welcome to puerto rico! - ravensburger to puerto rico! the new world needs hard working citizens to...

16
THE OBJECT OF THE GAME e object of the game is to earn the most victory points, by being the Governor who most strategically develops his idyllic island of Puerto Rico. Players take turns choosing a role (Settler, Builder, Mayor, Craftsman, Trader, Captain or Prospector) and performing the associated action. While each of the other players also has the chance to perform the role’s functions, only the player who chooses the role will be awarded the special privilege associated with it. Be wary of your adversaries – sometimes choosing a role will benefit others more than it benefits you! Players must adapt constantly to an ever- changing game. Highly interactive, and complex in strategy, Puerto Rico is sure to captivate all. GAME PIECES BEGINNER GAME 5 individual island Each island contains 12 countryside spaces (top) boards and 12 city spaces (bottom) 1 central board 1 Governor card Indicates the starting player for the current year 8 role cards One Settler, Builder, Mayor, Craftsman, Trader and Captain, and two Prospectors 49 city tiles 5 large beige commercial buildings, 24 (2 each of 12) small beige commercial buildings, 20 multi-colored production building 58 countryside tiles 8 quarry tiles and 50 plantation tiles (12 indigo, 11 sugar, 10 corn, 9 tobacco and 8 coffee) 6 ship cards 1 colonist ship and 5 cargo ships (with 4, 5, 6, 7, and 8 spaces for goods) 100 colonists Round brown wooden pieces 50 barrels of goods 11 indigo (blue), 11 sugar (white), 10 corn (yellow), 9 tobacco (tan), and 9 coffee (brown) 50 victory point (VP) 31 blue chips worth 1 VP and 19 yellow chips chips (hexagonal) worth 5 VPs 54 doubloons 46 silver coins worth 1 and 8 gold coins worth 5 1 BUT DU JEU De tour en tour, les joueurs choisissent des rôles et jouent les actions associées. Ils construisent des bâtiments, installent des plantations, expédient et vendent des marchandises… À la fin, le vainqueur est celui qui a le plus de points. EXPANSION I – NEW BUILDINGS New buildings for Expansion 1 include: 24 (2 each of 12) small beige buildings, 2 large beige buildings EXPANSION II - NOBLEMEN Expansion II adds: 12 (2 each of 6) small beige buildings, 1 large beige building, 2 small pink buildings, 20 Noble- men (round red wooden pieces) See page 12 for rules for the 2-player game and the expansion games. Andreas Seyfarth Welcome to Puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen, clever traders, stalwart captains, and opportunistic prospectors. As the years progress, you will play each role, earning victory points for your successes. Each player strives to be the most adaptable to change, but only the shrewdest will capture the most victory points, and win the game.

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Page 1: Welcome to puerto Rico! - Ravensburger to puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen,

THE OBJECT OF THE GAMEThe object of the game is to earn the most victory points, by being the Governor who most strategically develops his idyllic island of Puerto Rico.

Players take turns choosing a role (Settler, Builder, Mayor, Craftsman, Trader, Captain or Prospector) and performing the associated action. While each of the other players also has the chance to perform the role’s functions, only the player who chooses the role will be awarded the special privilege associated with it.

Be wary of your adversaries – sometimes choosing a role will benefit others more than it benefits you! Players must adapt constantly to an ever-changing game. Highly interactive, and complex in strategy, Puerto Rico is sure to captivate all.

GAME piECEsBeginner game

5 individual island Each island contains 12 countryside spaces (top) boards and 12 city spaces (bottom)

1 central board

1 governor card Indicates the starting player for the current year

8 role cards One Settler, Builder, Mayor, Craftsman, Trader and Captain, and two Prospectors

49 city tiles 5 large beige commercial buildings, 24 (2 each of 12) small beige commercial buildings, 20 multi-colored production building

58 countryside tiles 8 quarry tiles and 50 plantation tiles (12 indigo, 11 sugar, 10 corn, 9 tobacco and 8 coffee)

6 ship cards 1 colonist ship and 5 cargo ships (with 4, 5, 6, 7, and 8 spaces for goods)

100 colonists Round brown wooden pieces

50 barrels of goods 11 indigo (blue), 11 sugar (white), 10 corn (yellow), 9 tobacco (tan), and 9 coffee (brown)

50 victory point (VP) 31 blue chips worth 1 VP and 19 yellow chips chips (hexagonal) worth 5 VPs

54 doubloons 46 silver coins worth 1 and 8 gold coins worth 5

1

BUT DU JeU

De tour en tour, les joueurs choisissent des rôles et jouent les actions associées.

ils construisent des bâtiments, installent des plantations, expédient et vendent des marchandises…

À la fin, le vainqueur est celui quia le plus de points.

exPansion i – new BUilDings

New buildings for Expansion 1 include:24 (2 each of 12) small beige buildings, 2 large beige buildings

exPansion ii - noBlemen

Expansion II adds:12 (2 each of 6) small beige buildings, 1 large beige building,2 small pink buildings, 20 Noble-men (round red wooden pieces)

See page 12 for rules for the 2-player game and the expansion games.

Andreas Seyfarth

Welcome to puerto Rico!The new world needs hard working citizens to thrive - fearless settlers, industrious

builders, benevolent mayors, master craftsmen, clever traders, stalwart captains, and opportunistic prospectors. As the years progress, you will play each role, earning victory

points for your successes. Each player strives to be the most adaptable to change, but only the shrewdest will capture the most victory points, and win the game.

Page 2: Welcome to puerto Rico! - Ravensburger to puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen,

=2=0 =1

=3 =4

Trading house

settler

new plantation

choose a quarry or a plantation

Mayor

new colonists

1 colonist more (from supply)

Trader

sell goods

1 doubloon more from the bank

Chercheur d‘or

...

1 doublonde la banque

Builder

new building

pay 1 doubloon less for building

Craftsman

goods production

1 barrel more from supply

prospector

...

1 doubloon from the bank

indigoindigocornMaïs

coffeeCafé

coffeeCafé

small warehouse large warehouse wharf

construction hut large market harbor

hacienda office university

small market hospice factory

small sugar mill large sugar mill coffee roaster

small indigo plant large indigo plant tobacco barn guildhall

residence

fortress

custom house

city hall

quarryCarrière

construction hut 1

2settle: quarry?

hacienda 1

2settle: +1 plantation

coffee roaster 3

6

large indigo plant

2

3

large sugar mill 2

4

small indigo plant 1

1

small sugar mill 1

2

tobacco barn 3

5

small market 1

1sell: +1 doubloon

small warehouse 1

3store: +1 good type

hospice 2

4settle: +1 colonist

office 2

5sell: like goods

large market 2

5sell: +2 doubloons

large warehouse 2

6store: +2 good types

factory 3

7 craft: +0/1/2/3/5 dbs

university 3

8bldg: +1 colonist

harbor 3

8+1 VP/shipment

wharf 3

9own ship

residence 4

end: +4-7 VPs for 9-12 filled countryside spaces

10

guildhall 4

end: +1/+2 VPs per sm./lg. prod. building

10

fortress 4

end: +1 VPs per 3 colonists

10

city hall 4

end: +1 VP per commercial building

10

custom house 4

end: +1 VP per 4 VPs (chips only)

10

GAME sETUp (BEginnEr gAmE, for 3, 4, or 5 PlAyErS)

For the 2-player game set up, see page 12.

