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The MY Deck (fan expansion for Agricola) thumbnail

The MY Deck (fan expansion for Agricola)

Expansion for Agricola

The MY Deck (fan expansion for Agricola) Rulebook

Table of Contents

Table of Contents

  • New Concepts
  • Adding The Cards To The Game
  • Occupations
    • Animal Farmer
    • Animal Trader
    • Bard
    • Chief's Wife
    • Chief's Son
    • Efficiency Expert
    • Handyman
    • Johnny Appleseed
    • Lumberjack
    • Migrant
    • Peddler
    • Rustler
    • Sneak Thief
    • Stepchild
    • Teacher
  • Minor Improvements
    • Additional Stables
    • Border Collie
    • Family Bible
    • Grain Silo
    • Pickle Barrel
    • Pie Tin
    • Posthole Digger
    • Schoolhouse
    • Stockyard
    • Wild Onions
    • Work Boots
  • Major Improvements
    • Town Hall

New Concepts

This expansion introduces two new concepts.

Some cards are to be used in games with 4 or fewer, or 3 or fewer players. Only used those cards when you have the correct number of players.

There are two Minor Improvements that have the 4- symbol on them. Only use those Minor Improvements in games with 4 or fewer players.

Adding The Cards To The Game

Feel free to add as many or as few of the cards to the decks as you wish. The Occupations and Minor Improvements should just be shuffled into the appropriate decks. Place the Town Hall face up next to the other Major Improvement.

Occupations

Animal Farmer

Card 015 — Player-count symbol: 1+

Once per round, after all players have placed Family Members and Guests to take actions, you may place one of your animals to take an action on any space, even those already used this round.

These animals remain on the space and are claimed by the next player to take that action.

The animals may not be used to take a Family Growth action.

⇒ You may use sheep, wild boar, cows, or horses. Animals represented by cards like the House Goat may not be used. If you use your animal to take other animals, you must still leave your animal on the space.

Animal Trader

Card 012 — Player-count symbol: 4-

Include the 1 Sheep/Wild Boar/Cattle Action card from the 5-player game as an additional action space. You receive 1 Food or 1 Fuel (your choice) from supply when another player uses this action.

⇒ If you are not playing with Farmers of the Moor then you may not choose to receive Fuel.

Bard

Card 008 — Player-count symbol: 3-

Include the Traveling Players Action card from the 4-player game as an additional action space. Immediately place 2 Food on the card and add 1 Food at the start of each round. Any player who uses this action must pay you 2 Food.

⇒ The players pay you the food after they collect it. You do not need to pay yourself the food.

Chief's Wife

Card 005 — Player-count symbol: 1+

At the end of the game, you receive 2 Bonus points plus 1 Bonus point for each member of the Chief's family played, including yourself (Chief, Chief's Wife, Chief's Daughter, Chief's Son).

Occupations that may be played immediately due to the Chief being played may also be played as if this card were the Chief.

⇒ If additional Chief's family cards are created, they will also give bonus points to the Chief's Wife.

Chief's Son

Card 006 — Player-count symbol: 1+

If another player plays the "Chief" card, you may play this card immediately at no cost. (You can also play it using an Action in the usual way.) At the end of the game, you receive one Bonus point for each player with a Stone house of any size or a Clay hut with four or more rooms.

Efficiency Expert

Card 009 — Player-count symbol: 1+

At the end of the game, you receive one Bonus point for each type of Building resource (wood, clay, reed, stone) of which you have none.

⇒ Building resources kept to give you bonus points for other cards count as building resources you have and thus you do not get points for them for the Efficiency Expert.

Handyman

Card 010 — Player-count symbol: 1+

Draw the top card of the Minor Improvements deck. If you are able to play it, you must play it immediately. If not, place it in your hand.

You may do this again before the work phase of each round.

⇒ If there are multiple Minor Improvement decks to choose from, you may choose which deck from which to draw the card.

Johnny Appleseed

Card 002 — Player-count symbol: 1+

Place one food from supply each on up to 6 of your unused farmyard spaces. You get that food when those spaces are no longer unused.

⇒ You immediately gain the food when the space is no longer considered unused.

Lumberjack

Card 013 — Player-count symbol: 3+

At the start of the Work phase, you may place 1 Wood from the general supply on an Action space of your choice.

⇒ The first player who takes that action gets the wood. You may choose not to place wood in a round. Wood placed persists from round to round, but is not replaced when taken.

Migrant

Card 007 — Player-count symbol: 1+

Place a Guest Token on this card when you play it. Starting this round, you may place your Migrant like a family member to take actions.

At the end of each round, you must feed the Migrant 2 food. If you are unable or unwilling to feed the Migrant, you not only receive Begging cards, but you must move this card and the guest token on it to the player to your left.

⇒ If the Migrant changes players, the new player need not feed him on the round the Migrant is moved, but the Migrant must be fed on subsequent rounds.

