* next to A and B deck cards indicates it is in the base set of the revised edition.(FotM) preceding a note is Loki31's balance suggestion when playing with the Farmers of the Moor expansion.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.
3–5 players
This card counts as 2 occupations for minor improvements and when scoring the Reeve E217 or Tutor E174 occupation card.
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.
1–5 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.
1–5 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.
3–5 players
Whenever you use a person’s action to take wood, you receive an additional 1 food.
1–5 players
At the end of the game, you can discard up to 2 begging cards without losing points for them.
1–5 players
In the feeding phase of each harvest, the Master Brewer can convert up to 1 grain to 3 food.
3–5 players
You receive 1 food from the general supply for each grain that is baked whenever any player (including yourself) bakes bread.
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.
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.
3–5 players
At any time, you can use the Turner to convert any number of wood to 1 food each.
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.
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.
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.
1–5 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.
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.
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.
3–5 players
At the end of the game, you only lose points for unused farmyard spaces and begging cards.
4–5 players
Whenever you use the “Day Labourer” action space, you also receive 1 vegetable.
4–5 players
Whenever you use the “Traveling Players” action on an action space, you receive1 additional grain.
3–5 players
Whenever you use the “Take 1 Grain” action space, you also receive 1 vegetable.
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.
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.
1–5 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.
1–5 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.
1–5 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.
1–5 players
At the end of the game, you receive 1 bonus point for each occupation that you play after this one.
1–5 players
Whenever you build at least 1 fence, you can build 3 additional fences without paying any additional wood.
1–5 players
You receive 1 additional wood whenever you use a person’s action to take wood.
3–5 players
At the end of the game, you receive 1 bonus point for each room in your wooden hut.
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.
1–5 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.
4–5 players
When you play this card, you receive 1 vegetable that you may sow immediately if you have an empty plowed field.
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.
3–5 players
You receive 1 food and 1 wood whenever any player (including you) builds a baking improvement with a “baking” symbol.
4–5 players
In each harvest, the Basketmaker can convert up to 1 reed to 3 food.
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.
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.
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.
1–5 players
Place 1 clay on each remaining space for rounds 6 to 14. At the start of these rounds, you receive the clay.
1–5 players
Whenever you take only clay with one of your people’s actions, you receive 2 additional clay.
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.
1–5 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.
1–5 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.
4–5 players
In future, whenever you play an occupation, you receive 2 food before you pay the costs of the occupation.
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.
1–5 players
Once you have a stone house, you can pay 1 food at the start of each round to plough (at most) 1 field.
1–5 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.
1–5 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.
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.
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.
1–5 players
Pay 2 less clay to renovate to a clay hut, and pay 2 less stone to renovate to a stone house.
1–5 players
You can renovate your wooden hut to a stone house without first needing to renovate it to a clay hut.
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.
1–5 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.
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.
4–5 players
Place 1 sheep on each of the next 3 round spaces. At the start of these rounds, you receive the sheep.
3–5 players
Place 1 reed on the next 4 round spaces. At the start of these rounds, you receive the reed.
4–5 players
Whenever you use the “1 Wild Boar” action space, you receive 1 additional wild boar from the general supply.
1–5 players
Whenever you build at least 1 fence, you also receive 1 stable which you must build immediately.
1–5 players
One (and only one) of your unfenced stables may hold up to 3 animals of the same type.
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.
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.
3–5 players
All improvements, rooms and renovations cost you 1 stone less.
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.
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.
3–5 players
In each harvest, the Potter can convert up to 1 clay to 2 food.
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.
4–5 players
You can keep sheep, wild boar and cattle in the same pasture.
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.
1–5 players
To extend your home, you need only 3 of the appropriate resource and 2 reed for each new room.
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.
1–5 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.
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.
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.
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.
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.
1–5 players
Whenever you use the action space “Take 1 Grain”, you can also plough up to 1 field.
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.
1–5 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.
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.
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.
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.
1–5 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.
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.
1–5 players
Once you live in a clay hut or stone house, play your next family growth action as a “family growth even without room”.
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).
1–5 players
Place 1 wood on each of the next 5 round spaces. At the start of these rounds, you receive the wood.
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.
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.
1–5 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.
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.
3–5 players
Whenever you use the “1 Cattle” action space, you receive 1 additional cattle from the general supply.
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.
1–5 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.
1–5 players
Pay 1 less clay for each improvement and renovation. Pay 2 less clay for each room.
1–5 players
Once you have played this card, you may not take part in the next harvest.
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.
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.
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.
1–5 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).
4–5 players
Whenever another player chooses the “Traveling players” action on an action space, you can pay 1 food to play an occupation.
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.
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.
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.
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.
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.
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.
1–5 players
In each harvest, the Stone Carver can convert up to 1 stone to 3 food.
4–5 players
You receive 1 grain whenever another player takes the “Traveling Players” action on an action space.
3–5 players
In each harvest, the Cabinetmaker can convert up to 1 wood to 2 food.
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.
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.
4–5 players
Whenever you use the most recent round card with one of your people, you receive 1 additional grain.
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.
1–5 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.
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.
1–5 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.
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.
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”.
1–5 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.
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.
1–5 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.
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.
1–5 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.
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.
1–5 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.
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.
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.
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.
1–5 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.
1–5 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.
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.
1–5 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.
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.
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.
1–5 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.
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.
1–5 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.
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.
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.
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.
1–5 players
Whenever you use an action of a person to take wood or clay, you also receive 1 additional clay.
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.
1–5 players
Whenever you receive vegetables through a person’s action or through a minor improvement, you receive an additional 2 grain.
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.
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.)
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.
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.
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).
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.
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).
1–5 players
In the feeding phase of each harvest, you can convert up to 1 vegetable to 5 food.
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.
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.
4–5 players
At any time, you can renovate your clay hut to a stone house without using a “Renovation” action space.
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.
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.
1–5 players
You can keep 1 animal in each room of your home. You may keep more than 1 type of animal in your home.
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.
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.
4–5 players
Whenever you have at least 2 sheep at the start of the work phase of a round, you receive 1 food.
1–5 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.
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.
1–5 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.
4–5 players
Whenever, at the start of a round, you are using more farmyard spaces than every other player, you receive 1 wood.
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.
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.
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.
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.
1–5 players
Whenever you use the “Take 1 Grain” or “Take 1 Vegetable” Action space, you receive an additional 1 Wood and 1 Food.
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.)
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.
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.
1–5 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.
1–5 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.)
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.
1–5 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.
1–5 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.
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.
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.)
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.
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.
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.
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.
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.
1–5 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.
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.
1–5 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.
1–5 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.
