Puerto rico residence board game




















The wharf can only be used once per captain phase by its owner, but he may choose when to use it, if at all. This imaginary ship can take any one good, but it may be of a kind on one of the 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 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. 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.

The owner 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. 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.

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 point chips and any extra victory points recorded on paper after the chip supply was exhausted, but before 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.

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 hut, large warehouse, and residence: he earns an additional 7 VP. Home Games Puerto Rico Buildings. You are building your civilization, but most importantly you have variable action drafting where everyone does the action, but the chooser gets a bonus.

A marquee aspect of Puerto Rico that dictates all gameplay. Each game has brand new developments objectives to be added and this is done with players beforehand for more strategic paths to victory in overall gameplay. Worlds need colonists to grow and you only have so many resources. For 2 — 5 players, games go for about 45 — 75 minutes. Consenting to these technologies will allow us and our partners to process personal data such as browsing behavior or unique IDs on this site.

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Press ESC to close. Editorial , Games Like. Show Comments. Leave a Reply Cancel reply. Share Article:. Offering a luxurious lifestyle, golden sand beaches and highly attractive tax benefits, this territory of the United States can offer residents a high quality of life and unique advantages without a requirement to renounce citizenship of the USA.

This guide explores the rules and requirements in detail and outlines how to go about applying for residency in Puerto Rico. How do I become a resident of Puerto Rico? To qualify as a resident of Puerto Rico, an individual must essentially pass 3 key tests as follows….

To pass this test, an individual should be able to satisfy 1 of the following conditions:. For all other remaining goods, you must find room in one of your warehouses. If there is insufficient warehouse space, you place all extra goods back in the goods supplies.

Things to note: 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 If you choose this role, you: initiate no action and receive 1 doubloon from the bank as your privilege. 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.

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. How do you win? 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.

Thus, for example, the five large buildings score 4 VP each when they are not occupied. The player with the most victory points is the winner! Things to know about Buildings Each player may build each building only once. When at least one colonist is in the building, it is occupied Only occupied buildings have value exception: victory points. Where a building is placed in the city has no bearing on the game.

A building is placed on 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. A Player may not remove a building from his city — The red-brown number in the upper right corner of each building indicates how many victory points the building is worth occupied or unoccupied at the end of the game. 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 goods barrels.

In the sugar mills , the sugar canes are processed into sugar white goods barrels. In the tobacco storage , the tobacco leaves are shredded into tobacco light brown barrels.

In the coffee roasters , the coffee beans are roasted into coffee dark brown barrels. Things to note: players only get the end products produced by the raw materials. Violet Buildings There are 17 different violet buildings: two each of the 12 small buildings and one each of the 5 large buildings. Small Buildings Here are the special functions when you own the different type of small buildings.

Small Market. On your turn in the settler phase: 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 your island. You may then take your normal turn in the phase.

Construction Hut. Note: if the settler owns a construction hut, he may only take one quarry. Small Warehouse. Large Market. Large Warehouse. If you produce goods of more than one kind in the craftsman phase, you earn money from the bank: for two kinds of goods, you earn 1 doubloon, for three kinds of goods, you earn 2 doubloons, for four kinds of goods, you earn 3 doubloons, and for all five kinds of goods, you earn 5 doubloons. Large Buildings. Guild Hall. You earn, at game end, additional victory points for the plantations and quarries you have placed on his island, you earn 4 VP for up to nine filled island spaces, 5 VP for ten filled island spaces or 6 VP, for eleven filled island spaces or 7 VP, and for all twelve spaces filled 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.

Customs House. You do not use victory points earned for your buildings at game end. City Hall. Video Walkthrough. Related Posts: Maracaibo. Review Title.



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