Choose a starting player and give that player the governor card.

Give each player:• an individual island game board • 2 doubloons (3-player game), 3 doubloons (4-player game) 4 doubloons (5-player game) placed on the Compass Rose in the top right corner of their island • 1 plantation tile (placed face-up on any countryside space (top section of their board). The starting player takes an indigo tile. Rotating clockwise: - 3-player game: 2nd player takes an indigo tile, 3rd player takes a corn tile - 4-player game: 2nd player takes an indigo tile, 3rd and 4th players take a corn tile - 5-player game: 2nd and 3rd players take an indigo tile, 4th and 5th players take a corn tile

Place the central game board in the middle of the table: • Put the 49 beginner game buildings, each on its respective space, on the board.• Put all the doubloons in the bank.

Place the remaining pieces as illustrated below. Note that the picture represents a 4-player game.

2

Return all unused pieces to the box.

VP chips separated in two piles by denomination (1 VP and 5 VP chips) - 3-player game: 75 VPs - 4-player game: 100 VPs - 5-player game: 126 VPs

Cargo ships: - 3-player game: the ships with 4, 5 and 6 cargo spaces - 4-player game: the ships with 5, 6 and 7 cargo spaces - 5-player game: the ships with 6, 7 and 8 cargo spaces

Colonists: - 3-player game: 55 colonists - 4-player game: 75 colonists - 5-player game: 95 colonists

Colonist ship: place 3, 4, or 5 colonists (equal to the number of players)

Trading house

goods: all barrels, sorted by type

role Cards: - 3-player game: 6 cards (all except the 2 Prospectors) - 4-player game: 7 cards (all except 1 Prospector) - 5-player game: all 8 cards

Quarry tiles (all 8) face-up

Plantation tiles facedown in shuffled piles

Plantation tiles – 4, 5, or 6 (i.e. one more than the number of players) picked from the top of the shuffled piles and placed face- up next to the quarry tiles

Page 3: Welcome to puerto Rico! - Ravensburger to puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen,

3

GAME pLAYYears oF PlaY

Puerto Rico is played over approximately 15 rounds (or years). At the beginning of each year, the Governor chooses a role card, and places it next to his game board. Each role (except the Prospector) has an action and a special privilege associated with it. As a reward, the player who chooses the role card not only performs the action associated with that role, but also is entitled to the card’s special privilege (see details in The Roles section, below). When he is done, the player to his left performs the action associated with that role (not including the special privilege, since he did not take the card), and play continues in clockwise order, until each player has performed the action associated with that role once.

Next, the player to the left of the Governor chooses one of the remaining role cards from beside the central game board, places it next to his player board, and performs both the action and the special privilege associated with that role. Then, the player to his left performs the action associated with the role (not including the privilege), and play again continues in a clockwise direction until each player has performed the action associated with that role once.

Play continues clockwise until each player has chosen a role card, and all players have carried out the actions associated with each of the roles chosen. This ends one round, or year, of play.

To begin a new year of play:The Governor places one doubloon on each of the three role cards that were not chosen by any player during the year of play. Each player returns his used role card back to the area next to the central game board. The player to the left of the Governor takes the Governor card, and becomes the new Governor for the next year. The game continues as above until game end (see below).

game enD

The game ends at the end of a year during which at least one of the following conditions are met:

• There are not enough colonists to fill the ship (at the end of the Mayor phase)

• One or more players fill all of the city spaces, i.e. the bottom section, of their individual board (during the Builder phase)

• The last VP chip is taken (during the Captain phase). Note: after the last VP chip is taken, players keep track of VPs using paper and pencil.

Each player tallies his victory points using paper and pencil, adding:

• The value of his victory points (VPs), including those noted on paper

• The value of the VPs for each of his buildings (i.e. the reddish-brown number in the upper right corner of the building tile), whether that building is occupied or unoccupied

• The bonus VPs awarded by any occupied large beige buildings on his island

The player with the most victory points is the winner!

Note: If two or more players tie, the winner among those is the player with the most doubloons + goods (each item counts as one).

Page 4: Welcome to puerto Rico! - Ravensburger to puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen,

Builder

new building

pay 1 doubloon less for building

settler

new plantation

choose a quarry or a plantation

4

THE ROLEsWhen playing the roles, the following basic rules apply: - Each role (except the Prospector) has both an action and a special privilege associ- ated with it. The player who chooses the role card assumes the role and performs both the action and the privilege. All other players, in clockwise order, perform the action without the privilege.- The player who takes the role card must perform its action first. Then the play always continues in clockwise order. - Each player must take a role card when it is his turn. Though he may choose not to perform the action (and/or privilege), all subsequent players will still have the option to perform the role’s action.- For all roles (except the Captain), the associated action is optional for all players.- If a player is unable to perform the action associated with a role, he forfeits his turn for that role, and play continues to the next player in clockwise order.- If a role card has one or more doubloons on it, the player who takes the card takes the doubloons and performs the action and the privilege. - A role card remains in front of the player who took it until the end of the year – another player cannot take the same role card again during the same year.

The role-specific instructions are described below.

seTTler Action: Choose one of the face-up plantation tiles and place it on one of your island’s country-side spaces.Privilege: You may choose a quarry tile instead of a plantation tile.Cleanup: At the end of the phase, discard un-chosen tiles, & repopulate them from the face-down stacks.Associated buildings: (details in The Buildings section): construction hut, hacienda, and hospice.

The player who chooses the Settler role card may select either a quarry tile or one of the face-up plantation tiles next to the central game board. The player places his chosen tile on any empty countryside space on his game board.

In clockwise order, each other player chooses one of the remaining face-up plan-tation tiles, and adds it to any empty countryside space on his island. Note: subsequent players may not choose a quarry tile (unless they have a populated construction hut, see The Buildings section below).

Cleanup: When all players have completed this action, the Settler removes any face-up plantation tiles that were not chosen, and places them in a discard pile. He draws 4, 5 or 6 new plantation tiles (one more than the number of players) from the facedown stacks, and places them face-up next to the central game board. - If the plantation tiles run out during the game, shuffle the discard pile, and re-stack. If the discard pile also runs out, subsequent players will not be able to perform this action.- The placement of the tiles within a player’s countryside spaces is irrelevant. Once placed, a tile can be moved but not removed from a player’s board.- When all 12 countryside spaces on a player’s individual board are filled, he may no longer perform the Settler action for the rest of the game.- When the quarry tiles run out, the Settler can no longer use this privilege, and the construction hut owner may no longer use its special function.

