With /join can enter 3-5 players into the game. With /start the game begins. Alternatively, you can use the game management use.
The game runs over several rounds. Each player selects one of the seven reels per round and thus sets a specific action for All Players in progress. For example, new plantations are created by the settler, on which goods are then produced with the aid of the supervisor. These are then sold by dealer to the warehouse or shipped by the captain to the Old World. With the earned money, building can be built by the builder, etc.
Depending on the number of players you get some dublons as start capital:
Dublons | Number of spices |
---|---|
2 | 3 |
3 | 4 |
4 | 5 |
Number | Starter | Two. Players | 3. Players | 4. Players | Five. Players |
---|---|---|---|---|---|
3 | Indigo | Indigo | Maize | ||
4 | Indigo | Indigo | Maize | Maize | |
5 | Indigo | Indigo | Indigo | Maize | Maize |
In the edition there is always a plantation more than playing players.
The game runs over several rounds. A single round runs as follows:
The player who owns the governor flag begins. It clicks one of the roller maps at the bottom right and then directs the action of this role. After that, the players of the game order also execute this action. Now the next player chooses a role from the amount of remaining reels. Starting with him (not the player with the Governor's flag), reihum again executes this action. The brighter money bag below the player's name always indicates which player is on the line. In the field of the action ad, you can see what role is currently with what action is on the line. If all players have taken a role and performed, a round ends. The reel cards not taken receive a dublone as an incentive for the next round.
Each role includes, on the one hand, a special privilege for the player who took it, on the other hand also a general action that reihum carries out each player (exception: gold seeker).
In principle:
Each roll can only be selected once in one round.
Once the action settlers have been selected, each player must take reihum of one of the outlying plantation platelets (click). No player may have more than 12 plantations (including quarries).
Privilege: The roll selector may the a plantation also take a quarry.
The plantations, quarries and buildings show one or more grey (unoccupied) or white (occupied) males. Only occupied platelets perform their function, unoccupied platelets act never!
Once the mayor has been elected, the colonists are reihumfully distributed to the players. These colonists can now redistribute every player, together with all his colonists from earlier rounds, on his platelets as desired (to move back and forth). If a player has colonists left, he can store them on his name field until the next mayor phase. If a player has placed all colonists as desired, he clicks on the red arrow to confirm at the top right.
On the colonist ship there are now again as many colonists as with all players colonist positions on Buildings are free, but at least as many as fellow players.
Privilege: The roll selector gets an additional colonist from the stock.
If the builder is elected, all players may reihum build a building. To do this, you can open the building menu (see 5th on the trading venue) and click on the desired building.
The black numbers are the building costs, the red the winning points. Each occupied quarry that a player owns lowers the construction costs by a dublone. However, the use of quarries is limited depending on the type of building. This can be seen on the left in the building menu: at the first six buildings a maximum of one stone quarry can be used, at the next six two, etc.
No player can build a building more than once. The green buildings occupy two of the twelve construction sites. If you want to disable a building, click the hook on the top right.
Privilege: The roll selector must pay a dublone less for construction.
In the case of the supervisor, players reihum receive goods from the general stock according to their production sites.
Privilege: After completion of the distribution of goods, the roll selector may take another commodity of one of the goods that he has just produced. To do this, it clicks on the appropriate merchandise of its personal stock.
Once the dealer has been chosen, players may reihum a Sell merchandise in the trading house. This gives 0 (mais), 1 (indigo), 2 (sugar), 3 (sugar) or 4 (coffee) dublons. If the trading house is fully occupied, nothing can be sold in this round. After completion of the round, the trading house will be emptied for the next round.
The same goods must not be sold in the trading house! (exception: accountr)
Privilege: The runner receives a dublone more for sale
The captain introduces the delivery of goods to the Old World, i.e. reihum are placed on the transport ships for shipping. In the master phase, players can also come to the row several times. It should be noted that each time a player comes to the line and can deliver goods, a player can also deliver goods must:. In this case, however, it is always only possible to use a Deliver variety. For shipping, you simply draw the desired goods from its stock by drag&Drop on one of the transport ships. The master phase will continue reihum until no one can deliver.
Privilege: The captain gets a victory point for his first delivery.
For every merchandise that a player can ship, he gets a victory point. The winning points are kept hidden. Each player sees his own beside his dubloons.
If no one can deliver, the storage is checked: a Any commodity can always store any player. All other stones must be delivered at the end of the master phase (exception: warehouses).
At the end of the master phase, the full ships are emptied.
If the gold seeker is chosen, only the role selector will receive his privilege: a dublone from the bank. All other players remain passive.
After the last player has chosen a role and the corresponding action has been executed by all, a round ends. Now a dublone is placed from the bank on the reel cards not taken. Already lying dublons are summed.
The game ends at the end of the round where at least one of the following three conditions occurs:
It wins the player with most winning points (winning points by shipping + winning points for building + extra winning points by green building). At the same time, the one who still owns the larger quantity of dubons and goods (1 dublon = 1 goods).
Only the buildings of the basic game are used.
It is played with the new buildings of enlargement. The buildings are selected reihum before the start of play.
It is played with the new buildings of enlargement. The buildings are randomly selected before the start of the game.
Not all items are available in Puerto Rico as often as desired; therefore here a listing (this paragraph can be reliably neglected during the first reading, but is later important):
Coffee | Tobacco | Maize | Sugar | Indigo | Quarries |
---|---|---|---|---|---|
8 | 9 | 10 | 11 | 12 | 8 |
Coffee | Tobacco | Maize | Sugar | Indigo |
---|---|---|---|---|
9 | 9 | 10 | 11 | 11 |
Number | Stock | colonist ship |
---|---|---|
3 | 55 | 3 |
4 | 75 | 4 |
5 | 95 | 5 |
Number | Winning points |
---|---|
3 | 75 |
4 | 100 |
5 | 122 |
Number | Loading area |
---|---|
3 | 4/5/6 |
4 | 5/6/7 |
5 | 6/7/8 |
Type of building | Number |
---|---|
small production building (Indigo, sugar) | per 4 |
large production building (indigo, sugar, tobacco, coffee) | per 3 |
green buildings | per 1 |
All the others | each 2 |
An explanation of the different buildings there is separate.