Puerto Rico Player Aid

Roles

Role Name

Action

Privilage

Settler

Each player takes and places a plantation tile

The Settler may take and place a quarry, instead

Mayor

Each player takes and places colonists

The Mayor may take one additional colonist

Builder

Each player may build a building

The Builder pays one less doubloon

Craftsman

All players take goods from the supply

The Craftsman takes one additional good

Trader

Each player may, at most, sell 1 good to the trading house

The Trader earns one extra doubloon when he sells

Captain The players must load goods on the cargo ships The Captain earns one extra victory point
Prospector None The Prospector takes one doubloon from the bank

Production Buildings

Name

Commodity

Cost

Victory Points

Capacity

Small Indigo Plant

Indigo

1 1 1

Small Sugar Mill

Sugar

2 1 1

Indigo Plant

Indigo

3 2 3

Sugar Mill

Sugar

4 2 3

Tobacco Stoarge

Tobacco

5 3 3

Coffee Roaster

Coffee

6 3 2

Regular Buildings

Name

Cost

Victory Points

Active Phase

Effect

Notes

Small Market 1 1 Trader +1 doubloon with sale
Hacienda 2 1 Settler +1 plantation from supply Extra plantation may not be discarded. A quarry may not be substituted.
Construction Hut 2 1 Settler Quarry instead of plantation If the Settler owns a Construction Hut, he may only take one quarry.
Small Warehouse 3 1 Captain Store 1 kind of goods
Hospice 4 2 Settler +1 colonist for settling Colonist is taken from the supply, unless none are available, in which case it can come from the ship. If the owner also has a Hacienda, the extra plantation does not gain a colonist.
Office 5 2 Trader Sell same kind of goods
Large Market 5 2 Trader +2 doubloons with sale
Large Warehouse 6 2 Captain Store 2 kinds of goods
Factory 7 3 Craftsman +0/1/2/3/5 doubloons with production Player earns doubloons based on the number of kinds of goods produced: 0 for 1 kind, 1 for 2 kinds, 2 for 3 kinds, 3 for 4 kinds and 5 for all five kinds. Must be actually produced.
University 8 3 Builder +1 colonist for building Colonist is taken from the supply, unless none are available, in which case it can come from the ship. If the owner builds a building that has a capacity of more than 1 colonist, only one colonist is gained.
Harbour 8 3 Captain +1 victory point per delivery
Wharf 9 3 Captain Your own ship Player may ship one kind of goods using this.
Guild Hall 10 4 Game End 2 victory points foe each large production building, 1 victory point for each small production building Large size building.
Residence 10 4 Game End 4VP for <=9, 5VP for 10, 6VP for 11, 7VP for 12 occupied island spaces Large size building. Plantations themselves do not have to have colonists on them.
Fortress 10 4 Game End 1 victory point for every 3 colonists Large size building. Fractions rounded down.
Customs House 10 4 Game End 1 victory point for every 4 victory point chips Large size building. Fractions rounded down.
City Hall 10 4 Game End 1 victory point for every violet building Large size building.

Expansion Set Buildings

Name

Cost

Victory Points

Active Phase

Effect

Notes

Aqueduct 1 1 Craftsman +1 good with sugar mill or indigo plant Does not work with small indigo plant or small suger mill. Must produce at least one normally.
Forest House 2 1 Settler Forest as plantation. 2 forests: -1 doubloon with building Must permanently discard a plantation tile. Not recommended with Hacienda.
Black Market 2 1 Builder -1 doubloon for each 1 VP, good, or colonist Maximum one of each for -3 doubloons
Storehouse 3 1 Captain Store 3 of any kind of goods
Guesthouse 4 2 Any Move guests Holds 2 colonists. Colonists may be moved out at any time.
Church 5 2 Builder +0/1/1/2 VP with building Gain +0 VP for building a building from column 1, +1 for columns 2 or 3, and +2 for column 4
Trading Post 5 2 Trader Your own trading house Capacity 1, Small Market and Large Market bonuses do not apply to goods sold here
Small Wharf 6 2 Captain Your own ship. +1VP for each 2 goods May ship any combination of types of goods
Lighthouse 7 3 Captain +1 doubloon per shipment and for being captain Captain bonus applies as soon as role is taken.
Library 8 3 All Double each privilage Most are self explanatory. For Settler, however, the owner of a manned Library may select a second plantation after all other players have taken one. The second plantation may not be a quarry, unless the owner also has a construction hut. If he has a Hospice, only the first plantation gains a colonist.
Specialty Factory 8 3 Craftsman #-1 doubloon with production of same goods Applies only to most numerous goods produced except corn. If 4 indigo produced, gain 3 doubloons, for example.
Union Hall 9 3 Captain Before shipping: +1 VP for each 2 same goods Rounded down.
Cloister 10 4 Game End +1/3/6/10 VP for 1/2/3/4 sets of 3 same plantations Large size building. 6 of the same counts as 2 sets.
Statue 10 8 Game End No further function Large sice building. No colonist circle.

