Buildings
This image, repeated
from above, shows the six short buildings that are used in the conversion of crops to goods. These fill two rows of the Bank Board's first three columns. However, the remaining rows of those columns contain twelve other short buildings, and the entire fourth column contains five tall buildings:
(Click to embiggen. Click again to embiggen some more!)The twelve short buildings and five tall buildings (collectively called the "beige buildings") serve special purposes. Each, when occupied by a colonist, enables its owner to bend the ordinary rules of the game in a particular way. Combining active buildings in clever ways to achieve victory point supremacy is at the heart of
Puerto Rico's gameplay.
Here's an overview of each building's cost in doubloons, name, and benefit to its owner:
Production Buildings(1)
small indigo plant: to produce indigo (4 on the Bank Board)
(2)
small sugar mill: to produce sugar (4 on the Bank Board)
(3)
large indigo plant: to produce indigo (3 on the Bank Board)
(4)
large sugar mill: to produce sugar (3 on the Bank Board)
(5)
tobacco storage: required to produce tobacco (3 on the Bank Board)
(6)
coffee roaster: required to produce coffee (3 on the Bank Board)
Short Beige Buildings (two of each on the Bank Board)
(1)
small market: In the Trader phase, the player receives an additional doubloon for his crate of goods.
(2)
hacienda: In the Settler phase, the player receives an additional plantation tile.
(2)
construction hut: In the Settler phase, the player may take a quarry instead of a plantation tile.
(3)
small warehouse: In the Captain phase, the player may store leftover (i.e., unshipped) goods of one type.
(4)
hospice: In the Settler phase, the player receives a bonus Colonist for his new plantation tile.
(5)
office: In the Trader phase, the player may sell to the Trading House a kind of product already present there.
(5)
large market: In the Trader phase, the player receives two additional doubloons for his crate of goods.
(6)
large warehouse: In the Captain phase, the player may store leftover (i.e., unshipped) goods of two types.
(7*)
university: In the Builder phase, the player receives a bonus Colonist for his new building.
(8*)
factory: In the Craftsman phase, the player receives bonus doubloons for the diversity of his product line.
(8)
harbor: In the Captain phase, the player earns an extra victory point each time he loads onto a ship.
(9)
wharf: In the Captain phase, the player may ship all goods of one kind on a private boat.
Tall Beige Buildings (one of each on the Bank Board)
(10)
guild hall: Additional victory points for small and large production buildings owned.
(10)
residence: Additional victory points for plantations and quarries on the island.
(10)
fortress: Additional victory points for population of colonists.
(10)
customs house: Additional victory points for victory points.
(10)
city hall: Additional victory points for beige buildings (short or tall) in the city.
* The cost of the factory and university have been swapped. See house rules in section 5 of this guide for more information.