Peddler

Card 014 — Player-count symbol: 1+

During your turn, you may trade resources, food, fuel, and animals with one other player.

You may make one trade with one other player each round. The trade may be for any number of items.

⇒ You may make exactly 1 trade each round with exactly 1 other player. This trade may involve any number of resources. Players may only trade resources they own.

Rustler

Card 004 — Player-count symbol: 3+

If you are the last person to play a Family Member to take an action in a round, at the end of the Return Home phase, you may take one animal from one Action space.

⇒ The animal must be a token on an action space. Animals left due to the Animal Farmer may be taken by the Rustler.

Sneak Thief

Card 003 — Player-count symbol: 3+

If you are the last person to play a Family Member to take an action in a round, at the end of the Return Home phase, you may take one resource or food from one Action space.

⇒ The resource or food must be a token on an action space.

Stepchild

Card 001 — Player-count symbol: 4-

You must have an unused unfenced stable when you play this occupation. This occupation costs 2 food in addition to the normal costs.

Place a family member from a set not being used on the family member that took this action.

When the stepchild comes home, it must be placed on the space of your unused stable. No animals may be kept in that stable and it may not be fenced.

The stepchild may take actions and must be fed like a normal family member, but is worth no extra points at the end of the game.

⇒ The stepchild never moves into your house. You may not fence the stable used by the stepchild nor may you hold animals in it.

Teacher

Card 011 — Player-count symbol: 1+

All future occupations cost you one less Food to play.

After playing an occupation, if you have two or fewer occupations in your hand, you may draw an occupation card.

⇒ The teacher does not reduce the payment to less than 0 Food.

Minor Improvements

Additional Stables

Card 017 — Player-count symbol: 4-

Add all the stables from one set not being used in this game to your supply. You may build these stables as if they were your own.

At the end of the game, you receive 1/2/3/4 Bonus points for building 2/4/6/8 stables.

Border Collie

Card 019 — Prerequisite: 2 different animal types

You may place one animal each on your unused farm squares. Orthogonally adjacent squares may not contain different types of animals.

These squares still count as unused for the purposes of scoring at the end of the game.

⇒ You must immediately move an animal if it is on a space that stops being unused.

Family Bible

Card 024

Gain one Bonus point every time you perform a Family Growth Action.

You may play this card without paying the cost if played as part of the Renovation/Major or Minor Improvement Action.

⇒ When played as part of a Renovate Action, it still counts as the Minor Improvement played during that action.

Grain Silo

Card 027 — Prerequisite: 2 Grain fields

You may move one Grain from one of your Grain fields into your supply at the start of each Round and when you perform a Take Grain or Take Vegetable Action (in addition to what you get from that Action).

⇒ You still harvest grain as normal during the harvests.

Pickle Barrel

Card 026 — Prerequisite: Three Occupations

During the feeding phase of the Harvest, you gain 1 food for each Vegetable in your supply.

Pie Tin

Card 025

Whenever you use an Improvement to cook an animal or vegetable for food, you may also take a Bake Bread Action using that Improvement (if it allows such Actions).

⇒ When using the Pie Tin, you may only Bake Bread using the improvement used to cook the animal or vegetable even if you have other improvements that can Bake Bread.

Posthole Digger

Card 016 — Player-count symbol: 4-

Add all the fences from one set not being used in this game to your supply. You may build these fences as if they were your own.

At the end of the game, you receive 1/2/3/4 Bonus points for having 5/6/7/8+ pastures.

⇒ You must still follow all fence building rules when using the Posthole Digger.

Schoolhouse

Card 018 — Prerequisite: 3 Occupations

Draw an Occupation card at the start of each round.

Every time you play an Occupation, place the food spent on this card. At the end of the game, gain 1/2/3/4 Bonus points for 2/3/5/7+ food on this card.

Stockyard

Card 021 — Prerequisite: 2 different animal types

The Stockyard is a new Action Space. Whenever any animal runs away or would have been born but there is no space for it in the player's farm, place that animal token on this card.

Any player who uses this action collects the animals on this card, but first you get one of the animals on this card of your choice to keep.

⇒ If you use the stockyard, you get all the animals. Animals that are cooked are not put on the stockyard. Only animals with tokens are placed on the stockyard.

Wild Onions

Card 022

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 his/her hand.

⇒ You receive the vegetable from supply.

Work Boots

Card 023

You become starting player. In order for any other player to become starting player, they must pay you two food when they take the starting player action.

When they do, turn this card face down. It still counts as a played improvement, but it has no other effect.

⇒ Other players do not need to pay you food to become starting player when this card is face down. Players may take begging cards to pay for the food; you then get the food from supply. The food must be paid by the end of the action, so the player may pay you with food gained as part of the action.

Major Improvements

Town Hall

Card 028

At the end of the game, you receive 1 bonus point for each Major Improvement you own, including this one.