The Nobles Expansion

Components: 14 small buildings (2 of each), 1 large building, 20 red "Noble" discs

Setup:

Place the buildings from "the Nobles" expansion above the main game board in the column corresponding to their victory point value. In each column sort them by cost, as follows:

1 VP 2 VP 3 VP 4 VP
Hunting Lodge
Land Office Construction Office Villa
Chapel Court Supplier Jeweler Gardens
Small Indigo Plant, etc Large Indigo Plant, etc Tobacco Storage, etc Guild Hall, etc

The 20 noble discs are placed in the supply with the colonists.

Note: When you play with this expansion, running out of colonists/nobles to fill the colonist’s ship is not a game ending condition anymore (i.e. all colonists are in use, and there’s no need to count the number of colonist discs before play!)

At the beginning of the game and at the end of each Mayor phase, and as long as there are still nobles in the supply, substitute one of the colonists on the colonist’s ship with a noble. This noble can now be taken instead of a colonist during a forthcoming Mayor phase (usually it is picked first).

At the end of the game every noble you own on your board (even if waiting at San Juan) gives you 1 victory point!

The Buildings

Note that many of these buildings have a different effect depending on whether they are occupied by a colonist or a noble.

As usual a building must be occupied for its effect to apply.

Name

Cost

Victory Points

Active Phase

Effect

Notes

Land Office 2 1 Trader

If occupied by a colonist: pay 1 doubloon to draw a face down plantation.

If occupied by a noble: discard a plantation to receive 1 doubloon from the bank.

1. If the player also possesses the Forest House, he can choose to put this new tile on the Forest side.

2. If you discard a tile occupied by a colonist or noble, it goes to San Juan.

Chapel 3 1 Craftsman

If occupied by a colonist: receive 1 doubloon from the bank

If occupied by a noble: receive 1 Victory point

Hunting Lodge 4 2 Settler

If occupied by a colonist: may discard a plantation tile from the island

If occupied by a noble: gain 2 VP if the player with the most empty fields on his island. If tied, no VP gained.

1. The colonist or noble from the discarded tile goes to San Juan.

2. Forests count as a plantation tile, and can be discarded.

Construction Office 5 2 Builder

If occupied by a colonist: gain a discount of 1 doubloon on all buildings in columns 1 through 3

If occupied by a noble: gain a discount of 2 doubloons on any building from column 4

A colonist gives no discount for large buildings and a noble gives no discount for small buildings.
Court Supplier 6 2 Captain Before loading goods, may discard 1 good per noble to gain 1VP each Each discarded good must be a different type. Moreover any extra bonus doesn't apply to those goods.
Villa 7 3 Mayor When his turn comes for the first time during the Mayor phase, the owner of the Villa can take an extra noble from the supply (not from the ship). If there are no more nobles in the supply he can take a colonist instead.
Jeweler 8 3 Craftsman Every Craftsman phase the owner of the Jeweler receives 1 doubloon from the Bank for every noble in his domain. The Jeweler counts as a large production building when scoring the Guild Hall bonus.
Gardens 10 4 Game End At the end of the game, the owner of the Gardens gains 2 VP for each noble he owns instead of the usual 1VP per noble. This is true regardless of where his nobles are: i.e. on buildings, plantations, San Juan, etc.