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With /join 1
(,2...5) you can join the game; With
/start you begin the game
(3-5 players); With /option
base the game uses the standard building set;
With /option
extended the
players select the buildings from the standard and expansion
set; With /option
random a random set of buildings in selected by the
server. | |
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The game go several rounds.
Each round, each player selects one of the seven rolls and performs
a certain action for that role. These roles may provide goods,
buildings, plantations or colonists. They may allow players to ship
goods for Victory points or sell goods for money. In addition, the
role selected may include money for the player selecting it. Players
must plan a careful strategy of building, producing, trading and
shipping. The Player with the most victory points wins.
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Puerto Rico is a complex
game. The game board contains many elements. The above picture
highlights the major components.
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2.2 Game contents
and setup. | |
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Money: In a 3 player game, each player starts with 2
doubloons, in a 4 player game, they get 3 each and in a 5 player
game they get 4 doubloons each.
Plantations: 8x Coffee, 9x Tobacco, 10x Corn, 11x Sugar, 12x
Indigo and 8 quaries. The starting plantations: with 3
players: 1st and 2nd players: Indigo 3rd player: Corn with 4
Players: 1st and 2nd players: Indigo 3rd and 4th Player:
Corn with 5 players: 1st, 2nd and 3rd players: Indigo 4th and 5th
Players Corn
Goods: In the supply there is 9x coffee and Tobacco, 10x Corn
and 11x Sugar and Indigo
Colonists: with 3 players: 55 colonists in the supply and 3 on
the colony ship with 4 players: 75 colonists in the supply and 4
on the colony ship with 5 players: 95 colonists in the supply and
5 on the colony ship
Victory Points: with 3 players: 75 points with 4 players:
100 points with 5 players: 122 points
Transport ships: with 3 players: ships with 4, 5 and 6 cargo
holds with 4 players: ships with 5, 6 and 7 cargo holds with 5
players: ships with 6, 7 and 8 cargo holds
Buildings: 4x small Indigo plant and small Sugar mill,3x Large
Indigo plant, Large sugar mill, tobacco storage and coffee roaster,
1 each CityHall, Customs House, Fortress, Residence, GuildHall. All
other buildings have 2 of each.
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The game takes place over
several rounds. One each round, each player choose a role. The
player who possesses the governor flag, begins. That player clicks
on one of the role cards(lower right corner of the screen) and
carries out the action of this role first. If they role affects all
players then the other players take their action in sequence. Now
the next player selects a role out of the roles. After all players
have selected a role, the governor flag is passed to the next
player. That player will begin the next round. The illuminated money
sack to the left indicates always, which player is taking an action.
Any roles that were not selected have 1 doubloon played on them.
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Each roll includes a
special privilege for the player who took it, and also a general
action that is carried out by each player (exception: prospector).
).
If there are any doubloons
on the role card, the player recieves those immediately and may use
them on that turn. A player must take a role on his
turn. Peforming of any actions associated with roles in optional,
with the exception of the Captain role, in which players must ship
good if they can. Each role may one by taken by one player in a
given round. | |
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The Player
selecting this role takes either a quarry (as be privilege) or one
of the available plantations by clicking on it. Each of the other
players selects an available plantation. If they have an active
construction hut they may choose a quarry instead. No player may
have more than 12 plantation/quarry tiles.
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Only occupied(with
colonists) buildings/plantations/quarries are active. When the mayor
role is selected , the players receive colonists from the colony
ship, one per player, starting with the mayor, until the colony ship
is empty. In addition, the Mayor receives one extra colonist from
the supply. Then each player places his colonists on his tiles, by
dragging them. At this time the player may move any and all of his
colonists. When the player is finished they click the red arrow(top
right corner) to end their turn.
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When this role is selected,
players may acquire new buildings. The player selecting the Builder,
pays 1 doubloon less than the building amount, as their bonus for
selecting the Builder. To build, the player first clicks on the
BuildMenu icon(top right corner) then clicks on the building they
wish to purchase. Players may not purchase more than one of the same
building. However they may purchase both the small and large
versions of buildings(example both the small sugar mill and the
large sugar mill). Players build in player order, begining with the
builder. If a player does not wish to build, they click the red
arrow to pass. | |
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When the
Craftsman is selected, the players receive goods(if they have active
plantations and production buildings. As a bonus, the player
choosing the craftsman, receives one extra good of any kind that
they produced that turn. Goods are limited and may not be available
for all players. Players receive their goods in sequence, starting
with the craftsman. After all players have received their goods, the
Craftsman then may select their bonus good, by click on the
appropriate goods marker. For all goods, except corn, the player
must have both am active plantation and an active production
building. For corn they only need an active plantation.
