the “Plow 1 field” action, you may Plow 2 fields instead of 1. Additionally, you can Sow these new fields (1 or 2), but only with Vegetables. (This does not apply to the “Plow and/or Sow” action.)

  1. (FotM) Cost 1W. Req 1 occ.

Poppy Field (NL037)

Req 1 unused farmyard space.

You immediately receive 1 Grain and 1 Vegetable. The player on your left chooses 1 of your Unused farmyard spaces. Mark it with a green Arrow marker. This space must remain unused until all other spaces are used.

  1. The space must be alone and last of the unused spaces on your farm.

Undergrowth (NL038)

You immediately receive 2 Wood.

Stockpile (NL039)

1VP. Cost 5W.

At the beginning of each round (before Phase 1), if you have exactly 0-1/2-3/4-5/6+ Food in your personal supply, you receive 1 Wood/Clay/Reed/Stone. (You may give Food to the general supply at any time.)

Ox Cart (NL040)

Cost 2W. Req play in round 11 or later.

The first time you have 1 Cattle, you may immediately Plow 1 field for each Harvest remaining. (If you already have Cattle when you play this card, Plow immediately.)

Canal (NL041)

Req 2 occ.

Whenever you use the “Fishing” Action space, you may take up to 2 different building resources that you do not have in your personal supply.

Draw Well (NL042)

2VP. Cost 2S 1W.

Place 1 Food on each remaining even numbered Round space. At the start of these rounds, you receive the Food.

Bottles (NL043)

4VP.

When you play this card, immediately pay 1 Clay and 1 Food for each of your Family members. (Guests are not counted.)

  1. (FotM) 3VP.

Pancake Pan (NL044)

If you have a Cooking Improvement, you may convert 1 Grain into 2 Food at any time.

Dutch Mountains (NL045)

You immediately receive 1 Stone.

Poorhouse (NL046)

Cost 1W 1C.

At the start of each round, randomly choose 1 player among the players with the least Food markers in their personal supply, to receive 1 Food. If you have the least, then you receive the Food.

Early Grain (NL047)

Immediately harvest 1 Grain from each of your Grain fields. Tulip Field

Req 1 empty field. (NL048)

Immediately place 4 Food from the general supply on 1 of your empty fields. In the Field phase of each Harvest, move 1 of these Food to your personal supply. You cannot Sow this field until it is empty again.

Lumber mill (NL049)

2VP. Cost 2S.

Pay 1 Wood less for all Major and Minor Improvements.

Night Watch (NL050)

2VP. Req at most 1 occ.

The Night Watch is an additional Action space for all. In the Replenish phase of each round, add 1 Grain to this card. A player who uses this action must pay 2 Food to the general supply and receives the Grain. Some or all of this Grain may be immediately exchanged for Bonus points, 1 for 1.

  1. (FotM) You can not exchange some or all of this grain for bonus points.

Carriage Trip (NL051)

Req 1 unplaced person.

Immediately place 1 of your people.

  1. This card can be only played in the work phase. Does not trigger with Scholar K279, Task Artisan A096, etc.

East India Company (NL052)

Cost 2C 1S 1R.

Place 1 Grain, 1 Vegetable, 1 Sheep, 1 Wild Boar, 1 Cattle, 1 Wood, 1 Clay, 1 Reed, and 1 Stone on this card. At the start of each round, before Phase 1, you randomly take 1 good. (Goods on this card at the end of the game do nothing.)

House Boat (NL053)

1VP. Cost 2W.

Place 2 Guest tokens on this card. In the Returning home phase each Round, you can use one of these Guests to use the “Fishing” Action space. (Return the Guest to the general supply after using it.)

  1. If another player has played Net Fisherman I248, actions are resolved in turn order.

Horse-Drawn Boat (NL054)

1VP. Cost 2W. Req 3 occ.

Alternate placing 1 Food and 1 Sheep on each remaining Round space. Start with 1 Food. At the start of these rounds you receive the item.

Golden Helmet (NL055)

2VP. Cost 2W. Req play in round 3 or before.

Once each round that ends with a Harvest, immediately after placing 1 of your people, you may place 1 Food from the general supply on any Action space. The next player to use this Action space receives the Food (even in a following round).

Impossible Crate (NL056)

2VP. Req 12 unused fences.

Add 3 to the current round and place 12 of your fences on the corresponding Round space. At the start of that round only, take your fences back and immediately take a “Fences” action without placing a Family member. (Pay fence costs normally)

Joy House (NL057)

1VP. Cost 1S 1W 1 Grain.

Immediately after each Work phase, you may pay 1 Food to place 1 of your people on the Joy House instead of your home. Whenever you use a person from the Joy House, you may pay 1 Food to use 2 vertically adjacent Action spaces. Use the top one first then the bottom one. (People in the Joy House also use a room in your home)

Cypress (NL058)

5VP. Req exactly 3 family members*.

Immediately remove the person who played this Minor Improvement from the game completely. This person does not occupy space in your home anymore. (You can only play this card using a Family member’s action. The Cypress stands for death and mourning. *without guest)

  1. If you play this card on “Family Growth and Minor Improvement”, newborn continue to occupy the action space.
  2. You can play this card with Businesswoman G025.
  3. If you play this card on “Starting Player”, it gives you the starting player marker, but other players are allowed to use “Starting Player” again.
  4. (FotM) 3VP.

Bean Basket (NL059)

Cost 1R 1 vegetable.

Place 2 Vegetables from the general supply on this card. Whenever you Plow 1 field, you may take 1 Vegetable from this card. Whenever you use the “Take 1 Grain” Action space, you may place 1 Vegetable from the general supply on this card.

Shack (NL060)

1VP. Cost 1S 1W.

Whenever you start a round in a Wooden Hut, you receive 1 Food.

Coffee House (Ö13)

2VP. Cost 1W 1C 1S.

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.

  1. If you use this card yourself, you receive 2 food.
  2. The person from the Coffee House is placed before using the Taster I260. The taster still pays food to the original starting player.
  3. The Coffee House counts as played improvement, e.g. for the Village Elder I221 or as prerequisite for the Carp Pond E31.

Spielefest (Ö14)

2VP. Cost 2W 3F. Req 3 occ.

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.

  1. You can visit the Spielefest yourself. If you do, you do not need to have or to pay any food.
  2. The Spielefest counts as played improvement, e.g. for the Village Elder I221 or as prerequisite for the Carp Pond E31.

Farmers’ Ball (Ö15)

1VP. Req 3 occ.

When this card is played, each player who immediately pays 5 food into the general supply receives 3 bonus points.

  1. Before paying 5 food, each player has the chance to convert goods to food.
  2. (FotM) Each player who immediately pays 5 food into the general supply receives 2 bonus points.

Neutrality (Ö16)

Req 2 occ.

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. 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.
  2. You place your people after all guests of other players, including the one from the Keg Z314, but before moving a person (e.g.because of the Countryman K289 or Acrobat K269).
  3. 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 (Ö17)

1VP. Req more rooms than people.

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.

  1. The most recent round card is always the one corresponding to the current round, even if the Chamberlain I238 has been played.
  2. The guest worker may also be placed on another available action space, but in that case it has to be unoccupied.
  3. 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.
  4. Playing the Guest Worker is not a family growth action.
  5. The guest worker is placed as one of the ordinary family members, before the occupant of the Reed Hut K138 and the guest received from the Keg Z314.
  6. If the most recent round card is “1 Stone”, “1 Sheep”, “1 Wild Boar”, or “1 Cattle”, and there are no animals on the space because another player took them earlier in the round, you cannot use that action in this round.

