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Puerto Rico |
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$37.95
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$32.95
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Description:
In 1493 Christopher Columbus discovered the eastern-most island of the Great Antilles. About 50 years later, Puerto Rico began to really blossom -- through you! Which roles will you play in this new world: Prospector? Governor? Settler? Trader? Whatever you do, you have one goal: to achieve the greatest prosperity and highest reputation! Who will have the most fruitful plantation? Who will build the most impressive buildings? And, who will earn the most victory points?
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 | | Puerto Rico Images: | | |  | | | | | |  | |  |  |  | Our Rating:
Our Review:
Winner of the Deutscher SpielePreis award in 2002, Puerto Rico is truly a gamer's game. It is based on the premise of colonizing the island of tropical breezes--Puerto Rico. Each player attempts to raise and export the most valuable crops while erecting buildings to enhance his or her ability to produce and sell goods. Players also select a role, with unique attributes and abilities, to play on each round. Because the game is so rich in options, there are a huge number of different strategies that can lead to victory.
As with many of the best games on the market, Puerto Rico keeps all players involved on every turn. The game plays equally well with three, four, or five players. Although the basic game play is not too complex, the multitude of choices and the long-lasting impact of those choices make this game appeal most strongly to seasoned gamers. Puerto Rico's balanced design usually leaves the outcome of the game in question up to the final round, when the losing players all wish they could have had just one more round to take the lead. Puerto Rico is an excellent strategy game, and I give it my highest recommendation.
|  | User Reviews:
| Simply the Best
Coming from a family that plays a LOT of board games, we have pretty high standards when it comes to a good game, and Puerto Rico is everyone's favorite. With so many strategies on how to get victory points the game is completly different every time. Plus you never really know who wins till you count the points at the end. it's well worth taking the half an hour to learn how to play. You'll have so much fun you won't care if you won.
***I highly recommend the expansion pack with extra buildings.
by Liz (Dec 13 2007)
| Great game
This is a perfect game, all is just perfect. The rules look very dificult, but after playing, it is all clear. And soon after you find out that the game is realy in good balace.
by E-tje (Aug 17 2007)
| wow!
as a seasoned gamer, i dove into Puerto Rico with high expectations based on rave reviews and it delivered! it takes a good solid playthrough to understand the rules and it's complexity, but the dimension of play and freedom of choice above a little randomness makes this game incredibly well balanced. phenominally made!
by z (Jul 12 2007)
| Our Favorite Game
The "luck" in Puerto Rico comes only from the decisions made by your fellow players since there are no random elements except for turn order at the start. The "smash the leader" factor is fairly small, although careful players with good memories can track the score and behave accordingly. The best part is that the game takes less than an hour to play and each player gets to make a decision that affects the game outcome during each other player's phase--there is very little sitting around waiting for your turn.
by Scott (Jun 14 2007)
| This Is The Best Game Available Today!
The title really says it all. This truly is a game for everyone. It is simple enough to learn and play very quickly, but strategic enough to challenge those who want more complexity than Monopoly or Clue.
And, aside from the five plantation cards available in any given "Settler Phase", there is no luck involved. The flow and direction of the game is determined by the players in it rather than a die roll or card flip or whatever.
You should avail yourself of any opportunity to play, and discover how addictive this game is. Simply put, this is the world's best.
by Nathan (Apr 02 2007)
| boardgamefan
EXCELLENT GAME! A complex challenge, and different EVERY time. No strategy works all the time, and you must change based on what the other playres do. Addictive!
by Kristin (Dec 22 2006)
| Great Game
We now own two of these. We should really get another, between playing at work, home, and when visiting family.
by Mark (Nov 26 2006)
| Solid Game
I have come to prefer this game over Settlers of Catan. Puerto Rico has a similar theme of building settlements and accumulating resources, but is much less based on chance. In Settlers, the (random) order in which you get to put down your first two settlements can make a huge difference in how you fare, and the same goes for the roll of the dice. Sometimes you just feel screwed! (Still a fantastic game though) The only reason I didn't give it 5 stars is because it takes quite a while to learn. Once learned though, it seems pretty simple.
by Peter (Nov 24 2006)
| | More Reviews |  |  |  | Puerto Rico Game Rules:
BoardGameRatings.com would like to thank Rio Grande Games for allowing us to reprint these instructions.
