Puerto Rico, Game 03: Moët Margarita - The Game is Afoot!

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Puerto Rico, Game 03: Moët Margarita - The Game is Afoot!

Post by Grundbegriff »

A Gentle Introduction in 7 Parts.
The Rulebook we're using.
Game 01 and Game 02, now finished, in case you'd like to see how it goes/flows.

This is a game of Puerto Rico with the Extra Buildings expansion, with the Nobles expansion, and with four house rules:
1. The purchase price of university and factory are swapped.
2. Players who start with corn start with N-1 doubloons while others start with N.
3. In Column 1 of the Bank Board: Hacienda and Forest House may not be in the same game.
4. In Column 2 of the Bank Board: Office and Trading Post may not be in the same game.
5. In Column 3 of the Bank Board: Factory and Specialty Factory may not be in the same game.
6. In Column 3 of the Bank Board: Villa and Jeweler may not be in the same game. <== House rule for Nobles expansion

This game will begin at 12:01am (EST) on Saturday, 12 July 2014 (i.e., midnight, Friday night). It will probably last until the end of the month or the first few days of August.

The players are Moliere, El Guapo, Remus West, NickAragua, and Vorret. Random.org has determined the seating order and the first governorship. Here's a summary of your position and starting assets:

Seat 1: Moliere (first Governor): 4 doubloons, 1 indigo plantation
Seat 2: El Guapo: 4 doubloons, 1 indigo plantation
Seat 3: Remus West: 4 doubloons, 1 indigo plantation
Seat 4: NickAragua: 3 doubloons, 1 corn plantation
Seat 5: Vorret: 3 doubloons, 1 corn plantation

Enlarge ImageEnlarge Image
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Click to embiggen!
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Re: Puerto Rico, Game 03: Moët Margarita

Post by Grundbegriff »

In this game, there are six (6) kinds of production building and twenty-four (24) kinds of beige buildings (18 short and 6 tall).