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When the Trader is
selected, players have the option of selling one good in the Trading
House. Starting with the Trader, each player may sell one good of a
type that is not in the Trading House(unless they have an active
office). The Trading House has 4 slots and when all 4 are filled,
trading ends for that turn. The goods are then returned to the
supply and the Trading House is emptied. Because there are only 4
slots, all players may not get a chance to trade. Trading is
optional. To pass, click the red arrow. The prices paid(in doubloons
are: Corn 0, Indigo 1, Sugar 2, Tobacco 3, Coffee 4. The player
selecting the Trader receives one extra doubloon as a bonus if they
trade. Players may receive additional bonuses if they own certain
buildings. | |
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When the Captain is
selected player ship goods and receive victory points. Shipping is
not optional. If a player has goods that can be shipped, they must
ship them.
Starting with the Captain,
players ship all of a type of good. Shipping continues in player
sequence until no player is able to ship any more goods. Players may
get a chance to ship multiple types of goods in one turn.
Shipping rules: - each
ship cna hold only goods of a single type - two ships may not
carry the same type of good - once a ship is full, it may not
receive any more goods that turn - If a player has different
types of goods that can be shipped, on their turn they choose which
type to ship.
Victory Points: For each
good shipped that player receives one VictoryPoint. The Captain
receives one bonus Victory Point if they shipped during that turn,
as a bonus for selecting the captain. Players may receive additional
bonuses if they own certain buildings.
Storage: After all
shipping is done, players may store one good of their choice. If
they own an active wharehouse, they may be able to store additional
goods. Any goods that can't be stored must be returned to the
supply. players select those goods, by clicking on the goods marker
next to their name.
At the end of the Captain
phase, any ships that are full are emptied and the goods are
returned to the supply. | |
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When a player
selects the prospector role, they receive one doubloon from the
bank. | |
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5. New round and
game end | |
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After each player selects a
role and the actions are performed, the round ends. One doubloon is
placed on each of the 3 role cards that were not selected that turn.
The doubloon is added to any that were already on the card. The
number of doubloons is shown in the top left corner of the role
card. In a subsequent turn, a player selecting that card, receives
those doubloons in addition to the regular bonus for that
role. The game ends if at the end of any round, any of the
following 3 conditions are met:
- There are not enough colonists left in the supply to fill the
colony ship
- There are no Victory Point chips remaining
- A player has completely filled their 12 available building
slots. Note the 5 large buildings each occupy 2 building slots.
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6. The Buildings in
the basic version | |
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The following is a summary
of the buildings from the basic game. In the buildingmenu, the price
of the building is shown in black, while the value in red, shows the
number of victory points that the building is worth.
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6.1 The Production
Buildings | |
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These building are required
for production of goods except corn. Corn only requires a plantation
with a colonist on it. Each of the other goods require both a
plantation with a colonist and the corresponding production building
with a colonist. The Large Indigo, Large Sugar and Tobacco buildings
can support up to 3 plantations each. The Coffee Roaster can support
2 plantations. | |
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There are 17 Purple
buildings, the 12 small buildings occur twice each, while the 5
large buildings occur only once each. Each of these buildings
provides a special bonus if the building has a colonist one
it. In the following list the cost and number of VPs is
shown.
Small Market: (Cost 1, VP 1) You get one extra doubloon when
trading.
Hacienda: (Cost 2, VP 1) During the settler phase, you get an
extra plantation from the supply.
Construction Hut: (Cost 2,VP 1) Can take a quarry instead of a
plantation during the settler phase.
Small Warehouse: (Cost 3, VP 1) Can store one type of good
after shipping.
Hospice: (Cost 4, VP 2) During the settler phase get a
colonist when you take a plantation.
Office: ( Cost 5,VP 2) V When Trading, can sell a type of good
that already is in the trading house.
Large Market: (Cost 5, VP 2) When trading get 2 extra
doubloons from the bank. If the player has both the small and large
market, they get a total of 3 extra doubloons.
