Puerto Rico Rules PDF
Puerto Rico Rules PDF
Puerto Rico Rules PDF
GOAL Goal
The game is played over several rounds. In each round, each player chooses one of The players go from round to
seven different roles and, thereby, offers all players, in clockwise order, the action round in different roles and
associated with that role. initiate the associated actions.
So, for example, with the settler, players can place new plantations, on which,
with the help of the craftsman, players can produce goods. Players can then sell
Players place plantations and build
these goods to the trading house with the trader or, with the captain, ship them
to the old world. With the money earned from such sales, the players. with the buildings. They produce goods
builder, may build buildings in the city, and so on. and then sell or ship them.
The player who best manages the changing roles with their associated actions and
special privileges, will achieve the greatest prosperity and the highest respect and, The player with the most points at
thereby, win the game. game end is the winner!
The winner is the player who earns the most victory points.
CONTENTS
basic game
Expansion I:
5 player boards each has 12 island spaces and 12 city spaces as
"The new buildings"
well as a summary of the 7 roles
1 game board for the various buildings and the money 2 x 12 small and
1 governor placard indicates the starting player of the round 2 large beige buildings
8 role placards one each of settler, mayor, builder, craftsman, (with violet-ringed spaces for
trader, and captain; and 2 prospectors the colonists)
49 buildings 5 large beige buildings (2 spaces),
Expansion II:
2 x 12 small beige buildings and
"The nobles"
20 colorful production buildings
2 x 6 small and 1 large beige
58 island tiles 8 quarry tiles and 50 plantation tiles: 8 coffee, buildings, 2 small pink buildings
9 tobacco, 10 corn, 11 sugar, and 12 indigo (with red-ringed spaces for
1 colonists ship for the incoming colonists the colonists)
5 cargo ships with 4-8 spaces for goods to send to Spain 20 nobles (red octagonal wooden
1 trading house for selling goods tokens)
100 colonists brown octagonal wooden tokens
50 goods tokens 9 of coffee (dk brown) and tobacco (lt brown),
10 of corn (yellow), 11 of sugar (white)
and indigo (blue) wooden chests
Please find the rules for 2 players
46 VP chips VP (hexagonal; 27 x 1 and 19 x 5 tokens) and the two expansions beginning
60 doubloons golden metal tokens on page 12.
Sort the 60 doubloons by value and place them on the bank on the game board (see below).
Each player takes:
• 1 player board (placed before him on the table - his play area)
• money:
- with 3 players: 2 doubloons - with 4 players: 3 doubloons - with 5 players: 4 doubloons
The players store their doubloons on the windrose on their player boards, so that all players can see how much money each has.
• 1 plantation tile (which he places face-up on any of the 12 island spaces on his player board).
First, the players choose a starting player using any method they choose. This player takes the governor placard and an
indigo tile. The other players take the following in clockwise order:
- with 3 players: 2nd player: indigo tile / 3rd player: corn tile
- with 4 players: 2nd player: indigo tile / 3rd and 4th players: each 1 corn tile
- with 5 players: 2nd and 3rd players: each 1 indigo tile / 4th and 5th players: each 1 corn tile
Place the remaining basic game material as shown in the below illustration:
(note: the illustration below is for a 4 player game)
The game is played over several rounds (about 15). Each round is played in the The governor begins and chooses
same way. The player with the governor placard begins. He takes one of the role a role card; all players take the
placards, places it face-up next to his player board, and takes the action allowed associated action, in clockwise
by the role placard. Then, his left neighbor takes the action allowed by that role order.
placard, and so on around the table, in clockwise order, until every player has
taken this action once.
Next, the left neighbor of the governor takes his turn: he takes one of the
remaining role placards, places it face-up next to his player board, and takes the The next player chooses a role card
action allowed by the role placard. Then, his left neighbor takes the action allowed and all players take the associated
by that role placard, and so on around the table, in clockwise order, until every action as before.
player has taken this action once. Then, his left neighbor takes a role placard, and
so on until all players have taken a role placard and all players taken the actions
allowed by the role placards taken.
