Agricola: The Legen*dairy Forest-Deck
Agricola: The Legen*dairy Forest-Deck Rulebook
Table of Contents
Table of Contents
Rules
Shuffle the Forest deck and place it face down next to the game boards. When a player takes at least 3 wood from any accumulating action space, he draws the top card of the Forest deck and reads it aloud to the others.
The Forest deck contains 4 types of cards:
Action spaces. These cards are placed face up next to the game board, or in one case replace a round card with an action space. They count as ordinary action spaces. Any family member may occupy them under the normal placement rules (one piece per round).
Events. These cards have already appeared in Deck X. The effect of a revealed event card takes effect immediately. Events may be good or bad, but in either case they cannot be ignored. Some event cards are shuffled back into the deck and may later appear in the game again (in this case, reshuffle the entire deck).
Occupations. When you draw an occupation card, place it with the other occupations you have played.
Minor and major improvements. These are things you found in the forest. When you draw such a card, place it with the other minor and major improvements you have acquired.
Index of Cards
Events
01 – The Lady of the Sea, Pt. 1: Plowing is only allowed on your own farm, you dolt! And a ploughshare is part of a plow.
02 – Meeting a Unicorn, Pt. 1: A unicorn does not need space on your farm. In fact, it is not a unicorn at all but a werewolf, so during breeding phases and at the end of the game it may count as different animals.
03 – Meeting a Unicorn, Pt. 2: Even if you cannot perform Family Growth (because you already have 5 family members), you still get -3 points at the end of the game. But at least you had fun.
04 – Feral Child: You use a guest token in each round until the next harvest.
05 – The Hermit: Once this card is revealed, sheep can no longer be used for food. They are gone, dude. Get over it and take the wood.
06 – The Lady of the Sea, Pt. 2: Players may still use the Starting Player action space, but on it you may only acquire a minor improvement.
07 – The Boar King: If you have X pigs, you get X more. Hooray!
08 – Men in Tights: If you did not understand the rules, simply give all the resources you took to the player who drew this card.
09 – Noblesse Oblige: Sown grain and vegetables do not count.
10 – A Midsummer Night's Dream: It is not necessary to place another player's family member on your first turn.
11 – French Castle: You skip your next turn with a family member placement. You may place it the next time you get a turn in this round.
12 – All your wood are belong to us: How do you do, gentlemen?
Occupations
13 – Revenant: A family member always returns to this card instead of home. It still requires food during the harvest.
14 – Werewolf: If no opponent has animals, you must wait until someone acquires them. The opponent you choose may not turn animals into food in response to your action.
15 – The Noble Knight: You receive wood even if you caught smoked salmon.
Improvements
16 – The Fire Bog Flame Spurts Oven: The unicorn from card 02 cannot be cooked (even if it counts as a llama).
22 – FOUS (Fences of Unusual Size): For example, if you build a 3×3 pasture, it costs you only 4 wood.
23 – Meeting a Witch: Use anything that comes to hand as prediction markers: coffee beans, beads, rabbit feet, dice...
24 – Camelot: This card counts simultaneously as an extra room and as up to five unfenced stables, but is never counted when scoring points.
Action spaces
17 – Land of Milk and Honey: You may not remove guest tokens from the game, only family member pieces.
18 – Warrior Princess: You may not remove guest tokens from the game, only family member pieces. If the card "Family Growth, then Minor Improvement" is not yet in the game, it will not be there.
19 – Dragon's Lair: The dragon, Gizmuk the Umlaut, accepts any number of gifts from those who visit its lair. Thus, you may sacrifice several animals or even your own family members (but not guests) in a single visit.
20 – Fairy Ring: Lookout Games does not make pink wooden pieces. Take them from some other game or ask the guys at FIMO.
21 – The Road Not Taken: If you chose the side with reed and stone, you get both.
Card Texts
Cards 25 and 26 are printed only in the source's card-text section and are not listed in its category index; they are transcribed here as printed.
Events
01 – The Lady of the Sea, Pt. 1
In the process of clearing land for plowing, you discover a lake. The Lady of the Lake gives you a sword, which you adapt as a plowshare.
Immediately perform the action "Plow Field" on no more than 3 empty farm spaces.
02 – Meeting a Unicorn, Pt. 1
The unicorn you met is ready to grant one wish, but unfortunately your mind is occupied only with thoughts of livestock.
During the breeding phase at each harvest and at the end of the game, the unicorn counts as one animal of your choice (it takes part in breeding and in scoring).
03 – Meeting a Unicorn, Pt. 2
Recalling the old legend of the magical power of the horn, you resolve to obtain it at all costs, even though killing a unicorn is considered bad luck.
Perform the action "Family Growth" even without a free room in your dwelling.
[-3 points]
04 – Feral Child
The forest is gradually turning into jungle, when suddenly you notice a feral child sitting next to a black panther and singing with a brown bear.
You receive a guest token. It must be fed like a normal family member. After the next harvest it disappears into the jungle.
Shuffle this card back into the Forest deck.
[Guest token]
05 – The Hermit
I have wood in exchange for sheep.
You give all your sheep to the hermit, and in return you receive the same number of wood.
06 – The Lady of the Sea, Pt. 2
In the process of clearing land for plowing, you discover a lake. The Lady of the Lake gives you a sword and names you the King of Clearing.
You receive the starting player marker and remain the starting player until the Lady names someone else King of Clearing. Shuffle this card back into the deck. The "Starting Player" action space loses its power.
Shuffle this card back into the Forest deck.
07 – The Boar King
A king of the jungle boar chases you on the way home.
