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As described on the main PuertoRico page, Yehuda Berlinger has been creating and playtesting lots of PuertoRico buildings. The whole list is [here], but this is what his playgroup have concluded are the best balanced. On 16 March he posted to the [Yahoo PuertoRico group] the following:

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:

CONCEPTS:


=================

--1--
Small Market

AQUEDUCT  1  1  Craftsman
+1 good/sugar mill and/or indigo plant

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.

--2--
Hacienda

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

--7--
Factory

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

--9--
Wharf

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)

City Hall

Fortress

Residence (weak, unless playing with a plantation booster, such as
Hacienda)

Customs House

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




Comments

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.

Shade_Jon (shadejon at gmail)

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