Buildings in Puerto Rico

By: Dennis B. B. Taylor

Welcome to Buildings in Puerto Rico!

Hey there! Let’s explore the fascinating world of buildings in Puerto Rico. It’s a game where each player gets to build their very own buildings. How cool is that?

Now, remember, you can only build each building once, so choose wisely! Once a building has at least one person inside, it’s considered occupied. And let me tell you, only occupied buildings have any value.

When you want to place a building, just find an empty space in the city. If you’re going for a big building, make sure you have two empty adjacent spaces. The location of the building in the city doesn’t affect the game in any way. It’s all about strategy!

If you need more room for a big building, don’t worry! You can move a building within the city. But here’s the catch – just like those plantation and quarry tiles on the island, once you put a building in your city, you can’t remove it. So plan your moves carefully!

Now, take a look at the upper right corner of each building. See that red-brown number? It tells you how many victory points the building is worth at the end of the game – whether it’s occupied or not. And the number inside the first circle? That’s the cost to build the building. Once it’s built, you don’t need to worry about the cost anymore.

So there you have it – the world of buildings in Puerto Rico! I hope you’re as excited as I am to get started. Let’s build some amazing structures and see who can score the most victory points!

The production buildings

When it comes to creating products or goods, there is a lot to consider. The production buildings play a crucial role in this process. They are the places where the actual production or manufacturing takes place. These buildings are designed and equipped to meet the specific needs of different industries and processes.

One important aspect of production buildings is their layout and organization. The flow of materials and workers within the building should be smooth and efficient. This helps to minimize delays and bottlenecks and maximizes productivity.

Another key consideration is the equipment and machinery used in these buildings. Depending on the industry and the type of product being manufactured, different types of equipment and machinery are required. This equipment should be up-to-date and well-maintained to ensure optimal performance and safety.

Safety is a critical factor in production buildings. There are often inherent risks and hazards associated with manufacturing processes. It is important to have adequate safety measures in place to protect workers and prevent accidents. This includes proper training, protective gear, emergency exits, and fire prevention systems.

Efficiency is also a major focus in production buildings. The layout, equipment, and processes should be designed to minimize waste and maximize output. This can be achieved through the use of automation, streamlining processes, and implementing lean manufacturing principles.

In conclusion, production buildings are essential for the creation of products and goods. They need to be well-designed, organized, and equipped to ensure smooth and efficient production. Safety and efficiency should be top priorities in these buildings to protect workers and maximize productivity.

(I have an assortment of cards in different colors: blue, white, light brown, and dark brown.)

I need certain buildings to produce goods. These buildings, along with the plantations, are necessary for the production:

  • The indigo processing plants turn indigo plants into indigo dye, which is stored in blue barrels.
  • The sugar mills process sugar canes into sugar, which is stored in white barrels.
  • The tobacco storage shreds tobacco leaves into tobacco, which is stored in light brown barrels.
  • The coffee roasters roast coffee beans to make coffee, which is stored in dark brown barrels.

One thing to note is that corn does not require any processing. Corn is directly obtained from the plantations in the form of yellow barrels. This means that corn plantations in use during the craftsman phase directly produce corn in yellow barrels.

You know, it’s interesting how the number of circles on the production buildings can reveal their maximum capacity to produce goods when there are colonists on them. But here’s the thing – you need to have enough plantations of the right type to produce the raw materials necessary for those goods!

Let’s talk about violet and beige buildings

There are 17 violet buildings in total. Among them, you have 12 small buildings, each with two representatives, and 5 large buildings, each with its own unique function.

And here’s where it gets exciting – these violet buildings often let you bend the rules a little bit. They give you special abilities that you can exploit to your advantage. For example, if you own an occupied office, you can sell goods that are already present at the trading house. Pretty cool, huh?

But here’s the deal – you’re not obligated to use the special ability of a violet building if you don’t want to. Keep that in mind, especially when dealing with the wharf (we’ll talk about it in a moment).