Goal
The game is played over several rounds. In each round, each player chooses one
of seven different roles and, thereby, offers all players, in clockwise
order, the action associated with that role. So, for example, with the settler,
players can place new plantations, on which, with the help of the craftsman,
players can produce goods. Players can then sell these goods to the trading
house with the trader or, with the captain, ship them to the old world. With
the money earned from such sales, the players, with the builder, may build buildings
in the city, and so on. The player who best manages the changing roles with
their associated actions and special priveleges, will achieve the greatest prosperity
and the highest respect and, thereby, win the game.
Preparation
Place the game board in the middle of the table. Place all the buildings on
their assigned spaces on the game board. Sort the doubloons by value and place
them on the bank on the game board.
Each player takes:
- 1 player board
(placed before him on the table)
- money - with
3 players, 2 doubloons; with 4 players, 3 doubloons; with 5 players, 4 doubloons;
The players store their doubloons on the windrose on their player boards,
so that all players can see how much money each player has.
- 1 plantation
tile - first, the players choose a starting player using any method they choose.
This player takes the governor card and a blue indigo tile (which he places
face-up on any of the 12 spaces on his island). The other players take
the following in clockwise order: with 3 players, 2nd player takes indigo,
3rd player takes corn; with 4 players, 2nd player takes indigo, 3rd and 4th
players take corn; with 5 players, 2nd and 3rd players take indigo, 4th and
5th players take corn;
Place the raming
materials near the board:
- Victory point
chips (in 2 separate piles) - with 3 players, 75 points; with 4 players, 100
points; with 5 plyers, all 122 points;
- All 8 quarry
tiles (face up)
- All remaining
plantation tiles (well shuffled in 5 face-down stacks)
- 4, 5, or 6 plantation
tiles (one more than the number of placers) are taken from the face-down stacks
and placed face-up next to the quarry tile stack
- The role cards
- with 3 players, all cards except both prospectors ( = 6 cards); with 4 players,
all cards except one prospector ( = 7 cards); with 5 players, all 8 cards;
- Three cargo
ships - with 3 players, the ships with 4,5, and 6 cargo spaces; with 4 players,
the ships with 5,6, and 7 cargo spaces; with 5 players, the ships with 6,7,
and 8 cargo spaces;
- All goods (in
5 separate piles)
- The trading
house
- The colonist
ship with 3, 4, or 5 colonists, depending on the number of players
- the brown colonist
markers (as supply pile) - with 3 players, 55 colonists; with 4 players, 75
colonists; with 5 players, 95 colonists;
Place unused material
back in the box.
Playing the
game
The game is played over several rounds (about 15). Each round is played in the
same way. The player with the governor card begins. He takes on of the role
cards, places it face-up next to his player board, and takes the action allowed
by the role card. Then, his left neighbor takes the action allowed by that role
card, and so on around the table, in clockwise order, until every player
has taken this action once.
Next, the left
neighbor of the governor takes his turn: he takes one of the remaining
role cards, places it face-up next to his player board, and takes the action
allowed by the role card. Then, his left neighbor takes the action allowed
by that role card, and so on around the table, in clockwise order, until
every player has taken this action once. Then, his left neighbor
takes a role card, and so on until all players have taken a role card and all
players taken the actions allowed by the role cards taken.
Next, place on
doubloon on each of the three role cards that were not taken by a player during
the round. Then, places the used role cards back on the table next to the unused
cards. The left neighbor of the player with the governor card takes the governor
card, becoming the governor for the next round. He begins the round and game
continues as before.
The Roles
Each role grans
the player who takes the card a special privilege, and also, a specific action
that can be taken by each player, in clockwise order, starting with the
player who took the role (exception: prospector).
Basic rules for
all role cards:
- If a card has
one or more doubloons on it, the player who takes the card gets the doubloons
in addition to the privilege and action associated with the card.
- The action associated
with a role card is always taken first by the player who took the card,
followed by the others in clockwise order.
- A player must
always take a role card when it is his turn to do so, but he may choose
not to use the action or privilege of the card he chooses. The other players,
of course, get their turns at the action of the card.