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.
1–5 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.
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.
3–5 players
Whenever you build fences, you receive 1 Bonus point. When you play this card, you immediately get a “Build fences” action.
1–5 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.)
1–5 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.
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.
1–5 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.
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.)
1–5 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.
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.
1–5 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.
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.
1–5 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.)
1–5 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.
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.
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.
1–5 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).
1–5 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.
1–5 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.)
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.
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.)
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.)
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.
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.
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.
1–5 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.
1–5 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.
1–5 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.
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.)
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.
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.
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.
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.
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.
4–5 players
Whenever you use the “Traveling Players” Action, you receive an additional 1 Food and a building resource of your choice.
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.
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.
1–5 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)
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.
1–5 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).
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.
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.
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.
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.
1–5 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.
1–5 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.
1–5 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.
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.
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.
1–5 players
Immediately after using the most recent Round card, you may play 1 Major or Minor Improvement. (Pay costs for the Improvement normally.)
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.
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.
1–5 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.
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.
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.
1–5 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.
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.
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.
1–5 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.)
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.
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.)
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.
1–5 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.
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.
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.)
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.)
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.
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.
1–5 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.
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.
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.
1–5 players
Whenever you have at least 1 planted Grain field at the start of a Harvest, you receive 2 Wood.
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.
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.
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.
3–5 players
Whenever you build at least 1 stable, you may also pay 1 Food to immediately Plow 1 field.
1–5 players
You may keep any 1 animal on each of your played Occupation cards.
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.
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.
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.
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.
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.
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.
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.
1–5 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.
1–5 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.
1–5 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.
4–5 players
In the future, whenever you play an Occupation, you receive 1 Sheep afterward.
4–5 players
If this is your first Occupation, immediately take 1 building resource of your choice for each completed round of the game.
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.
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.
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.
1–5 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.
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.
1–5 players
Whenever you take only Clay and/or Stone from an accumulating Action space, you receive 1 additional Food.
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.
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.
1–5 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.
1–5 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.
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.
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.
1–5 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.
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.
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.
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.
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.
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”.
1–5 players
At the end of the game, you receive 1 Bonus point for each unfenced stable in your farmyard.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
4–5 players
Whenever another player uses a “Family growth” action, you may immediately afterward place a person out of turn.
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.
4–5 players
Whenever another player builds 1 or more fences, you may immediately build 3/4 fences by paying 2/3 Wood.
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.
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).
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.
1–5 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.
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.
1–5 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.
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.
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.
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.
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.
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).
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.
1–5 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.
1–5 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.
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.
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.
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.
4–5 players
Whenever another player renovates, you may exchange exactly 2 Wood for 1 Grain, 1 Food and 1 Bonus point.
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.
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.
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.
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.
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.
1–5 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.
1–5 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.
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.
1–5 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.
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.
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.
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.
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.
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.
1–5 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.
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.
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.
1–5 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.
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.
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.
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.
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.
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.
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.
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.
1–5 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.
1–5 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.
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.
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.
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.
3–5 players
Whenever another player uses the “Fishing” action, you may pay that player 1 food to play an occupation.
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.
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.
4–5 players
At the end of the game, you receive 6 bonus points if this is the only occupation you have played.
3–5 players
If you have an oven, the Glassblower may convert 1/2 clay to 3/5 food in each harvest.
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.
1–5 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.
1–5 players
When you play this card, immediately play up to 2 improvements (any combination of major and minor) by paying their costs.
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.
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.
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.
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.
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.
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.
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.
1–5 players
Whenever you build at least 1 fence, you may also pay 1 food to plough 1 field.
1–5 players
All improvements with a printed cost of 4 or more resources cost you 1 less resource of your choice.
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.
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.
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.
1–5 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.
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.
1–5 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).
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.
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.
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.
1–5 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.
1–5 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.
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.
1–5 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.
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.
1–5 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.
1–5 players
When you play this card, you receive 2 building resources of your choice.
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.
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.
1–5 players
Whenever you build fences or stables, you may pay some or all of the cost in stone with each stone worth 2 wood.
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.
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.
1–5 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.
1–5 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.
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.
1–5 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.
1–5 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.
1–5 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.
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.
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.
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.
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.
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.
1–5 players
You may immediately sow each vegetable that you receive outside the harvest phase and would otherwise place in your supply.
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.
1–5 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.
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.
1–5 players
During the field phase of each harvest, you can exchange 1 wood and 1 food for 1 bonus point.
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.
1–5 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.)
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.)
1–5 players
Whenever you use the “Day Laborer” Action space, you receive an additional 1 Wood and 1 Clay.
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.)
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.)
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).
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.
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.)
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.
4–5 players
Whenever you use 1 of the 6 leftmost Action spaces on the first game board, you receive 1 additional Wood.
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.
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.
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.
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.
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.)
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.)
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.)
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.
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.)
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).
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.
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.
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.)
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.
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.
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)
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.
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.)
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.)
3–5 players
Whenever another player uses the “Fishing” Action space, you may pay them 1 Food and receive 1 Bonus point.
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.
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.
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.
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.)
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.
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.
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.)
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.
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.)
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.)
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.
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.)
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.
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.)
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.)
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.)
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.
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.
1–5 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.
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.)
1–5 players
Whenever you use the “Day Laborer” Action space, you may also Plow 1 field.
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.
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.)
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.
1–5 players
When you play this card, you receive 2 Clay. At any time you may convert 1 Clay into 1 Food.
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.)
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.
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.
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.)
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.)
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.
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.
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.
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.
1–5 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.
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.
3–5 players
Whenever another player builds at least one room, you can give him 1 food and immediately build exactly one room yourself.
1–5 players
Whenever you play or buy an improvement, you can replace 1 building resource of your choice with 1 wood.
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.
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).
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.
1–5 players
Whenever you have family growth, you can immediately pay 1 wood for 1 bonus point, or 2 wood for 2 bonus points.
1–5 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.
1–5 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).
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.
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.
1–5 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.
1–5 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.
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.
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.
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.
1–5 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.
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.
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.
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.
1–5 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.
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.
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.
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.
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.
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.
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.
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.
1–5 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).
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.)
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.
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.
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.
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.
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.
1–5 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.
1–5 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.
1–5 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.
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.
1–5 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.
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.
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”.
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.
1–5 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.
1–5 players
You can renovate your wooden house directly to stone without renovating it to clay first.
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.
1–5 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.
1–5 players
Once you live in a stone house, at the start of each round, you can pay 1 food to plow 1 field.
1–5 players
Each time you use a wood accumulation space, you can also pay 3 food to plow 1 field.
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”.
1–5 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.