Why Small Markets Matter

Small markets, also known as niche markets, are often overlooked in favor of larger, more popular options. However, it’s important to understand the significance of these smaller markets and the value they can bring to both consumers and businesses.

Are you searching for a unique and personalized experience? Do you want to support local businesses and artisans? Then you’ll love what small markets have to offer.

When it comes to finding something special, choosing the right small market can make all the difference. Instead of browsing through generic, mass-produced items, you’ll discover one-of-a-kind products that reflect the creativity and individuality of the makers.

Understanding the importance of small markets goes beyond the realm of consumer satisfaction. These markets play a vital role in supporting local economies and preserving artisanal traditions.

And if you’re a small business owner, small markets offer an opportunity to showcase your unique products and connect with a dedicated customer base. By participating in these markets, you can elevate your brand and grow your business in a meaningful way.

However, it’s not just about the economic factors. Small markets also foster a sense of community and bring people together. They provide a space for like-minded individuals to connect, share stories, and appreciate the craftsmanship behind each product.

In today’s fast-paced, mass-produced world, small markets offer a refreshing alternative. They provide a platform for independent creators and allow consumers to make more mindful and conscious purchasing decisions.

So, the next time you’re looking for something special or want to support local businesses, remember that small markets are the hidden gems waiting to be discovered. By exploring these markets and embracing their diversity, you can be part of a community that values uniqueness, creativity, and sustainable practices.

Hey there! Did you know that when I, as the owner of a small market, sell a good in the trader phase, I actually get an extra doubloon from the bank? How cool is that?

Let me give you an example to make it all crystal clear. Say I’m Anna, and I decide to sell a corn during the trader phase. Well, guess what? I’m going to receive a shiny 1 doubloon for that!

Now, let’s talk about the Hacienda.

When it’s my turn in the settler phase, I have a cool advantage as the owner of an occupied hacienda. Before I pick a face-up plantation tile, I can grab an extra tile from the stack of face-down tiles. Then, I can place it on one of the empty spaces on my island. Pretty nifty, right? After that, I can continue with my normal turn.

Just a little note: if I decide to take a face-down tile, I have to put it right away on an empty space on my island. No discarding allowed. Oh, and if I also have a construction hut that’s already occupied, I can’t pick up a quarry instead of the face-down tile. So, if I have a hacienda, I’m limited to just one quarry.

Construction hut

When I first start building my settlement, I have the option to place a quarry on my island instead of a plantation tile. This is really handy because it means I can collect valuable resources right from the start. But there’s one thing I need to keep in mind – if I have a construction hut, I can only take one quarry. So I have to choose wisely.

Once I have my quarry set up, it’s time to think about storage. That’s where the small warehouse comes in. With a small warehouse, I can store up to five goods. This is great because it means I don’t have to worry about running out of resources. I can collect them and keep them safe until I’m ready to use them.

Having a quarry and a small warehouse is essential for building a successful settlement. The quarry provides me with resources, while the small warehouse ensures I have a place to store them. It’s a winning combination that will help me thrive in the game.

So if you’re looking to build a strong settlement, make sure to consider placing a quarry and setting up a small warehouse. They’re both valuable assets that will give you an edge in the game. So go ahead and give it a try – you won’t be disappointed!

When it’s my turn as the captain, I need to put away my unloaded goods. If I don’t have enough space, I have to give them back to the supply. But if I have a small warehouse, I can store all the barrels of one kind of goods on my windrose.

The warehouse keeps my goods safe from being returned. But I still have to load them onto the cargo ships later.

Just to clarify, the goods aren’t physically stored on the small warehouse tile. They’re actually stored on my windrose.

Hospice

When I first started settling on the island, I discovered a fascinating feature of the hospice. I learned that whenever I placed a plantation or quarry tile on my owned hospice, I could receive a colonist from the supply and place it on that tile. It was like a little reward for my efforts.

But there was a catch. If I also had an occupied hacienda and decided to take an additional face-down or quarry tile, I wouldn’t receive an extra colonist for that tile. I had to choose wisely.