BUilDerAction: Buy a building tile and place it on one of your island’s city spaces.Privilege: Pay one doubloon less than the cost of the building.Associated building: university

The player who selects the Builder role card chooses one and only one building from the central game board, pays the bank one doubloon less than the cost of the building (as his privilege), and places the building on any empty city square on his island. When placing one of the large beige buildings, two connecting city spots are required. Then each player, in clockwise order, may choose one and only one building to purchase (without the privilege’s discount), and place it on his individual board. Players are not required to build buildings on their turn.

Page 5: Welcome to puerto Rico! - Ravensburger to puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen,

Mayor

new colonists

1 colonist more (from supply)

5

See The Buildings section for more information on the buildings, their rules, and the effects that each has.

Quarry Discount: A player can reduce the cost of buildings by placing and occu-pying quarries on his island. During the Builder phase, for each occupied quarry, the player pays one doubloon less than the building’s cost, with the following limitations (also see the column header summary on the central board): buildings in the 1st column can only be discounted by 1 doubloon, buildings in the 2nd column can only be reduced by 2, buildings in the 3rd column by 3, and build-ings in the 4th column by 4. The Builder privilege discount can be added to the quarry discount, as long as the cost of the building does not fall below 0. Once a player’s 12 city spaces have been filled, no more buildings may be added.Example: A player who is not the Builder & who has 2 occupied quarries would pay 1 for a hacienda, 3 for an office, or 6 for a university (if the player was the Builder, he would pay 0 for the hacienda, 2 for the office, or 5 for the university).Note: If the Builder chooses not to build anything, he does not receive his 1 doubloon privilege.

maYorAction: Each player in rotation takes one colonist from the colonist ship, until all colonists are gone.Privilege: Take one additional colonist from the supply pile at the start of the phase.Cleanup: At the end of the phase, repopulate the colonist ship, as per instructions below.Associated buildings: none

The player who selects the Mayor role card first takes one colonist from the colo-nist supply (not from the colonist ship) as his privilege, and then takes a colonist from the colonist ship. Each player, in clockwise order, takes a colonist from the colonist ship until the colonist ship is empty (note: players may receive multiple colonists during the Mayor phase).Quarry, plantation, and building tiles each contain 1-3 open circles for 1-3 colo-nists; a tile is considered occupied if there is at least one colonist on it. Only occupied tiles may use their functions. During the Mayor phase only, players place colonists (obtained in the current or in any prior phase) on any empty circle on a quarry, plantation or building tile on their island. They also may move colonists placed in previous rounds onto different circles. If they run out of empty circles on their individual board, all remaining colonists are placed on their Compass Rose, to be allocated in a future Mayor phase.

Cleanup: Once the colonists have been distributed and placed in the appropriate spots, the Mayor finishes the round by repopulating the colonist ship. The Mayor counts the number of empty circles on the city spaces only (i.e. not incluing plan-tations or quarries) of all the players’ boards, and adds that number of colonists to the colonist ship. Note that as a minimum, the Mayor should place at least as many colonists as there are players in the game.- Colonists may be added to circles, or moved between circles, only during the Mayor phase.- Players must place colonists on their tiles’ empty circles when possible, i.e. they can only use the Compass Rose for colonist storage if all circles on their board are populated.- If players feel that the placement of their colonists is dependent on the moves of the other play- ers, then players must place their colonists in clockwise turn order, beginning with the Mayor. Otherwise, all players place their colonists at the same time.- If the Mayor (and the other players) forgets to repopulate the colonist ship during the clean up of the Mayor phase, then the minimum number of colonists is placed on the ship for the next phase.- When the colonist supply runs out, the Mayor does not receive his privilege, and cannot repopulate the ship at the end of the phase.

example for 4 players (see picture of colonist ship): The Mayor takes one colo-nist from the supply pile and then takes the 1st colonist from the colonist ship; the 2nd player takes the 2nd colonist from the colonist ship; the 3rd player takes the 3rd colonist from the colonist ship; the 4th player takes the 4th colonist from the colonist ship; the Mayor takes the 5th colonist from the colonist ship; the 2nd player takes the 6th (last) colonist from the colonist ship. In this Mayor phase, the Mayor got 3 colonists, the 2nd player got 2, and the 3rd and 4th players each got one.

Page 6: Welcome to puerto Rico! - Ravensburger to puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen,

Captain

ship goods

1 VP more (total)

Trader

sell goods

1 doubloon more from the bank

Craftsman

goods production

1 barrel more from supply

6

CraFTsmanAction: Take goods from the supply.Privilege: Take one additional barrel, of any of type of good you produce, from the supply.Associated building: factory

The player who selects the Craftsman role card takes barrels from the supply according to his production ability (see examples in the Production Building section), and places them on his Compass Rose. Next, in clockwise turn order, each remaining player takes barrels according to his production ability from the supply and places them on his Compass Rose. When all players have completed this action, the Craftsman, as his privilege, takes one additional barrel (of any type of good that he produced) from the supply. - If the supply of the type(s) of good that a player can produce is depleted, the player does not receive those goods for this Craftsman phase.- If the player who chooses the Craftsman role cannot produce any goods, he does to receive the privilege.- There is no limit to the number of barrels that can be stored on the player’s Compass Rose during the Craftsman phase.

TraDer Action: Sell a good in the trading house, and receive money from the bank.Privilege: Earn one extra doubloon for the sale of your good.Cleanup: At the end of the phase, if the trading house is full, return the four goods to their supply piles.Associated buildings: small market, large market, and the office

The player who selects the Trader role card may immediately sell one of the barrels on his Compass Rose in the trading house. He places the barrel on any empty space in the trading house, and takes from the bank the price associated with the good (corn = 0, indigo = 1, sugar = 2, tobacco =3, and coffee =4) plus one extra doubloon as his privilege. He places the money on his Compass Rose. Then, in clockwise order, each additional player sells a barrel to the trading house, if he can, according to the following rules:- There cannot be more than one of each type of good in the trading house at one time (unless a player has an occupied office).- The trading house only has space for 4 barrels. Once it is full, the phase is over, and no other player can sell goods in this phase.

Cleanup: The phase is over once the trading house is full, or once each player has had one opportunity to sell a barrel. If the trading house is full (i.e. contains 4 barrels) the Trader empties it, returning the four barrels to their respective supply piles. If there are fewer than four barrels in the trading house, they remain there for the next Trader phase.- If the player who chooses the Trader role card does not sell a barrel to the trading house, he does not receive the doubloon privilege.- A player may sell corn to the trading house even though he does not receive money for it. If the Trader sells corn to the trading house, he does earn the +1 doubloon privilege.