If there is at least 1 pig on your farm, each of your pigs immediately breeds. If you have no pigs, the Boar King races across your fields and destroys all the vegetables sown on them. If you have no vegetables in your fields, the Boar King goes into a rage and plows a field on one of the empty spaces of your farm.
Shuffle this card back into the Forest deck.
08 – Men in Tights
Suddenly people in green woolen clothes run out of the bushes.
The player(s) with the greatest number of building resources of each type immediately loses one unit of that resource. The player(s) with the fewest of that resource receives the unit taken. If two or more players have an equal minimum amount of some resource type, the taken resources must be distributed equally; otherwise, all of them go to the player who drew this card.
Shuffle this card back into the Forest deck.
09 – Noblesse Oblige
You meet the charming Marian and agree to help her feed the poor.
Double the grain in your personal supply. If you have no grain, then (and only then) you may double the vegetables in your personal supply. If your personal supply has neither grain nor vegetables, then (and only then) you receive 1 grain and 1 vegetable from the general supply.
10 – A Midsummer Night's Dream
Oberon and Titania dance in a circle. You join them, but after a sudden flash you find yourself in an unknown place.
In the next return home phase, each player passes one family member piece to his left neighbor. That neighbor places the received piece during his next turn, but the effect of that action goes to the owner of the piece. All turns must be made in accordance with the rules. All family members return to their players in the usual order in the next return home phase.
Shuffle this card back into the Forest deck.
11 – French Castle
I spoil the air in your direction!
Although your mother was a hamster and your father smelled of elderberry, you break down the castle walls. Receive 3 stone and 3 food. You are taken prisoner and skip your next family member placement.
12 – All your wood are belong to us
The tree you felled is crawling with termites. And they are glad that you still have wood. You vaguely remember hearing that sawdust is good for crops.
Discard all the wood in your personal supply. Double the grain and vegetables on your fields (but not in your personal supply).
Shuffle this card back into the Forest deck.
Occupations
13 – Revenant
Even after death, the young man is not averse to working on the farm.
In the return home phase, place the family member who performed this action on this occupation card. It no longer needs a room in your dwelling. In each of your turns, wait until the pieces of all players have been placed on the game board. Then you may perform 2 actions with this family member.
[3 or more players]
14 – Werewolf
A beautiful werewolf kissed you. However, even under the full moon you remain as ugly as you were.
After your last turn in each round, you must sacrifice 1 of your animals. You receive 1 additional action (from the available ones). If you have no animals, destroy 1 animal of any opponent (your choice). That opponent receives an additional action.
[1 or more players]
15 – The Noble Knight
You need to fell the mightiest tree in the forest with... a herring.
When performing the action "Fishing", receive 2 additional wood.
[1 or more players]
Improvements
16 – The Fire Bog Flame Spurts Oven
You hunted unusual animals that got caught in quicksand, and now you roast them on long tongues of flame.
Sheep → 2 food Horse → 2 food Pig → 2 food Llama → 2 food Cow → 2 food Fairy → 2 food
[-3 points]
17 – Land of Milk and Honey
Roast partridges, a tasty sandwich, truffles, caviar and diet "agri-cola". Life is good!
Return to your supply the family member with which you performed this action. (Later you may return it to play with "Family Growth".)
Receive 10 food.
18 – Warrior Princess
Against the backdrop of a dazzling beauty, farmers' wives fade somewhat.
This action card replaces the regular card "Family Growth" or "Family Growth, then Minor Improvement" that appears in stage 2 of the game (rounds 5–7).
New action: return to your supply the family member who performed this action, and receive 5 points. (Later you may return it to play with "Family Growth".)
19 – Dragon's Lair
The dragon Gizmuk is ready to fulfill all your wishes, if you pay him.
Sheep → Burn the forest on 3 spaces of your farm. Pig → Take 2 cards from the minor improvement deck into your hand. Cow → 3 stone. Horse → 4 fuel. Family member → Choose an opponent. Discard one of the occupations he has played.
20 – Fairy Ring
Mushro-o-o-oms!
Immediately place 2 fairies on this card. Add 1 fairy at the start of each round. The player who places a family member on this action space takes all the fairies. Up to 2 fairies may be kept on each empty farm space (the spaces themselves still count as empty). Fairies breed by the same rules as animals. At the end of the game, the player with the most fairies receives 5 points.
[Fairy symbol]
21 – The Road Not Taken
Two forest roads diverge in different directions, and I took the one less traveled by.
Place a family member on one side of this card.
[Reed, stone] [Clay]
At the end of the round, receive all the resources of the selected type that remain on the corresponding action spaces on the game board.
22 – FOUS (Fences of Unusual Size)
A good defense against rodents of unusual size.
When building fences, several fences built in one straight line cost only 1 wood in total.
23 – Meeting a Witch
Don't you hoodwink me, Angelina.
You give the old woman 1 of the wood you have just taken. Fortunately, she allows you to use her crystal ball three times. Place 3 prediction markers on this card. On your turn you may remove 1 prediction marker to look at the top 3 cards of the Forest deck and return them in any order.
Shuffle this card back into the Forest deck when all prediction markers have been removed from it.
24 – Camelot
If you think about it carefully, you should not go there. A lousy place.
Place this card next to your farm. It may hold 1 family member, 1 sheep, 1 pig, 1 cow, 1 horse and 1 llama.
25 – Chuck the Wood Chuck
When Chuck the Wood Chuck chucks wood, he chucks a little more wood.
If, when performing an action, you receive only wood from all the building resources, take 1 more wood from the general supply.
[1 or more players]
26 – Peruvian Inquisition
Nobody expects the Peruvian Inquisition.
Replace all sheep on your farm with llamas. At the end of the game, score the llamas for all players by the same rules as sheep.