- The action of
a role card is options (exception: captain). A player may choose not
do or be unable to use the action on his turn.
- A role card
remains in front of the player who took it until the end of the round. It
may not be taken by another player in the round.
The Settler
(settler phase -> place a new plantation on the island)
The player
who chooses this role may take either a quarry tile as his privilege
or one of the face-up plantation tiles and place it on any
empty island space on his player board. Afterwards, each other player,
in clockwise order, may take one of the face-up plantation
tiles (not a quarry tile! - exception: construction hut) and place
it on any empty island space on his player board.
Finally, the
settler player puts the untaken plantation tiles face-up on a plantation
discard stack and draws new plantation tiles from the face-down stacks,
placing them face-up next to the quarry stack. He draws one more
than the number of players.
Notes:
- Remember
the special functions of the hacienda, construction hut, and hospice.
- If there are not enough plantation tiles left in the face-down stacks,
the player first draws and places those. He shuffles the discarded plantation
tiles face-down, creates a new face down stack, and fills the face-up row.
If there are insufficient tiles to refill the face-up row, players in following
rounds may have to do without.
- Where a player places quarry and plantation tiles on his island plays
no role in the game. The tiles may not be removed from the island.
- If a player has filled all 12 island spaces on his player board, he may
not place plantation or quarry tiles in future settler phases.
- If there are no more quarry tiles in the quarry tile stack, the settler
may not use his privilege and the owners of a contsruction hut may not use
that special function.
The Mayor
(mayor phase -> arrival of new colonists)
The tiles (plantation,
quarry, or building) have 1 to 3 circles. A player may place one
colonist on each circle on the tiles on his player board. If there is at
least on colonist on a tile, it is considered occupied. Only occupied tiles
may use their fuctions; unoccupied tiles never function!
The player
who chooses this role may first take on colonist from the colonist supply
(not from the colonist ship!) as his privilege. Next, the players
take the colonists from the colonist ship one at a time, starting
with the mayor. The players continue to take one colonist at a time, in
clockwise order, until none remain on the colonist ship.
A player may
place his new colonist(s), together with all
colonists he acquired from earlier rounds, on any empty circles on
the tiles on his player board. Thus, a player may move a colonist placed
on a circle or San Juan in an earlier round. If a player cannot place all
his colonists, he may "store" them on the small city of San Juan
on his player board. The colonists remain there until a later mayor phase
when they may be placed on empty circles on the player's tiles.
As his last
duty, the mayor puts new colonists on the colonist ship to be used in the
next mayor phase. For each empty circle on the buildings
on the player boards of all players (empty circles on plantations
and quarried do not count!), the mayor takes one colonist from the colonist
supply and places it on the colonist ship. However, as a minimum, the mayor
should always place at least as many colonists on the ship as there are
players in the game.
Notes:
- Usually,
all players place/move their colonists at the same time. If, however, the
players feel that their placement decisions may depend on other's placements,
the players should place their colonists in the following order: first,
the mayor and, then, the others in clockwise order from the mayor.
- If a mayor forgets (players may remind him) to place new colonists on
the colonist ship, players later place the minimum (number of players) on
the colonist ship.
- When the colonist supply runs out, the mayor may not use his privilege
and, or course, he does not refill the colonist ship.
- No player may choose to place colonists in San Juan if he has empty circles
available on his player board. All empty circles must be filled, if possible.
Colonists may not be placed on the circles other than in the mayor phase.
The Builder
(builder phase -> build buildings)
The player
who chooses this role, can immediately build one building
for one doubloon less than the normal cost as his privilege. He pays the
money to the bank, takes the building from the supply, and places it on
any empty space in the city on his player board. When placing a large
building, the player needs two adjacent empty spaces. Then, the other players,
in clockwise order from the builder, may, in the same way, each build one
building (at normal cost).
Note: No
player may build more than one building per round. Further information on
the individual buildings is at the end of the rules.