CaPTainAction: Ship goods to the Old World, earning 1 VP for each barrel that is shipped. Privilege: Earn +1 VP (no matter how many types of goods he loads, he only receives +1 VP for the phase).Cleanup: At the end of the phase, all players store or discard their unloaded goods, and the Captain empties all full ships (returning their barrels to the respective supply piles).Associated buildings: small warehouse, large warehouse, harbor and wharf.

The player who selects the Captain role card chooses one type of good to load onto one of the cargo ships, and loads as many barrels of that type of good as he can. In return, he receives +1VP for each barrel that he loads, as well as one additional VP as his privilege. Note: he can receive only 1 bonus VP per phase. He places the VP chips facedown on his Compass Rose, to keep his victory point total secret from the other players. The player to his left then loads all the barrels for one type of good onto a cargo ship (if he can), earns 1 VP for each barrel, and places the VP chips facedown on

Page 7: Welcome to puerto Rico! - Ravensburger to puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen,

7

his Compass Rose. Play continues in clockwise order, with players continuing to load barrels and take VPs, until none of the players have any barrels left that they can legally load (see rules below). The phase is then over.

ship loading rules: During the phase, players load goods according to the following rules:- Each cargo ship can only carry goods of one type. For example, you cannot put indigo and tobacco on the same ship. - No two ships can contain the same type of good. For example, if one ship has corn loaded on it, none of the other ships can carry corn.- If a player has a choice between two or more empty ships onto which he could load a certain type of good, he must choose the ship that allows him to load the most barrels. For example, if he has 6 tobacco barrels and the cargo ships with 5 spots and 7 spots are both empty, he must load the 6 tobacco barrels onto the 7-ship; he cannot choose to load 5 of his 6 tobacco barrels onto the 5-ship. - On each player’s turn, he must load goods if he can. However, he can only load barrels of one type of good per turn. (Note: If it is still possible, he may load a different type of good on a subsequent turn in the same phase.)- When a player loads a barrel onto a ship, he must load as many barrels of that type as he can.- If a player has two or more types of goods that could be loaded on a particular turn, he can load whichever type he chooses. He need not choose the type that would allow him to load the most barrels.- Players may not load barrels onto a full ship.

goods storage rules: After all players are done loading goods on the cargo ships, remaining goods must be stored or discarded, according to the following rules:- Each player may store only one barrel on his Compass Rose at the end of the phase. If he has more than one type of good left, he can choose which barrel to store. - If the player has a small or large warehouse, he may store additional goods there, according to the building’s instructions (see below). - All remaining barrels must be forfeited. Players return all un-stored barrels to their supply piles next to the central game board.

Cleanup: At the end of the phase, for each full ship, the Captain empties the ship by returning its barrels to the supply pile. All partially full ships keep their cargo for the next Captain phase.- If the Captain does not load barrels onto any ship, he does not receive the +1 VP bonus privilege.- The Captain earns the +1 VP bonus privilege only once per phase. He does not receive a second VP bonus if he loads a second type of good during the same Captain phase.

example for the Captain phase (assuming a four-player game):There are 3 cargo ships in the game, with 5, 6, and 7 spaces. At the beginning of a Captain phase, the ships with 5 and 7 spaces are empty; the ship with 6 spaces has 2 indigo barrels on it. anthony, the Captain, has 6 corn, 2 tobacco, and 1 sugar barrel. He decides to load the corn, and loads all 6 barrels onto the ship with 7 spaces (he cannot load them onto the ship with 5 spaces since he must choose the ship that fits more of the barrels). He scores 7 VPs (6 VPs for the corn + 1 VP for his bonus privilege).evelyn has 1 indigo and 2 sugar barrels. She decides to load the 2 sugar onto the ship with 5 spaces. She receives 2 VPs.leo has 1 coffee, 3 corn, and 2 indigo barrels. He decides to load 1 of his 3 corn barrels onto the corn ship, filling it. He receives 1 VP.Henry has 2 corn and 4 tobacco barrels. Since he cannot load any, he forfeits his turn.anthony gets another turn and loads 1 sugar barrel onto the sugar ship for 1 VP (he does not receive another privilege VP).evelyn loads 1 indigo barrel and receives 1 VP.

Page 8: Welcome to puerto Rico! - Ravensburger to puerto Rico! The new world needs hard working citizens to thrive - fearless settlers, industrious builders, benevolent mayors, master craftsmen,

1

3

2

coffee roaster 3

6

large indigo plant

2

3

large sugar mill 2

4

small indigo plant 1

1

small sugar mill 1

2

tobacco barn 3

5

prospector

...

1 doubloon from the bank

prospector

...

1 doubloon from the bank

8

leo now loads his 2 indigo barrels onto the indigo ship, and receives 2 VPs.Since Henry, anthony, and leo cannot load any more of their goods, and ev-elyn has no goods left to load, the phase is over. Antony must now clean up. Since the corn ship is full, he takes the 7 corn barrels from the ship and returns them to the general supply. For the next Captain phase, the 5-ship will have 3 of its 5 spaces filled with sugar, the 6-ship will have 5 of its 6 spaces filled with indigo, and the 7-ship will be empty.

ProsPeCTorAction: There is no action associated with this role. Privilege: Earn +1 doubloon from the bank.

The player who selects the Prospector role card receives one doubloon from the bank and places it on his Compass Rose. The phase is over, as there is no action associated with this role.

THE BUiLDiNGs

general BUilDing rUles Players build the buildings on the lower (city) section of their individual islands. Each building tile contains two numbers; the brown number in the circle in the bottom left corner is the cost to buy the building (during the Builder phase), and the red number in the upper left corner represents the number of VPs gained by owning the building at the end of the game (this number has no significance during the game).

Buildings can be placed on any empty city space. They may be moved to a dif-ferent city space at any time during the game (since large commercial buildings require 2 spaces, smaller buildings may be moved to accommodate the larger). Buildings may never be removed from the city. Once a building has been built, the player cannot use it until it is occupied, i.e. by placing a colonist on one of its brown circles (during a Mayor phase only). Note: Players cannot build the same building more than once on their island.

There are two types of buildings: production buildings (multi-colored) that pro-duce goods during the Craftsman phase, and commercial buildings (beige), each with a different set of rules and functions that are utilized either during a particu-lar phase, or at the end of the game.

rUles For ProDUCTion BUilDings (THe mUlTi-ColoreD BUilDings)The production buildings generate indigo (blue), sugar (white), tobacco (tan) and coffee (brown) during the Craftsman phase. Corn (yellow) does not require a production building to be generated. indigo, sugar, Tobacco, and Coffee Production: In order to produce indigo, sugar, tobacco and coffee, players need both an occupied plantation for that type of good (in their countryside), as well as an occupied production building for that type of good (in their city). The number of circles on the production building indicates the maximum number of barrels that can be generated from that build-ing. In order to produce the goods, for each circle that is occupied on a production building (in his city), the player must have a corresponding occupied plantation (in his countryside). For example: In order to produce 2 tobacco barrels, a player would need a tobacco barn with two circles occupied, as well as two occupied tobacco plantations. If he had two occupied tobacco plantations, but only one circle oc-cupied on his tobacco barn, he would generate only one tobacco barrel.