Schnitzel Mallet (Ö18)

1S. Req 2 occ.

For each cattle that you turn to food using a cooking improvement, you receive 1 additional food and 1 bonus point.

  1. A cooking improvement is an improvement with a “cooking” symbol.
  2. Is activated by using the Horse Butcher M087, but not by Barbecue Z318, Meat Seller E162, or Butcher I247.
  3. (FotM) You receive 1/2/3 bonus points for 2/3/4 cattle converted into food using a cooking improvement.

Compulsory Education (Ö19)

Req 1 occ.

Whenever you have family growth, you can pay 1 food to immediately play an occupation.

  1. If you can also play a minor improvement, you must first play the occupation.
  2. Is activated when you use the Wet Nurse K270, Lover K291, or Village Beauty Z325.

Emergency Housing (Ö20)

Cost 1W 1R. Req 1 stable.

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.

  1. You can still keep animals in the pasture, as if the stable did not exist.
  2. You may not build a second stable on that farmyard space.
  3. Playing the Emergency Housing does not count as building a room and, for example, does not activate the Wet Nurse K270.
  4. 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.

Vineyard (Ö21)

1VP. Cost 1W 1S.

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.

  1. 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.
  2. You may choose to only sow 1 or 2 food on this card. You may then in a later sowing action sow more food here.
  3. In each harvest, you take one food from each of the stacks.
  4. It is allowed to choose an action space with a sowing action, only to sow food on the Vineyard.
  5. This card does not count as a field when scoring.
  6. 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.
  7. The Smallholder K286 may not be used to plant extra food.
  8. At the end of the game, the food is not counted as grain.
  9. The Vineyard is not considered to be adjacent to any farmyard space or other card, regardless of its location, and does not benefit from the Planter Box I90.

Unusual Architecture (Ö22)

1VP. Cost 2C.

Whenever you extend your home with 1 or more rooms, you receive 2 food for each new room.

Lederhosen (Ö23)

Req 3 occ.

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.

  1. The food on the Lederhosen is not part of your supply. You cannot use it in any way.

Styrian Oak (Ö24)

Req 1 occ.

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.

  1. The food on the Styrian Oak is not part of your supply. You cannot use it in any way.
  2. (FotM) You can pay the number of food (0 to 5) remaining on the Styrian Oak to receive 4 wood from the supply.

Golden Hands (CZ13)

Cost 1F.

Whenever you play a minor or major improvement, you can replace exactly 1 building resource with another.

  1. Building resources are wood, clay, reeds, and stone. You cannot replace anything else (food, grain, vegetables, animals, etc.).
  2. (FotM) If you replace 1 stone, you must pay 1 additional food.

School (CZ14)

1VP. Cost 1W 1C.

Whenever you can play 1 minor or major improvement, you can play 1 occupation instead. The price of the occupation is 1 food.

  1. You can also use the School for actions in which you can play only a minor improvement, such as the one on the “Family Growth and Minor Improvement” action space.
  2. In combination with one of Traveling Salesman K281, Businessman I228, or Merchant E179, you can use the School to play either two occupations, or one improvement and one occupation, in any order.
  3. (FotM) Do not trigger with special action cards.

Beer Festival (CZ15)

Cost 1F. Req 3 persons.

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 (CZ16)

You may place 1 fence on each of 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.

  1. If you take fences back from your farm, you don’t get your wood back.
  2. Farmyard spaces with fences also count as used during the game, e.g. for the Rancher I340.
  3. Placing the fences is not a fencing action, and does not activate the Hedge Keeper E175, Farmer E160, Stablehand E207, or another player’s Fencer I264.

Chapel (CZ17)

1VP. Cost 2C.

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.

  1. The stone on this card is not part of your personal supply.
  2. The Chapel counts as played improvement, e.g. for the Village ElderI221 or as prerequisite for the Carp Pond E31.
  3. (FotM) Up to a maximum of 4 bonus points.

Hop Field (CZ18)

Req 1 empty field.

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.

  1. You cannot return fences from the field to your supply.
  2. Placing the fences is not a fencing action, and does not activate the Hedge Keeper E175, Farme E160, Stablehand E207, or another player’s Fencer I264.
  3. (FotM) You can immediately pay 1 to 3 wood to place that many fences on one of your empty fields (up to a maximum of 3 bonus points).

Wine Cellar (CZ19)

1VP. Cost 2S. Req 1 unfenced stable.

Immediately convert one of your unfenced stables to a wine cellar by turning it on its side. You can 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.

Golem (CZ20)

1VP. Cost 2C. Req oven or cooking hearth.

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.

  1. The clay on this card is not part of your personal supply.
  2. You use only one person to take the double action.
  3. The person counts only once for the Church Warden I227.
  4. 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.
  5. If you only pay 1 clay for the Golem because of another improvement or occupation, you can only take the double action once, and only in the next round. If you pay no clay, you cannot take any double action. If you pay another type of resource, e.g. because of Golden Hands CZ13, you cannot use those resources to take a double action.
  6. (FotM) Do not trigger on “Family growth even without room” action space.

Venus Figure (CZ21)

Cost 2C.

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.

  1. This action space is revealed in round 5, 6, or 7.
  2. You may only play 1 minor improvement.
  3. Taking the family growth action twice activates the Clapper K127 only once, but Midwife I232, Adoptive Parents K267, Child Prodigy Ö12, and Compulsory Education Ö19 twice.
  4. You can only use the Farm Steward I233 for the first family growth action.
  5. 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.
  6. The person that takes the family growth action counts only once for the Church Warden I227.

Bible (CZ22)

1VP. Cost 1W. Req 1 occ.

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”.

  1. If you also have the Cook E181, it is possible that some of your family members do not consume food at all.
  2. You can use this card to pay less food for the occupant of the Reed Hut K138 or the Guest Worker Ö17, but you do not receive food if you take any of the actions with another guest.
  3. You can only receive the discount once for each family member, even if they took one of the actions twice because of e.g. Countryman K289 or Golem CZ20.
  4. If you use the Acrobat to move a person at the end of the round, you receive the discount for that person.

Hunger Wall (CZ23)

Cost 3C.

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.

  1. The clay on this card is not part of your personal supply.
  2. If a player has the Bible CZ22, 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.
  3. In the solo game, you can replace 3 food with 1 clay.
  4. (FotM) Up to a maximum of 3 bonus points.

Five-year Plan (CZ24)

Req 2 occ, 1 empty field.

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.

  1. You put extra grain on grain fields, and extra vegetables on vegetable fields.
  2. The field with the claim marker does not count as a field during scoring.

Angry Duck (P13)

When you play this card, if there any food on future Round spaces that you would receive in a later round, you may place some or all of that Food on this card. At the end of the game, you receive 1/2/3/4/5 Bonus points for 1/2/3/5/8 Food on this card. (You may not use the food on this card.)

  1. (FotM) You receive 1/2/3/4 bonus points for 1/2/5/8 food on this card.

Fertility Shrine (P14)

-1VP. Cost 2S.

In the Breeding phase of each Harvest, if 2 or more animal types in your farm breed, you may return 2 newborn animals to the general supply and immediately take a “Family growth even without room” action. (You must have room for the baby animals on your farm first.)

