Date: Wed, 16 Mar 2005 12:40:31 +0200 From: Yehuda Berlinger <shadejonATgmailSPOTcom?> Subject: Best of my/official PR buildings, so far ...
In the past year of playtesting, here is the best of the lot, so far:
"take a an X during the Settler phase". Take one of the available plantations and turn it over to use as X (excluding quarries (but why?)). If you have Hacienda, you may use your regular plantation selection or the Hacienda drawing (after looking at the drawn plantation) to take X, but not both. You may only do this if the building is occupied.
"the Hold". Each ship has room for one more object, no matter what type. You may only place in the Hold if a building that says you can is occupied. Placing in the Hold does not count as a shipment. Wharves and similar buildings have Holds (still up in the air about this last clause).
EMPLOYMENT OFFICE 1 1 Settler Move a colonist onto a plantation when you get it.
ASSEMBLY LINE 1 1 Mayor All production buildings can hold additional colonist
FARMER'S HOUSE 1 1 Settler At the end of the Settler phase, you may take one of the remaining plantations.
WILDCAT STRIKERS 1 1 Special At the beginning of a round, choose a phase. That phase acts as Prospector if chosen this round. Use once and discard.
Construction Hut (only in 5 player)
SMALL FASHION DISTRICT 2 1 Trader Trade indigo at +2 GP
CAPTAIN'S QUARTERS 2 1 Captain +1 VP/colonist shipped. May add a colonist to The Hold of a ship when shipping goods.
UPSCALE NEIGHBORHOOD (NO CIRCLE) 2 4 End Game No further function
PORT AUTHORITY 2 1 Captain When you fill a ship, you get +1 VP (including Wharves, etc...)
CIVIL OFFICE 2 1 Special When you buy Civil Office, pick a phase. You get double the privilege for that phase whenever you pick it. Like a little Library
BAZAAR 2 1 Mayor/Craftsman?/Trader? Trade barrel, VP or GP for colonist, or trade colonist, GP or VP for barrel, or trade barrel, colonist or VP for GP.
SURVEYOR'S OFFICE 2 1 Settler Take plantation directly from supply.
BLACK MARKET 2 1 Builder Trade colonist, VP, good for GP when building. (Up to 1 of each, and only if you do not have enough GP)
--3-- Small Warehouse
SOYBEAN PACKING PLANT 3 1 Production You may take a soybean plantation during the Settler phase. Each soybean plantation produces one barrel of soybeans during the Craftsman phase. Soybean barrels sell for 0 GP. If (and only if) there are no available soybean or empty ships, soybeans may be shipped onto available corn / sugar ships, one ship at a time, at 1 VP/2 barrels (total of both shipments). If (and only if) there are no available empty, corn / sugar ships, corn / sugar may be shipped by any player (as many barrels of either or both as possible) onto a soybean ship, at 1 VP/2 barrels. There are 10 soybean barrels.
STOREHOUSE 3 1 Captain Store 3 additional barrels
--4-- GUEST HOUSE (2 circles) 4 2 Mayor Move colonists on GH at any time
MAYOR'S ESTATE 4 2 Mayor +1 colonist from supply
MINE 4 2 Builder Pay 1 less per building
HOSPICE 4 2 Settler Take colonist with plantation. You may move a colonist onto Hospice when you buy it.
IRRIGATION 4 2 Craftsman +1 good. Original 5 goods only. Take while producing.
--5-- Large Market
IMMIGRATION OFFICE 5 2 Mayor +1 GP if you receive a colonist, +2 GP if you receive more than 2
PROSPECTOR'S CABIN 5 2 Special You may take +1 GP instead of the usual privilege when taking a phase. If you take prospector, you take an additional +1 GP. Only useful in 4 or 5 player game
EXCHANGE HOUSE 5 2 Trader Swap one barrel with Trading House at the end of the trading phase, before Trading House is emptied. This one seemed weak the first ten times we played, and now is regarded as very powerful.
TRADING POST 5 2 Trader Trade good directly to supply. No market or other "trade" bonuses. Do not use in a two player game. A must in a 5 player game.
--6-- SPECIALIZATION WHARF 6 2 Craftsman/Captain? During craftsman, you may place barrel onto SW (discard any barrel previously placed). Barrel on SW cannot be shipped, traded or discarded. During captain, you have wharf of the type of good on SW.