Corn Production: In order to produce corn during the Craftsman phase, the player need only have one or more occupied corn plantations in the countryside section of his island. He does not need a production building in his city in order

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small market 1

1sell: +1 doubloon

hacienda 1

2settle: +1 plantation

construction hut 1

2settle: quarry?

small warehouse 1

3store: +1 good type

hospice 2

4settle: +1 colonist

office 2

5sell: like goods

large market 2

5sell: +2 doubloons

to produce corn. For example: If a player has three corn plantations in his coun-tryside, and two of them are occupied with colonists, he would receive two barrels of corn during the Craftsman phase. In the Craftsman phase, players can produce multiple types of goods, as long as the conditions are met for each type.

rUles For THe CommerCial BUilDings (THe Beige BUilDings)Each commercial building grants the player a special function outside of the typical game rules. The function is utilized either during a specific phase or at the end of the game, but is only granted if the building is occupied. A player is not required to use the special function (important with the wharf, see below). There are 12 small commercial buildings (requiring one city space), and 5 large commer-cial buildings (requiring 2 city spaces). Each building’s specific function, and the phase in which the functions are utilized, are detailed below.

small CommerCial BUilDings

small market (Trader Phase): +1 doubloon for selling a goodIn the Trader phase, if the owner of an occupied small market sells a good, he receives one extra doubloon from the bank.

Hacienda (settler Phase): +1 (facedown) plantation at the start of the phaseIn the Settler phase, the owner of an occupied hacienda may take the top planta-tion tile off any of the facedown stacks before he takes his turn. If he chooses to perform this special function, he must immediately place the plantation on one of the countryside spaces on his island; he may not, after looking at it, discard it. He then takes his regular turn, choosing a second plantation tile from one of the face-up stacks. Note: If the player also owns an occupied construction hut, he may not choose a quarry instead of the facedown tile.

Construction Hut (settler Phase): quarry instead of plantationIn the Settler phase, the owner of an occupied construction hut may place a quarry on his island rather than a plantation. This special function does not allow him to take a second quarry if he is the Settler.

small warehouse (Captain Phase): store an additional goods typeAt the end of the Captain phase, after all barrels that can be loaded onto the ships have been, players must store their un-loaded barrels or forfeit them (return them to their respective supply piles). The owner of an occupied small warehouse may, in addition to the one barrel he is allowed, store all barrels for one additional type of good. Note: Barrels are stored on a player’s Compass Rose.

Hospice (settler Phase): +1 free colonist with a plantation/quarryIn the Settler Phase, when the owner of an occupied hospice takes a plantation and places it on a space in his countryside, he may also take a colonist from the colonist supply pile (not the colonist ship) and place it on the plantation tile he has just chosen. He may not place the colonist on any other tile. If the player also has an occupied hacienda (and therefore gets two plantation tiles for the phase), he does not take a second colonist.

office (Trader Phase): sell a duplicate good in the trading houseIn the Trader phase, when the owner of an occupied office sells a good to the trading house, he may choose to sell a good of the same type as is already in the trading house. Example: If there is a sugar barrel in the trading house, and Anthony has an occupied office, he may sell a second sugar barrel to the trading house. If Evelyn owns the other office, and it is occupied, she may also sell a sugar barrel to the trading house (as long as there is still space).

large market (Trader Phase): +2 Doubloons for selling a goodIn the Trader phase, when the owner of an occupied large market sells a good to the trading house, he receives two extra doubloons. If a player has both an occu-pied large market and an occupied small market, he receives three extra doubloons.

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large warehouse 2

6store: +2 good types

factory 3

7 craft: +0/1/2/3/5 dbs

university 3

8bldg: +1 colonist

harbor 3

8+1 VP/shipment

wharf 3

9own ship

large warehouse (Captain Phase): store an additional 2 goods typesAt the end of the Captain phase, after all barrels that can be loaded onto the ships have been, players must store their un-loaded barrels or forfeit them (return them to their respective supply piles). The owner of an occupied large warehouse may store, in addition to the one barrel he is allowed, all remaining barrels for two ad-ditional types of goods. If a player has an occupied large warehouse and an occu-pied small warehouse, he may store all the remaining barrels for three additional types of goods. Note: Barrels are always stored on the player’s Compass Rose.

Factory (Craftsman Phase): +1/2/3/5 doubloons for producing 2/3/4/5 types of goodsIn the Craftsman phase, if the owner of an occupied factory produces more than one type of good, he earns bonus money from the bank. If he produces 2 types of goods he earns 1 doubloon, for 3 types of goods he earns 2 doubloons, for 4 types of goods he earns 3 doubloons, and for all 5 types of goods he earns 5 doubloons (note that the number of barrels he produces is of no relevance). Example: Leo owns an occupied factory, and in the Craftsman phase, he produces 3 corn, 1 coffee, and 2 indigo barrels. He receives +2 doubloons from the bank (for producing 3 differ-ent types of goods). Note that if the supply for corn was empty and he therefore could not pro-duce corn, he would only receive 1 doubloon from the bank for producing 2 different types of goods.

University (Builder Phase): add a colonist to the purchased buildingIn the Builder phase, if the owner of an occupied university purchases a build-ing, he may take one colonist from the colonist supply (not the colonist ship) and place it on the just-purchased tile. Note that he receives only one colonist, even if he purchases a building with more than one circle. If there are no more colonists in the colonist supply, he takes one from the colonist ship. If there are no more colonists on the colonist ship, he forfeits this privilege.

Harbor (Captain Phase): +1 VP for each goods type loadedIn the Captain phase, if a player has an occupied harbor, each time he loads a different type of good onto a ship he earns one extra VP (see example under Wharf, below).

wharf (Captain Phase): load onto your own shipAt any one time during the Captain phase, a player with an occupied wharf may choose to load all barrels of any one type of good onto his own imaginary ship, rather than a cargo ship, receiving the same number of VPs as if he had put them onto a cargo ship. The player may choose when during the Captain phase to use this special function (if at all), but it can only be used once per Captain’s phase. He can put any type of good that he wants onto his imaginary ship (including a type that is already on one of the cargo ships), but he must load all of the barrels of his selected type of good (the imaginary ship has no limit to its capacity). All barrels ‘loaded’ onto the imaginary ship are actually placed back in the general supply.Example: Henry has an occupied harbor and an occupied wharf, as well as 2 corn and 4 tobacco barrels on his Compass Rose. During the Captain phase, on his first turn, he loads one of his 4 tobacco barrels onto the tobacco ship (since the tobacco cargo ship has only 1 empty spot). He receives 1 VP (for loading the tobacco) + 1 VP (for his occupied harbor) = 2 VPs. On his next turn, he loads both of his corn barrels onto the corn cargo ship and earns 2 VPs (for the corn) + 1 VP (for his occupied harbor) = 3 VPs. On his next turn, using his occupied wharf, he places his 3 remaining tobacco barrels into the tobacco supply and earns 3 VPs (for loading the 3 barrels) + 1 VP (for his occupied harbor) = 4 VPs. Thus, in this Captain phase, he earned 3 VPs for using his harbor and 3 VPs for using his wharf.

large CommerCial BUilDings (game enD onlY)There is only one of each of the following five large buildings in the game. Each large building requires two city spaces to be built (other buildings may be moved, but not removed, to make space for a large building). If a player does not have two free spaces in his city, he cannot purchase a large building. The special functions of the large buildings take effect at the end of the game. The large buildings must be occupied to take effect.