The 20 production buildings:
Enlarge Image
Spoiler:
  • small indigo plant: cost: 1, capacity: 1, VP value: 1, quantity: 4
  • small sugar mill: cost: 2, capacity: 1, VP value: 1, quantity: 4
  • large indigo plant: cost: 3, capacity: 3, VP value: 2, quantity: 3
  • large sugar mill: cost: 4, capacity: 3, VP value: 2, quantity: 3
  • tobacco storage: cost: 5, capacity: 3, VP value: 3, quantity: 3
  • coffee roaster: cost: 6, capacity: 2, VP value: 3, quantity: 3
The 18 small beige buildings in use (bold are from the buildings expansion, and purple are from the Nobles expansion):
Enlarge Image
Spoiler:
  • small market: cost: 1, capacity: 1, VP value: 1, quantity: 2 (Trader: +1 doubloon when selling to the Trade House.)
  • construction hut: cost: 2, capacity: 1, VP value: 1, quantity: 2 (Settler: take a quarry instead of a plantation)
  • forest house: cost: 2, capacity: 1, VP value: 1, quantity: 2 (Settler: plant forest instead of farm. A forest is like half a quarry.)
  • land office: cost: 2, capacity: 1, VP value: 1, quantity: 2 (Trader: with colonist, may buy 1 plantation tile for 1 doubloon; with noble, may sell.)
  • storehouse: cost: 3, capacity: 1, VP value: 1, quantity: 2 (Captain: store three goods of any kinds. May be mismatched.)
  • chapel: cost: 3, capacity: 1, VP value: 1, quantity: 2 (Craftsman: with colonist, take 1 doubloon; with noble, take 1 VP.)
  • hospice: cost: 4, capacity: 1, VP value: 2, quantity: 2 (Settler: chosen plantation already has a colonist)
  • hunting lodge: cost: 4, capacity: 1, VP value: 2, quantity: 2 (Settler: with colonist, may discard 1 plantation tile; with noble, take 2 VP if island is emptiest.)
  • large market: cost: 5, capacity: 1, VP value: 2, quantity: 2 (Trader: +2 doubloons when selling to the Trade House.)
  • church: cost: 5, capacity: 1, VP value: 2, quantity: 2 (Builder: +1 VP for building from column 2 or 3; +2 for building from column 4.)
  • zoning office: cost: 5, capacity: 1, VP value: 2, quantity: 2 (Builder: with colonist, -1 doubloon for small buildings; with noble, -2 for large.)
  • small wharf: cost: 6, capacity: 1, VP value: 2, quantity: 2 (Captain: ship some or all matched or mismatched goods privately for half VP.)
  • royal supplier: cost: 6, capacity: 1, VP value: 2, quantity: 2 (Captain: before 1st turn, sell variety of goods directly to supply for 1 VP each.)
  • lighthouse: cost: 7, capacity: 1, VP value: 3, quantity: 2 (Captain: take +1 doubloon for each shipment. (Like harbor, but $$ instead of VP.))
  • villa: cost: 7, capacity: 1, VP value: 3, quantity: 2 (Mayor: +1 noble from supply.)
  • harbor: cost: 8, capacity: 1, VP value: 3, quantity: 2 (Captain: +1 VP for each load of goods shipped)
  • specialty factory: cost: 8, capacity: 1, VP value: 3, quantity: 2 (Craftsman: take N-1 doubloons where N==most goods produced of a kind other than corn.)
  • wharf: cost: 9, capacity: 1, VP value: 3, quantity: 2 (Captain: Ship all goods of one kind on a private vessel)
The 6 tall beige structures in use (bold are from the buildings expansion, and purple are from the Nobles expansion):
Enlarge Image
Spoiler:
  • Guild Hall: cost: 10, capacity: 1, VP value: 4, quantity: 1 (Scoring: +1 VP per small production bldg. +2 VP per large production bldg.)
  • Residence: cost: 10, capacity: 1, VP value: 4, quantity: 1 (Scoring: +4-7 VP for 9-12 slots filled with plantations & quarries.)
  • Fortress: cost: 10, capacity: 1, VP value: 4, quantity: 1 (Scoring: +1 VP for every 3 colonists.)
  • Customs House: cost: 10, capacity: 1, VP value: 4, quantity: 1 (Scoring: +1 VP for every 4 VP chips earned.)
  • Statue: cost: 10, capacity: 0, VP value: 4, quantity: 1 (Scoring: +8 VP)
  • Royal Garden: cost: 10, capacity: 1, VP value: 4, quantity: 1 (Scoring: +1 VP per noble, for a total of 2 VP per noble.)
In addition to the buildings, there are eight (8) quarries and fifty (50) farms/plantations. Every farm tile has a forest on its back.

No player may build two buildings of the same type. This goes for production buildings and beige structures, small and tall.

Here's the pull of plantations for the first turn:
Enlarge Image
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STATE of the STUFF

Post by Grundbegriff »

Victory Point Chips: 122
Doubloons: 60 - 18 == 42
Colonists in supply: 96
Nobles in supply: 19
Colonists on inbound ship: 4
Nobles on inbound ship: 1

°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
The number on the left is the price in doubloons. For worker capacity and VP value, see the BUILDINGS section above.
As these are acquired, I'll put them under erasure and mark them with the initial of the owner Mo, El, Re, Ni, or Vo.

Bank Board
Column 1
(1) [small indigo plant] [small indigo plant] [small indigo plant] [small indigo plant]
(2) [small sugar mill] [small sugar mill] [small sugar mill] [small sugar mill]
(1) [small market] [small market]
(2) [forest house] [forest house]
(2) [construction hut] [construction hut]
(2) [land office] [land office]
(3) [storehouse] [storehouse]
(3) [chapel] [chapel]
Column 2
(3) [large indigo plant] [large indigo plant] [large indigo plant]
(4) [large sugar mill] [large sugar mill] [large sugar mill]
(4) [hospice] [hospice]
(4) [hunting lodge] [hunting lodge]
(5) [large market] [large market]
(5) [zoning office] [zoning office]
(5) [church] [church]
(6) [small wharf] [small wharf]
(6) [royal supplier] [royal supplier]
Column 3
(5) [tobacco storage] [tobacco storage] [tobacco storage]
(6) [coffee roaster] [coffee roaster] [coffee roaster]
(7) [lighthouse] [lighthouse]
(7) [villa] [villa]
(8) [specialty factory] [specialty factory]
(8) [harbor] [harbor]
(9) [wharf] [wharf]
Column 4
(10) [guild hall]
(10) [residence]
(10) [fortress]
(10) [customs house]
(10) [statue]
(10) [royal garden]
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
Plantations and Quarries Available
Plantations:
  • coffee
  • sugar
  • coffee
  • sugar
  • coffee
  • tobacco
Quarries:
  • Quarry 1
  • Quarry 2
  • Quarry 3
  • Quarry 4
  • Quarry 5
  • Quarry 6
  • Quarry 7
  • Quarry 8
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Game boards in ASCII