Next, place one doubloon on each of the three role placards that were not taken At the end of the round, place 1
by a player during the round. Then, place the used role placards back on the table doubloon on the unused role cards.
next to the unused placards. The left neighbor of the player with the governor The governor card goes to the next
placard takes the governor placard, becoming the governor for the next round. He player in clockwise order, and the
begins the round and the game continues as before. game continues.
The settler (settler phase → players place new plantations on their island spaces)
The player who chooses this role may take either a quarry tile as his privilege or
one of the face-up plantation tiles and place it on any empty island space on his
player board. Afterwards, each other player, in clockwise order, may take one of Action:
the face-up plantation tiles (not a quarry tile! - exception: construction hut) and each player takes
place it on any empty island space on his player board. and places a
Finally, the settler player puts the untaken plantation tiles face-up on a plantation plantation tile
discard stack and draws new plantation tiles from the face-down stacks, placing
them face-up next to the quarry stack. He draws one more than the number of Privilege:
players. the settler may take
Notes: and place a quarry,
- Remember the special functions of the hacienda, construction hut, and hospice. instead
- If there are not enough plantation tiles left in the face-down stacks, the player first draws and
places those. He shuffles the discarded plantation tiles face-down, creates five new face down at the end of the settler phase:
stacks, and fills the face-up row. If there are insufficient tiles to refill the face-up row, players in draw new plantation tiles
following rounds may have to do without.
- Where a player places quarry and plantation tiles on his island plays no role in the game.
The tiles may not be removed from the island.
3
GAME END
The game ends at the end of the round, in which at least one of the following GAME END
conditions is satisfied:
- at the end of the mayor phase there are not enough colonists to fill the colonist The game ends, when
- there are not enough colonists
ship as required;
to fill the colonist ship
- during the builder phase, at least one player builds on his 12th city space; - at least one player has built
- during the captain phase, the last of the VP chips is taken. on his 12 city spaces
When the VP chips are exhausted, players earning VP thereafter should track them with pencil - the VP chips are exhausted
and paper.
The players VP are now summed with pencil and paper. Each player adds:
- the value of his VP chips (including those noted on pencil and paper) + Each player adds:
- the VP value of his buildings (red-brown number in upper right corner) +
- the extra VP scored by his occupied large buildings - his VP chips +
- the VP of his buildings +
Note: a building scores its VP even when it is not occupied. Thus, for example, the five
- the extra VP of his large buildings
large buildings score 4 VP each when they are not occupied.
(when occupied!)
The five large buildings score the extra VP only when they are occupied!
The player with the most VP is the winner! If two or more players tie with the
most VP, the player with the most doubloons and goods counted together (1 good
= 1 doubloon) is the winner.
The player with the most VP
(victory points) is the winner.
The production buildings (blue, white, light and dark brown) The production buildings
The production buildings are required, together with the plantations, for the
production of certain goods:
- In the indigo processing plants, the indigo plants are processed to produce
indigo dye (blue goods cases).
- In the sugar mills, the sugar canes are processed into sugar (white goods cases).
- In the tobacco storage, the tobacco leaves are shredded into tobacco (light brown
cases).
- In the coffee roasters, the coffee beans are roasted into coffee (dark brown cases).
- Note: there is no production facility needed for the corn. Corn (yellow cases) come
directly from the plantation without any need for processing. That means that, in the For corn their is no
craftsman phase, occupied corn plantations produce corn (yellow cases) directly. production building!
The number of circles on the production buildings indicates the maximum number
of goods the building can produce when the circles have colonists on them. Of The circles on the production
course, the player must also have sufficient occupied plantations of the appropriate buildings indicate the maximum
kind to produce the raw materials needed to produce the goods in the production number of goods the building can
buildings. produce.
Grafische Vorgabe Spielplan 1 NU
Puerto Rico Jubiläumsausgabe / SAP 104 4544
2 N
Grafik innen
Bürgermeister
Spieler erhalten reihum Kolo- Bürgermeister erhält einen
nisten; alle Kolonisten können zusätzlichen Kolonisten
neu platziert werden (vom Vorrat)
3
Aufseher
Spieler nehmen reihum - ent-
sprechend ihrer Produktions-
storage has no colonist)
Aufseher erhält einen
zusätzlichen Warenstein
ketten - Waren vom Vorrat
Händler
Spieler können reihum eine
Ware an das Handelshaus
verkaufen
3 3 sugar cases
Händler erhält beim Verkauf
eine Dublone mehr als
angegeben
Lagerung beachten!
