Puerto Rico - Quick Reference

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Puerto Rico Quick Reference
Setup – see below for contents of 4th and 5th player bags. N is the number of players.
1 – Each players gets a player board and (N– 1) doubloons.
2 – Start player takes the Governor card and places an Indigo tile. The player to his left also places an Indigo tile. The 1 or
2 players to his right place a Corn tile. If 5 players, the remaining player places an Indigo tile.
3 – Set Quarry tiles in a separate stack. All other tiles are shuffled and placed face-down in 5 roughly equal stacks. Turn
(N + 1) tiles face-up.
4 – Choose the ship that has (N + 1) squares on it. Take it and the next 2 in sequence and place beside the main board.
Other ships are not used. (e.g., 4 player game, use the 5, 6, and 7 square ships).
5 – Place all buildings on their spaces on the main board. Place doubloons in the Bank space.
6 - Place everything else beside the main board (Role cards, Colonist Ship, Trading House, colonists, goods, victory chips).
7 – Add the contents of the 4th and 5th player bags for 4 and 5 player games.
8 – Place N colonists on the Colonist Ship.
Turn Overview
A round consists of each player choosing a role. Every player has the opportunity to use the action of each role chosen.
1) Starting with the Governor, each player chooses a role, performs the action and privilege, and each player in turn may
perform the role’s action.
- Only the choosing player may benefit from the role’s special privilege.
- The choosing player always goes first.
- A role must be chosen, but the action is optional, except for the Captain.
- Each role may only be chosen once per round.
- If there were any doubloons on the role card, the choosing player receives them.
2) After each player has chosen a role, and every player has had the chance to perform every action, the round ends.
a) Place 1 doubloon each on the 3 roles that weren’t chosen that round.
b) Replace all used roles.
c) Pass the Governor card to the left. Another round is begun, beginning with the new Governor.
Game End
The games ends at the end of a round when any 1 of these 3 conditions is met:
- Not enough colonists to fill the colonist ship as required
- At least 1 player builds on his 12th city space
- The last victory chip is used.
Each player calculates his victory points:
Value of VP chips + VP value of buildings (regardless of occupancy) + bonus VPs of occupied large buildings
The player with the most VPs is the winner. If players are tied, the one with the most money & goods (1 good = 1
doubloon) wins.
Clarifications/Errata
- Unoccupied buildings and tiles never function.
- You must perform the action to benefit from the privilege.
- The maximum number of quarries that may reduce a buildings cost is listed at the top of each column.
- Money and goods should be freely seen, but VP chips should be kept secret.
- Guild Hall: bonus points are only for production buildings (mill/storage/roaster).
- Residence: “occupied” should be replaced with “filled.” Each plantation space with a tile on it is counted,
regardless of occupancy.
Recommended contents of 4th and 5th player bags for easier setup:
4th player bag
5th player bag
1 Prospector card
1 Prospector card
the 7-square ship
the 8-square ship
5 5-point chips
4 5-point chips
21 colonists
2 1-point chips
21 colonists
Simply add each bag’s contents to components in play to quickly have the right number of each component.
Corrections or constructive criticisms? Email: [email protected]

Michael Weston, 2005

Roles
Settler
Action: Choose 1 of the face-up plantation tiles.
Privilege: You may choose to take a Quarry tile instead of a face-up plantation tile.
Cleanup: When all players have performed the action, discard any unused tiles and turn (N + 1) new tiles face-up.
Recycle used tiles if needed.
Buildings
- Hacienda: before choosing, may take a face-down tile and must play it (no discard).
- Construction Hut: May choose a Quarry instead of a face-up tile. (Settler may not use this to get 2 Quarries).
- Hospice: Get 1 colonist from supply to occupy tile played this phase.
Mayor
Action: Place colonists. Each player in turn takes 1 colonists from Colonist Ship until none remain. All colonists may
be moved around on player board during this phase only. All circles must be filled; extras are stored on the San
Juan space and may not be moved until the next Mayor phase.
Privilege: Take 1 colonist from supply pile.
Cleanup: Count the empty circles of all players’ buildings (upper part of board only) and place that many colonists on
the Colonist Ship, subject to a minimum of 1 per player.
Builder
Action: Build one building.
Privilege: Building costs 1 less doubloon, to a minimum of 0.
Buildings
- Quarry: Each occupied Quarry reduces a building’s cost by 1, subject to its maximum shown at the top of its
column and to a minimum of 0.
- University: Get 1 colonist from supply to occupy building played this phase.
Craftsman
Action: Each player produces goods. All except corn require an occupied tile and a matching occupied building (see
p.8 for details).
Privilege: After all players have produced goods, take 1 extra good of one type that you produced this phase.
Building: Factory: Earn doubloons based on number of types produced this phase (not number of goods).
Trader
Action: Sell 1 good to the Trading House. It will not accept a duplicate good. It will only accept 4 goods.
Privilege: Receive 1 extra doubloon from the sale.
Cleanup: If Trading House is full, empty good to supply stacks.
Buildings
- Small/Large Markets: Receive +1 / +2 doubloons for the sale, cumulative.
- Office: May sell a good even if it’s already present (may duplicate).
Prospector
Action: none
Privilege: player gets 1 doubloon
Captain
Action: must ship goods if able to.
Privilege: 1 extra VP for the phase if he loaded any goods.
Cleanup: Each player may store only one good on his player board (exception: warehouses). All excess are placed
back into the supply piles. Unload all full ships, placing goods back into supply piles.
Buildings
- Small/Large Warehouses: may store all the goods of 1 and 2 types (cumulative) in addition to the single good
allowed to everyone.
- Harbor: Earn 1 VP each time goods are loaded onto a ship (1 per load, not 1 per good).
- Wharf: once per phase, may load all goods of one type, even if a ship or capacity is not available.
Loading/shipping rules
- Each ship is limited to 1 type of good (no mixing) and each ship must carry a different type of good (no duplicates).
- A player must load all the goods of a type that he can – none may be held back if there is space for them on the ship.
- A player does not have to load the type that will load the most goods – he simply must load all he can of the type
he chooses to load.
- A player receives 1 VP for each good (not type) that he loaded onto a ship. These should be kept secret.

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