There was also a limit to the number of colonists available. If there were no more colonists in the supply, I could take one from the colonist ship. And if there were none in the ship either, I had to accept the fact that I wouldn’t get any colonists.

The Office

Hey there! Let’s talk about what happens when the owner of an office sells a good to the trading house.

So, here’s the deal: when the owner of an occupied office sells a good to the trading house during the trader phase, it doesn’t have to be a different kind of good from what’s already there. Makes sense, right?

Now, there’s a little catch. If the trading house is already full, then the player can’t sell a good there. Gotta have some space for those goods!

Let me give you an example to illustrate this. Imagine the trading house already has a barrel of tobacco. Bob owns an occupied office and decides to sell a tobacco to the trading house on his turn. But wait, there’s more! Chris owns the other office, and on her turn, since her office is also occupied, she can also sell a tobacco to the trading house.

So you see, it’s all about timing and making sure there’s room in the trading house. Now, let’s move on to something interesting: the large market!

So, let’s talk about what happens when you sell something in the game, specifically when the owner of a big market sells goods during the trader phase. Here’s what goes down: the owner actually gets an extra 2 doubloons from the bank. Pretty sweet, right?

Now, there’s a little twist if you happen to be the lucky owner of both a small and large market. In that case, when you sell a good to the trading house, you get an extra 3 doubloons. Nice!

But wait, there’s more!

I, as the owner of a big warehouse, have a special privilege. At the end of the captain phase, I can store an extra goods barrel on my windrose. But that’s not all! I can also choose two kinds of goods and store all the barrels of those goods in my warehouse. If I have both a small and large warehouse, I can even choose three kinds of goods to store. This gives me an advantage when it comes to managing my goods inventory. It’s a handy perk that allows me to keep more goods on hand for future use. There’s always something new to discover in this game!

So, here’s the deal. If I own a factory and I’m making different kinds of stuff, I can earn some money for it. It’s pretty cool, actually. If I make two kinds of goods, I get 1 doubloon from the bank. If I make three kinds, I get 2 doubloons. And if I make four kinds, it’s 3 doubloons. But wait, it gets even better. If I’m able to make all five kinds of goods, I earn 5 doubloons! Now, here’s the twist – the number of barrels I produce doesn’t matter at all. It’s all about the different kinds of goods I make.

Let me give you an example to make it clearer. Imagine this guy named David. He’s got a factory, some corn plantations, sugar plantations, and a tobacco plantation. Plus, he’s got all the buildings and people he needs to make this stuff. The thing is, he only manages to make 2 sugar barrels and 1 tobacco barrel because he doesn’t have any corn and there are only 2 sugar barrels available. Now, even though he only made 2 kinds of goods, he still earns 1 doubloon from the bank. Pretty neat, huh?

And Now, The University

When I’m in the builder phase, and I’m the owner of a university that’s already occupied, I have the opportunity to construct a new building in my city. If I decide to do so, I can take a colonist from the colonist supply and place it on the tile where I’m building.

It’s important to remember that if I build a production building that has multiple circles, I only get one colonist. I can’t get multiple colonists for the same building. Now, if there are no more colonists available in the colonist supply, I have the option to take one from the colonist ship.

But what if there are no colonists left on the colonist ship either? In that case, I’ll have to go without a colonist for my new building.

Harbor

Whenever the captain phase happens, I, as the harbor owner, get to load goods on a cargo ship and earn an extra victory point.

For example, let’s say I own a harbor and a wharf. I have 5 tobacco, but I can only load 3 of them on the “tobacco ship” because it’s already filled. So I earn 3+1 VP for that. In my next turn, I load my 2 sugar on the “sugar ship” and earn 2+1 VP. Then, I use my wharf to put my remaining 2 tobacco in the supply and earn 2+1 VP. This means that in the captain phase, I earned an additional 3 VP with my harbor and 2 VP extra with my wharf.

Wharf

When I’m the captain of a game, and my dock is full, I face an interesting decision. Instead of loading goods onto a cargo ship, I have the option to put all the goods of one type back into the supply and score victory points as though I loaded them onto a ship. It’s like I have a magical ship with infinite space!