Goldsucher
Spieler machen keine Goldsucher erhält eine
Aktion! Dublone aus der Bank
8
294
Small market
When the owner of an occupied small market sells a good in the trader phase, he + 1 doubloon
gets an extra doubloon from the bank for it. with sale
Example: Anna sells a corn and receives 1 doubloon.
Hacienda
On his turn in the settler phase, the owner of an occupied hacienda may, before he + 1 plantation
takes a face-up plantation tile, take an additional plantation tile from any face- in settler phase
down stack (the top-most) and place it on an empty space on his island. He may
then take his normal turn in the phase.
Note: if a player chooses to take a face-down tile, he must immediately place it on an empty
space on his island. He may not discard it. If the player also owns an occupied construction hut,
he could take a quarry instead of the face-down tile. If the settler owns a hacienda, he may only
take one quarry.
Small warehouse
As described under the captain, players must store their unloaded goods at the + 1 goods type
end of the captain phase. If a player does not have sufficient storage space, he can be stored
must return the goods to the goods supplies.
The owner of an occupied small warehouse may store, at the end of the captain
phase, in addition to the single goods case he is allowed to store on his windrose,
all the cases of one kind of goods that he chooses. The warehouse protects the
player from returning goods to the supply. It does not protect the player from
being required to load the goods onto the cargo ships.
Note: the goods chosen are not actually stored on the small warehouse tile, but on the player’s
windrose.
Hospice
During the settler phase, when the owner of an occupied hospice places a +1 colonist with
plantation or quarry tile on his island, he may take a colonist from the colonist plantation/quarry
supply and place it on this tile.
Note: if the player also owns an occupied hacienda and chooses to take the additional face-
down or quarry tile, he does not get a colonist for the extra tile.
If there are no more colonists in the colonist supply, he may take one from the colonist ship. If
there are also none there, he take none.
Office
When the owner of an occupied office sells a good to the trading house in the sell good that is
trader phase, it need not be different than the goods already there. If the trading already in the
house is full, the player cannot sell a good there! trading house
Example: the trading house already has a case of tobacco. Bob owns an occupied office and,
on his turn, sells a tobacco to the trading house. Chris owns the other office. On her turn it is
occupied, so she too can sell a tobacco to the trading house.
Large warehouse
The owner of an occupied large warehouse may store, at the end of the captain + 2 goods types
phase, in addition to the single goods case he is allowed to store on his windrose, can be stored
all the cases of two kinds of goods that he chooses.
Note: if a player owns both a small and large warehouse, he may store all the cases of 3 kinds of
goods that he chooses.
Factory
If the owner of an occupied factory produces goods of more than one kind in the + 0/1/2/3/5
craftsman phase, he earns money from the bank: for two kinds of goods, he earns doubloons with
1 doubloon, for three kinds of goods, he earns 2 doubloons, for four kinds of production
goods, he earns 3 doubloons, and for all five kinds of goods, he earns 5 doubloons.
The number of cases produced plays no role.
Example: David owns an occupied factory, 3 occupied corn plantations, 3 occupied sugar
plantations, 1 occupied tobacco plantation, and the associated production buildings with the
necessary number of colonists. He produces only 2 sugar cases and 1 tobacco case as there is no
corn and only 2 sugar cases in the supply. He earns 1 doubloon from the bank for producing 2
kinds of goods.
University
During the builder phase, when the owner of an occupied university builds a +1 colonist
building in his city, he may take a colonist from the colonist supply and place it on with building
this tile.
Note: if he builds a production building with more than one circle, he gets only one colonist.
If there are no more colonists in the colonist supply, he may take one from the colonist ship. If
there are also none there, he takes none.
