{"id":3644,"date":"2002-03-05T12:00:00","date_gmt":"2002-03-05T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2002\/03\/05\/puerto-rico\/"},"modified":"2002-03-05T12:00:00","modified_gmt":"2002-03-05T11:00:00","slug":"puerto-rico","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2002\/03\/05\/puerto-rico\/","title":{"rendered":"Puerto Rico"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/puerto_t.jpg\" align=\"right\" width=\"215\" height=\"294\" border=\"0\" alt=\"Puerto Rico\"\/><\/p>\n<h2>Puerto Rico<\/h2>\n<p><b>Publisher<\/b>: Alea\/Ravensburger<\/p>\n<p><b>Author<\/b>: Andreas Seyfarth<\/p>\n<p><b>Tester<\/b>: Aaron Haag, Hans R. Frey<\/p>\n<p><b>Game Tested<\/b>: German release, 2002<\/p>\n<p><b>Scenario<\/b>: Puerto Rico &#8211; the small island of the West Indies is the setting for<br \/>\nthis fight for wealth and honor of 3 to 5 players. By building plantations and production<br \/>\nplants as well as important support facilities, and by exporting goods, players try to<br \/>\naccumulate victory points. Players start with just one little corn field and no<br \/>\nbuildings, and face the task of setting up a prosperous production chain of goods ready<br \/>\nfor export or local sale in order to generate the money necessary for further<br \/>\nexpansion.<\/p>\n<p><b>The Game<\/b>: Each player is given his own placemat depicting the town of San Juan<br \/>\nwith 12 available spaces for buildings and a settlement area with room for up to 12<br \/>\nplantations. A separate board represents the &#8220;Bank&#8221; for doubloons, the currency<br \/>\nof the game, and holds the available buildings. Buildings come in two flavors: there are<br \/>\nplants to produce goods from crop (like e.g. the sugar mill) and there are buildings that<br \/>\nprovide the player with special abilities (like e.g. a market place which allows the<br \/>\nplayer to sell goods already present in the trading house).<\/p>\n<p>The motor of the game are the &#8220;character cards&#8221; or &#8220;roles&#8221; which<br \/>\nprovide the players with a means to control the sequence of phases in which the game is<br \/>\nplayed. Beginning with the start player (represented by &#8220;Governor&#8221; card) each<br \/>\nplayer selects a character. Different to other games with a number of roles <b>all<\/b><br \/>\nplayers perform the action associated with the selected character. The benefit for the<br \/>\nselecting player (besides first choice when performing the action) is the right to make<br \/>\nuse of a special &#8220;privilege&#8221; each character provides. Basically, this mechanism<br \/>\nmakes the players determine the sequence of actions performed in a round and is of great<br \/>\ntactical importance. Also, there are 3 more character cards in play than there are<br \/>\nplayers, making it possible to avoid certain actions in a particular round at all. Once<br \/>\nall players have selected their character and hence all have played the actions of all<br \/>\ncharacters selected the round ends and the Govenor is handed to the next player not<br \/>\nbefore a doubloon each is placed on the 3 character cards that have not been selected in<br \/>\nthis round (making them more attractive in the next round).<\/p>\n<p>The actions and privileges of the character cards are:<\/p>\n<ul type=\"circle\">\n<li><b>Settler<\/b><br \/>\n<br \/>\nEach player selects a plantation to be placed on his island. <u>Privilege<\/u>: the player<br \/>\nmay choose to place a quarry instead.<\/li>\n<li><b>Mayor<\/b><br \/>\n<br \/>\nPlayers receive colonists from the colonist ship. All colonists on the island may be<br \/>\nredistributed. <u>Privilege<\/u>: the mayor receives one extra colonist from stock.<\/li>\n<li><b>Builder<\/b><br \/>\n<br \/>\nPlayers may build one of the available buildings by paying the appropiate cost in<br \/>\ndoubloons. <u>Privilege<\/u>: the builder pays one doubloon less.<\/li>\n<li><b>Craftsman<\/b><br \/>\n<br \/>\nPlayers receive goods according to their production chains. <u>Privilege<\/u>: the<br \/>\ncraftsman receives an extra token of one of the goods produced.<\/li>\n<li><b>Trader<\/b><br \/>\n<br \/>\nPlayers may sell one goods token to the trading house. <u>Privilege<\/u>: the trader<br \/>\nreceives one extra doubloon for his token.