Quarry
Each occupied
quarry tha a player owns may reduce the player's cost for building a building
by 1 doubloon. The limit for such reductions is shown on the game board:
players building buildings in the first column can reduce their cost by
at most 1 doubloon (1 occupied quarry), in the second column by at most
2 doubloons (2 occupied quarries), in the third columb by at most 3 doubloons
(3 occupied quarries), and in the fourth columnb by at most 4 doubloons
(4 occupied quarries). The builder's privilege reduction is in addition
to the quarry reduction, but the cost of a building may not be reduced below
0 doubloons. A player with 3 occupied quarries pays the following costs:
construction hut: 1 doubloon; office: 3 doubloons; harbor: 5 doubloons;
city hall: 7 doubloons.
Notes:
- Remember the special function of the university.
- If the builder does not build a building, he does not take 1 doubloon
for his privilege!
- It is not possible to build on more than 12 city spaces. A player who
has not empty city spaces may not build more buildings.
The Craftsman
(craftsman phase -> production of goods)
The player
who chooses this role akes goods from the supply according to his production
ability and places them on the windrose on his player board. Thus, the windrose
contains a player's money and goods. Next, the other players take goods
from the supply according to their abilities, in clockwise order from the
craftsman. See more details on production abilities under "The production
buildings."
As his last
duty, the crafstman takes one additional good
(of those he can produce) from the supply as his privilege.
Notes:
- Remember
the special function of the factory.
- If the kind of goods a player produces is exhausted in the supply, he
goes without.
- If the craftsman does not produce goods, he does not get an extra good
(privilege).
The Trader
(trader phase -> selling goods)
The player
who chooses this role, may immediately sell one
good to the trading house. He takes from the bank the price associated
with the good he sold (0 - 4 doubloons) plus 1 doubloon as his privilege.
Then, in clockwise order from the trader, each other player may sell
one good to the trading house for the price shown as long as there
is room for it in the trading house. The trader phase ends when all players
have had one turn to sell or when the trading house is full.
When selling,
use the following rules:
- The trading house has room for just four goods. When it is full, no other
players may sell goods in this trader phase.
- The trading house buys only different kinds of goods (exception:
office).
As his last
duty, the trader empties the trading house if it is full with four
goods, placing them in their separate supply iles. If there are fewer than
four goods in the trading house, they remain there. It will e more difficult
to sell goods in the next trader phase, because of the kinds of goods already
there and the fewer number of spaces available.
Notes:
- Remember
the special functions of the small and large markets and the office.
- If the trader does not sell, he does not
collect the extra doubloon (privilege).
- A player may sell corn to the trading house even though he earns no money
for doing so.
The Captain
(captain phase -> shipping of goods)
The captain
is in charge of shipping goods to the old world. This means that the captain
is the first to load goods on the cargo ships. Then, the other players follow,
in clockwise order from the captain.
Note: In
the captain phase, each player may get several turns to load goods on the
cargo ships. When it is a player's turn to load goods on a cargo ship, he
must load if he can. However, a player may load goods of only one
kind on a turn.
The captain
phase continues, clockwise around the table, as long as at least one player
has goods he can load.
Loading/Shipping
rules:
When shipping,
players must follow these ruels:
- Each cargo ship will carry goods of only one kind.
- Players may
not load goods on a cargo ship if goods of that same kind are on one of
the other two cargo ships.
- Players may
not load goods on a full ship.
- On a player's
turn, he must load goods if he can. However, he may only load one
kind of good.
- When a player
loads goods of a kind, he must load as many of that kind as he can.
A player cannot hold back goods when there is space on a ship carrying the
kind of good he has. If a player has a kind of good that can be loaded on
several empty ships, he must choose the ship where he can load the most
goods, leaving none behind if possible.
- If a player
has several kinds of goods that he can load, he may choose freely
which goods to load. He need not choose the goods that would allow him
to load the most barrels.
Victory
points:
For each
good (each barrel, not each kind of good) a player loads, he earns one victory
point (1 VP) in the form of a victory point chip. When loading goods
onto the cargo ships, all kinds of goods have the same value: 1 VP per barrel
loaded! The goods values used in the trader phase are not used here.
When loading his first kind of goods, the captain takes as his privilege
one extra victory point. He does not get extra VPs for each kind
he loads. A player keeps his victory points, unlike his money and goods,
secret from the others. A player puts his victory point chips face-down
on his windrose. From time to time, players should convert 5 value 1 chips
for a single value 5 chip.