Harbor
Each time, during the captain phase, the owner of an occupied harbor loads goods + VP with
on a cargo ship, he earns one extra VP. shipping
Example: the owner of an occupied harbor (and an occupied wharf ) can only load 3 of his 5
tobacco on the “tobacco ship” as those 3 fill it up: he earns 3+1 VP. In his next loading turn, he
loads both his 2 sugar on the “sugar ship”: he earns 2+1 VP. In his next loading turn, he uses
his wharf to put his remaining 2 tobacco in the supply: he earns 2+1 VP. Thus, in this captain
phase he has earned an additional 3 VP with the use of his harbor and 2 VP extra with his
wharf.
Wharf
During the captain phase, when a player with an occupied wharf must load = your own
goods, instead of loading them on a cargo ship, he may place all goods of one cargo ship
kind in the goods supply and score the appropriate VP as though he had loaded
them on a cargo ship. It is as though the player has an imaginary ship with unlimited
capacity at his disposal.
The player must load goods on a cargo ship whenever he can on his turn during
the captain phase, except when he chooses to use his wharf and “load” them on
his imaginary ship. Example: in the example with the harbor
The wharf can only be used once per captain phase by its owner, but he may above, let’s assume the player used his
choose when to use it, if at all. This imaginary ship can take any one good, but wharf ship to place all 5 tobacco barrels
it may be of a kind on one of the three cargo ships or the other imaginary wharf in the supply. In this case, the “tobacco
ship. ship” would likely not be full at the end
Note when a player uses his wharf, he must load all the goods barrels of the kind he chooses that of the captain phase, and, therefore, not
he has. He is not required, however, to choose the good he has the most of. emptied as it was in the above example.
10
Guild hall + 1 or + 2 VP
The owner of the occupied guild hall earns, at game end, an additional 1 VP for each small
for each small production building (occupied or unoccupied) in his city (= or large
small indigo plant and small sugar mill), and an additional 2 VP for each large production
production building (occupied or unoccupied) in his city (= indigo plant, sugar building
mill, tobacco storage, and coffee roaster).
Example: at game end, the owner of the occupied guild hall also has a small and large sugar
mill, a small indigo plant, and a coffee roaster in his city: he earns an additional 6 VP.
Residence
The owner of the occupied residence earns, at game end, additional VP for the + 4-7 VP for
plantations and quarries he has placed on his island. For up to nine filled island ≤ 9/10/11/12
spaces, he earns 4 VP, for ten filled island spaces, he earns 5 VP, for eleven filled filled island
island spaces, he earns 6 VP, and for all twelve spaces filled, he earns 7 VP. spaces
Example: at game end, the owner of the occupied residence has filled 10 of his 12 island spaces
with plantations and quarries: he earns an additional 5 VP.
Fortress
The owner of the occupied fortress earns, at game end, one additional VP for every + 1 VP for each 3
three colonists on his player board. of his colonists.
Example: at game end, the owner of the occupied fortress has a total of 20 colonists on his
plantations, quarries, buildings, and on his windrose: he earns an additional 6 VP.
Customs house
The owner of the occupied customs house earns, at game end, one additional VP + 1 VP for each
for every four VP he acquired during the game. The player should count only 4 VP chips
his VP chips (and any extra VP recorded on paper after the chip supply was
exhausted, but before game end). He does not count VP earned for his buildings
at game end.
Example: at game end, the owner of the occupied customs house has accumulated 23 VP in
VP chips: he earns an additional 5 VP.
City hall
The owner of the occupied city hall earns, at game end, one additional VP for each + 1 VP for each
beige building (occupied or unoccupied) in his city (city hall counts!). of his beige
Example: at game end, the owner of the occupied city hall also has: hacienda, harbor, office, buildings
construction hut, large warehouse, and residence: he earns an additional 7VP.
11
PREPARATION
• Each player takes 1 player board, 3 doubloons, and 1 plantation tile Per player:
Start player: indigo plantation (+ governor placard); 1 game board, 3 doubloons,
2nd player: corn plantation. 1 plantation (indigo or corn)
• Remove three of each of the plantation tiles (corn, indigo, sugar, tobacco, 3 plantation tile removed
coffee, and quarry) from the game and return them to the box. (before beginning, remove 3 island
Stack the remaining quarry tiles, shuffle and stack the remaining plantation tiles tiles of each kind)
and place 3 face-up next to the quarries (always one more tile than players).