Large Warehouse (Cost 6, VP 2) Can store 2 types of goods
after shipping.
Factory: (Cost 7,VP 3) During the craftsman phase receive
doubloons based upon the number of different types of good produced.
- 2 different, 1 doubloon
- 3 different, 2 doubloons
- 4 different, 3 doubloons
- 5 different, 5 doubloons
University: (Cost 8, VP 3) During the builder phase, receive a
colonist when you purchase a building.
Harbor: (Cost 8,VP 3) Receive one bonus VP whenever you ship a
type of good.
Wharf: (Cost 9, VP3) The player owning a wharf has their own
private ship. When the captain phase occurs, the player may ship any
one type of good using their wharf. This type of good can be the
same as a type of good on one of the 3 ships.
The large buildings: This building provide bonus VPs at the
end of the game. This is in addition to the 4 VP you get for owning
the building. To receive the extra bonus VP, you must have a
colonist on the building at the end of the game.
The Guildhall: (Cost 10, VP 4) One VP for each small
production building, two VP's for each large production building.
Residence: (Cost 10, VP 4) VPs based on how many
plantations/quarries the player has:
- 9 or less, 4 VP
- 10, 5 VP
- 11, 6 VP
- 12, 7 VP
Fortress: (Cost 10, VP 4) 1 VP for every 3 colonists, rounded
down.
Custom's House: (10,4) 1 VP for VP chip earned for shipping,
rounded down.
CityHall: (10,4) One VP for purple building. You even get a
bonus VP for the CityHall building itself.
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With the
PuertoRico-expansion, new buildings came into the game. In addition
the expansion differs from the basic version in that at the
beginning of the game the buildings to be used in the game are
selected by the players. The expansion is activated
with the command "/option extension" before starting the game.
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7.1 The selection of
buildings | |
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The production buildings
are always used, only the purple buildings are selected by players.
Players select buildings to be used. Buildings
selected must "fit" based upon their cost. So since there are only 2
buildings in the basic game that cost 7, only 2 building types that
cost 7 may be selected. Once, a full set of buildings have been
selected, the game begins. | |
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Aqueduct: (Cost 1, VP
1) Produces one extra Indigo or Sugar, if production came from a
large Indigo plant or a large Sugar mill.
Foresthouse: (Cost 2, VP
1) During the settler phase may build a forest instead of a
plantation. Forests do not require a colonist. Each 2 forests
reduces building costs by one doubloon during the building phase.
Blackmarket: (Cost 2, VP
1) During building phase. may reduce building cost by up to 3 by
"spending" a good, a colonist, and/or a VP.
Storehouse: (Cost 3, VP
1) May store up to 3 goods after shipping.
Guesthouse: (Cost 4, VP
2) During the mayor phase, may place 1 or 2 colonists on the
Guesthouse. These colonists may be moved at end time during the
players turn.
TradingPost: (Cost 5, VP
2) During the trader phase/ May sell one good to their own
trading house, at full price instead of using the trading house.
Small market and large market bonuses do not apply. Bonus for being
the trader does. You may sell a good that is in the trading
house and you may even sell if the trading house is full.
Church: (Cost 5, VP
2) One victory point when buying a 2VP or 3VP building. 2 VPs
when buying a Large purple building.
Small Wharf: (Cost 6, VP
2) A private ship. May ship goods of different types. However,
you only get 1 VP for each 2 goods shipped.
Lighthouse: (Cost 7, VP
3) 1 Doubloon whenever you ship. Also, if you are the captain and
ship you get an extra doubloon.
Specialty Factory: (Cost 8,
VP 3) Earn doubloons when producing multiple of the same good.
Does not apply to Corn. Take the number of goods that you
produced the most of minus one. You get that many doubloons.
Library: (Cost 8, VP
3) Doubles the role bonus whenever you take a role card.
Unionhall: (Cost 8, VP
3) Before shipping, take 1 VP for every 2 goods you have.
Statue: (Cost 10, VP
8) No colonists can or need be placed on the statue. Just 8 VPs.
Cloister: (Cost 10, VP
4) Receive VPs for sets of 3 like plantations and/or quarries.
- 1 set - 1 VP
- 2 sets - 3 VP
- 3 sets - 6 VP
- 4 sets - 10 VP
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