  1. The two newborn animals that you return need not be different types.
  2. Ruling about interaction with Adoptive Parents K267 and Cat Tongue WA014.
  3. If you use fertility shrine, it does not interact withcards that allow for additional actions in the workphase. (e.g Adoptive Parents K267, Returnee FL044, etc.)
  4. (FotM) Does not trigger with horses.

Fishing Pier (P15)

1VP. Cost 2W. Req 1 occ.

Whenever you use the “Fishing” Action space, you may also take 1 Building resource from any other Action space.

Gardeners’ Bothy (P16)

1VP. Cost 2W 1R.

Whenever you use the “Plow 1 Field” Action space, you may immediately afterward move that person to this card to receive 1 Grain. Whenever you use the “Plow 1 field and/or Sow” Action space, you may immediately afterward move that person to this card to receive 1 Vegetable.

  1. If you double the action (e.g., with Sunday Worker WM048, Golem, etc) then you double the action, but still only receive 1 Good from Bothy.
  2. You may place multiple Family members or Guests on the Bothy.

Geode (P17)

Req Have 1 Stone.

Draw 3 Minor Improvements randomly from the deck. You may immediately play 1 of these Minor Improvements (pay costs and fulfill prerequisites normally), or add it to your hand. Discard the other 2 Improvements.

Landscape Design (P18)

Your fields no longer need to be orthogonally adjacent to each other. Fields plowed at the same time must be adjacent. At the end of the game, you receive 1/2/3 Bonus points for 3/4/5 fields that are not orthogonally adjacent to another field.

  1. If you have 6+ fields that are not orthogonally adjacent to another field, you receive 3 Bonus points.
  2. (FotM) You receive 1/2/3/4 bonus points for 2/3/4/5 fields that are not orthogonally adjacent to another field.

Market Square (P19)

1VP. Cost 2W.

When you play this card, place 4 Building resources of your choice from the general supply on it. Whenever any player (including you) receives Building resources from an Action space, they may exchange one for a different resource on this card. Any player who does this must pay you 1 Food.

Meeting Post (P20)

1VP. Cost 1W or 1C.

When you play this card, every player must place 1 Occupation from their hand face up on the board. Add random Occupations from the deck until there are 5. Whenever any player plays an Occupation, that player may play 1 of these Occupations instead of 1 from their hand. If so,you get any Food paid.

  1. If you play an Occupation from the board, you still must be able to afford the Food cost, even though you receive the payment.

Pitchfork (P21)

Cost 1W 1S.

Whenever you extend or renovate your home, you may pay with Reed directly from Accumulation spaces.

Retirement (P22)

1VP. Req 1 occ.

Immediately turn all of your Occupations before you face down. At the start of each round, you receive 1 Food as long as you have no face up Occupations. All effects of the face down cards are forfeited but they still count as played Occupations.

  1. If an Occupation has given you bonus points that you write on your score sheet, you do not forfeit these points.
  2. If you turn face down an Occupation that has added an Action Space to the game board (e.g.Master Forester E164, Clay Digger I230, etc.,) then that Action space remains. However, you no longer collect any benefits from that Action space being used.

Shelter in the Field (P23)

1VP. Cost 3W or 3C, 1R. Req 1 planted field.

This card can hold 1 Family member who can only use the “Take 1 Grain”, “Take 1 Vegetable”, “Plow 1 field” or “Sow and/or Bake” Action spaces. This Family member cannot be moved to your home.

  1. If the Family member that lives in the Shelter cannot take an action because they are all blocked, then that Family member does not take an action and remains in your home.
  2. The Family member that lives in the Shelter maytake the Infirmary action.

Spars (P24)

Req see below.

Whenever you build a Room or Renovate your home, you may receive 1 Negative point instead of paying the required 1 or 2 Reed. In a 2/3 player game, you may only play this Minor Improvement on the “1 Major or Minor Improvement” Action space.

  1. The negative points should be recorded on your score sheet. Therefore, if you remove Spars (e.g.with Madonna Statue E38) you still receive the bonus points.

Sparren Castle (BI01)

2VP. Cost 1W 1C 2S. Req 2 occ.

Whenever anyone uses a Wood/Stone Accumulation space, place 1 Wood/Stone from the general supply on this card. Whenever you place a person on a “Renovation” Action space, take up to 5 resources from this card. (Before scoring, discard all the resources from this card.)

  1. (FotM) Whenever another player uses a Wood/Stone Accumulation space.

Bielefeld Cards (BI02)

5VP. Req no occ.

Whenever you use an Accumulation space, place all the items received on this card instead of placing them in your supply. Whenever there is 4 or more of the same item on this card, move exactly 4 of those to your supply. (Before scoring, discard the items on this card.)

  1. (FotM) Nerf to 3VP.

Spielwiese (BI04)

Cost 1F. Req at most 1 occ.

Reveal 2 Occupations randomly from the deck and add them to your hand. Look at the player size number on each card (either 1, 3, or 4). Take as many different Building resources as the smaller of the two numbers.

Home Zoo (BI05)

1VP. Cost 1W 1C.

This card can hold up to 1 Sheep, 1 Wild boar and 1 Cattle. You may only place animals here when you receive them from Accumulation spaces. While here, they do not participate in the Breeding phase of Harvest. During the last Harvest, you may exchange animals here for 1 Bonus point each.

Conspiracy (BI06)

Req 1 BI-deck card.

In the Field phase of each Harvest, you receive 1 Food for every 2 BI-Deck cards you have played. At the end of the game, every player receives 1/2/3 Bonus points for 1/3/5 played BI-Deck cards.

Baking Powder (BI07)

Req 1 baking imp.

Whenever you use the “Sow and/or Bake Bread” Action space, place 1 Grain from the supply on each of your Major Improvements. Whenever you play an Occupation, move these Grain to your supply. (Before scoring, discard the Grain from your Major Improvements.)

Custard (BI08)

Req 1 cooking imp.

You immediately receive 1 Food for every Harvest remaining when you play this card. Whenever you take Stone from an Accumulation space leave 1 Stone on the space.

  1. (FotM) Buff to 1VP.

Alm (BI09)

1VP. Cost 1 sheep.

When you play this card, you may remove 1 stable from your farmyard and receive 1 Cattle. This card can hold an unlimited number of Cattle. (This card does not count as a pasture when scoring).

The 52nd Latitude (BI10)

Cost 1W 1S.

Immediately place 1 Stone from the general supply on 1 unused farmyard space. (It now counts as used.) At the end of the game, you receive 1 Bonus point for each empty plowed field orthogonally adjacent to this Stone.

Schlachter Church (BI11)

1VP. Cost 1W 1C 1S. Req 2 animal types.

Whenever another player converts an animal to Food with a Cooking Improvement, place it on this card. At any time, you may convert all the animals on this card to 1 Food each. Afterward, this card loses its function but still counts as an Improvement.

  1. (FotM) Buff Req 1 animal type.

Skybridge (BI12)

Req stone house.

Immediately place Stone from your supply between any adjacent rooms of your home. Between each 2 rooms you may place exactly 1 Stone. In the Feeding phase of each Harvest, you receive 1 Grain for each placed Stone. At the end of the game, you receive 1 Bonus point for each placed Stone.

  1. (FotM) Up to a maximum of 3 stone and you receive grain in the feeding phase of the last harvest.

Wooden Buttons (BI13)

Cost 1W. Req 2 empty rooms.

Immediately take 1 Guest token for each empty room in your home. Place these Guests as you would additional Family members and return them at the end of this round. You do not have room for offspring this round.