1–5 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).
1–5 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.
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.
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.
1–5 players
During scoring, you get 1 bonus point for each unfenced stable in your farmyard.
1–5 players
During the scoring, you receive 2 bonus points for each of your pastures covering at least 3 farmyard spaces.
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.
1–5 players
During the scoring, you receive 1 bonus point for each (cooking) improvement you have.
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.
1–5 players
Each time you take 1/2/3+ food from a food accumulation space, you also receive 1 vegetable/grain/reed.
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.
1–5 players
For each new field tile you get, you also get 1 clay and 1 food.
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.
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.
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.
1–5 players
Each time you take a “Major or Minor Improvement” action to play an improvement from your hand, you also get 3 food.
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.
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.
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.
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.
1–5 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.
1–5 players
Each time you use a wood accumulation space, you also get a “Sow” action for exactly 1 field.
1–5 players
Each time you use a wood accumulation space, you get 1 additional wood.
1–5 players
When you play this card, you immediately receive 1 wood for each (major and minor) improvement in front of you.
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.
1–5 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.
1–5 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.
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.
1–5 players
Each time you use the “Sow and/or Bake” action space, you also receive 2 clay and 1 wood.
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.
1–5 players
Each time before you use an action space card on round spaces 5 to 7, you receive 1 stone.
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.
1–5 players
Each time before you use an action space card on round spaces 1/2/3/4, you receive 1 wood/clay/reed/stone.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
3–5 players
Every improvement, room, and renovation costs you 1 stone less.
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).
3–5 players
At the end of each harvest, you receive 1 reed from the general supply.
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.)
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.
4–5 players
This card can hold a number of sheep equal to the number of completed feeding phases.
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.
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.
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.
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.
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.
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.
4–5 players
Each time you use the “Traveling Players” accumulation space, you get an additional 1 wood and 1 grain.
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.
4–5 players
At the start of each returning home phase, if at least one “Occupation” action space is unoccupied, you get 1 food.
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.
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.
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.
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.
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.
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.
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.
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).
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.)
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.
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.
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.
5–6 players
You can build fences at any time without placing a person. (This is not considered a “Build Fences” action.)
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).
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.
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.
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.
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).
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
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.
5–6 players
Each time another player builds a room, you immediately get 1 wood.
5–6 players
Each time you use either “Quarry” accumulation space, you immediately get an additional 1 sheep from the general supply.
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).
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.
1–5 players
This card can hold a number of wild boar equal to the number of completed feeding phases.
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.
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.
1–5 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.
1–5 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.
1–5 players
Each time you use the “Day Laborer” action space, you can also plow 1 field.
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.
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.
1–5 players
Each time before you use the “Fencing” action space, you get 2 wood. Immediately after that “Fencing” aciton, you can place another person.
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.
1–5 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.
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).
1–5 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.
1–5 players
During scoring, you get 1 bonus point for each occupation played after this one.
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.
1–5 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.
1–5 players
When you play this card in a 1-/2-/3-/4player game, you immediately get 2 grain/3 clay/2 reed/2 sheep.
1–5 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.
1–5 players
At any time, you can exchange 1 sheep for either 1 wild boar, 1 vegetable, or 1 stone.
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.
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.
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.
1–5 players
Each time you use a wood accumulation space, you get an additional “Bake Bread” action.
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.
1–5 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.
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.)
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.
1–5 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.
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.)
1–5 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.
1–5 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.
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.
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.
1–5 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.
1–5 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.
1–5 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”.
1–5 players
Each time you use a clay/stone accumulation space, you also get 1 of the other good, stone/clay.
1–5 players
When you play this card, you can immediately pay 1 food to get 1 stone for each room you have.
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.)
1–5 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.
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).
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.
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.
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.
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.
3–5 players
Immediately after each time you use a wood accumulation space, you can play a minor improvement.
3–5 players
Once you have no unused farmyard spaces left, you get 1 bonus point for each vegetable that you harvest.
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.
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.
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.
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.
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.
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.
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.
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.
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.
3–5 players
Each time you use the “Grain Seeds” action space, you also get 1 vegetable.
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.
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.
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.
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.
3–5 players
Each time after you use a wood accumulation space, you can pay 1 grain to get 1 wild boar.
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.
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.
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.
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.
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.
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.
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.
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.
4–5 players
Each time you use the “Resource Market” action space, you also get your choice of 1 clay or 1 grain.
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.
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.
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.
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.
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.
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.
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).
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.
4–5 players
Immediately before each harvest, you can discard 1/3/4 grain from different fields to get 1/2/3 wild boars.
4–5 players
Each time you use the “Grain Seeds” action space, you can also buy 1 cattle for 1 food.
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.
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.
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.
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.
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.
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.
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.
5–6 players
Each time you use the “Riverbank Forest” accumulation space, you also get 1 vegetable.
5–6 players
Each time the other players harvest grain from at least 3/4/6 fields combined, you get 1 food/grain/vegetable.
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.
5–6 players
Each time you plow at least 1 field, you also get 1 stone.
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.
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.
5–6 players
Each time you take 1/2/3 food from a food accumulation space, you also get 1 cattle/wild boar/sheep.
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.
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.)
1–5 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.
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.
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.
1–5 players
Each time you use the “Grain Seeds” action space, you can also plow 1 field.
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.
1–5 players
Immediately before each harvest, if you have room in your house, you can take a “Family Growth” action for 3 food.
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.
1–5 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.
1–5 players
When you play this card, immediately build the “Basketmaker’s Workshop” major improvement for 1 stone and 1 reed.
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.
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.
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.
1–5 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.
1–5 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.
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.
1–5 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.
1–5 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.
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.
1–5 players
Once each harvest, you can buy 1 wood, 1 reed, and 1 grain for 2 food total.
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.
1–5 players
When you play this card and at the start of each feeding phase, you can take a “Bake Bread” action.
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.)
1–5 players
In the feeding phase of each harvest, you can use this card to turn exactly 1 vegetable into 5 food.
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.
1–5 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.
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.
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.
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.
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.
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.
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.
1–5 players
Place 1 wood on each of the next 5 round spaces. At the start of these rounds, you get the wood.
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.
1–5 players
Place 8 clay on this card. For each grain you obtain, you also get 1 clay from this card.
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.
1–5 players
Each improvement and each renovation costs you 1 clay less. Each room costs you 2 clay less.
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.)
1–5 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.
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.)
1–5 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.)
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.
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.
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.
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.
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.
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.
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.
3–5 players
During scoring, you get 1 bonus point for each space in your farmyard (including rooms) holding at least 1 cattle.
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.
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.