• For the buildings, place one of each beige building two of each of the six Buildings on the game board
different production buildings on the game board. (beige: 1 each; production: 2 each)
• For the VP, place 65 total VP in the two denominations as a supply. VP: 65
• For the colonists, place 40 colonists as a supply and two more on the colonist colonists: 40 + 2 on the ship
ship (as per basic rules: minimum = number of players).
• Place only the 4 and 6 space cargo ships next to the game board. cargo ships: 4 and 6 spaces
• Remove two cases of each good from the game, returning them to the box. goods: remove 2 of each type
Place the rest as the goods supply next to the game board.
• Place the trading house and seven role placards (all except one prospector) trading house and 7 role placards
next to to the game board. (remove one prospector)
GAME END
The game ends in the same way as the basic game: at the end of a round in which
either there are not enough colonists to fill the colonist ship, the VP chips are
exhausted, or a player fills his 12th building space in his city.
12
PREPARATION
Place all production building on the game board as in the basic games. From the 24 small and 7 large
Lay out the 55 beige buildings (2 each of 12 small + 5 large basic buildings + 2 different beige buildings, the
each of 12 small + 2 large new buildings) next to the game board. players choose, in clockwise
The start player begins and chooses 1 building from all the beige buildings next order, which 12 small and 5 large
to the board and places it on the board on an appropriate (the building cost must different beige buildings will be
match!) empty beige building space. If he chooses a small building, he places available in the game.
the second building of the same kind on top of the one he just placed: the small (by building cost!)
buildings are placed in pairs! (except in a two player game) The players continue
placing buildings in clockwise order until the spaces for all 12 small and all 5 large Example: a player chooses black market and
beige buildings are filled. Place the 26 (2 each 12 small and 2 large) unchosen places both black market buildings on the
beige buildings back in the box – they will not be used in the game. hacienda space on the board. Later, a player
Please note: for the buildings that cost 2, 5, and 8 doubloons, the players will chooses hacienda and places both hacienda
buildings on the construction hut space on
choose two different from the four available for each cost.
the board. The construction hut and forest
The game is now played as in the basic game … house buildings cannot now be chosen as
there is no longer a place to put them on the
Aqueduct board.
If the owner of an occupied aqueduct produces at least 1 indigo in his large indigo
plant (not small), he takes one additional indigo case. Similarly, if he produces at + 1 good with
least 1 sugar in his large sugar mill (not small), he takes one additional sugar case. large indigo plant/
Example 1: the player produces 0 indigo in his large indigo plant and 1 sugar in his small large sugar mill
sugar mill; he takes a total of 0 indigo case and 1 sugar case.
Example 2: the player produces 1 indigo in his large indigo plant and 3 sugar in his large sugar
mill: he takes a total of 2 indigo cases and 4 sugar cases.
Forest house
forest plantation;
On his turn in the settler phase, the owner of an occupied forest house may place 2 forests = -1
a forest on one of his empty island spaces instead of choosing one of the available doubloon with
plantations (or quarry, if that was an option). To do so, he takes any of the face- building
up plantation tiles (not a quarry tile) and places it face-down on an empty island
space on his player board.
When he builds a building (whether the forest house is occupied or not), he may
reduce the cost of the building by 1 doubloon for each two forests on his island.
This reduction is in addition to the builder and quarry reductions, but does not
come with the column restriction of the quarry.
Note: forests do not have space (or need) for colonists.
Example: the player has 6 forests, 2 occupied quarries, and is the builder; to build a large
warehouse, he pays nothing: 6 –1 (builder) –2 (quarries) – 3 (forests – no column limit) = 0.
Note: if the owner of an occupied forest house also has …
… an occupied hacienda, he may look at the tile he takes before deciding to place it as a forest;
… an occupied library, he can choose freely to place no, one, or both plantation tiles os forests;
… an occupied hospice and places a forest, he places the colonist on his windrose.
