An entry for Tim of Mooselessness, who is apparently on the verge of buying Puerto Rico.
I have been a board game enthusiast all my adult life, but the thrill, as they say, is largely gone. When I returned from the Peace Corps in 1997 and started collecting modern board games, each one I bought was a wonder to me, full of innovative mechanics and fascinating ideas. It helped that the first few games I purchased were among the best ever made: Manhattan, Modern Art, and the sublime Settlers of Catan. But since that time I have played scores of games, and its become ever more difficult to impress me. I enjoy board games as much as I ever have, but it’s rare that I encounter one that fills me with the rush of admiration I felt for those first few. Still, occasionally a game will come along that manages to overcome my indifference and knock my socks off. El Grande did it, Euphrat & Tigris did it, Princes of Florence did it, and now I have been wowed by Puerto Rico.
In Puerto, each person begins play with his own “player mat” — a small map of the island divided into an upper and lower half. The bottom portion is for plantations, of which there are six types: Corn, Indigo, Sugar, Tobacco, Coffee and Quarries. The first five produce agricultural goods; the Quarries enable you to purchase buildings for cheaper. Buildings, placed in the upper part of the player mat, come in two types: Production Buildings (which allow you to refine your agricultural output) and violet Special Buildings. The object of the game is to acquire the most victory points, which is primarily acheived by shipping goods to the Old World, and by constructing buildings (each of which is worth some measure of points).
Players must manage two other resources. Plantations and buildings do not “work” unless they are manned by Colonists: plantations lacking a Colonist do not produce agricultural goods (or, in the case of the Quarries, do not reduce the cost of buildings), while buildings lacking a Colonist do not do whatever they are designed to do. Players will also earn doubloons throughout the game, which are used to purchase buildings.
Puerto Rico is played over a series of rounds, during which each player takes a turn. On a turn the Active Player chooses one of the seven Role Cards, and then every player (starting with the Active Player) gets to take the Action associated with that role. The Active Player also gets a Privilege — the opportunity to do a little more than everyone else. The Roles are:
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Role
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Action
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Privilege
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Settler
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Each player takes an agricultural plantation (corn, indigo, sugar, tobacco or coffee)
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The Active Player may take a quarry instead of an agricultural plantation
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Builder
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Each player may buy a building.
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The Active Player spends one doubloon less for his building
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Mayor
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Every player gets a colonist.
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The Active Player gets a bonus colonist.
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Craftsman
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Each player produces agricultural goods.
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The Active Player produces one bonus good.
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Trader
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Each Player may sell a good to the back for doubloons.
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The Active Player gets a bonus doubloon.
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Captain
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Each player loads goods onto the ships, and receives one victory point for every good loaded.
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The Active Player gets a bonus victory point.
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Prospector
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None!
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The Active Player gets a doubloon from the bank.
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Once a Role is taken, no one else may take it that round, and at the conclusion of a round all unchosen Roles receive a doubloon. When a player picks a Role with one or more coins on it, he keeps the money for himself. So a Role that is ignored in this round becomes more attactive in the next — a feature that ensures that
Puerto never stagnates.
Whenever the Craftsman is selected, each player produces goods. One good is produced for each manned agricultural plantation that has a corresponding manned production building — a coffee plantation and a coffee roaster, for example. This is the function of the Production Buildings. Each violet building, meanwhile, confers some special advantage onto it’s owner (but only, as always, if manned). The Hacienda allows the owner receive an extra Plantation in each Settler phase; the Market gives the owner a bonus gold every time he sells in the Trader phase, and so on.
If all this sounds overwhelming … well, it is, the first time you hear the rules. But Puerto Rico is so remarkably designed, and everything “flows” so well, that halfway through your first game you’ll already have a good grasp of what to do. Managing your resources is the key to success: you need plantations and buildings to produce goods, you need goods to earn money and victory points, you need money to buy buildings, and so on. The varieties of different strategies you can use in the pursuit of victory are seemingly endless.
The appeal of Puerto Rico is widespread, and it’s easy to see why. The game features quite a bit of player interaction, but it is all indirect: you cannot attack another player, but you can take the Role he wants before he gets the opportunity himself. The feel of the game is very positive, as you are building up (constructing buildings, producing Goods, making money) rather than tearing down (as you would in, say, a wargame). These two traits combine to make this a great, nonaggressive game for families. Furthermore, it works wonderfully well with three, four and five players, making it suitable for any gathering of friends.
I typically play a new game a few times and then get ready to move on; with Puerto Rico, however, I would be happy to play nothing but. One thing I have noticed is that the quality of a game is usually commensurate with the amount of discussion it engenders, and by that standard Puerto is one of the best. As soon a game ends the players are eager to talk about the strategies they employed and the ideas they have for future playings. And I find myself pondering Puerto even between matches, sipping my morning expresso, for instance, and wondering how well I would fare if I spent my next game growing nothing but coffee.
I’ve been suffering Board Game Burnout for a year or so, but Puerto Rico’s rave reviews convinced me to pick it up. And I couldn’t be happier I did. Puerto takes me back to those halcyon days when I first entered the hobby, and marveled at the skill that went into game design. Anything that can do that to a jaded old player like me must be a great game indeed.