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residence 4

end: +4-7 VPs for 9-12 filled countryside spaces

10

guildhall 4

end: +1/+2 VPs per sm./lg. prod. building

10

fortress 4

end: +1 VPs per 3 colonists

10

city hall 4

end: +1 VP per commercial building

10

custom house 4

end: +1 VP per 4 VPs (chips only)

10

11

guildhall: +1/2 VPs per small/large production buildingAt the end of the game, the owner of an occupied guildhall receives one addi-tional VP for each occupied or unoccupied small production building (i.e. small indigo plant or small sugar mill) in his city, and an additional 2 VPs for each occupied or unoccupied large production building (i.e. large indigo plant, large sugar mill, tobacco barn, or coffee roaster) in his city.Example: At the end of the game, Evelyn has the occupied guildhall, a small indigo plant, a large indigo plant, a coffee roaster, and a large sugar mill. She receives an additional 7 VPs.

residence: +4/5/6/7 VPs for up to 9/10/11/12 filled countryside spacesAt the end of the game, the owner of an occupied residence receives extra victory points for the plantations and quarries he has on the spaces in his countryside. For 1-9 filled countryside spaces, he receives 4 VPs, for 10 filled spaces he receives 5 VPs, for 11 he receives 6 VPs and for all 12 he receives 7 VPs. Example: At the end of the game, Anthony has the occupied residence, and 10 of his 12 countryside spaces filled. He therefore receives 5 additional VPs.

Fortress: +1 VP per 3 colonistsAt the end of the game, the owner of an occupied fortress receives one additional victory point for every 3 colonists on his island. Example: At the end of the game, Henry has the occupied fortress and a total of 22 colonists on his plantations, quarries, buildings and Compass Rose. He earns an additional 7 VPs.

Custom House: +1 VP per 4 VPs earned during game playAt the end of the game, the owner of an occupied custom house receives one ad-ditional victory point for every four VP chips he acquired during the game. The player does not count VPs he receives after the game is over (i.e. neither the VPs for his buildings nor the bonus VPs for his large buildings). Example: At the end of the game, Leo has the occupied custom house and 30 VPs worth of VP-chips. He receives a bonus of 7 VPs.

City Hall: +1 VP per commercial buildingAt the end of the game, the owner of an occupied city hall receives one additional victory point for every occupied or unoccupied commercial building (i.e. beige) in his city, including the city hall itself. Example: At the end of the game, Anthony has the occupied city hall, a construction hut, a hos-pice, a large market, a factory, a university and a custom house. He earns an additional 7 VPs.

THE TWO-pLAYER GAME RULEs

All the rules for the basic game apply, with the following exceptions:

game seT UP• give each player: - an individual island game board - 3 doubloons placed on their Compass Rose - 1 plantation tile placed face-up on any countryside space

The starting player takes an indigo tile and the Governor card. The second player takes a corn plantation.

• Plantation tiles: Remove 3 corn, 3 indigo, 3 sugar, 3 tobacco, 3 coffee, and 3 quarry tiles from the game and return them to the box. Stack the remaining quarry tiles. Shuffle the plantation tiles, place 3 three of them face-up next to the quarries, and stack the rest facedown.

• Building tiles: Place only one of each commercial (beige) building and two of each type of production building on the corresponding spaces of the game board.

• Victory point chips: Place 65 total VP chips (in any combination of the two denominations) in a pile as the supply.

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12

• Colonists: Place 40 colonists in a supply pile plus two more on the colonist ship. Note: as in the 3-player, 4-player, and 5-player game, the minimum number of colonists on the ship is equal to the number of players.

• Cargo ships: Place only the 4- and 6-space cargo ships next to the game board.

• goods: Remove two barrels of each type of good from the game, returning them to the box. Put the remaining barrels next to the central board.

• Trading house and role cards: Put the trading house and 7 of the 8 role cards (all except one Prospector) next to the central game board. Return the other Prospector role card to the game box.

game PlaYThe Governor begins by choosing a role card, and play continues as in the basic game. However, in the 2-player game, the year is not over until the players have taken turns choosing roles until each player has chosen three roles, and the players have performed the actions for each. The Governor then places 1 doubloon on the final (7th) remaining role card, and the players return the used role cards to the central board. The Governor gives the Governor card to the other player, and the next year commences.

game enDAs in the 3-5 player game, the 2-player game ends at the end of a year in which any one (or more) of the following is true:

• There are not enough colonists to fill the colonist ship at the end of a Mayor phase.

• The supply of VP chips has run out (i.e. during a Captain phase).

• a player builds on the last of his 12 city spaces during a Builder phase.

THE 1sT ExpANsiON: NEW BUiLDiNGs

game seT UP

• Production tiles: Place all production buildings on the board as per the basic game rules.

• Commercial Building tiles: Place the 29 basic game commercial buildings (24 small + 5 large) and the 26 new commercial buildings (24 small + 2 large) next to the central game board, sorted by cost.

The start player chooses one commercial building of his choice and places it on any city space on the central game board where the cost of the chosen tile matches the cost of the building displayed on the space. If it is a small building that has a duplicate tile, place the two matching building tiles on the same space (except for a 2-player game, when only one is placed). Play continues in a clock-wise direction; players choose a building from the remaining building tiles, and find a space with the matching cost on the central game board. For the buildings that cost 2, 5, & 8, since there are now 4 types of tiles for each price, players will choose only two of the possible four. Example: Anthony chooses a black market (cost = 2), and places both black market tiles on the hacienda (cost = 2) space. Next, Evelyn chooses the hacienda and places both hacienda tiles on the construction hut (cost = 2) space on the board. Since there are no more spaces on the board for buildings that cost 2 doubloons, neither the construction hut, nor the forest house can be chosen for this game (and should be returned to the game box).

The game is played according to the basic rules.