3–5 players
You receive 1 Food and 1 Wood whenever any player (including you) builds a Baking Improvement with a bread symbol.
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.
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.
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.
3–5 players
Each time any player (including you) uses the “Take 1 Sheep” accumulation space, you get 1 grain.
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.
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.
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.
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.
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.
3–5 players
Each time you use the “Cattle Market” accumulation space (introduced in round 10 or 11), you get 1 additional cattle.
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.
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.
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.
4–5 players
Each time after another player uses the “Sow and/or Bake Bread” action space, you get a “Sow” action.
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.
4–5 players
Each time another player renovates, you can exchange exactly 2 wood for 1 grain, 1 food, and 1 bonus point.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
4–5 players
When you play this card, pay 1 food for each remaining harvest to immediately get 1 cattle and 1 wild boar.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
1–5 players
Each time you build at least 1 fence, you can also build a stable without paying wood for the stable.
1–5 players
Each time you use the “Farmland” or “Cultivation” action space, you can pay 1 food to plow 1 additional field.
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.
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.
1–5 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.)
1–5 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.
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.
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.
1–5 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.
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.
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.
1–5 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.)
1–5 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).
1–5 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.
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.
1–5 players
For each new field tile you get, you also get 1 wood and 1 food.
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.
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.
1–5 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.
1–5 players
Each harvest, you can use this card to turn exactly 1 stone into 3 food.
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.
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.
1–5 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.
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.
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.
1–5 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.
1–5 players
In the breeding phase of each harvest, for each newborn animal you get, you can sow crops in exactly 1 field.
1–5 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.
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.
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.
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.
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.
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.
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.
1–5 players
For each new wood/clay room you build, you get 2 clay/2 stone.
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.)
1–5 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.
1–5 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.
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).
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.)
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.
3–5 players
Each time you take at least 4 building resources or 4 animals from an accumulation space, you also get 1 food.
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.
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.
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.)
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.
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.
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.
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.
4–5 players
You can keep 2 sheep on the border between each pair of orthogonally adjacent rooms.
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.
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.
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.
4–5 players
Immediately before each time you play an occupation after this one (even before paying the occupation cost), you get 2 food.
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.
1–5 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.
4–5 players
Each harvest, you can use this card to turn exactly 1 wood into 1 food and 1 grain.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
4–5 players
Each time you build at least 2 stables on the same turn, you also get 1 cattle.
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.)
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).
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.
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.
5–6 players
Each time another player pays food on a “Lessons” action space, you get exactly 1 of that food.
5–6 players
At any time, you can exchange 1 reed for 2 food.
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.
5–6 players
Each time you use the “Clay Pit” accumulation space, you can also buy 1 vegetable for 1 food.
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.
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.
5–6 players
When you play this card you immediately pay 1 food. If you do, you get 2 stone and 2 reed.
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.
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.
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.
Cost 1W.
Whenever you use the “Fishing” action space, you receive 1 additional food. From round 8 onwards, you receive 2 additional food.
Cost 1W 1S.
Whenever you add a room to your wooden hut, you only pay 2 wood and 2 reed.
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.
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.
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.
2VP. Cost 3W 1S.
At any time, you can convert grain to 2 food (without having to bake bread).
1VP. Req 2 occ.
When you sow, you can plant vegetables on this card as though it were a field.
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.
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.
Cost 1W 1C 1R 2S.
At the end of the game, you receive 1 bonus point for each room in your stone house.
1VP. Cost 2W.
Whenever you use the “Fishing” action space, you receive an additional 1 food or 1 reed.
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.
1VP. Cost 2W. Req 4 occ.
Place 2 food on each remaining round space. At the start of each round, you receive the food.
Whenever you convert vegetables to food using a Fireplace A1/A2, Cooking Hearth A3/A4 or Cooking Corner I85, you receive 1 additional food.
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.
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.
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.
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.
1VP. Cost 2W. Req 2 occ.
Whenever you use the “Fishing” action space, you receive an additional 1 Food and 1 Reed.
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.
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.
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.
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.
Cost 1W.
Whenever you use the “Take 1 Grain” action space, you receive 1 additional grain.
1VP. Req 1 occ.
You can replace 1 or 2 Reed with the same amount of clay whenever you extend or renovate your home.
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.
2VP. Return 2 impr.
The Madonna Statue has no effect.
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.
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.
Cost 1S.
Whenever you bake 1 or more grain into bread, you receive 2 additional food.
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.
1VP. Req 3 occ.
Place 1 food on each remaining round space for rounds 8 to
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.
Cost 2F.
Place 1 wood on each remaining even-numbered round space. At the start of these rounds, you receive the wood.
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.
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.
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.
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.
Cost 1W.
You can renovate your wooden hut to a clay hut at any time without using a “Renovate” action.
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.
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.
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.
2VP. Req 4 occ.
Whenever you use the “Day Labourer” action space, you receive an additional 3 stone.
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.
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.
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.
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.
1VP. Cost 2W.
Each pasture (with or without a stable) can hold up to 2 more animals.
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.
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.
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.
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.
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.
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.
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 .
5VP. Return Well.
Place 1 food each on the next 3 remaining round spaces. At the start of these rounds, you receive the food.
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.
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.
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.
Cost 1W.
Whenever another player uses the Harrow I68 or a plough, you can immediately plough 1 field as well.
8VP. Cost 3W or 3C, 2R.
In round 14, you cannot place any people. Play this card at the latest during round 13.
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.
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.
Cost 2W. Req 2 occ.
Whenever you use the “Take 1 Grain” action space, you receive 2 additional grain.
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.
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.
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.
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.
Cost 3W. Req 3 occ.
Whenever you use a person to take wood that is on an action space, you receive 2 additional wood.
1VP. Cost 1W. Req 3 occ.
Whenever another player uses the “3 Wood” action space, they must give you one of the wood.
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.
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.
Cost 1W.
The player with the most valuable street receives 2 bonus points when scoring.
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.
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.
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.
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.
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.
1VP. Cost 3 C.
The player with the most valuable street receives 2 bonus points when scoring.
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 .
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.
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.
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.
2VP. Cost 5S.
The player with the most valuable street receives 2 Bonus points when scoring.
Cost 1W.
Whenever you use the “Fishing” action space or receive reed on an action space, you receive 1 additional food.
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.
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.
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.
1VP. Req 3 grain fields.
You no longer need reed when you extend or renovate your home.
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.
Req 4 planted fields.
Immediately before scoring, you receive 1 additional animal of each type that you already have.
1VP. Cost 2W. Req 2 occ.
This card can hold up to 1 sheep, 1 wild boar and 1 cattle.
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.
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.
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.
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.