Post by Grundbegriff »

Start of Round 01:

Victory Point Chips: more than 120
Doubloons: 42
Colonists in supply: 96
Nobles in supply: 19
Colonists on inbound ship: 4
Nobles on inbound ship: 1
Coffee crates in supply: 9
Tobacco crates in supply: 9
Sugar crates in supply: 11
Indigo crates in supply: 11
Corn crates in supply: 10
Trade House: (1) --- (2) --- (3) --- (4) ---
Cargo Ship #6: _____, _____, _____, _____, _____, _____
Cargo Ship #7: _____, _____, _____, _____, _____, _____, _____
Cargo Ship #8: _____, _____, _____, _____, _____, _____, _____, _____,
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
1: Moliere
Victory Points: ???
Doubloons: 04
Idle Colonists: 00
Employed Colonists: 00
Idle Nobles: 00
Employed Nobles: 00
Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 00, Coffee:00

Code: Select all

Plantations and workers: 
 [indigo farm_________0] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]

Code: Select all

Buildings and workers:
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

2: El Guapo
Victory Points: ???
Doubloons: 04
Idle Colonists: 00
Employed Colonists: 00
Idle Nobles: 00
Employed Nobles: 00
Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 00, Coffee:00

Code: Select all

Plantations and workers: 
 [indigo farm_________0] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]

Code: Select all

Buildings and workers:
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

3: Remus West
Victory Points: ???
Doubloons: 04
Idle Colonists: 00
Employed Colonists: 00
Idle Nobles: 00
Employed Nobles: 00
Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 00, Coffee:00

Code: Select all

Plantations and workers:
 [indigo farm_________0] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]

Code: Select all

Buildings and workers:
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

4: NickAragua
Victory Points: ???
Doubloons: 03
Idle Colonists: 00
Employed Colonists: 00
Idle Nobles: 00
Employed Nobles: 00
Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 00, Coffee:00

Code: Select all

Plantations and workers: 
 [corn farm___________0] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]

Code: Select all

Buildings and workers:
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

5: Vorret
Victory Points: ???
Doubloons: 03
Idle Colonists: 00
Employed Colonists: 00
Idle Nobles: 00
Employed Nobles: 00
Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 00, Coffee:00

Code: Select all

Plantations and workers: 
 [corn farm___________0] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]

Code: Select all

Buildings and workers:
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
 [_____________________] [_____________________] [_____________________] [_____________________]
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
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NOTES on the NOBLES expansion

Post by Grundbegriff »

Here's a bit of information about how the Nobles expansion fits into the standard rule set.


Immigration
Normally, the Mayor phase ends with the Mayor placing new colonists on the ship, one colonist for every empty space on the buildings (but not plantations) of all players (with a minimum of 5 colonists).

Here's the first difference: with the Nobles expansion, one colonist on the incoming ship is replaced by a Noble.

Occupation
Plantations and buildings do nothing unless/until they're occupied by at least one worker. Either colonists or nobles may serve this purpose. But here's the second difference: the special buildings that comes with the Nobles expansion provide one bonus when occupied by a normal colonist but may provide a different benefit when occupied by a noble. These buildings are marked in purple in the summary above!

Endgame
Normally, there are three conditions that end the game when they occur:
( 1 ) At the end of a Mayor phase, there are not enough colonists to fill the ship as required.
( 2 ) During the Builder phase, at least one player builds something on his 12th city space.
( 3 ) During the Captain phase, the last of the Victory Point chips is taken.