<\/li>\n<li><b>Captain<\/b><br \/>\n<br \/>\nPlayers <i>must<\/i> place goods on available ships and receive a victory point chip for<br \/>\neach goods token placed. <u>Privilege<\/u>: the captain receives one extra victory<br \/>\npoint.<\/li>\n<li><b>Prospector<\/b><br \/>\n<br \/>\nNo action. <u>Privilege<\/u>: the prospector takes one doubloon from the bank.<\/li>\n<\/ul>\n<p><\/p>\n<p>At the start of the game the settler and the builder are the most useful characters<br \/>\nbecause they are required to build plantations and buildings &#8211; both being vital for<br \/>\nsuccessful production chains. Plantations come in 5 different types: indigo, sugar, corn,<br \/>\ntobacco and coffee, in order of abundance. <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/puerto.jpg\" align=\"left\" width=\"273\" height=\"203\" border=\"0\" alt=\"Puerto Rico\"\/>With the exception of corn<br \/>\nall other crops require a processing plant in order to generates goods for sale or<br \/>\nshipment. Some plants come in two different sizes with the smaller size being available<br \/>\nat a lower price. A production chain requires that each plantation used for production as<br \/>\nwell as the production plant itself is occupied by colonists.<\/p>\n<p>While plantations come for free in the Settler phase building need to be paid for and<br \/>\nmoney (doubloons) is very scarce in this game. Players start the game with between 2 to 4<br \/>\ndoubloons depending on the number of players and buildings cost between 1 and 10<br \/>\ndoubloons to construct. One way out of this shortage of money is to place quarries<br \/>\ninstead of plantations, as each quarry occupied by a colonist lowers the building price<br \/>\nby one doubloon in the Builder phase.<\/p>\n<p>There are, of course, ways to generate money. The first way is to sell goods to the<br \/>\ntrading house. Each commodity may only be present once in the house and the storage<br \/>\ncapacity is small as well (4 tokens). If a good can be sold in the Trader phase the money<br \/>\na player receives depends on the commodity sold, ranging from zero(!) doubloons for corn<br \/>\nto four doubloons for coffee. The second way to receive money is by selecting character<br \/>\ncards with doubloons on them. Often at the beginning of a round some cards have two<br \/>\ndoubloons on them making them rather attractive to take. Sometimes even a prospector has<br \/>\nthis two doubloons bonus because that role has not been chosen since two rounds making it<br \/>\nan attractive 3 doubloons deal this round. Anyway, generating money is certainly not an<br \/>\neasy task.<\/p>\n<p>Another very scarce resource of the game are the colonists. No plantation, quarry or<br \/>\nbuilding operates or provides special benefits if not occupied by one or more colonists.<br \/>\nAs explained before, this is most important in producrion chains. Colonists arrive on the<br \/>\ncolonist ship in a varying number depending on the number of players and the number of<br \/>\nopen positions in buildings. In the Mayor&#8217;s phase all colonists are distributed<br \/>\namongst the players in sequence and the players may place these colonists on any position<br \/>\nthey have vacant at the time (plus they may redistribute all colonists on their island).<br \/>\nMost of the time a player will receive only 1 colonist per round so getting one&#8217;s<br \/>\nplantations and buildings fully operational takes time.<\/p>\n<p>The decisive element, however, are victory points. On the one hand they are generated<br \/>\nin the captain&#8217;s phase by placing goods on available ships. As there are only three<br \/>\nships available, each ship has a limited capacity, and each ship may only carry one<br \/>\ncommodity at a time, often some goods cannot be placed at all. This can pose a serious<br \/>\nproblem as goods must be placed on a ship if possible but goods not placed due to the<br \/>\nunavailability of a ship must either be placed in an operational storage building or are<br \/>\nlost &#8211; a situation to avoid at all cost.