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aqueduct 1

1 cft: +1 barrel for lg i/S

forest house 1

2 bldg: -1 db/2 forests

black market 1

2 bldg: -1db for VP/col/gd

storehouse 1

3store 3 goods

guest house 2

4 move guests

13

THe new BUilDings

aqueduct (Craftsman Phase): +1 Barrel from lg. indigo Plant or lg. sugar mill In the Craftsman phase, if the owner of an occupied aqueduct produces at least one indigo (or sugar) barrel from a large indigo plant (or large sugar mill), he receives one extra indigo (or sugar) barrel. Example: If a player produces one indigo from his small indigo plant, and 0 sugar from his large sugar mill, he receives 1 indigo total. If another player produces 2 indigo from his large indigo plant, and 3 sugar from his large sugar mill, he receives a total of 3 indigo and 4 sugar.

Forest House (settler Phase): -1 doubloon for each 2 forest plantationsIn the Settler phase, the owner of an occupied forest house may choose to place a forest rather than a plantation on one of his countryside spaces. To create a forest, he chooses a face-up plantation tile, and places it facedown down on any of the empty countryside spaces on his island. Forests do not have circle spaces, and do not need to be occupied to achieve their function.

In the Builder phase, if a player has 2 or more forests in his countryside, he may reduce the price of any building by 1 doubloon for every 2 forests. This reduction may be combined with the Builder’s privilege and any quarry reductions to which he is entitled. The forest house reduction does not have the same column restric-tions as the quarries; there is no limit to the number of forests he can use.Example: Evelyn, the Builder, has 5 forests and 4 occupied quarries. To build a wharf (cost = 9), she receives a 1-doubloon reduction for being the Builder, a 2-doubloon reduction for her forests, and is limited to a 3-doubloon deduction for her quarries. She pays only 3 doubloons for the wharf.Note: If the owner of an occupied forest also has:- An occupied hacienda, he may look at the facedown tile before he decides whether or not to use it as a forest;- An occupied library, he may decide to place neither, one, or both plantation tiles as forests;- An occupied hospice, he receives a colonist for creating a forest, but places it on his Compass Rose.

Black market (Builder Phase): Trade 1 colonist, barrel, and/or VP for 1, 2, or 3 doubloons off building costIn the Builder phase, the owner of an occupied black market may reduce the cost of a building by up to 3 doubloons by returning one colonist, one barrel, and/or one VP to the supply. The player may not return more than one barrel for each type of good. A player can only use the black market if he doesn’t have enough money in his bank to buy the tile (i.e. after using the black market function to purchase a building tile, he cannot have any doubloons left in his bank).Example: Leo has an occupied black market, and wants to purchase a factory (cost = 7), but only has 5 doubloons on his Compass Rose. He returns a sugar barrel and a VP chip to the sup-ply for 2 doubloons, pays his 5 doubloons to the bank, and purchases the factory. He could not have also returned a colonist to the supply for 3 doubloons instead of 2, because he would then have 1 doubloon left in his bank. He could not have traded in 2 VP chips for 2 doubloons off the cost, since he can only trade one of each type.Notes: The player cannot return the colonist on his black market tile – this would make the black market tile unoccupied, and unusable. Also, when using the black market function, if a player returns a colonist or VP tile after the game end requirements have been met, the game is still over.

storehouse (Captain Phase): store +3 barrels of any type of goodAt the end of the Captain phase, the owner of an occupied storehouse may store up to three additional barrels of any type of good. Example: If a player has an occupied storehouse and an occupied small warehouse, he may store all the barrels of one type of good, as well as four additional barrels (of any type).

guest House (mayor Phase): move 1-2 colonists from the guest house at any time, perform the building’s function immediatelyIn the Mayor phase, the owner of a guest house may place up to 2 colonists on his guest house tile. He may move these guests at the start of, during, or at the end of, any other phase, to any building, plantation or quarry, and then use that build-ing’s function immediately. The guest colonist must remain on his new tile until

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trading post 2

5own trading house

church 2

5bldg: +0/1/1/2 VPs

small wharf 2

6own ship (½ VP)

lighthouse 3

7 +1 db/type shipped

specialty factory 3

8craft: bonus dbs

library 3

8double privilege

union hall 3

9 cap: VPs/before ship

14

the next Mayor phase. If the player has 2 colonists in his guest house, he does not need to move them at the same time. Example: At the end of the Captain phase, the owner of an occupied guest house with 2 guests moves one to his storehouse and uses the storehouse function immediately to keep three additional barrels on his Compass Rose. He becomes a Trader on a later turn, and moves the second guest from his guest house to the library, so that he can double his Trader privilege.

Trading post (trader phase): sell to your own trading house In the Trader phase, the owner of an occupied trading post can choose to sell his barrel to the trading house or to his own trading post. If he sells to his own trading post, he can sell a type of good already in the trading house (putting that barrel directly back into the central supply). Since the function of the office and the trading post are similar, it is recommended not to have both buildings in the same game.Note: The player does not receive the small or large market bonus when selling to his own trading post.

Church (builder phase): + 0/1/1/2 VPs for choosing buildings from columns 1/2/3/4In the Builder phase, the owner of an occupied church receives one VP bonus for building a building from the 2nd or 3rd column, and two VPs for building a building from the 4th column.Note: The player does not receive a VP for building the church itself.

small wharf (captain phase): ship multiple types (and any #) of barrels for ½ VPs In the Captain phase, the owner of an occupied small wharf may ship different types of goods on one single turn, but if he does so he only receives 1 VP for every two barrels he ships. In addition, the player does not need to ship all of one type of good. Instead, he may choose to ship as many barrels as he wants, or not to ship at all.Note: During a single Captain phase, a player may use a wharf and a small wharf, as long as both are occupied.

lighthouse (captain phase): +1 doubloon for each type of good loadedIn the Captain phase, each time a player with an occupied lighthouse loads goods onto a ship he earns one extra doubloon. If he is also the Captain, he earns 1 additional doubloon on his first turn.Note: If the Captain has an occupied lighthouse, he takes one doubloon whether he loads or not.

specialty factory (craftsman phase): earn bonus doubloons for one type of goodIn the Craftsman phase, the owner of an occupied specialty factory earns bonus doubloons based on the number of barrels of one type of good that he produces. He chooses the type of good for which he produced the most barrels (he may choose any type except corn), and earns one doubloon less than the number of barrels he produced. Example: During the Craftsman phase, Henry owns an occupied specialty factory, and produces 5 corn, 4 indigo, and 2 sugar barrels. The specialty factory earns him 3 doubloons (4 indigo – 1).

library (all phases): double any role’s privilegeWhen the owner of an occupied library chooses any role, he receives double the privilege. If the player chooses the Settler role, he may take either a plantation or quarry at the beginning of his turn, and then after all other players have taken their plantations, he may choose a plantation from the face-up tiles that are left (he may not receive a 2nd quarry). The Craftsman who owns an occupied library may take 2 extra barrels as his privilege (they can be the same type of good or two different types of goods).Note: The owner of an occupied library and an occupied hospice may take a colonist for his 1st tile only; the owner of an occupied library and an occupied construction hut may take a quarry as his 2nd tile.