Here's the third difference: with the Nobles expansion, running out of colonists no longer ends the game. Conditions ( 2 ) and ( 3 ) still apply.

Finally, here's the fourth difference: when we count up points at the end of the game, each noble counts as 1 VP.

Miscellany
OK-- that's it. If you have any questions, feel free to ask either by PM or simply right here in the game thread.

Good luck!

Action on Moliere!

(Newb help: You select one of these phase cards, and then everyone (starting with you) performs the action appropriate to that phase. As the selector of the card, you enjoy the perq noted on the card. Then El Guapo selects a phase card, and everyone does that, and so forth.)

(Newb Big Picture note: The goal of the game is to earn Victory Points. This happens by building structures, by growing and shipping crops, and by acquiring nobles. To build structures, you need money, and to get money, you have to trade crops, which means you have to grow crops, which means you need workers. Meanwhile, to ship crops, you have to grow crops, which means you need workers. Note the tradeoff: once you've managed to get crops, you can either trade them for money or ship them for victory points. Money leads to buildings (worth victory points), and buildings affect your rate and quality of production, your trade capacity, your shipping potential, and other factors. It's all entangled. See the flowchart.)

(Newb Strategy Tip: Don't specialize in the crop preferred by the person whose turn comes before yours. Don't adopt the same strategy as that person. Do think about whether the phase card you select will benefit others more than it benefits you! Do consider whether there's enough time for buildings you buy to pay for themselves. The game takes about 11-15 cycles. When in doubt, follow your gut/hunch/guesstimate and see what happens!)
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Moliere »

Settler and Quarry
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by El Guapo »

I'll take a tobacco plantation.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

Moderator's note: May I suggest that you cruise down to the lower-left corner of this page and click on the "Subscribe Topic" link? This will ensure that you're notified by email as action occurs.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Remus West »

I'll take a sugar.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by NickAragua »

I'll take a coffee
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Vorret »

I'll take an indigo
Isgrimnur wrote:
His name makes me think of a small, burrowing rodent anyway.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

Sorry, Vorret. You'll have to select from among the ones I've dealt:

Plantations:
  • coffee (NickAragua)
  • sugar (Remus West)
  • coffee
  • sugar
  • coffee
  • tobacco (El Guapo)
This information comes from the State of the Stuff post above.

There are 60 plantations total. At the game's beginning, I deal out 3 indigo and 2 corn to the five players. Then I randomize the remaining 55 and deal 6 per round. Those are the revealed plantations for round 1.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Vorret »

Oops my bad, I'll take a sugar in that case
Isgrimnur wrote:
His name makes me think of a small, burrowing rodent anyway.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

Plantations:
  • coffee (NickAragua)
  • sugar (Remus West)
  • coffee (discarded)
  • sugar (Vorret)
  • coffee (discarded)
  • tobacco (El Guapo)

Two coffee plantations discarded. That ends Round01/Turn01. Action on El Guapo for Round01/Turn02!
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by El Guapo »

I'll take the builder, and build tobacco storage for 4 doubloons (5-1).
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Remus West »

Small Sugar Mill for 2.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by NickAragua »

I will take a chapel for two doubloons.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

NickAragua wrote:I will take a chapel for two doubloons.
According to this picture and this post, a chapel costs 3 doubloons.

The price is the number in the lower left of each tile in the picture.

Would you like to buy the chapel for 3, or would you like to stick to 2 and buy something else?

You have 3 doubloons, so you can buy anything that costs 1, 2, or 3 in this picture (production buildings) or this picture (small buildings).
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Vorret »

May I get some explanation on how this works :

land office: cost: 2, capacity: 1, VP value: 1, quantity: 2 (Trader: with colonist, may buy 1 plantation tile for 1 doubloon; with noble, may sell.)

Pretty please :)
Isgrimnur wrote:
His name makes me think of a small, burrowing rodent anyway.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

Vorret wrote:May I get some explanation on how this works :

land office: cost: 2, capacity: 1, VP value: 1, quantity: 2 (Trader: with colonist, may buy 1 plantation tile for 1 doubloon; with noble, may sell.)

Pretty please :)
Sure. Here's an explanation of each item in the order in which the items appear.

