Agricola: Pi-Deck
Agricola: Pi-Deck Rulebook
Table of Contents
Table of Contents
Minor Improvements
Angry Duck
Card P13
When you play this card, if there any food on future Round spaces that you would receive in a later round, you may place some or all of that Food on this card. At the end of the game, you receive 1/2/3/4/5 Bonus points for 1/2/3/5/8 Food on this card. (You may not use the food on this card.)
Fertility Shrine
Card P14 — (-1 VP. 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.)
⇒ The two newborn animals that you return need not be different types.
Fishing Pier
Card P15 — (1 VP. Req 1 occ. Cost 2W.)
Whenever you use the "Fishing" Action space, you may also take 1 Building resource from any other Action space.
Gardners' Bothy
Card P16 — (1 VP. 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.
⇒ If you double the action (e.g., with Sunday Worker WM048, Golem, etc.,) then you double the action, but still only receive 1 Good from Bothy. (Transcriber's note: the compendium prints "Good" here and in the Alchemist rulings; it is kept as printed.)
⇒ You may place multiple Family members or Guests on the Bothy.
Geode
Card P17 — (Req Have 1 Stone.)
Draw 3 Minor Improvements randomly from the deck. You may immediately play 1 of these Minor Improvements (pay costs and fulfill prerequisites normally) or add it to your hand. Discard the other 2 Improvements. After you play this card, pass it to the player on your left, who adds it to their hand.
Landscape Design
Card P18
Your fields no longer need to be orthogonally adjacent to each other. Fields plowed at the same time must be adjacent. At the end of the game, you receive 1/2/3 Bonus points for 3/4/5 fields that are not orthogonally adjacent to another field.
⇒ If you have 6+ fields that are not orthogonally adjacent to another field, you receive 3 Bonus points.
Market Square
Card P19 — (1 VP. 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. (Transcriber's note: the compendium prints "plater" here; it is read as "player".)
Meeting Post
Card P20 — (1 VP. Cost 1W or 1C.)
When you play this card, every player must place 1 Occupation from their hand face up on the game 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 they do, you receive any Food paid.
⇒ If you play an Occupation from the board, you still must be able to afford the Food cost, even though you receive the payment.
Pitchfork
Card P21 — (Cost 1W 1S.)
Whenever you extend or renovate your home, you may pay with Reed directly from Accumulation spaces.
Retirement
Card P22 — (1 VP. Req 1 occ.)
Immediately turn all of your Occupations face down. At the start of each round, you receive 1 Food as long as you have no face up Occupations. All the effects of the face down cards are forfeited but they still count as played occupations. (Transcriber's note: the compendium prints "your receive 1 Food"; it is read as "you receive 1 Food".)
Shelter in the Field
Card P23 — (1 VP. Req 1 planted field. Cost 3W or 3C, 1R.)
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.
⇒ If the Family member that lives in the Shelter cannot take an action because they are all blocked, then that Family member does not take an action and remains in your home.
⇒ The Family member that lives in the Shelter may take the Infirmary action.
Spars
Card P24
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 or 3 player game, you may only play this Minor Improvement on the "1 Major or Minor Improvement" Action space.
Occupations
Alchemist
Card P01 — (3–5 players)
When you play this card, you receive 2 Wood. Whenever you receive Building resources from an Action space, you may afterward place 1 of the goods received on the space and take 1 Wood or Clay from any Accumulation space.
⇒ You place the Good on the Action space you just used and the next player to use this Action space receives the Good. (Transcriber's note: the compendium prints "Good" and "goods" here; kept as printed.)
Altruist
Card P02 — (1–5 players)
Twice during the game, you may use the "Renovate" action to convert your Stone house back into a Wooden hut by paying 1 Wood per room and 1 Reed. When you do this, you receive 3 Bonus points per room and you receive 3 Clay.
⇒ Converting to a Wooden hut counts as a Renovation. (Therefore, it triggers Home Garden WM089, etc.)
⇒ You receive the Bonus points and the clay each time you convert from a Stone house into a Wooden hut.
Backpacker
Card P03 — (3–5 players)
In the Returning home phase of each even-numbered round, you may choose not to 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 the space occupied.) If you cannot, take 1 Begging card and return that person home (to place normally later.)
Chisel Maker
Card P04 — (3–5 players)
Place an Arrow marker on a revealed Round Action space and point the Arrow toward nobody. The next player to use this Action space receives 1 Stone first. 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 to receives 1 Wood.
Contortionist
Card P05 — (4–5 players)
Place 4 Wood, 3 Clay, 2 Reed, and 2 Stone in a container. Whenever you use the "Traveling Players" action, draw 2 resources at random. If they are the same, keep both. If they are different, keep 1 and return the other to the general supply.
Footman
Card P06 — (3–5 players)
Once each round, you may place a person on an Action space without immediately taking the action. Instead, you may take that action immediately after any of your other turns that round. At the end of the round, if you haven't taken the action, you receive 1 Begging card.
⇒ If you are unable to take an action because there are no longer resources on an Accumulation space (due to e.g. Net Fisherman, Alchemist P02, etc.) you still receive a Begging card. (Transcriber's note: the compendium cites "Alchemist P02"; the Alchemist is card P01 and P02 is the Altruist. Kept as printed.)
Marriage Counselor
Card P07 — (4–5 players)
Whenever, at the start of the round, another player has at least 2 more Family members than you or all other players have at least 1 more Family member than you, you may pay 1 Food to use 1 Guest token that round.
Master Carpenter
Card P08 — (3–5 players)
You can build fences around your rooms by fencing all 4 sides of a room. You may not fence more than 1 room each round. Each fenced room can hold an additional Family member. (Fenced rooms are not pastures.)
⇒ Fenced rooms are not scored as pastures at the end of the game.
⇒ You may also build pastures the same round you fence around a room.
Pest Exterminator
Card P09 — (4–5 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 except the first 6.
⇒ If you have built fences, or have played any combination of cards that results in you having fewer than 14 fences in your supply, (e.g. Fence Deliveryman, Wagenburg etc.) then you place no fences on the board, and receive no Bonus points.
Professor
Card P10 — (1–5 players)
After you play this card, discard all the remaining Occupations in your hand and draw 7 new Occupations. You can play an additional Occupation immediately for 2 Food. (You must pay any additional costs of the new Occupation.)
Sunrise Herder
Card P11 — (4–5 players)
Once each round, you may skip placing your first Family member and receive 1 animal. You must pay 1 Food if you receive a Cattle. (You place the person later. You may only do this if every other player has at least 1 person still to place.)
Wounded Veteran
Card P12 — (4–5 players)
At the start of each round, you receive 2 Food from the general supply. Whenever you take Building resources or animals from an Accumulation space, you must leave 1 of them on the space.
⇒ You do not have to leave resources or animals on non-Accumulation spaces.