Shelter (A001)

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

Shifting Cultivation (A002*)

Cost 2F.

Immediately plow 1 field.

Paper Knife (A003)

Cost 1W.

Select 3 occupations in your hand and determine one of them at random. You can immediately play that occupation, without paying an occupation cost.

  1. May not be played if you have 2 or fewer occupations in your hand.
  2. If you select an occupation that has an additional cost you cannot pay, that occupation is removed from the game instead of played.

Baseboards (A004)

Cost 2F or 1 Grain.

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

Clay Embankment (A005*)

Cost 1F.

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

Storage Barn (A006)

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

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

Garderner’s Knife (A007)

Cost 1W.

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

Food Basket (A008)

Cost 1R. Req 2 occ and 2 impr.

You immediately receive 1 grain and 1 vegetable.

Young Animal Market (A009*)

Cost 1 Sheep.

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

Wooden Shed (A010)

Cost 2W 1R. Req still in wooden house.

This card can only be played as a major improvement. It provides room for 1 person. For that, you cannot renovate anymore.

  1. May not be played on the “House Redevelopment” action space, as the “Renovate” action is mandatory and comes before the improvement action.
  2. May be played through the effect of a card, such as Angler A095.

Mud Patch (A011)

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

Drinking Trough (A012*)

Cost 1C.

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

  1. Cards holding animals are not pastures unless explicitly stated. Renovation Company (Cost 4W. Req in wooden house with exactly 2

rooms.) (A013)

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

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

Carpenter’s Hammer (A014)

Cost 1W.

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

Carpenter’s Axe (A015)

Cost 1W.

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

Rammed Clay (A016*)

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

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

Reclamataion Plow (A017)

Cost 1W.

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

  1. Taking, but not fully accommodating, the animals neither triggers nor voids the effect.
  2. It’s legal to avoid accommodating all animals even if you can, e.g. by eating them with a Fireplace.

Wheel Plow (A018)

Cost 2W. Req 2 occ.

Once this game, when you use the “Plow 1 field” or “Plow 1 field and/or Sow” action space with the first person you place in a round, you can plow 2 additional fields.

Handplow (A019*)

Cost 1W.

Add 5 to the current round and place 1 field tile on the corresponding round space. At the start of that round, you can plow the field. Double-Turn Plow (Cost 1 Grain (+1F). Req play in round 3 (5) or

before.) (A020)

When you play this card, you can immediately plow up to 2 fields. If you play this in Round 3 or before, you immediately receive 1 food.

  1. You cannot play the Double-Turn Plow after Round 5.

Family Friendly Home (A021)

Req 1 occ.

Each time you take a “Build Rooms” action while having more rooms than family members already, you also receive a “Family Growth” action and 1 food.

  1. This card allows exactly 1 growth action regardless of how many rooms are built.
  2. (FotM) You can use this card from round 5.

Telegram (A022)

1VP. Cost 2F Req at least 1 fence in supply.

Add 1 to the current round for each fence in your supply and place 1 guest on the corresponding round space. In that round, you must place the guest as an additional person.

  1. The person is returned to your supply in the returning home phase.

Stone Company (A023)

1VP. Cost 2C 1R.

Immediately after each time you use a “Stone” Accumulation space, you get a “Major or Minor Improvement” action during which you must spend at least 1 Stone.

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

Threshing Board (A024*)

1VP. Cost 1W. Req 2 occ.

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

Bassinet (A025)

Cost 1W 1R.

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

  1. This refers to 1 specific space, not 1 space for every player’s first non-accumulating action space.
  2. Note that Family Growth usually leaves 2 people on the space.
  3. The relevant space can be provided by another card, such as the one from Forest Tallyman A162.
  4. Meeting Place may never be used a second time, even if it is the relevant space.
  5. Mark this space with a suggestion/claim marker.

Sleeping Corner (A026*)

1VP. Req 2 Grain fields. Cost 1W.

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

Oven Site (A027)

Req both fireplace and cooking hearth.

When you play this card, you receive 2 wood and you can immediately build the major improvement Clay Oven A5 or Stone Oven A6. Either way, it only costs you 1 clay and 1 stone.

Forest School (A028)

1VP. Cost 1W 1C.

You can consider “Occupation” action spaces not occupied. You can replace each food that an occupation costs with wood.

Ale-Benches (A029)

Cost 1W. Req 2 occ.

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

Baking Sheet (A030)

Req No grain field.

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

  1. You need to bake at least 1 grain into food before being able to use this card.
  2. (FotM) Up to a maximum of 3 bonus points.

Debt Security (A031)

Cost 2F.

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

Manger (A032*)

Cost 2W.

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

Big Country (A033*)

Req all farmyards spaces used.

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

Loppers (A034)

Cost 1W. Req 2 occ.

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

  1. (FotM) Up to a maximum of 4 bonus points.

Swimming Class (A035)

Cost 1F. Req 2 occ.

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

  1. If you used Adoptive Parents A092, there is no longer a newborn to return home. Facades Carving (Cost 2C. Req wood in your supply ≥ current

round.) (A036)

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

  1. (FotM) Up to a maximum of 4 bonus points.

Bucksaw (A037)

Cost 1W.

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

Wool Blankets (A038*)

Req 5 Sheep.

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

Chapel (A039)

3VP. Cost 3W 2C. Req 2 occ.

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

  1. (FotM) A player who uses it gets 2 bonus points. Potter’s Yard (Cost 1W 1R. Req at most 7 unused farmyard

spaces.) (A040)

Immediately place 1 clay on each unused space in your farmyard. As soon as you use a space, you receive the clay and you can immediately exchange it for 2 food.

Vegetable Slicer (A041)

Cost 1W.

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

Forest Lake Hut (A042)

1VP. Cost 2C.

Each time you use the “Fishing”/“Take 3 Wood” accumulation space, you also receive 1 wood/food.

Farmyard Manure (A043)

Req 1 animal.

Each time you build 1 stable during an action, place 1 food on each of the next 3 round spaces. At the start of these rounds, you receive the food.

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

Pond Hut (A044*)

1VP. Cost 1W. Req exactly 2 occ.

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

Fire Protection Pond (A045)

Cost 1F. Req still in wooden house.

As soon as you do not live in a wooden house anymore, place 1 food on each of the next 6 round spaces. At the start of these rounds, you receive the food.

Claw Knife (A046)

1VP. Cost 1W. Req exactly 1 pasture.

Each time you use the “Take 1 Sheep” accumulation space, place 1 food on each of the next 2 round spaces. At the start of these rounds, you receive the food.

Trellises (A047)

Cost 1W.

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

Shaving Horse (A048)

Cost 1W.

Each time you obtain 1 wood, if afterward you have at least 5/7 wood in your supply, you can/must exchange 1 wood for 3 food.

  1. Food obtained from this effect may not be used to pay for Shifting Cultivator A091.
  2. If you have multiple sources of wood obtained at the same time (e.g. in the preparation phase,) you can activate the Shaving Horse effect multiple times if (and only if) you perform an effect (e.g. playing a card with Scholar B097) or receive a non-wood good (e.g. food from Pond Hut A044) in-between the multiple wood (e.g. 2 uses of Stable Tree A074.)

Nest Site (A049)

Cost 1F. Req 1 occ.

Each time 1 reed is placed on a non-empty “Take 1 Reed” accumulation space during the preparations phase, you receive 1 food.

Milk Jug (A050*)

Cost 1C.