The Land Office is a small building.
cost: You may purchase it for 2 doubloons.
capacity: In Puerto Rico, a plantation or a building without a worker does nothing. The Land Office can hold 1 worker, which causes it to do something.
VP value: At the end of the game, when VP are tallied, this building will be worth 1 VP.
quantity: There are two of these buildings. One person may not own two of them, but up to two people may own one of them.
(): This building is useful in the "Trader" phase of a round. If your Land Office is occupied with a "colonist" worker, then in the Trader phase (in addition to your trade, if any), you may purchase a random plantation for 1 doubloon. If your Land Office is occupied with a "noble" worker, then in the Trader phase (in addition to your trade, if any), you may sell one of your existing plantations for 1 doubloon.

Basically, while you and others are selling crates of crops (corn, indigo, sugar, tobacco, coffee), you're enjoying real estate deals on the side.

Dis-moi si j'en peux expliquer qqch davantage!
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Vorret »

Thanks that's perfect!
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by NickAragua »

Grundbegriff wrote:
NickAragua wrote:I will take a chapel for two doubloons.
According to this picture and this post, a chapel costs 3 doubloons.

The price is the number in the lower left of each tile in the picture.

Would you like to buy the chapel for 3, or would you like to stick to 2 and buy something else?

You have 3 doubloons, so you can buy anything that costs 1, 2, or 3 in this picture (production buildings) or this picture (small buildings).
My bad. I was waffling between that and the land office. Chapel for 3 doubloons is what I meant.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

No problem. OK, Vorret to buy, and then Moliere to buy.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Vorret »

Land office for 2 please
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His name makes me think of a small, burrowing rodent anyway.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

Vorret wrote:Land office for 2 please
The number on the left is the price in doubloons. For worker capacity and VP value, see the BUILDINGS section above.
As these are acquired, I'll put them under erasure and mark them with the initial of the owner Mo, El, Re, Ni, or Vo.

Bank Board
Column 1
(1) [small indigo plant] [small indigo plant] [small indigo plant] [small indigo plant]
(2) [small sugar mill Re] [small sugar mill] [small sugar mill] [small sugar mill]
(1) [small market] [small market]
(2) [forest house] [forest house]
(2) [construction hut] [construction hut]
(2) [land office Vo] [land office]
(3) [storehouse] [storehouse]
(3) [chapel Ni] [chapel]
Column 2
(3) [large indigo plant] [large indigo plant] [large indigo plant]
(4) [large sugar mill] [large sugar mill] [large sugar mill]
(4) [hospice Mo] [hospice]
(4) [hunting lodge] [hunting lodge]
(5) [large market] [large market]
(5) [zoning office] [zoning office]
(5) [church] [church]
(6) [small wharf] [small wharf]
(6) [royal supplier] [royal supplier]
Column 3
(5) [tobacco storage El] [tobacco storage] [tobacco storage]
(6) [coffee roaster] [coffee roaster] [coffee roaster]
(7) [lighthouse] [lighthouse]
(7) [villa] [villa]
(8) [specialty factory] [specialty factory]
(8) [harbor] [harbor]
(9) [wharf] [wharf]
Column 4
(10) [guild hall]
(10) [residence]
(10) [fortress]
(10) [customs house]
(10) [statue]
(10) [royal garden]
°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
Plantations and Quarries Available
Plantations:
  • coffee (NickAragua)
  • sugar (Remus West)
  • coffee (discarded)
  • sugar (Vorret)
  • coffee (discarded)
  • tobacco (El Guapo)
Quarries:
  • Quarry 1 (Moliere)
  • Quarry 2
  • Quarry 3
  • Quarry 4
  • Quarry 5
  • Quarry 6
  • Quarry 7
  • Quarry 8
Last edited by Grundbegriff on Mon Jul 14, 2014 12:24 am, edited 1 time in total.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Moliere »

Hospice for 4.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

builder El
captain
craftsman
mayor
prospector
prospector
settler Mo
trader

Action on Remus West
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Remus West »

mayor. colonist to the small sugar mill. noble to the sugar plantation.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

OK, newbs. Here's how the Mayor phase works. This is the incoming ship full(?) of colonists:

Image

The little brown ones are political refugees and adventurers who have decided, uncoerced, to try this whole New World thing by entering into indentured service for a strictly capped time. The little red ones are their social superiors, who are willing to slum for a while if it means an eventual crack at fortune and glory.