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.
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.
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.
Cost 1W.
Whenever you convert at least 1 animal to food during the feeding phase of the harvest, you receive 1 additional food.
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.
Cost 1W.
Whenever you play an occupation, you may also bake bread.
1VP. Cost 1W. Req 3 occ.
Whenever you play 1 occupation, you receive 3 food before you pay the costs of the occupation.
Cost 1W. Req 1 occ.
Whenever you use the “Plough 1 Field” or “Plough Field and Sow” action spaces, you can additionally bake bread.
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.
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.
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.
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.
Req 4 animals.
Whenever you sow, place 1 additional grain or vegetable from the general supply on each new stack you sow.
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.
1VP.
In each feeding phase, you receive 1 food. Apart from the goat, you cannot hold any other animal in your home.
Cost 2W.
The next stable you place in your farmyard, as well as your 3rd, 6th, 9th, 12th and 15th fence, costs you nothing.
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.
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.
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.
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.
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.
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.
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.
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.
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.
1VP. Req 3 occ.
Whenever you use the “Day Labourer” action space, you receive 3 additional clay.
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.
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.
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.
You receive 2 bonus points for any one type of animal missing from your farm at the end of the game.
Req 2 occ.
Whenever you extend or renovate your home, you can replace 1 or 2 reed with the same amount of wood.
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.
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.
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.
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.
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.
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.
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.
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.
1VP. Req 3 occ.
This card can hold an unlimited number of wild boar.
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.
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.
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.
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.
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.
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.
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.
Req 2 fields.
Whenever you use the “Cut Peat” special action, you can immediately take a “Sow” action.
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.
Cost 1F. Req 1 major imp.
Whenever you use the “Take 1 Grain” action, you also receive 1 horse.
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.
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.
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.
Req 3 imp.
With this improvement, you can keep 1 animal (except a sheep) on each of your forest tiles.
Cost 1S.
You can keep up to 2 horses in an unused farmyard space adjacent to your home.
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.
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.
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.
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.
Req max 2 imp.
You immediately receive 1 food. In addition, each player who has at least one stable or pasture receives 2 food.
1VP. Cost 2C.
Whenever you use the “Cut Peat” special action, you can also convert 1 grain to 4 food.
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.
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,
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.
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.
2VP. Cost 2C 1S.
Whenever you use any “family growth” action, you receive 1 bonus point as well as 1 fuel and 1 food.
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.
1VP. Cost 2W.
Whenever you use the “Fishing” action, you also receive 2 fuel.
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.
Cost 1W.
Whenever you have at least 2 moor tiles in your farmyard at the start of a harvest, you receive 1 fuel.
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.
Return Furnace. -1VP.
You no longer need to pay any heating costs.
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.
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.
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.
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.
1VP. Cost 2F. Req 3 rooms.
Whenever you use the “Cut Peat” special action, you also receive 2 wood.
Req 1 major imp.
Whenever you use the “Fishing” action space, you also receive 2 clay.
Req 1 major imp.
Whenever you use the “Fell Trees” special action, you also receive 1 reed.
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.
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.
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.
-4VP.
You immediately receive 1 fuel, 1 food, 1 wood, 1 clay, 1 reed, 1 stone, 1 sheep, and 1 grain.
Req exactly 1 moor.
You require 2 less wood to build wooden hut rooms.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Req 2 moors.
Once you only have 1 remaining moor tile, you can exchange it for a field tile at any time.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cost 1F.
Whenever you build 2 rooms at once with the “Build rooms” action, you can immediately build 2 stables from your personal supply.
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.
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.
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.
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.
2VP. Cost 1W 2C.
Whenever you use the “Fishing” action space, you can pay 1 fuel to receive an additional 3 food.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cost 2W.
Whenever you use the “Day Labourer” action, you also receive 1 stone.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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.
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.
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.
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.
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.)
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).
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.
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.
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.
Req 2 occ.
Whenever you use the “Plow 1 field” or “Plow 1 field and/or Sow” Action space, you also receive 1 Stone.
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.
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.
1 VP. Cost 1S.
Clockwork Man counts as 1 Occupation and 1 Minor Improvement.
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.
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 VP. Req 3 occ.
Place 1 Stone each on the next 2 Round spaces. At the start of these rounds, you receive the Stone.
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.
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 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.
Req 3 fields.
Whenever you harvest the last good from a field and place it in your supply, you receive 1 Food.
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.
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.
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.
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 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.
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.
1 VP. Cost 2W.
Your pastures with stables may hold 2 different animal types. (This card does not change the capacity of your pastures.)
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.
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.)
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.
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.
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.
5 VP. Cost 2F.
In Round 14, you place 2 fewer Family members.
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.
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.
Cost 1W.
You may build Major Improvement Fireplace and Cooking Hearths with a “Minor Improvement” action. Pay 1 Clay less for each.
1 VP. Req 2 animals
Whenever you play an Occupation, you receive 1 Food before you pay the cost of the Occupation.
1 VP. Cost 1F.
Each Harvest, you may use the Mountain Cave to exchange up to 1 Wood for 1 Stone.
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.
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 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.
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.
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.
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.
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 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.
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.
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.
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.
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.)
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.
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.
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 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.
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.
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.
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.
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.
Req 1 empty field.
Immediately remove 1 empty field from your farmyard and receive 4 Wood. (That space now counts as unused).
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.)
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.
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 VP. Req 3 occ.
In the Returning home phase of each round, you may harvest 1 field.
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.
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.
Cost 3W 1R.
For every Harvest remaining when you play this card, you receive 1 Bonus point.
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 VP. Cost 1 vegetable or 2 grains.
In each Feeding phase, you receive 1 Food.
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 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.
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).
Req 1 major imp.
Place 4 Food from the supply on this card. This food can only be used to pay for Occupations.
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.
(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.
Req 2 occ.
Whenever you play an Occupation, you receive 1 Wood.
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).
Req no occ.
If you have 1/2 plowed fields, immediately pay 1/2 Food to play 1/2 Occupations.
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.)
Req 4 planted fields.
When you play this card, immediately Renovate your Wooden hut to a Clay hut for free.
1 VP. Req 3 sheeps.
You no longer need Reed when you renovate your home.
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 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.
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.
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.
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 VP. Cost 2W 1 sheep. Req 4 rooms.
One of your rooms can hold 1 additional Family member.
Cost 1W.
Each Work phase, the third person you place can use the “Plow 1 field” Action space even if it is occupied.
Cost 1W. Req 6 animals.
Place 3 Food on each remaining Round space. At the start of these rounds, you receive the Food.
Cost 1S. Req clay hut or stone house.