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

Drift-Net Boat (A051)

1VP. Cost 1W 1R.

Each time you use the “Fishing” accumulation space, you receive an additional 2 food.

Throwing Axe (A052)

Cost 1W. Req play in round 7 or later.

Each time you use a wood accumulation space while the “Take 1 Wild boar” accumulation space has at least 1 wild boar, you also receive 2 food.

Claypipe (A053*)

Cost 1C.

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

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

Credit (A054)

Req at most 3 occ.

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

Junk Room (A055*)

Cost 1W 1C.

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

Basket (A056*)

Cost 1R.

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

  1. You may take less than 2 wood from a wood accumulation space and still use this effect.
  2. Food obtained from this effect may not be used to pay for Shifting Cultivator A091. Milking Parlor (1VP. Cost 2W. Req at least 4 unused farmyard

spaces.) (A057)

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

Asparagus Knife (A058)

Cost 1W.

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

Potato Ridger (A059)

Cost 1W.

Each time after you harvest at least 1 vegetable, if you then have at least 3/4 vegetables in your supply, you can/must exchange 1 vegetable for 6 food.

  1. “Harvest” is equivalent to the field phase, or any literal effect of a card saying “Harvest a [crop/vegetable]”.
  2. (FotM) You can/must exchange 1 vegetable for 5 food.

Oriental Fireplace (A060)

1VP. Return fireplace/cooking hearth.

At any time, you can turn goods into food. You receive 4 food per vegetable, 3 food per sheep, and 5 food per cattle. Each time you take a “Bake Bread” action, you can turn grain into 2 food each.

  1. This card counts as either 1 minor improvement or 1 major improvement, whichever is most convenient when considering another effect. But it never counts as 2 improvements at once.
  2. If returned to pay for a Cooking Hearth A3/A4, remove this card from the game.
  3. You may bake bread and convert other goods to food at the same time, in order to activate the Gypsy’s Crock C053.

Winnowing Fan (A061)

Cost 1R. Req baking improvement.

After the field phase of each harvest, you can bake exactly 1 grain. (This is not considered a “Bake Bread” action.)

Beer Keg (A062)

Cost 1W. Req 2 Grain in your supply.

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

  1. (FotM) Up to a maximum of 6 bonus points.

Dutch Windmill (A063*)

2VP. Cost 2W 2S.

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

Barley Mill (A064)

1VP. Cost 1W 4C/2S.

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

Seed Pellets (A065)

Req 3 fields.

Each time before you take a “Sow” action, you receive 1 grain.

Feeding Dish (A066)

Cost 1W.

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

Corn Scoop (A067*)

Cost 1W.

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

Asparagus Gift (A068)

Req 1 unplanted field.

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

Large Greenhouse (A069*)

Cost 2W. Req 2 occ.

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

Lifting Machine (A070)

Cost 1W. Req 3 fields.

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

Clearing Spade (A071*)

Cost 1W.

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

  1. (FotM) Usable one time per round.

Calcium Fertilizers (A072)

Req no field tiles.

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

Agricultural Fertilizers (A073)

Req 1 pasture.

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

  1. One action means you only placed one person.

Stable Tree (A074)

Cost 1W.

Each time you build at least 1 stable on your turn, place 1 wood on each of the next 3 round spaces. At the start of these rounds, you receive the wood.

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

Lumber Mill (A075*)

2VP. Cost 2S. Req at most 3 occ.

Every improvement costs you 1 wood less.

Cob (A076)

Cost 1F.

At the start of each work phase, you can exchange exactly 1 clay plus 1 grain for 3 clay plus 1 food.

Hod (A077)

Cost 1W.

When you play this card, you immediately receive 1 clay. Each time any player (including you) uses the “Take 1 Wild boar” accumulation space, you immediately receive 2 clay.

Canoe (A078*)

1VP. Cost 2W. Req 1 occ.

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

Garden Hoe (A079)

Cost 1W.

Each time you take a “Sow” action planting vegetables in at least 1 field, you receive 1 clay and 1 stone.

Stone Tongs (A080*)

Cost 1W.

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

Interim Storage (A081)

Cost 2F.

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

Work Certificate (A082)

Cost 1F. Req 3 occ.

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

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

Shepherd’s Crook (A083*)

Cost 1W.

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

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

Silage (A084)

Req 2 fields.

In each returning home phase after which there is no harvest, you can pay exactly 1 grain even from a field to breed exactly one type of animal.

Upscale Lifestyle (B001)

Cost 3W.

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

Mini Pasture (B002*)

Cost 2F.

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

Moonshine (B003)

Randomly select an occupation in your hand. Either play it for an occupation cost of 2 food, or give it to the player to your left.

  1. If you cannot pay to play an occupation and/or its additional cost, that occupation must be passed left (or removed from play in a solo game).
  2. May not be played with no occupations in hand.

Wood Pile (B004)

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

Store of Experience (B005)

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

Excursion to the Quarry (B006)

Cost 2F. Req 1 occ.

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

  1. A newborn is a person.

Wage (B007)

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

  1. (FotM) Including each FotM major improvement from the bottom row of the supply board.

Market Stall (B008*)

Cost 1 Grain.

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

Beating Rod (B009)

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

Caravan (B010*)

Cost 3W 3F.

This card provides room for 1 person.

  1. The Caravan is not a room.

Feedyard (B011)

1VP. Cost 1C 1 Grain.

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

Stockyard (B012)

1VP. Cost 1W 1S.

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

Carpenter’s Parlor (B013*)

Cost 1W 1S.

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

Hawktower (B014)

Cost 2C. Req play in round 7 or before.

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

Carpenter’s Bench (B015)

Cost 1W.

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

  1. Subdividing a pasture does not qualify as building.

Mining Hammer (B016*)

Cost 1W.

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

Forest Plow (B017)

Cost 1W.

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

  1. You may take less than 2 wood from the space and still use this card’s effect. Grassland Harrow (Cost 2W. Req 2 occ 1 building resource in your

supply.) (B018)

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

Moldboard Plow (B019*)

Cost 2W. Req 1 occ.

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

Chain Float (B020)

Cost 3W.

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

Hayloft Barn (B021)

Cost 3W. Req 1 occ.

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

  1. Harvesting 2+ grain at once only counts as obtaining once, regardless of any other crops harvested.
  2. (FotM) Once per turn, you obtain at least 1 grain, you also get 1 food from this card. From round 5, once it is empty, you get a “Family Growth Even without Room” action.

Walking Boots (B022)

Req at most 4 people.

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

  1. Consequently, you may never grow to 5 people.
  2. ERRATA:This card must be played in the work phase.
  3. ERRATA:Remove the “If you do” clause.

Final Scenario (B023)

Req round 13 or before.

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

Lasso (B024*)

Cost 1R.

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

Bread Paddle (B025*)

Cost 1W.

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

  1. Note the errata for Freshman A097.

Agrarian Fences (B026)

Each time you use the “Sow and/or Bake Bread” action space, you can take a “Build Fences” action instead of one of the two actions provided by the action space.

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

Toolbox (B027)

Cost 1W.

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

  1. Stables built off-turn, e.g. with Stable Planner A089 or Groom B089, do not trigger this card.
  2. Pay the cost of the major improvement normally.

Forestry Studies (B028)

Cost 2F.

Each time after you use the “Take 3 Wood” accumulation space, you can return 2 wood to that space to play 1 occupation without paying an occupation cost.

Cookery Lesson (B029)

Cost 2F.