Whoever chooses Mayor on his turn in a given round
* selects first from the non-boat (which is how Remus acquired an extra noble colonist), and then :ninja:
* selects from the ship (which is how Remus scored the one and only Noble on this ship).
* Then (proceeding clockwise, as usual), each subsequent player takes a colonist from the ship until all are taken.
* Next, all players simultaneously have an opportunity to rearrange their colonists and nobles however they wish, placing some on buildings or plantations, retaining some on the windrose, etc.
* Now the current Mayor replenishes the ship for the next round by including whichever of these is largest:
(a) one colonist per player
OR
(b) one colonist per unoccupied building circle (not plantation circle) on the boards of all players
* Finally, in this expansion, the Mayor replaces one of these colonists with a noble.

In view of (b), you'll realize one of the strategic factors with this phase: the boat sometimes has more colonists than players, which means that some players will get more as selection proceeds clockwise.

For forum play, just tell me (as Remus has done) where (if anywhere) you'd like to place your colonists. If you're placing a noble, you have to tell me that since it makes a difference. Even if you only have one placement option, tell me what you're going to do since you always retain the option to do nothing (which you can indicate by saying "pass", in case you like unproductive buildings and farms!).

Remus: 1 colonist and 1 noble
NickAragua: 1 colonist
Vorret: 1 colonist
Moliere: 1 colonist
El Guapo: 1 colonist

Once everyone has declared placement, I'll calculate the population of the next boat and post it here, and we'll proceed to NickAragua's turn.
Last edited by Grundbegriff on Mon Jul 14, 2014 6:25 pm, edited 2 times in total.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by El Guapo »

I don't think it makes a difference for me given my board, but for lack of a better place I'll put my colonist in the tobacco plantation.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Vorret »

Corn plantation
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His name makes me think of a small, burrowing rodent anyway.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by NickAragua »

Worker to Chapel
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Moliere »

quarry
"The world is suffering more today from the good people who want to mind other men's business than it is from the bad people who are willing to let everybody look after their own individual affairs." - Clarence Darrow
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Remus West »

Grund, reading your summary, should I have 2 Nobles rather than 1 Noble and 1 Colonist? I did not realize I got my choice of dudes off the boat. I thought I was just assigned a guy. If I do get my choice then I'd like a Noble rather than a colonist please.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by El Guapo »

I was somewhat confused by the mayor explanation as well. "Non-boat" = game reserves?
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by LordMortis »

Withholding kibitz, Grund original rule state:
Immigration
Normally, the Mayor phase ends with the Mayor placing new colonists on the ship, one colonist for every empty space on the buildings (but not plantations) of all players (with a minimum of 5 colonists).

Here's the first difference: with the Nobles expansion, one colonist on the incoming ship is replaced by a Noble.

Occupation
Plantations and buildings do nothing unless/until they're occupied by at least one worker. Either colonists or nobles may serve this purpose. But here's the second difference: the special buildings that comes with the Nobles expansion provide one bonus when occupied by a normal colonist but may provide a different benefit when occupied by a noble. These buildings are marked in purple in the summary above!

Endgame
Normally, there are three conditions that end the game when they occur:
( 1 ) At the end of a Mayor phase, there are not enough colonists to fill the ship as required.
( 2 ) During the Builder phase, at least one player builds something on his 12th city space.
( 3 ) During the Captain phase, the last of the Victory Point chips is taken.

Here's the third difference: with the Nobles expansion, running out of colonists no longer ends the game. Conditions ( 2 ) and ( 3 ) still apply.

Finally, here's the fourth difference: when we count up points at the end of the game, each noble counts as 1 VP.

Miscellany
OK-- that's it. If you have any questions, feel free to ask either by PM or simply right here in the game thread.
Only one noble on the ship and that noble goes to the Mayor.