Goods storage:
When no more
goods can be loaded on the cargo ships, the players must store the goods
left on their windroses. Each player may store one good (one
barrel) on his windrose. For all other remaining goods, each player
must find room in one of hi warehouses (small or large). If a plyer does
not have sufficient warehouse space, he must place all extra goods back
in the goods supplies (see more information under "small warehouse").
As his last
duty, the captain unloads all full ships by placing those goods back
in their separate supply piles. Partially full and empty ships remain as
they are until the next captain phase. It will be more difficult to load
goods in the next captain phase, because of the kinds of goods already on
the cargo ships and the fewer number of spaces available.
Notes:
- Remember
the special functions of the small and large warehouses, the harbor, and
the wharf.
- If a player cannot store all his extra goods, he may choose which goods
to store and which to return to the goods supply.
- The captain earns only one
extra VP as his privilege, regardless of how many kinds of goods he loads.
If he loads no goods, he does not get the extra privilege VP.
- Players only check for goods storage at the end of the captain phase.
Players store goods acquired in other phases on the windroses without limit
until the next captain phase.
The Prospectors
The player who
chooses this role initiates no action, but receives as his privilege
1 doubloon from the bank.
A new round...
After the last
player in the round takes a role and all players complete the action, if any,
of the role, the round ends. Now, the governor takes three doubloons from the
bank, placing one each on the three role cards that were not selected
during the round. The doubloons are placed regardless of the number of doubloons
already on the cards. Role cards with more doubloons will be more attractive
to the players as they get the doubloons in addition to
the privilege of the card. For example, a player choosing a prospector card
with 2 doubloons will get, in total, 3 doubloons for his effort. Finally,
the players return the role cards they selected to the area next to the game
board and the governor gives the governor card to his left neighbor. The new
governor begins the next round by selecting a role card, and so the game continues.
Game End
The game ends at
the end of the round in which at least one of the following conditions
is satisfied:
- at the end of the mayor phase there are not enough colonists to fill the colonist
ship as required;
- during the builder phase, at least one player builds on his 12th city space;
- during the captain phase, the last of the victory point chips is used. When
the victory point chips are exhausted, players earning victory points thereafter
should track them with pencil and paper.
The victory points
of the players are now scored with pencil and paper. Each player adds:
- the value of his VP chips (including those noted on pencil and paper) + the
VP value of his buildings (red-brown number in the upper right) + the extra
VPs of his occupied large buildings
Note: a building scores its victory points even when it is not occupied.
Thus, for example, the five large buildings score 4 VP each when they are not
occupied.
The five large
buildings score the extra victory points only when they are occupied!
The player with
the most victory points is the winner! If two or more players tie with the most
VPs, the player with the most doublons and goods together (1 good = 1 doubloon)
is the winner.
The Buildings
For all
buildings:
- Each player may build each building only once.
- When at least one colonist is in the building, it is considered occupied.
- Where a building is placed in the city has no bearing on the game. A building
is placed on an empty city space. A large building requires two adjacent empty
city spaces. A building may be moved within the city to make room for
a large building. However, as with the plantation and quarry tiles on the island,
a player may not remove a building from his city (to, for example,
make room for another building or prolong the game).
- The red-brown number in the upper right corner of each building indicates
how many victory points the building is worth (occupid or unoccupied) at the
end of the game.
- The number in the first circle is the cost to build the building. Once built,
the building cost has no further role in the game.
The production
buildings (blue,
white, light and dark brown)
The production
buildings are required, together with the plantations, for the production
of certain goods:
- In the indigo processing plants, the indigo plants are processed to produce
indigo dye (blue barrels).
- In the sugar mills, the sugar canes are processed into sugar (white barrels).
- In the tobacco storage, the tobacco leaves are shredded into tobacco (light
brown barrels).
- In the coffee roasters, teh coffee beans are roasted into coffee (dark brown
barrels).
Note: There is no production facility needed for corn. Corn (yellow barrels)
come directly from the plantation without any need for processing. That means
that, in the crafstman phase, occupied corn plantations produce corn (yellow
barrels) directly.