<\/p>\n<p>At the end of the game victory points are also credited for each building a player<br \/>\nhas, irrespective of whether it is occupied by a colonist or not. The four<br \/>\n&#8220;large&#8221; buildings (if occupied !) generate extra victory points (the fortress<br \/>\nfor example provides 1 extra victory point for every 3 colonists on the players<br \/>\nboard).The game end is variable: it occurs at the end of the round where either an<br \/>\ninsufficient amount of colonists is available to fully stock the colonist ship or at<br \/>\nleast one player has buildings on each of his 12 town fields or when all victory point<br \/>\nchips have been distributed.<\/p>\n<p><b>Playing Time<\/b>: The game can be explained in 15 minutes and played in about 2<br \/>\nhours.<\/p>\n<p><b>Similar Games<\/b>: <a href=\"princes.html\">Princes of Florence<\/a><\/p>\n<p><b>Westpark Gamer&#8217;s Opinion<\/b>: Like many good games Puerto Rico has a strong<br \/>\ntiming and resource management (i.e. tactical) component combined with several strategic<br \/>\noptions. It has actually been quite a while that we have seen a new game which leaves<br \/>\nsuch a wide scope for different strategies and at the same time provides the permanent<br \/>\nchallenges of tactical decisions. Many times during a game one is faced with a situation<br \/>\nthat the obvious best move for oneself has just been destroyed by another player by<br \/>\npicking the character card one wanted to select, too. Therefore, most of the time you are<br \/>\nforced to devise a &#8220;plan B&#8221; and sometime even &#8220;plan C&#8221; which you can<br \/>\nuse as alternatives. This sounds complicated and hard to grasp but we found that this<br \/>\ncomes quite naturally when getting familiar with the game while it does no harm if the<br \/>\nplayers are not yet familiar with all strategic options.<\/p>\n<p>Overall, the number of strategic variants seem to be quite high. Until now we have not<br \/>\nyet found a sure winning strategy though and in fact we believe that there is none which<br \/>\nwill work all the time &#8211; again a sign of a good game. A Player needs to constantly be<br \/>\nwatching the moves of the others in order to adjust his or her strategy accordingly and<br \/>\nat the same time prevent the other players to build up &#8220;winning combinations&#8221;.<br \/>\nFor example, allowing a player to build lots of corn fields, a hospice and a shipyard<br \/>\nmost likely means victory for that player. Similar situations arise if a player is<br \/>\nallowed to build more than one large building generating extra VPs at the end of the<br \/>\ngame. This aspect of the game is what makes it rather complex because depriving other<br \/>\nplayers of certain building does not necessarily match with your own strategy. Sometimes<br \/>\nthis means that one has to play the Captain just to create e.g. a &#8220;coffee&#8221; ship<br \/>\nwith one coffee in order to prevent another player to get VPs for all his corns. Or you<br \/>\nmay already have sufficient doubloons but are faced with a situation where you need to<br \/>\ntake a prospector with 2 extra doubloons just to prevent someone else to get enough money<br \/>\nfor that winning shipyard. Throughout the game players are in the type of dilemma<br \/>\nsituation where they would like to do several things at once but are only allowed to take<br \/>\none action &#8211; another indication of a good game.<\/p>\n<p>Player interactions are quite low though and are mainly limited to cautious hints to<br \/>\nother players or &#8220;I wanted to take that role, too&#8221; type sighs. This can lead to<br \/>\na rather &#8220;quite&#8221; gaming session but due to the fact that everybody feels<br \/>\ninvolved all of the time we never found this to be a problem.