Each time you use an “Occupation” action space and a Cooking improvement on the same turn, you get 1 bonus point.

  1. Cooking improvements have the bowl icon.
  2. (FotM) Up to a maximum of 3 bonus points.

Wood Palisades (B030)

Cost 1F.

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

  1. The spaces with 2 wood (palisades) function as fences. Therefore, functionally, you may have more than 15 fences by building palisades and fences.
  2. (FotM) Up to a maximum of 4 bonus points.

Pottery Yard (B031)

1VP. Req pottery (or an upgrade thereof).

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

Kettle (B032)

Cost 1C.

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

  1. (FotM) Up to a maximum of 7 bonus points.

Mantlepiece (B033*)

-3VP. Cost 1S. Req clay or stone house.

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

Special Food (B034)

Req No animal.

The next time you take animals from an accumulation space and accommodate all of them on your farm, you get 1 bonus point for each of these animals.

  1. Taking, but not fully accommodating, the animals neither triggers nor voids the effect.
  2. It’s legal to avoid accommodating all animals even if you can, e.g. by eating them with a Fireplace.

Hook Knife (B035)

Cost 1W.

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

Bottles (B036*)

4VP. See below for cost.

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

  1. A newborn is a person.

Grange (B037)

3VP. Req 6 field tiles and all animal types.

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

Future Building Site (B038)

3VP. Req play in round 4 or before.

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

  1. You may use the adjacent spaces if you are using all the remaining other spaces in the same action.
  2. (FotM) You cannot use a farmyard space that contains a moor tile or a forest tile that is orthogonally adjacent to your house.

Loom (B039*)

1VP. Cost 2W. Req 2 occ.

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

Brewery Pond (B040)

-1VP. Req 2 occ.

Each time you use the “Fishing” or “Take 1 Reed” accumulation space, you also get 1 grain and 1 wood.

Hauberg (B041)

Cost 3F. Req 3 occ.

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

Forest Inn (B042)

1VP. Cost 1C 1R. Req play in round 6 or before.

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

Chophouse (B043)

1VP. Cost 2W or 2C.

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

  1. Note the errata for Swagman A129.

Chick Stable (B044)

Cost 1W or 1C.

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

Strawberry Patch (B045*)

2VP. Cost 1W. Req 2 vegetable fields.

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

Club House (B046)

1VP. Cost 3W or 2C.

Place 1 food on each of the next 4 round spaces and 1 stone on the round space after that. At the start of these rounds, you get the respective good.

Herring Pot (B047*)

Cost 1C.

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

Forest Stone (B048)

1VP. Cost 2W or 1S. Req 1 occ.

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

Scales (B049)

Cost 1W. Req no occ.

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

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

Butter Churn (B050*)

1VP. Cost 1W. Req at most 3 occ.

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

Digging Spate (B051)

Cost 1W. Req play in round 7 or later.

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

Growing Farm (B052)

2VP. Cost 2C 1R. Req see below.

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

Sculpture Course (B053)

Cost 1 Grain.

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

Tumbrel (B054)

Cost 1W.

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

Maintenance Premium (B055)

Req 2 occ.

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

Brook (B056*)

Req 1 of your people on “Fishing”.

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

Scullery (B057*)

Cost 1W 1C.

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

  1. (FotM) 1VP.

Crack Weeder (B058)

Cost 1W.

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

Food Chest (B059)

Cost 1W.

If you play this card on the “Major Improvement” action space, you immediately get 4 food. Otherwise, you get only 2 food.

Brewing Water (B060)

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

  1. (FotM) 3 times during the game, when you use the “Fishing” accumulation space, you can pay 1 grain to place 1 food on each of the next 6 round spaces.

Three-Field Rotation (B061*)

Req 3 occ.

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

Pitchfork (B062*)

Cost 1W.

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

Tasting (B063)

Cost 2W.

Each time you use an “Occupation” action space, before paying the occupation cost, you can exchange 1 grain for 4 food.

Mill Wheel (B064)

Cost 2W.

Each time you use the “Sow and/or Bake Bread” action space while the “Fishing” accumulation space is occupied, you get an additional 2 food.

Grain Depot (B065)

Cost 2W or 2C or 2S.

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

Sack Cart (B066*)

Req 2 occ. Cost 2W.

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

Hand Truck (B067)

Cost 1W

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

  1. (FotM) Once per turn, whenever you take a “Bake Bread” action, you also get 1 grain if 1 of your people occupying an accumulation space.

Beanfield (B068*)

1VP. Req 2 occ. Cost 1F.

This card is a field that can only grow vegetables.

Potters Market (B069)

1VP. Cost 2W.

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

New Purchase (B070)

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

Harvest House (B071)

2VP. Cost 1W 1C 1R.

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

Love for Agriculture (B072)

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

Gift Basket (B073)

1VP. Cost 1R. Req 3 occ.

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

Thick Forest (B074*)

Req 5 occ in your supply.

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

Wood Workshop (B075)

Cost 1C. Req 1 occ.

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

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

Ceilings (B076)

Cost 1C. Req 1 occ.

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

Loam Pit (B077*)

1VP. Req 3 occ. Cost 1F.

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

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

Reed Belt (B078)

Cost 2F.

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

Corf (B079)

Cost 1R.

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

Hard Porcelain (B080*)

Cost 1C.

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

  1. (FotM) You can exchange 2/3 clay for 1/2 stone.

Handcart (B081)

Cost 1W.

Before the start of each work phase, you can take 1 building resource from at most one wood/clay/reed/stone accumulation space containing at least 6/5/4/4 building resources of the same type.

Value Assets (B082)

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

Reed Belt (B083)

Cost 2C.

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

Acorns Basket (B084*)

Req 3 occ. Cost 1R.

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

Overhaul (C001)

Cost 1W. Req 2 occ.

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

  1. For purposes of combos, you are building fences.

Stable (C002*)

Cost 1W.

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

Carriage Trip (C003*)

Req 1 person yet to place.

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

Writing Boards (C004)

Cost 1F.

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

Remodeling (C005)

Cost 1F.

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

Stone Clearing (C006*)

Cost 1F.

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

  1. ERRATA: harvest the fields with stone normally, and the fields are considered planted until the stone is gone.
  2. (FotM) Up to a maximum of 2 stone.

Blade Shears (C007)

Cost 1W. Req 1 pasture.

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

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

Plant Fertilizer (C008)

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

  1. Boar held on unplanted fields (from Mud Patch A011) do not apply for this effect.
  2. If there is exactly 1 wood on the Wood Field D075, another wood may be added on either the same or a different stack.

Automatic Water Trough (C009)

Cost 1W.

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

Bunk Beds (C010)

Cost 1W. Req 2 major imp.

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

Wildlife Reserve (C011*)

1VP. Cost 2W. Req 2 occ.

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

  1. This card does not count as a pasture.

Cattle Farm (C012)

Cost 1W.

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

Wood Slide Hammer (C013)

Cost 1W.

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

Straw-thatched Roof (C014*)

1VP. Req 3 grain fields.

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

Trellis (C015)

Req 2 occ.

Each time before you use the “Take 1 Wild Boar” accumulation space, you can take a “Build Fences” action. (You must pay wood for the fences as usual.)

Field Fences (C016*)

Cost 2F.

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

Newly Plowed Field (C017)

Req exactly 3 field tiles.

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

Roll-Over Plow (C018)

Cost 2W.