So remus takes the Noble as his first hex citizen from the boat (not his privilege), he then takes a colonist from supply as his privilege. Why it's that way if colonists no longer end the game, I don't know.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Remus West »

LordMortis wrote:Withholding kibitz, Grund original rule state:
Immigration
Normally, the Mayor phase ends with the Mayor placing new colonists on the ship, one colonist for every empty space on the buildings (but not plantations) of all players (with a minimum of 5 colonists).

Here's the first difference: with the Nobles expansion, one colonist on the incoming ship is replaced by a Noble.

Occupation
Plantations and buildings do nothing unless/until they're occupied by at least one worker. Either colonists or nobles may serve this purpose. But here's the second difference: the special buildings that comes with the Nobles expansion provide one bonus when occupied by a normal colonist but may provide a different benefit when occupied by a noble. These buildings are marked in purple in the summary above!

Endgame
Normally, there are three conditions that end the game when they occur:
( 1 ) At the end of a Mayor phase, there are not enough colonists to fill the ship as required.
( 2 ) During the Builder phase, at least one player builds something on his 12th city space.
( 3 ) During the Captain phase, the last of the Victory Point chips is taken.

Here's the third difference: with the Nobles expansion, running out of colonists no longer ends the game. Conditions ( 2 ) and ( 3 ) still apply.

Finally, here's the fourth difference: when we count up points at the end of the game, each noble counts as 1 VP.

Miscellany
OK-- that's it. If you have any questions, feel free to ask either by PM or simply right here in the game thread.
Only one noble on the ship and that noble goes to the Mayor.

So remus takes the Noble as his first hex citizen from the boat (not his privilege), he then takes a colonist from supply as his privilege. Why it's that way if colonists no longer end the game, I don't know.
His latest summary suggests that I do not take a colonist from supply but rather my choice from supply. If that is so then I'd take a Noble at this point (I could see taking a colonist only if out of Nobles or in need of a colonist to run a particular building the way you wanted).
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by LordMortis »

http://www.google.com/url?sa=t&rct=j&q= ... 0081,d.b2U

Rio Grande send me to to google docs? Strange.


original rules

>>"The player who chooses this role may first take one colonist from the colonist supply
(not from the colonist ship!) as his privilege. Next, the players take the colonists
from the colonist ship one at a time, starting with the mayor. The players continue
to take one colonist at a time, in clockwise order, until none remain on the colonist
ship."

Nobles rules

>>"Place the 20 nobles next to the colonist supply."

Which is to say the noble supply is not where you get to choose a colonist from.

>>"At the beginning of the game and at the end of
each mayor phase, place one noble on the colonist ship instead of one of the
colonists that were to be placed there"
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

Hi folks.

The Mayor's perq under the standard rules: "The mayor may take one additional colonist" And again: "The player who chooses this role may first take one colonist from the colonist supply (not from the colonist ship!) as his privilege".

The Nobles expansion is not a "Mayor always wins" expansion; it does not feed the Mayor 2VP. Rather, the Mayor takes his standard benefit-- one colonist from supply-- and then continues with his standard turn: he's the first to take someone from the ship.

The Nobles expansion ensures that there's always 1 Noble on the ship, and any rational Mayor will select that Noble rather than a colonist.

That's why (and how) Remus ended up with 1 colonist and 1 noble.

As the instructions for the Nobles expansion say:
At the beginning of the game and at the end of each mayor phase, place one noble on the colonist ship instead of one of the colonists that were to be placed there (as long as there are nobles in the supply). Nobles can be taken from the colonist ship in the mayor phases (usually by the mayor) instead of a colonist.
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Re: Puerto Rico, Game 03: Moët Margarita - The Game is Afoot

Post by Grundbegriff »

Note: In general, I'll be unable to update the thread during work hours. I'll usually be able to update it in the late afternoon or early evening (before or after supper). On weekends and in evenings during the week, I'll perhaps be able to update more frequently.

The number of empty building spaces is less than or equal to the minimum of 5, so the next incoming ship will (again) include 5: 4 colonists and 1 noble.

That ends the Mayor's turn.

builder El
captain
craftsman
mayor Re
prospector
prospector
settler Mo
trader

Action on NickAragua!
Last edited by Grundbegriff on Tue Jul 15, 2014 8:04 am, edited 1 time in total.
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