<\/p>\n<p>Some words about strategies: in our games the number of VPs required for winning the<br \/>\ngame varied between 28 and 43 &#8211; a rather wide spread although the distance between first<br \/>\nand last position in most cases was rather small (less than 10 points). This can be<br \/>\nattributed to the different strategies we followed as our experience grew. From what we<br \/>\nhave learnt so far it seems to be wise to keep a good balance between VPs generated by<br \/>\nproduction and those generated by the buildings (a 50:50 share seems okay). And unless<br \/>\nyou are playing with newcomers to the game it is a good idea to try and produce at least<br \/>\n3 different types of goods. Clever building selection also plays a major role. Keep an<br \/>\neye on the &#8220;hospice&#8221; and if possible try to grab one of the two available. We<br \/>\nfound this building to be one of the most powerful of the game and one has to prevent<br \/>\nother players from building &#8220;power combinations&#8221; with it (like<br \/>\n&#8220;hospice&#8221;\/&#8221;builder&#8217;s hut&#8221; or<br \/>\n&#8220;hospice&#8221;\/&#8221;shipyard&#8221;).<\/p>\n<p><a name=\"hints\" id=\"hints\"><\/a><\/p>\n<p><b>Hans&#8217; strategy hints<\/b>: A word of caution in advance: I have never won in<br \/>\nthis game yet, though I haven&#8217;t lost very badly, either. What I like best in this<br \/>\ngame, is that the actions of all players interact and create a different feel each time.<br \/>\nWhat works one day, need not work another. This said, let me propose a few ideas:<\/p>\n<p><u>Life is short<\/u>: The last round inevitably comes too early for you. Running down<br \/>\nthe game clock can be your best strategy, or it can ruin your best plan. Normally,<br \/>\ncolonists run out fastest, but watch out for the other two types of game ending.<br \/>\nDon&#8217;t do anything in the endgame which bears fruit too late!<\/p>\n<p><u>Build big<\/u>: Normally, you will (at game end) need one of the X-large buildings<br \/>\nfor extra victory points. Get two, and you&#8217;re top dog. It is essential to know where<br \/>\nthe money is to come from in that final builder phase. And remember, you need to shuffle<br \/>\na colonist on it later!<\/p>\n<p><u>Take the money and run<\/u>: Sometimes, the best way to make money is by selecting a<br \/>\nnot-so-hot character with many doubloons on it &#8211; but don&#8217;t do that too often (see<br \/>\nhint #1).<\/p>\n<p><u>Play along<\/u>: In most rounds, you&#8217;re not te governor, and if you are: good<br \/>\nluck, as you&#8217;ll be the last to pick a character next time. It is very important to<br \/>\nhave an idea which characters will be picked before you&#8217;re up next. Let&#8217;s assume<br \/>\nYou want to trade goods for money: <b>First<\/b>, you need a plantation and a production<br \/>\nplant, <b>then<\/b> you need to shuffle colonists on them, <b>then<\/b> produce goods<br \/>\ntokens, <b>at last<\/b> &#8211; you are forced by a captain&#8217;s phase to convert the tokens<br \/>\ninto victory points (if you&#8217;re lucky and there&#8217;s a ship for them) instead of<br \/>\ntrading them in a trader&#8217;s phase. In Zen words: the shapeless form is the strongest.<br \/>\nIn my words: play so that the others are forced to help you while serving their own<br \/>\ninterest.<\/p>\n<p><u>Experience tells<\/u>: So far, our group of players finds the hospice, the hazienda,<br \/>\nand the constructor&#8217;s hut to be the most rewarding support buildings. Try to get one<br \/>\nor two of these right away. Get all three, and you&#8217;re unstoppable. Get none, and Your<br \/>\nonly hope is in a short game. As well, to have one of the storage buildings is regarded<br \/>\nas indispensable by most of us (not me, though). Quarries are the best plantations, but<br \/>\nit needs time until they make their weight felt.<\/p>\n<p><u>Closer views<\/u>:<br \/>\n<br \/>\n<b>The heavy strategy<\/b>: You want to get four quarries asap, in order to construct a<br \/>\nhigh-price, high-victory-point city. You must have a constructor&#8217;s hut, so you know<br \/>\nwhat to do in the first builder phase. You will be short of plantations, colonists and<br \/>\nmoney for a long time, so be careful if there&#8217;s a lot of production chains in the<br \/>\nother player&#8217;s cities. These attract many colonists in the mayor phase, and the game<br \/>\nmay end so soon that You can&#8217;t harvest the returns of your investment. Best friends:<br \/>\nhazienda, hospice.<br \/>\n<br \/>\n<b>The yellow strategy<\/b>: You want to make use of the fact that corn fields need no<br \/>\nfactory in order to produce goods. In fact, you don&#8217;t need a single building, at all!