The number of
circles on the production buildings indicates the maximum number of goods
the building can produce when the circles have colonists on them. Of course,
the player must also have sufficient occupied plantations of the appropriate
kind to produce the raw materials needed to produce the goods in the production
buildings.
Notes:
- The raw materials used in production do not exist in this game. The players
only get the end products of their production. The unused colonists produce
nothing.
- As described under the craftsman, when a player produces a good and the
supply for that good is empty, the player gets nothing.
The violet
buildings
There are 17
different violet buildings: two each of the 12 small buildings and one each
of the 5 large buildings. The special functions of the violet buildings tend
to allow players to break the normal game rules. So, for example, the owner
of an occupied office may sell a kind of good to the trading house that is
already there. A player is not required to use the special function of
an occupied violet building if he does not wan to (important with the wharf,
see below).
Small market
When the owner
of an occupied small market sells a good in the trader phase, he gets an extra
doubloon from the bank for it.
Example: Anna sells a corn and receives 1 doubloon.
Hacienda
On his turn in
the settler phase, the owner of an occupied hacienda may, before he
takes a face-up plantation tile, take an additional tile from the face-down
stack (the top-most) and place it on an empty space on his island. He may
then take his normal turn in the phase.
Note: If a player chooses to take a face-down tile, he must immediately
place it on an empty space on his island. He may not discard it. If the player
also owns an occupied construction hut, he may not take a quarry instead of
the face-down tile. Thus, if the settler owns a hacienda, he may only take
one quarry.
Construction
hut
In the settler
phase, the owner of an occupied construction hut can place a quarry on his
island instead of one of the face-up plantation tiles.
Note: If the settler owns a construction hut, he may only take one quarry.
Small warehouse
As described
under the captain, players must store their unloaded goods at the end of the
captain phase. If a player does not have sufficient storage space, he must
return the goods to the goods supplies. The owner of an occupied small warehouse
may store, at the end of the captain phase, in addition to the signle
goods barrel he is allowed to store on his windrose, all the barrels of one
kind of good that he chooses. The warehouse protects the player from returning
goods to the supply. It does not protect the player from being required to
load the goods onto the cargo ships.
Note: The goods chosen are not actually stored on the small warehouse tile,
but on the player's windrose.
Hospice
During the settler
phase, when the owner of an occupied hospice places a plantation or quarry
tile on his island, he may take a colonist from the colonist supply
and place it on this tile.
Note: If the player also owns an occupied hacienda and chooses to take
the additional face-down tile, he does not get a colonist for the extra
tile. If there are no more colonists in the colonist supply, he may take one
from the colonist ship. If there are also non there, he goes without.
Office
When the owner
of an occupied office sells a good to the trading house in the trader phase,
it need not be different than the goods already there. If the trading house
is full, the player cannot sell a good there!
Example: The trading house already has a barrel of tobacco. Bob owns an
occupied office and, on his turn, sells a tobacco to the trading house. Chris
owns the other office. On her turn it is occupied, so she too can sell a tobacco
to the trading house.
Large market
When the owner
of an occupied large market sells a good in the trader phase, he gets an extra
2 doubloons from the bank for it.
Note: If a player owns both a small and large market, he takes an extra
3 doubloons when he sells a good to the trading house.
Large warehouse
The owner of
an occupied large warehouse may store, at the end of the captain phase, in
addition to the single goods barrel he is allowed to store on his windrose,
all the barrels of two kinds of goods that he chooses.
Note: If a player chooses to take a face-down tile, he must immediately place
it on an empty space on his island. He may not discard it. If the player also
owns both a small and large warehouse, he may store all the barrels of 3 kinds
of goods that he chooses.
Factory
If the owner
of an occupied factory produces goods of more than one kind in the
craftsman phase, he earns money from the bank: for two kinds of goods
he earns 1 doubloon, for three kinds of goods he earns 2 doubloons,
for four kinds of goods he earns 3 doubloons, and for all five kinds
of good he earns 5 doubloons. The number of barrels produced plays no role.
Example: David owns an occupied factory, 3 occupied corn plantations, 3
occupied sugar plantations, 1 occupied tobacco plantation, and the associated
proudction building with the necessary number of colonists. He produces only
2 sugar barrels and 1 tobacco barrel as there is no corn and only 2 suar barrels
in the supply. He earns 1 doubloon from the bank for producing 2 kinds of
goods.