Immediately build a Fireplace for free or upgrade a Fireplace to a Cooking Hearth.
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 VP. Cost 1R.
Your home may hold 1 additional animal. You may keep more than 1 type of animal in your home.
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.
2 VP. Cost 2S 1W. Req exactly 2 stone rooms
The Lighthouse provides room for 1 Family member.
When you play this card, you may return 2 different animals to the general supply to Plow 2 fields.
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 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 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.
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.
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.
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.
Cost 1R.
At the end of the game, you receive 4/2 Bonus points if your home has at most 2/3 rooms.
1 VP. Req stone house.
Place 1 Food on each remaining Round space. At the start of these rounds, you receive the Food.
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.)
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.
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 VP. Cost 1R.
Whenever you use the “Fishing” Action space, you may also convert up to 1 Wood to 3 Food.
1 VP. Req 1 oven.
Whenever you use the “Bake Bread” Action, you may convert 1/2 Clay into 1/2 Stone.
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.)
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 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.
Cost 1R. Req 2 occ.
Whenever you use the “Fishing” Action space, you receive an additional 1 Food and 1 Wood.
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.
If you have an Oven, you can convert Vegetables into Food at any time. Take 4 Food for each Vegetable.
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.
Cost 1 Wild boar.
You immediately receive 5 Food.
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.
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.
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 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 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 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.
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.
At the end of the game, you receive 5 Bonus points if have 2 or 3 animal categories where you score 1 negative point.
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 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.
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.
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.
Cost 2F. Req 2 people placed.
Immediately place and use all the Family members that are in your home.
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.
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.
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.
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).
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 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.
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.
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.
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.)
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.
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.
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).
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.
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.
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.
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.
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.
Req 1 Grain, 1 Vegetable and 1 cattle.
Immediately convert 1 Grain, 1 Vegetable and 1 Cattle to 3 Bonus points and 5 Food.
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.
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.
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.
Req 6C.
Place 1 Wood on each remaining even-numbered Round space. At the start of these Rounds, you receive the Wood.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
-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.
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.
Req 1 occ.
You receive 1 Wood and may immediately place another person.
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
You receive 1 Wood for every Improvement in front of you whose function you didnt use so far.
1 VP. Cost 5F.
Place 1 Food on each remaining Round space. At the start of these rounds, you receive the Food.
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.
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.
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.
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.
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.
-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.
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.
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.
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.
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.
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 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.
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
Cost 1C.
You may keep up to 2 cattle on each unused space on your farmyard, to a maximum of 4 cattle.
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).
When you play this card, immediately take the “Bake bread” a bread baking action.
Cost 1F.
When you play this card, immediately build a major improvement.
Cost 2F.
When you play this card, you receive 1 vegetable.
Cost 2W.
Whenever another player sows, you may pay 1 food to the supply to immediately take a “Sow” action.
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.
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.
When you play this card, immediately take a “Fences” action. Pay 1 wood to every other player who has at least 1 fence.
1VP. Req 3 occ.
When you play this card, each player may immediately move any amount of their planted resources to their personal supply.
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.
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.
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.
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.
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.
Cost 1F.
When you play this card, immediately take a “Sow” action.
Cost 1 cattle.
When you play this card, you receive 2 vegetables.
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.
Cost 2W. Req 1 Occ.
Whenever you use the “Day Labourer” action space, you may immediately afterward pay 1 food to plow 1 field.
Req 1 pasture & 1 occ.
You may not use the Paddocks to fence unfenced farmyard spaces.
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.
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.
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.
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.
1VP. Cost 1W 1C.
Once per round, you may exchange 2 food for a building resource of your choice.
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).
1VP. Cost 2W.
Whenever you use the “Day LabourerDayXLabourer action space you may immediately afterward build one room.
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.
1VP. Cost 2W. Req 1 occ.
Whenever you use the “Plough 1 Field” action space, you receive 1 reed.
Cost 1R.
When you play this card, you receive 3 food.
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.
1VP. Cost 2S.
Whenever you convert animals into food, you receive 1 additional food for each animal.
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.
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.
Cost 1W 1C.
Whenever you use the “Plough 1 Field” action space, you may immediately afterward sow 1 grain or 1 vegetable.
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.
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.
-
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.
Cost 1 sheep.
At the end of the game, if you own a Fireplace A1/A2, you receive 2 bonus points.
Cost 1W 1C.
Whenever you use the “Day Labourer” action space, you may immediately afterward take the “Sow” action.
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.
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.
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.
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.
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.
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.
Cost 2W.
Whenever you use the “Take 1 Vegetable” action space, you receive 1 additional vegetable.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
Req 2 empty fields.
Whenever you sow, you can pay 1 wood and sow 2 grain instead of 1 on an empty field.
1VP. Cost 2S 2W.
Whenever you use the “Bake bread” action in a round immediately following a Harvest, you receive 2 additional Food.
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.)
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.
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.
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.
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.)
Cost 1W.
Whenever you have a person on all 3 gameboards at the end of a Work phase, you receive 1 Food.
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.
Cost 1W 1C.
Whenever you play an Improvement (including this one), you receive 1 Food afterward.
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.)
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)
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.
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.
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.)
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.)
Cost 3W.
This card provides room for 1 Family member.
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.
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.)
Cost 1C.
Whenever any player uses the “Take 1 Cattle” Action space, you receive 3 Food and each other player receives 1 Food.
1VP. Cost 1R.
Whenever any player uses the “Fishing” Action space, they may pay you 1 Food afterward for 1 Bonus point.
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.
Cost 2W. Req 1 occ.
Whenever you play an Occupation, you receive 1 Vegetable.
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.
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
Once each round, whenever you have no Food in your personal supply, you receive 1 Food.
Cost 1F.
You immediately receive 1 Wood for every Unused farmyard space orthogonally adjacent to your home.
Cost 1F.
Whenever you play another Minor Improvement, you receive 1 Grain afterward.
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.
4VP. Req play in round 2 or before.
Whenever you Plow, you must pay 1 Food for each new field.
Cost 1C.
In the Returning Home phase after each Work phase where you gained at least 7 building resources, you receive 2 Food.
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.)
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.)
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.
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.
Cost 2W.
At the end of the game, if all of your rooms hold exactly 1 Family member, you receive 3 Bonus points.
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.)
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.
You immediately receive 2 Wood.
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.)
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.)
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.
2VP. Cost 2S 1W.
Place 1 Food on each remaining even numbered Round space. At the start of these rounds, you receive the Food.
4VP.
When you play this card, immediately pay 1 Clay and 1 Food for each of your Family members. (Guests are not counted.)