Union Hall (captain phase): +1 VP per 2 barrels of a single type (before shipping)At the beginning of the Captain phase, before shipping any goods, the owner of an occupied union hall receives one bonus VP chip for every 2 barrels of the same type of good on his Compass Rose.

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8

10

statue

cloister 4

end: +1/3/6/10 VPs for 1-4 sets of 3 plantations

10

land office 1

2+1 pl/db | +1 db/pl

15

Example: Evelyn has an occupied union hall, and 3 corn, 1 coffee, and 2 indigo on her Com-pass Rose. She takes 2 VP chips, 1 for the corn and 1 for the indigo. Anthony has an occupied union hall, and 4 corn and 2 coffee on his Compass Rose. He takes 3 VP chips, 2 for the corn and 1 for the coffee.

statue (end of the game): +8 VPs at the end of the gameAt the end of the game, the statue is worth 8 VPs. Since no colonists can be placed on the statue, it does not need to be occupied in order to provide its benefit.

Cloister (end of the game): double the role privilegeAt the end of the game, the owner of an occupied cloister earns extra VPs for every 3 of the same type of tile in his countryside spaces. For 1 set of 3 of the same tiles he earns 1 VP, for 2 sets of 3 of the same tiles he earns 3 VPs, for 3 sets of 3 of the same tiles he earns 6 VPs, and for 4 sets of 3 of the same tile he earns 10 VPs (since there are only 12 countryside spaces, 4 sets is the maximum).Example: At the end of the game, Leo has an occupied cloister, 6 corn, 1 sugar, and 2 tobacco plantations, and 3 forests. Since he has 3 sets of 3 (2 sets of 3 corn and 1 set of 3 forests), he earns 6 VPs. If he had 3 tobacco plantations instead of 2 tobacco and 1 sugar, he would have 4 sets of 3, and receive 10 VPs.

THE 2ND ExpANsiON: THE NOBLEs

The 2nd Expansion, called The Nobles, includes 20 red wooden noble pieces, 7 new commercial buildings (2 x 6 small tiles + 1 large tile), and 1 new produc-tion building (2 x 1 new production building tile). The new buildings for the 2nd Expansion can be used with the buildings for the basic game only, or with the basic game buildings + the 1st Expansion buildings.

game seT UP & game PlaY

• Building and plantation tiles: Place the new buildings + the basic game buildings (+ the 1st Expansion buildings, if using) above the game board in four columns, sorted by cost. Take turns picking buildings for the game board, as described in the 1st Expansion rules.

• Colonists: Place all the colonists in the colonist supply. Note: with this expansion, exhausting the colonist supply does not signal the end of the game (nor does exhausting the noble supply). Thus, players use all the colonists and nobles for this expansion.

• nobles: Place the 20 nobles next to the colonist supply. At the beginning of the game and at the end of each Mayor phase, put the colonists on the colonist ship as per the basic rules except replace 1 colonist with 1 noble (as long as there are nobles in the supply). at game end, each noble is worth 1 VP. Player use nobles just as they would colonists, except for some of the new buildings, as described below.

The game is played according to the basic rules.

new BUilDing rUles

land office (Trader Phase): Buy 1 plantation (colonist-occupied) or sell 1 plantation (noble-occupied) In the Trader phase, the owner of a colonist-occupied land office may pay 1 dou-bloon to buy the top plantation tile from a facedown stack, and place it on his island. The owner of a noble-occupied land office may sell any plantation from his island (and place it in the discard pile) and earn 1 doubloon from the bank.Note: If the owner of a colonist-occupied land office also has an occupied forest house, he may choose to buy a forest to place on his island instead of a plantation. If the owner of a noble-occupied land office returns an occupied plantation tile, the player places the colonist or noble onto his Compass Rose.

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chapel 1

3crft: +1 db | +1 VP

hunting lodge 2

4 settle: -1 pl | +2 VPs

zoning office 2

5 bldg: -1 db | -2 dbs

royal supplier 2

6cap: 1 VP/barrel

villa 3

7mayor: +1 noble

jeweler 3

8craft: +1 db/noble

4

10

royal garden

end: +1 VP for each noble

16

Chapel (Craftsman Phase): +1 doubloon (colonist-occupied) or +1 VP (noble-occupied) At the beginning of each Craftsman phase, the owner of a colonist-occupied chapel earns 1 doubloon from the bank, and the owner of a noble-occupied chapel earns 1 VP from the victory point supply.

Hunting lodge (settler Phase): discard 1 Plantation (colonist-occupied) or +2 VPs if player has the most empty countryside spaces (noble-occupied)At the end of each Settler phase, the owner of a colonist-occupied hunting lodge can discard one plantation (or forest) tile from the countryside spaces on his island. The owner of a noble-occupied hunting lodge can take 2 VPs, but only if he is the player with the most empty countryside spaces on his island.Note: If two players tie for the greatest number of empty countryside spaces on their islands, the +2VP bonus is not awarded. If the returned plantation tile is occupied, the player places the colonist (or noble) on his Compass Rose.

Zoning office (builder Phase): -1 doubloon to buy a small building (colonist-occupied) or -2 doubloons to buy a large building (noble-occupied)In the Builder phase, the owner of a colonist-occupied zoning office pays 1 fewer doubloon for any small building (in columns 1, 2, or 3). The owner of a noble-occupied zoning office pays 2 fewer doubloons for any large building (column 4). Note: The owner of a colonist-occupied zoning office does not save any money if purchasing a large building. The owner of a noble-occupied zoning office does not save any money if purchas-ing a small building.

royal supplier (Captain Phase): trade 1 barrel for 1 VP, for each nobleIn the Captain phase (before the player’s first turn only), the owner of a colonist-occupied or noble-occupied royal supplier can trade 1 barrel for 1 VP for each noble that is on his island. Note: each traded barrel must be a different type of good. The player returns the barrels to the central supply, and proceeds with his turn as usual. Note: The player who uses the royal supplier bonus may not take any additional bonuses for the royal supplier goods (regardless of other building functions).

Villa (mayor Phase): +1 noble In the Mayor phase, the owner of an occupied villa may take 1 noble from the supply. Note: If there are no nobles left in the supply, he takes a colonist from the supply instead (if there are none, he forfeits this privilege).

Jeweler (Craftsman Phase): +1 doubloon for each noble In the Craftsman phase, the owner of an occupied jeweler takes 1 doubloon from the bank for each noble on his island.Note: The jeweler counts as a large production building (i.e. for guildhall end of game bonus).

royal garden (end of the game): +1 additional VP for each noble At the end of the game, the owner of an occupied royal garden scores 1 additional VP for each noble on his island, thereby scoring 2 VPs for each noble (whether they are on a building, a plantation, or his Compass Rose).

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