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

Swing Plow (C019*)

Cost 3W. Req 3 occ.

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

Mole Plow (C020)

Cost 3W 1F. Req play in round 9 or later.

Each time you use the “Plow 1 Field” or “Plow 1 Field and/or Sow” action space, you can plow 1 additional field.

Heart of Stone (C021)

Cost 4F.

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

Basket Chair (C022)

1VP. Cost 1R.

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

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

Job Contract (C023)

Req no occ.

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

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

Bed in the Grain Field (C024)

Req 1 Grain field.

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

  1. The newborn must be fed.

Steam Machine (C025*)

1VP. Cost 2W.

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

Flail (C026*)

Cost 1W.

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

Blueprint (C027*)

Cost 1F.

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

Teacher’s Desk (C028)

Cost 1W. Req 1 occ.

Each time you use the “Major Improvement” or “Renovation and Improvement” action space, you can also play 1 occupation at an occupation cost of 1 food.

Beer Table (C029)

Cost 2W. Req no grain in your supply.

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

Half-Timbered House (C030*)

Cost 1W 1C 2S 1R.

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

Writing Chamber (C031)

Cost 2W.

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

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

Abort Oriel (C032)

3VP. Cost 2C. Req see below.

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

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

Greening Plan (C033)

Cost 3F.

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

  1. Garden Designer C099 allows planting of food (see errata) so such fields do not count.
  2. Boar held on unplanted field tiles (from Mud Patch A011) do not affect scoring of this card.

Elephantgrass Plant (C034)

Cost 2C 1S. Req 2 occ.

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

  1. (FotM) Up to a maximum of 5 bonus points.

Lantern House (C035*)

7VP. Cost 1W. Req no occ.

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

Clay Deposit (C036)

Cost 2F. Req 1 occ.

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

Dwelling Mound (C037*)

3VP. Cost 1F. Play in round 3 or before.

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

  1. You must be able to pay the food cost before placing the field tile.

Christianity (C038)

2VP. Req exactly 1 sheep.

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

Studio Boat (C039)

Cost 1W. Req 1 occ.

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

  1. In 1/2/3 player game, the card becomes another accumulation space (+1 food) for all.

Canvas Sack (C040)

1VP. Cost 1 grain or 1R. Req no occ.

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

Farm Store (C041*)

Cost 2W 2C.

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

  1. (FotM) 2 different building resources except stone.

Ravenous Hunger (C042*)

Cost 1 Grain.

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

Farm Building (C043)

1VP. Cost 1C 1R.

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

Chicken Coop (C044*)

1VP. Cost 2W/2C 1R.

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

Stew (C045)

Cost 1C.

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

Mandoline (C046)

Cost 1W.

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

Garden Claw (C047)

Cost 1W.

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

Farmstead (C048)

Req 1 occ.

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

Beer Stall (C049)

Cost 1W.

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

Stable Yard (C050)

1VP. Req 3 stables and 3 pastures.

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

Fishing Net (C051*)

1VP. Cost 1R.

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

  1. Others must have 1 food before using “Fishing”.
  2. Food from the “Fishing” action space may not be used to pay the card owner.
  3. The 2 food is only placed for rounds in which another player used “Fishing”.

Huntsman’s Hat (C052)

1VP. Cost 1R. Req cooking imp.

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

Gypsy’s Crock (C053)

1VP. Cost 2C.

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

Market Stall (C054)

Cost 1 stable from your supply.

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

Studio (C055)

1VP. Cost 1C 1R.

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

Feed Fence (C056*)

Cost 1W.

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

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

Crudite (C057)

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

  1. (FotM) Usable once per round and 5 times during the game.

Woodcraft (C058)

Req 1 occ.

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

Schnapps Distillery (C059*)

2VP. Cost 1S 1 vegetable.

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

Small Potter’s Oven (C060)

5VP. Cost 2C. Req return the clay/stone oven.

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

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

Beer Stein (C061)

Cost 1C.

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

Cooking Hearth Extension (C062)

Cost 2C.

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

Craft Brewery (C063)

Cost 2W 1C.

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

Corn Schnapps Distillery (C064)

1VP. Cost 1W 2C.

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

Granary (C065*)

1VP. Cost 3W/3C.

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

Eternal Rye Cultivation (C066)

Req 1 Grain field.

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

  1. ERRATA: last “and” should be “or”.

Mineral Feeder (C067)

1VP. Cost 1R.

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

Bookcase (C068*)

Cost 2W. Req 1 occ.

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

Land Consolidation (C069)

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

Lettuce Patch (C070*)

1VP. Req 3 occ.

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

Slurry (C071)

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

Harvest Festival Planning (C072)

Cost 1F. Req 2 occ.

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

Seaweed Fertilizer (C073)

Cost 2F.

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

Private Forest (C074*)

Cost 2F. Req 1 occ.

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

Firewood (C075)

Cost 2F.

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

Wood Cart (C076)

Cost 3W. Req 3 occ.

Whenever you use a person to take Wood that is on an Action space, you receive 2 additional Wood.

Clay Supply (C077)

Cost 1F.

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

Toad (C078)

Cost 1F.

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

Stone Cart (C079*)

Cost 2W. Req 2 occ.

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

Rocky Terrain (C080)

Cost 1F.

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

  1. Playing field cards counts as plowing a field.

Material Hub (C081)

Cost 1W 1C.

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

Hardware Store (C082)

1VP. Cost 1W 1C. Req 1 reed 1 stone in your supply.

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

Early Cattle (C083)

-3VP. Req 1 pasture.

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

Perennial Rye (C084)

Cost 1F. Req 2 occ.

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

Zigzag Harrow (D001)

Cost 1W. Req 3 fields in an L shape.

You can immediately plow 1 field such that is completes a “zigzag” pattern. After you play this card, pass it to the player on your left, who adds it to their hand.

Dwelling Plan (D002)

Cost 1F.

You can immediately take a “Renovation” action. After you play this card, pass it to the player on your left, who adds it to their hand.

Furrows (D003)

You can immediately sow in exactly 1 field. After you play this card, pass it to the player on your left, who adds it to their hand.

Cross-Cut Wood (D004)

Cost 1F. Req 3 occ.

You immediately get a number of wood equal to the number of stone in your supply. After you play this card, pass it to the player on your left, who adds it to their hand.

Field Clay (D005)

Cost 1F. Req 1 planted field.

You immediately get 1 clay for each planted field you have. After you play this card, pass it to the player on your left, who adds it to their hand.

Petrified Wood (D006)

Req 2 occ.

Immediately exhange up to 3 wood for 1 stone each. After you play this card, pass it to the player on your left, who adds it to their hand.

Trident (D007*)

Cost 1W. Play in round 3, 6, 9 or 12.

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

Fern Seeds (D008)

Req 1 empty and 2 planted fields.

You get 2 food and 1 grain, which you must sow immediately. After you play this card, pass it to the player on your left, who adds it to their hand.

Game Trade (D009*)

Cost 2 sheep.

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

Stork’s Nest (D010*)

Cost 1R. Req 5 occ.

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

  1. To clarify, this can only be used once per round.
  2. (FotM) Req 2 occ and usable from round 5.

Lawn Fertilizer (D011)

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

Milking Place (D012*)

1VP. Cost 1 Grain.

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

Trowel (D013)

Cost 1W.

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

Hammer Crusher (D014)

Cost 1W.

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

Clay Supports (D015*)

Cost 2W.