<br \/>\nJust make sure you get all corn that pops up in the settler phase and pick the captain<br \/>\nyourself as often as you possibly can. You won&#8217;t have money &#8211; but you don&#8217;t need<br \/>\nit, anyway! You will never have too few colonists. Ships at the quay, that&#8217;s what you<br \/>\nneed, and an early end to the game. Best friends: storehouse, wharf.<br \/>\n<br \/>\n<b>The scented strategy<\/b>: Be the first to produce tobacco, later coffee. Trade like<br \/>\nlightning and spend your income on buildings. Your problem is that you may be unable to<br \/>\ntrade sometimes, which can be a major setback. The good thing is that the money gives you<br \/>\nflexibility. You will have to develop an idea how to make the best of the end game. Best<br \/>\nfriends: office, market.<br \/>\n<br \/>\n<b>The sweet strategy<\/b>: You want to strike a balance between export and trade, between<br \/>\ncash and victory points flow. Sugar is a very attractive commodity to produce in this<br \/>\ncase &#8211; the plantation is the second most abundant type, the trading price is reasonable,<br \/>\nand the factories are not expensive to build. The problem is that you may end up a little<br \/>\nshort of money for that decisive building and with too little export for that extra<br \/>\nvictory point chip. Best friends: your keen sense for opportunities that open up. A short<br \/>\ngame probably doesn&#8217;t hurt.<br \/>\n<br \/>\n<b>The drugstore strategy<\/b>: You want to produce as many different commodities as<br \/>\npossible. It&#8217;s easier to implement than it sounds, and it avoids the pitfall of the<br \/>\ntrading business, i.e. not having the right commodity to sell. Beware of a short game, as<br \/>\nit takes time to build the production chains. Obviously, the drugstore can develop out of<br \/>\nthe other strategies in the middle game. Best friends: harbour, factory.<\/p>\n<table border=\"1\" bordercolorlight=\"gray\" bordercolordark=\"blue\" cellspacing=\"0\" cellpadding=\"3\" align=\"right\">\n<tr>\n<td align=\"center\">Add your comments here<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/ARRW_167.gif\" align=\"absmiddle\" width=\"70\" height=\"29\" border=\"0\" alt=\"\"\/><script type=\"text\/javascript\" src=\"http:\/\/westpark-gamers.de\/feedback.php?type=code&amp;user=westparkgamers&amp;msgid=Puerto%20Rico&amp;l=en\" language=\"JavaScript\">\n<\/script> <noscript>[<a href=\"http:\/\/westpark-gamers.de\/feedback.php?user=westparkgamers&amp;msgid=Puerto%20Rico&amp;l=en\"><br \/>\nKommentieren<\/a>]<\/noscript><\/td>\n<\/tr>\n<\/table>\n<p><b>Westpark Gamers&#8217; Rating<\/b>: 8.17<\/p>\n<table>\n<tr class=\"c2\">\n<td><b>Links to further information:<\/b><\/td>\n<td><a href=\"http:\/\/www.boardgamegeek.com\/viewitem.php3?gameid=3076\" target=\"_blank\">BoardgameGeek&#8217;s page<\/a> on Puerto Rico<\/td>\n<\/tr>\n<tr class=\"c2\">\n<td><\/td>\n<td><a href=\"http:\/\/www.aleaspiele.de\/Pages\/A7\/\" target=\"_blank\">Alea&#8217;s<\/a> page<br \/>\nabout the game<\/td>\n<\/tr>\n<tr class=\"c2\">\n<td><\/td>\n<td><a href=\"http:\/\/www.riograndegames.com\/games\/rio195.html\" target=\"_blank\">Rio<br \/>\nGrande&#8217;s<\/a> page about the game<\/td>\n<\/tr>\n<\/table>\n","protected":false},"excerpt":{"rendered":"<p>Puerto Rico Publisher: Alea\/Ravensburger Author: Andreas Seyfarth Tester: Aaron Haag, Hans R. Frey Game Tested: German release, 2002 Scenario: Puerto Rico &#8211; the small island of the West Indies is the setting for this fight for wealth and honor of 3 to 5 players. By building plantations and production plants as well as important support &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2002\/03\/05\/puerto-rico\/\" class=\"more-link\"><span class=\"screen-reader-text\">Puerto Rico<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3644","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":2,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3644","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3644"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3644\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3644"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3644"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3644"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}