Once placed on the player board, a player may not change a plantation to a forest or vice-versa.
13
Guest house
In the mayor phase, the owner of a guest house, may place up to two colonists in up to 2 colonists
his guest house. He may later move these guests, at the start, during, or at the end to move freely
of all other phases to any building, plantation, or quarry of his choice where they
immediately go to work and must remain until the next mayor phase. The guests
may be moved in the same or in different phases.
Example: at the end of the captain phase, the owner of an occupied guest house moves one guest
to his storehouse and uses the storehouse immediately to keep 3 additional goods that remained
on his windrose. Later, he chooses the trader as his role and moves the second guest to his library
so he can double his trader privilege. These two guests, like normal colonists, remain on the
storehouse and library until the next mayor phase.
Lighthouse
The lighthouse is similar to the harbor, but the player gets 1 doubloon instead of + doubloon with
1 extra VP chip. If the owner of an occupied lighthouse is also the captain, he gets shipping
one additional doubloon.
Note: if the captain has an occupied lighthouse, he takes one doubloon whether he ships or not.
Specialty factory
The specialty factory is similar to the factory, but it rewards production of one
+ doubloons with
kind of goods. The player takes doubloons from the bank equal to 1 less than the production
number of goods he produced of one kind: the kind he produced the most of
(except corn).
Example: the owner of an occupied specialty factory produces 4 corn, 3 sugar, and 2 coffee. Thus,
the specialty factory earns him 2 doubloons: 3 (sugar) –1.
Library
The owner of an occupied library doubles the privilege he gets when he takes a doubled privilege
role. The settler may first take either a plantation or a quarry. Then, after all other
players have chosen their plantations, the settler may take a plantation from those
remaining face up. He may not take a quarry as his doubled privilege. Note: the owner of both occupied library
and hospice, takes a colonist for his
The craftsman may take 2 of the same good or 2 different goods.
first tile only; if he also has an occupied
construction hut, he may also take a
quarry as his second tile.
14
Royal supplier
On his first turn to ship goods in the captain phase (before he ships anything),
the owner of an occupied royal supplier can supply the royal warehouse (the before shipping:
supply) with a number of goods form his windrose equal to the number of nobles + 1 VP per good
on his island and take 1 VP for each
Note: such supplied goods must all be of different kinds (no duplicates). Regardless of other
buildings or abilities the player may gain no additional bonuses from supplying these goods to
the royal warehouse.
Villa
On his first turn in the mayor phase, the owner of an occupied villa may take 1
+ 1 noble from
noble from the supply (not the ship!). If there are no more nobles in the supply,
supply
he takes a colonist from the supply instead (if there is one).
Jeweler
In the craftsman phase, the owner of an occupied jeweler takes 1 doubloon from
the bank for each noble on his island.
+ 1 doubloon
Note: the jeweler counts as a large production building.
per noble
Royal garden
At game end, the owner of the occupied royal garden scores 1 VP for each noble
on his island (i.e. this plyers scores 2 VP for each noble on his island, whether they are
+ 1 VP per
on a building, a plantation or on his windrose).
noble
The author and publisher thank the many play testers for their large
commitment and their numerous suggestions, especially: Todd Jensen,
Beate Bachl, Sibylle Bergmann, Christine + Peter Dürdoth, Walburga
Freudenstein, Holger Frieberg, Claudia Hely, Markus Huber, Andreas Maszuhn, General note: when the basic
Michael Meier-Bachl, Roman Pelek, Karen Seyfarth, Dominik Wagner, the or 1st expansion rules mention
Wiener Spiele Akademie, and the groups from Berlin, Bödefeld, Göttingen, and "colonist", players can read
Rosenheim. "colonist/noble" when playing
If you have questions, comments, or suggestions, please contact us: with the 2nd expansion.
Rio Grande Games, PO Box 1033, Placitas, NM 87043 or
[email protected]
Please visit our website at:
www.riograndegames.com
© 2001/10 Andreas Seyfarth
© 2002/11 Ravensburger Spieleverlag
229.712
16