DISCRETIONARY HOLD 6 2 Captain At the end of the captain phase, you may add barrels into The Hold of any full ship for 1 VP each. You may also store 3 additional barrels.
SMALL WHARF 6 2 Captain Ship any number and type of goods for 1 VP/2 goods
LIGHTHOUSE 7 3 Captain +1 GP/shipment
SPECIALTY FACTORY 7 3 Craftsman +1 GP/good of one type (except corn)
Super Market 7 3 Trader Sell goods for +3.
--8-- Harbor (in 4 or 5 player)
Large Business 8 3 Builder/Captain? Pay one less per building. +1 VP if you ship at least one shipment Always replaces Harbor in 2 or 3 player.
GOLDSMITHS (2 CIRCLES) 8 3 Special You may take a gold mine. If you have two occupied gold mines and two workers in your Goldsmiths, you receive one Gold good during craftsman. Gold can be sold for 6 GP. During the captain phase, when you ship a type of good, you may add one gold good to The Hold for 3 VP. You may not start a ship with only gold. You may not store gold in a storehouse. There are 5 gold goods available in the supply. Gold may not be chosen as your extra good as craftsman privilege.
LARGE GENERAL WORKHOUSE (2 CIRCLES) 8 3 Special Produce 2 of any basic goods (the same or different) with corresponding plantations A little strong
LIBRARY 8 3 Special Double privilege (once per round in 2-player) Best not to use in two player altogether.
UNIVERSITY 8 3 BUILDER +1 colonist/building. University comes with a colonist on it. Try it also at cost 7
UNION HALL 9 3 Captain +1 VP/2 goods of same type before shipping Do NOT use with Aqueduct
(Unfortunately, I have several other 9 cost buildings, but none that can be considered really balanced ... and Union Hall isn't too balanced, either. Stick with Wharf.)
--10-- Guild Hall (a little strong)
Residence (weak, unless playing with a plantation booster, such as Hacienda)
CLOISTER 10 4 End Game +3/5/7/9 VP for 1/2/3/4 sets of 3 same plantations
ASSEMBLY 10 4 Special +1 VP/round. Gain one VP at end of each round
DISTILLERY 10 5 End Game +2 VP/sugar plantation, Max +8.
FAIRGROUNDS 10 4 End Game +1 VP/2 empty circles on your board
FASHION DISTRICT 10 5 End Game +2 VP/indigo plantation, Max +8.
METALWORKERS 10 4 End Game +2 VP/quarry
NATURE PRESERVE 10 4 End Game +1 VP/empty island space
RESERVES 10 4 End Game +2 VP/good type on your board
TREASURY 10 4 End Game +1 VP/2 GP on your board.
FARMER'S MARKET 10 5 End Game +1 VP/corn plantation
CAPITOL 10 4 End Game +1 VP/3 VP in building VP's (red numbers)
TRAVEL AGENCY 10 5 End Game +1 VP for each type of area on your plantation area (e.g. each type of plantation, forest, quarry ...
GOVERNOR'S HALL 10 6 End Game +4 VP if you have any colonists on San Juan
STOCKADE 10 5 End Game +1 VP/number of barrels of one type of good on your board
GIANT PRODUCTION BUILDING 10 4 Craftsman +1 each type of good you produce.
POLICE STATION 10 5 Special Once per round, you may also receive the privilege for a phase, no matter who picks it.
PRINTING PRESS 10 4 End Game +5 VP
PRESIDENT'S HOUSE 10 4 End Game +2 VP for each of the following that you have the most of (+1 if tied): VP (in chips), VP (in buildings), colonists, plantations, GP, good.
CATHEDRAL 10 4 End Game +2/4/6/8 VP for 2 or more buildings from each column
I like the look of PROSPECTOR'S CABIN combined with LIBRARY. How would they combine with POLICE STATION?--Pallando
Police Station and Library are almost exact opposites. With Library, you get double the privilege for a role that YOU take. With Police Station, you get the privelege for a role that someone else takes.
With Prospector's Cabin, you replace the privilege you would normally get with +1 GP. I don't see any reason why these could not combine, although I typically try to avoid this.