University
During the builder
phase, when the owner of an occupied university builds a building in his city,
he may take a colonist from the colonist supply and place it on this
tile.
Note: If he builds a production building with more than one circle, he
gets only one colonist. If there are no more colonists in the colonist supply,
he may take one from the colonist ship. If there are also none there, he goes
without.
Harbor
Each time
during the captain phase that the owner of an occupied harbor loads goods
on a cargo ship, he earns one extra victory point.
Example: The owner of an occupied harbor (and an occupied wharf) can only
load 3 of his 5 tobacco on the "tobacco ship" as those 3 fill it
up: he earns 3 + 1 VP. In his next loading turn he loads both his 2 sugar
on the "sugar ship": he earns 2 + 1 VP. In his next loading turn,
he uses his wharf to put his remaining 2 tobacco in the supply: he earns 2
+ 1 VP. Thus, in this captain phase he has earned an additional 3 VP with
the use of his harbor (and 2 VP extra with his wharf).
Wharf
During the captain
phase, when a player with an occupied wharf must load goods, instead
of loading them on a cargo ship, he may place all his goods of one
kind in the goods supply and score the appropriate victory points as though
he had loaded them on a cargo ship. It is as though the player has an imaginary
ship with unlimited capacity at his disposal. The player must load goods
on a cargo ship whenever he can on his turn during the captain phase, except
when he chooses to use his wharf and "load" them on his imaginary
ship. The wharf can only be used once per captain phase by its owner,
but he may choose when to ue it if at all. This imaginary ship can take any
one good, but it may be of a kind on one of he three cargo ships or the other
imaginary wharf ship.
Note: When a player uses his wharf, he must load all the goods barrels
of the kind he chooses that he has. He is not required, however, to choose
the good he has the most of. An imaginary wharf ship has the capacity for
11 barrels.
The large
buildings
The
following five large buildings occur just once each in the game. Each needs
two adjacent city spaces to be built, but it counts as one building.
Note: When, in these rules, "large building" is mentioned, it
is the following five buildings that are described!
Guild hall
The owner of
the occupied guild hall earns, at game end, an additional 1 VP for
each small production building (occupied or unoccupied) in his city
( = small indigo plant and small sugar mill), and an additional 2 VP for each
large production building (occupied or unoccupied) in his city ( =
indigo plant, sugar mill, tobacco storage, and coffee roaster).
Example: At game end, the owner of the occupied guild hall also has a small
and large sugar mill, a small indigo plant, and a coffee roaster in his city:
he earns an additional 6 VP.
Residence
The oner of the
occupied residence earns, at game end, additional victory points for
the plantations and quarries he has placed on his island. For up to nine filled
island spaces, he earns 4 VP, for ten filled island spaces, he earns 5 VP,
for eleven filled island spaces, he earns 6 VP, and for all twelve spaces
filled, he earns 7 VP.
Example: At game end, the owner of the occupied residence has filled 10
of his 12 island spaces with plantations and quarries: he earns an additional
5 VP.
Fortress
The owner of
the occupied fortress earns, at game end, one additional victory point
for every three colonists on his player board.
Example: At game end, the owner of the occupied fortress has a total of
20 colonists on his plantations, quarries, buildings, and in San Juan: he
earns an additional 6 VP.
Customs house
The owner of
the occupied customs house earns, at game end, one additional victory
point for every four victory points he acquired during the game. The player
should count only his victory points he acquired during the game. The player
should count only his victory point chips (and any extra victory points recorded
on paper after the chip supply was exhausted, but before game end). He does
not use victory points earned for his buildings at game end.
Example: At game end, the owner of the occupied customs house has accumulated
23 victory points in VP chips: he earns an additional 5 VP.
City hall
The owner of
the occupied city hall earns, at game end, one additional victory point
for each violet building (occupied or unoccupied) in his city (city
hall counts!).
Example: At game end, the owner of the occupied city hall also has: hacienda,
harbor, office, construction ut, large warehouse, and residence: he earns
an additional 7 VP.
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