If you have a Cooking Improvement, you may convert 1 Grain into 2 Food at any time.
You immediately receive 1 Stone.
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.
Immediately harvest 1 Grain from each of your Grain fields. Tulip Field
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.
2VP. Cost 2S.
Pay 1 Wood less for all Major and Minor Improvements.
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.
Req 1 unplaced person.
Immediately place 1 of your people.
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.)
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.)
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.
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).
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)
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)
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)
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.
1VP. Cost 1S 1W.
Whenever you start a round in a Wooden Hut, you receive 1 Food.
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.
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.
1VP. Req 3 occ.
When this card is played, each player who immediately pays 5 food into the general supply receives 3 bonus points.
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.
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.
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.
Req 1 occ.
Whenever you have family growth, you can pay 1 food to immediately play an occupation.
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.
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.
1VP. Cost 2C.
Whenever you extend your home with 1 or more rooms, you receive 2 food for each new room.
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.
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.
Cost 1F.
Whenever you play a minor or major improvement, you can replace exactly 1 building resource with another.
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.
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.
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.
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.
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.
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.
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.
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.
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”.
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.
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.
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.)
-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.)
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.
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.
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.
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.
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.
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.
Cost 1W 1S.
Whenever you extend or renovate your home, you may pay with Reed directly from Accumulation spaces.
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.
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.
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.
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.)
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.)
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.
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.
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.
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.)
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.
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).
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.
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.
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.
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.
You can immediately build a stable at no cost, but only if you place it in a pasture covering exactly 1 farmyard space.
Cost 2F.
Immediately plow 1 field.
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.
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.
Cost 1F.
You immediately get 1 clay for every 2 clay you already have in your supply.
If you have the Joinery, Pottery, Basketmaker’s Workshop, or Well, you immediately receive 1 wood, 1 clay, 1 reed, and 1 stone, respectively.
Cost 1W.
You immediately receive 1 food for each grain field and 1 grain for each vegetable field you have.
Cost 1R. Req 2 occ and 2 impr.
You immediately receive 1 grain and 1 vegetable.
Cost 1 Sheep.
You immediately get 1 cattle. (Effectively, you are exchanging 1 sheep for 1 cattle.)
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.
When you play this card, you immediately receive 1 wild boar. You can hold 1 wild boar on each of your unplanted field tiles.
Cost 1C.
Each of your pastures (with or without a stable) can hold up to 2 more animals.
When you play this card, you immediately get 3 clay. Immediately after, you can renovate without paying any building resources.
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.
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.
When you play this card, you immediately get 1 clay. You can use clay instead of wood to build fences.
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.
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.
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
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.
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.
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.
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.
1VP. Cost 1W. Req 2 occ.
Each time you use the “Farmland” or “Cultivation” action space, you get an additional “Bake Bread” action.
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.
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.
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.
1VP. Cost 1W 1C.
You can consider “Occupation” action spaces not occupied. You can replace each food that an occupation costs with wood.
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.
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.
Cost 2F.
During scoring, you get 1 bonus point for each Major improvement you have, up to the number of your unused farmyard spaces.
Cost 2W.
During scoring, if your pastures cover at least 6/7/8/10 farmyard spaces, you get 1/2/3/4 bonus points.
Req all farmyards spaces used.
For each complete round left to play, you immediately get 1 bonus point and 2 food.
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.
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.
When you play this card, you can exchange 1 food for 1 bonus point, up to the number of completed harvests.
Cost 1W.
Each time you renovate, you can also pay 1 wood to get 1 bonus point and 1 grain.
Req 5 Sheep.
During scoring, if you live in a wooden/clay/stone house by then, you get 3/2/0 bonus points.
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.
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.
Cost 1W.
Each time you upgrade a Fireplace to a Cooking Hearth, you immediately receive 2 wood and 1 vegetable (not retroactively).
1VP. Cost 2C.
Each time you use the “Fishing”/“Take 3 Wood” accumulation space, you also receive 1 wood/food.
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.
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.
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.
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.
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.
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.
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.
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.
1VP. Cost 1W 1R.
Each time you use the “Fishing” accumulation space, you receive an additional 2 food.
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.
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.
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.
Cost 1W 1C.
Each time after you build an improvement, including this one, you get 1 food.
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.
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.
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.
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.
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.
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.)
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.
2VP. Cost 2W 2S.
Each time you take a “Bake Bread” action in a round immediately following a harvest, you get 3 additional food.
1VP. Cost 1W 4C/2S.
In the field phase of each harvest, you get 1 food for each grain field that you harvest.
Req 3 fields.
Each time before you take a “Sow” action, you receive 1 grain.
Cost 1W.
Each time you use an animal accumulation space while already having an animal of that type, you receive 1 grain.
Cost 1W.
Each time you use the “Grain Seeds” action space, you get 1 additional grain.
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.
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.
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.)
Cost 1W.
At any time, you can move 1 crop from a planted field containing at least 2 crops to an empty field.
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.
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.
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.
2VP. Cost 2S. Req at most 3 occ.
Every improvement costs you 1 wood less.
Cost 1F.
At the start of each work phase, you can exchange exactly 1 clay plus 1 grain for 3 clay plus 1 food.
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.
1VP. Cost 2W. Req 1 occ.
Each time you use the “Fishing” accumulation space, you get an additional 1 food and 1 reed.
Cost 1W.
Each time you take a “Sow” action planting vegetables in at least 1 field, you receive 1 clay and 1 stone.
Cost 1W.
Each time you use a stone accumulation space, you get 1 additional stone.
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.
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.
Cost 1W.
Each time you fence a new pasture covering at least 4 farmyard spaces, you immediately get 2 sheep on this pasture.
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.
Cost 3W.
You immediately get 5 clay and a “Renovation” action. If you take the action, you must pay the renovation cost.
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.)
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.
You immediately get a number of wood equal to the number of people you have on accumulation spaces.
If you have 0-4/5/6/7 occupations left in hand, you immediately get 1 stone/reed/clay/wood.
Cost 2F. Req 1 occ.
You immediately get a number of stone equal to the number of people you have.
You immediately get 2 food and 1 additional food for each major improvement you have from the bottom row of the supply board.
Cost 1 Grain.
You immediately get 1 vegetable. (Effectively, you are exchanging 1 grain for 1 vegetable.)
You can immediately choose to either get 1 reed or exchange 1 reed for 1 cattle.
Cost 3W 3F.
This card provides room for 1 person.
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.
1VP. Cost 1W 1S.
This card can hold up to 3 animals of the same type. (It is not considered a pasture.)
Cost 1W 1S.
Wooden rooms only cost you 2 wood and 2 reed each.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
Cost 1W.