Usually, during my turn as the captain, I want to load goods onto a cargo ship. But sometimes, I choose to use my dock and “load” the goods onto my imaginary ship instead.

I can only use my dock once per captain turn, but I can decide when or if I want to use it. My imaginary ship can hold any type of good, even if it’s already on one of the three cargo ships or another imaginary dock ship.

When I use my wharf, I have to load all the goods barrels of my choice. But I don’t have to choose the good that I have the most of. You can think of the wharf ship as having the capacity for 11 barrels.

The big buildings

In the game, there are five special big buildings that only appear once. These buildings require two adjacent city spaces to be built, but they are considered as one building.

Just to clarify, when we mention a “large building” in these rules, we are specifically referring to these five buildings.

Guild Hall

If you own a guild hall in your city, you’ll get some extra victory points at the end of the game. Each small production building, like a small indigo plant or a small sugar mill, will earn you 1 VP, whether it’s occupied or not. And for each large production building, like an indigo plant, sugar mill, tobacco storage, or coffee roaster, you’ll earn 2 VP, regardless of occupation.

Let’s say, for example, that at the end of the game, you have a guild hall and it’s occupied. In your city, you also have a small and large sugar mill, a small indigo plant, and a coffee roaster. That means you’ll earn an additional 6 VP. It’s a nice bonus!

My Home

When I have a place that I call my own, it brings me more than just comfort. It also brings me additional victory points in the game. You see, at the end of the game, I earn some extra points for each plantation and quarry that I have placed on my island.

Depending on how many spaces on my island are filled, I can earn different amounts of victory points. If I have up to nine filled island spaces, I earn 4 VP. If I have ten filled spaces, I earn 5 VP. If I have eleven, then I get 6 VP. And if I manage to fill all twelve spaces on my island, I earn the maximum of 7 VP.

As an example, let’s say I have filled 10 out of my 12 island spaces with plantations and quarries. In that case, I would earn an additional 5 VP. It’s exciting to see those points accumulate and know that my hard work has paid off!

The Mighty Fortress

Did you know that owning a fortress can bring you extra victory points? It’s true! At the end of the game, for every three colonists you have on your player board, you earn an additional victory point. Let me break it down for you:

Imagine you have a total of 20 colonists scattered across your plantations, quarries, buildings, and in the city of San Juan. Since you own the fortress, you get to add 6 extra victory points to your score. How cool is that?

The Magic of the Customs House

Hey there! Let’s talk about a fascinating place called the customs house. It might not look like much, but trust me, it’s a real game-changer. You won’t believe what it can do for you!

So, here’s the deal: if you’re lucky enough to own the customs house, you’re in for a treat. At the end of the game, for every four victory points you’ve collected, you get an extra victory point. It’s like a bonus for all your hard work!

Now, remember, we’re only counting the victory point chips that you’ve earned. Those extra points from your buildings? Nope, they don’t count. We only care about the ones you’ve collected along the way.

Let me give you an example to make things crystal clear. Imagine you’ve gathered 23 victory points in those shiny VP chips. Well, guess what? That means you get an extra 5 victory points! It’s like a sweet reward for your efforts.

So, my friend, if you’re lucky enough to call the customs house your own, you’re in for a pleasant surprise. It’s a small but mighty addition to your victory point collection.

#image.jpg

City Hall:

I’ll tell you something interesting about the city hall! You’ll be surprised by what I found out. So, did you know that the owner of the city hall gets an extra victory point at the end of the game for each violet building in their city, whether it’s occupied or not? Yep, you heard that right, one point for each and every building in their city. Imagine that! But, of course, the city hall itself counts too.

Let me give you an example to make it easier to understand. Picture this: at the end of the game, the owner of the occupied city hall also has a hacienda, a harbor, an office, a construction hut, a large warehouse, and a residence. Now, hold onto your seats because this is impressive! They would earn an additional 7 victory points just because of their city hall and those other buildings. Now that’s what I call a big score!

Leave a Comment