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

Wooden Whey Bucket (D016)

Cost 1W 1F

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

Drill Harrow (D017)

Cost 1W.

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

  1. (FotM) You can pay 2 food to plow 1 field.

Steam Plow (D018)

1VP. Cost 1W 1F

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

Pulverizer Plow (D019)

Cost 2W. Req 1 occ.

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

Turnwrest Plow (D020*)

Cost 3W. Req 2 occ.

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

Recruitment (D021)

Cost 1F. Req No people left in the house.

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

  1. (FotM) From round 5, you can take a “Family Growth” action instead. Work Permit (Cost 1F. Req At least 1 building resource in your

supply.) (D022)

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

Pioneering Spirit (D023)

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

Brotherly Love (D024)

Cost 1F

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

Witches Dance Floor (D025)

See below.

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

  1. ERRATA: The card grants no actual Fireplace goods-to-food conversions, you can exchange it for a Cooking Hearth.
  2. This card counts as either 1 field, 1 occupation, 1 minor improvement, or 1 major improvement, whichever is most convenient when considering another effect. But it never counts as multiple entities at once.

Carpenter’s Yard (D026)

1VP. Cost 1W 1R.

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

Retraining (D027)

1VP. Cost 1F. Req 1 occ.

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

Writing Desk (D028*)

1VP. Cost 1W. Req 2 occ.

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

Muck Rake (D029*)

Cost 1W.

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

Artisan District (D030)

1VP. Cost 1S. Req 3 occ.

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

  1. (FotM) You get 2/3/4 bonus points for having 3/4/5 Major Improvements from the bottom row of the supply board (including FotM major improvements).

Storeroom (D031)

1VP. Cost 1W 2S.

During scoring, you get 0,5 bonus point for each pair of grain plus vegetable you have (considering all crops in your supply and fields), rounded up.

  1. (FotM) Up to a maximum of 3 bonus points.

Wood Rake (D032)

Cost 1W.

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

Summer House (D033)

Cost 3W 1S. Req Still in wooden house

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

  1. (FotM) Cost reduced to 1W 1S.

Luxurious Hostel (D034)

Cost 1W 2C.

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

Fodder Chamber (D035)

2VP. Cost 3 Grain 3S.

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

  1. (FotM) Cost reduced to 2 Grain 2 Stone. For every 7th/5th/4th/3rd animal (excluding horse) on your farm.

Breed Registry (D036)

Req No sheep.

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

  1. (FotM) You get 2 bonus points.

Sculpture (D037*)

2VP. Cost 1S. See below for req.

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

  1. (FotM) You can play this card from round 7.

Milking Stool (D038*)

Cost 1W. Req 2 occ.

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

Truffle Slicer (D039*)

Cost 1W. Play in round 8 or later.

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

  1. (FotM) Up to a maximum of 3 bonus points.

Cesspit (D040)

-1VP. Req 2 fields and 1 occ.

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

  1. (FotM) Req 3 fields and 1 occ.

Horse-Drawn Boat (D041*)

Cost 2W. Req 3 occ.

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

Education Bonus (D042*)

Cost 1F. Req 2 imp.

After you play your 1st/2nd/3rd/4th/5th/6th occupation this game, you immediately get 1 grain/clay/reed/stone/vegetable/field (not retroactively).

Hutch (D043*)

1VP. Cost 1W 1R.

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

Forest Well (D044)

1VP. Cost 1S 1F. Req 2 occ.

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

Sheep Well (D045*)

2VP. Cost 2S.

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

Pellet Press (D046)

Cost 2C. Req 2 occ.

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

  1. (FotM) Up to a maximum of 4 reed.

Churchyard (D047)

Cost 1S 1R. Req 10 cards* front of you.

Place 2 food on each remaining round space. At the start of these rounds, you get the food. (*Occupations and Improvements)

  1. Cards must be Occupations and Improvements.

Civic Facade (D048)

Cost 1C. Req 3 rooms.

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

  1. (FotM) 1 VP.

Bookshelf (D049*)

1VP. Cost 1W. Req 3 occ.

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

Foreign Aid (D050*)

Play in round 11 or before.

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

  1. (FotM) 2 VP and you get 8 PN.

Archway (D051)

4VP. Cost 2C. Req No occ.

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

  1. That Action ends the Work phase.
  2. (FotM) 3 VP.

Rolling Pin (D052)

Cost 1W. Req 1 occ.

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

Tea House (D053)

2VP. Cost 1W 1S. Req Play in round 6 or later.

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

  1. (FotM) You may not do this if you will be placing more people after your second without another player placing in between.

Trout Pool (D054)

1VP. Cost 2C.

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

New Market (D055)

1VP. Cost 1W 1C.

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

Fatstock Stretcher (D056)

Cost 1W.

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

Wholesale Market (D057)

3VP. Cost 2 Vegetable 2W.

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

Gritter (D058)

Cost 1W. Req Play in round 5 or later.

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

Earth Oven (D059)

3VP. Req Return a fireplace.

At any time, you may convert goods to food as follows: vegetable → 3 food; sheep → 2 food; wild boar → 3 food; cattle → 3 food. Whenever you use a bread baking action, you may convert: grain → 2 food.

  1. This card counts as either1 minor improvement or 1 major improvement, whichever is most convenient when considering another effect. But it never counts as 2 improvements at once.
  2. You may bake bread and convert other goods to food at the same time, in order to activate the Gypsy’s Crock C053.

Large Pottery (D060)

3VP. Cost 1C 1S. Req Return the pottery.

At any time, you may convert 1 clay to 2 food. At the end of the game, you receive 1/2/3/4 bonus points for 3/5/6/7 clay.

Bale of Straw (D061)

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

Beer Tap (D062)

Cost 1W.

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

Lynchet (D063)

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

Baking Course (D064)

Req 1 occ.

At the end of each round that does not end with a harvest, you can take a “Bake Bread” action (you may convert 1 grain into 2 food).

Grain Sieve (D065)

Cost 1W.

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

Potter Ceramics (D066*)

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

Reap Hook (D067)

Cost 1W.

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

Small Basket (D068)

Req 2 occ.

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

Small Greenhouse (D069*)

1VP. Cost 2W. Req 1 occ.

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

Straw Manure (D070)

Req 2 fields.

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

Changeover (D071)

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

Stable Manure (D072)

Req At most 1 occ.

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

Supply Boat (D073*)

1VP. Cost 1W. Req 1 occ.

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

Royal Wood (D074)

Cost 1F.

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

Wood Field (D075*)

1VP. Cost 1F. Req 1 occ.

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

  1. ERRATA: add “You can plant only wood on this card.”
  2. You may plant 2 wood at once with 1 trigger of the Chief Forester A115.
  3. Planted wood may not be spent during scoring for the Joinery 8 / 18.

Social Benefits (D076)

Cost 1R. Req At most 1 occ.

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

Recycled Brick (D077)

Cost 1F. Req 3 occ.

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

Reed Pond (D078*)

Req 3 occ.

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

Carrot Museum (D079*)

2VP. Cost 1W 2C. Play in round 8 or before.

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

  1. (FotM) Play in round 7 or before and up to a maximum of 2 stone and 2 wood at the end of rounds 8, 10 and 12.

Brick Hammer (D080)

Cost 1W or 1F.

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

Roof Ladder (D081)

Cost 1W.

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

Hunting Trophy (D082)

1VP. Return or cook 1 Wild Boar.

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

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

Pigswill (D083)

Cost 2F or 1 grain.

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