When you play this card, you immediately get 1 food. For each occupation you play, you get an additional “Bake Bread” action.
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.
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.
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.
Cost 2F.
Each time you use an “Occupation” action space and a Cooking improvement on the same turn, you get 1 bonus point.
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.
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.)
Cost 1C.
At any time, you can exchange 1/3/5 grain for 3/4/5 food plus 0/1/2 bonus points.
-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.
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.
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.
4VP. See below for cost.
For each person you have, you must pay an additional 1 clay and 1 food to play this card.
3VP. Req 6 field tiles and all animal types.
When you play this card, you immediately get 1 food.
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.
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.
-1VP. Req 2 occ.
Each time you use the “Fishing” or “Take 1 Reed” accumulation space, you also get 1 grain and 1 wood.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cost 1W 1C.
At the start of each round, if you live in a wooden house, you get 1 food.
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.
Cost 1W.
If you play this card on the “Major Improvement” action space, you immediately get 4 food. Otherwise, you get only 2 food.
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.
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.
Cost 1W.
Each time you use the “Grain Seeds” action space, if the “Farmland” action space is occupied you also get 3 food.
Cost 2W.
Each time you use an “Occupation” action space, before paying the occupation cost, you can exchange 1 grain for 4 food.
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.
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.
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.
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.
1VP. Req 2 occ. Cost 1F.
This card is a field that can only grow vegetables.
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.
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
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.
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.
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.
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.
Cost 1C. Req 1 occ.
Each time before you play or build an improvement, you get 1 wood.
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.
1VP. Req 3 occ. Cost 1F.
Each time you use the “Day Laborer” action space, you also get 3 clay.
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.
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.
Cost 1C.
At any time, you can exchange 2/3/4 clay for 1/2/3 stone.
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.
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
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.
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.
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.)
Cost 1W.
Immediately build 1 stable. (The stable costs you nothing, but you must pay the cost shown on this card.)
Req 1 person yet to place.
If you play this card in the work phase, you can immediately place another person.
Cost 1F.
You immediately get 1 wood for each occupation you have in front of you.
Cost 1F.
You immediately get 1 clay for each clay room and for each major improvement you have.
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.
Cost 1W. Req 1 pasture.
You immediately get your choice of 3 food or 1 food for each sheep you have. (Keep the sheep.)
In each field with exactly 1 good, you can immediately place 1 additional good of the same type.
Cost 1W.
If you can accommodate the animal, you can immediately buy 1 sheep/wild boar/cattle for 0/1/2 food.
Cost 1W. Req 2 major imp.
Once you have 4 rooms, your house can hold 5 people.
1VP. Cost 2W. Req 2 occ.
This card can hold up to 1 sheep, 1 wild boar, and 1 cattle.
Cost 1W.
For each pasture you have, you can keep 1 cattle on this card.
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.
1VP. Req 3 grain fields.
You no longer need reed to renovate or build a room.
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.)
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.
Req exactly 3 field tiles.
When you play this card, you can immediately plow 1 field, which needs not be adjacent to another field.
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.
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.
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.
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.
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.
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.
Req 1 Grain field.
At the start of the next harvest, you get a “Family Growth” action if you have room for the newborn.
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.
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.
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.
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.
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.
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.
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.
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.
Cost 3F.
During scoring, if you then have at least 2/4/5/6 unplanted fields, you get 1/2/3/5 bonus points.
Cost 2C 1S. Req 2 occ.
Immediately after each harvest, you can use this card to exchange exactly 1 reed for 1 bonus point.
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.
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.
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.
2VP. Req exactly 1 sheep.
When you play this card, all other players get 1 food each.
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”).
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.
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.
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.
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.
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.
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.
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.
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.
Req 1 occ.
After each turn in which you make at least one unused farmyard space used, you get 1 food.
Cost 1W.
In the feeding phase of each harvest, for each empty unfenced stable you have, you can exchange 1 grain for 5 food.
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.
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”.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cost 2W. Req 1 occ.
Each time after you play an occupation, you get 1 vegetable.
At any time, you can exchange 3 grain in a field for 1 vegetable in that field.
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.
In the breeding phase of each harvest, if you get newborn animals of at least two types, you also get a “Sow” action.
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.
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.
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.
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.
Cost 3W. Req 3 occ.
Whenever you use a person to take Wood that is on an Action space, you receive 2 additional Wood.
Cost 1F.
Place 1 clay on each of the next 3 round spaces. At the start of these rounds, you get the clay.
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.
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.
Cost 1F.
Each time you plow a field (tile or card), you can also buy 1 stone for 1 food.
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.
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.
-3VP. Req 1 pasture.
When you play this card, you immediately get 2 cattle.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
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.)
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).
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.
Cost 1W.
Immediately before you renovate to stone, you get 2 clay and 1 reed and you can take a “Build Rooms” action.
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.
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.
Cost 1W.
Each time before you take an unconditional “Sow” action, you can pay 3 food to plow 1 field.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cost 1W.
During scoring, if you had at least 7 goods in your fields before the final harvest, you get 2 bonus points.
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.)
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.
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.
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.
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.
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.
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.
-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.
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.
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).
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.
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.
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.
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.
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)
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.
1VP. Cost 1W. Req 3 occ.
Immediately before each time you play an occupation (even before paying the occupation cost), you get 3 food.
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.
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.
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.
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.)
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.
1VP. Cost 1W 1C.
Each time you use an action space card on round spaces 8 to 11, you get 1 additional food.
Cost 1W.
Each time you turn a sheep or wild boar into food using 1 cooking improvement, you get 1 additional food.
3VP. Cost 2 Vegetable 2W.
Place 1 food on each remaining round space. At the start of these rounds, you get the food.
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).
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.
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.
At the start of each harvest, if you have at least 3 grain fields (including field cards with planted grain), you get 2 food.
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.
In the field phase of each harvest, you get 1 food for each harvested field tile that is orthogonally adjacent to your house.
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).
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.)
Each time before you take a “Bake Bread” action, you can exchange exactly 1 clay for 1 grain.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
Cost 1F. Req 3 occ.
Each time any player (including you) renovate to stone, you get 1 clay for each newly renovated room.
Req 3 occ.
Place 1 reed on each of the next 3 round spaces. At the start of these rounds, you get the reed.
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.
Cost 1W or 1F.
Each time after you build an improvement costing at least 2 clay, you get 1 stone.
Cost 1W.
Each time you renovate, you pay 1 fewer reed and, at the end of the action, you get 1 stone.
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.
Cost 2F or 1 grain.
Each time you use the “Fencing” action space, you also get 1 wild boar.