15

The first random thing that happens in Puerto Rico is turn order. This can be offset by having players bid on seats. If you are playing with the expansion, then the buildings available are randomized. This can also help to prevent the game from being solvable. There are the plantation tiles as described in the question. Finally, if you are playing with ...


14

No, the players are not required to pick a plantation. From the rules, emphasis mine: 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 the face-up plantation ...


11

All your colonists can be moved each mayor phase, including ones acquired during earlier turns. From the rules: A player may place his new colonist(s), together with all the colonists he acquired from earlier rounds, on any empty circles on the tiles on his player board. Thus, a player may move a colonist placed on a circle or San Juan in an earlier ...


8

Play it more often. I finish two-player games with an expert friend in about 50 minutes, after having played a lot over the Internet and live. As you start learning the buildings and understand the two fundamental strategies of the game, i.e., building vs shipping, you'll start realizing your chances faster. There are a lot of house rules you can apply to ...


8

We have played 2-3 times a month for a long time. Of course games are shorter with fewer people and go faster when everyone is well acquainted with the game. We have played normal extended version games in about an hour with 3 people. We recently added a column of property spaces on each town to extend play - you could remove a column to shorten play. ...


8

It makes sense to take Corn at every point during the game. As you point out, Corn requires fewer colonists to manufacture and is worth the same amount of VP tokens when shipped. It actually doesn't make sense to go for the higher yielding cash crops in the beginning of the game, until you have one or two other crops to protect it. Imagine only having ...


7

Yes, it makes huge amounts of sense to do such things. It can even make a lot of sense to seek after both corn and cash crops from the beginning of the game. You only need a single Coffee or Tobacco plantation for trading, so going for corn early, middle, and late (but being sure to snag a single cash crop early) is an extremely viable solution. Yes, you ...


7

No one can really answer your question directly, but I can give an overview of the four different games and their play styles. Agricola Complex rules and might be a bit heavy for a non-gamer initially. About building a farm. Everyone likes building a farm. "Aggressive" play comes from resource denial Most games will take 30 minutes per player to play. ...


3

The quick answer would be to use a timer and set it to an hour. When the timer goes off, you can finish the round. You might try limiting the spaces available for buildings, maybe remove a row or column, thus filling the spaces more quickly and triggering the endgame. Also, remove some of the potential workers from the worker pool. I'm not sure how these ...


3

I don't think you can just sit down with a strategy as precise as knowing your end buildings and stay competitive against a more flexible player. The game does not have a lot of randomness but the distribution of plantations does play a huge role on the rest of the game. It's well balanced in the sense that if you are too out of control in one dimension ...


3

Regrading whether the factory should cost eight coins and the university seven, according to the wiki page "The designer Andreas Seyfarth has said that he would make this change if he were creating the game today." Based on other things I've read, I agree with ths.


3

No one has mentioned the Factory in their answer. The Factory is an obvious reason to choose Craftsman. On the surface you think that if you have the Factory it makes sense. It might also make sense if someone else has a Factory. You can sometimes Craftsman and exhaust one or two goods so that someone with a Factory is unable to produce any of those ...


3

There is no such thing as "enough victory points to win." Nor does it matter who initiates the play that triggers the end of the game. The only issue is, when the game ends, who has the most victory points. There are three ways to trigger the end of the game. If you are, in fact, in the lead, then your strategy should turn towards driving the game to its ...


2

To answer your specific question "Do I need to buy a warehouse THIS turn, for 1-2 turns down the road?" here are my informal steps for evaluating. How many and how many types of goods are you producing? How many and how many types of goods are being produced by others? How many Warehouses are left? What is the opportunity cost to buying the Warehouse? If ...


2

There isn't a whole lotta depth to SJ. After playing many games digitally and IRL, SJ got bland for me, whereas, I still continue playing RftG. These days, the SJ exp needs to be included for me to play SJ, and this is still vs. base game RftG. On the plus side, SJ with the exp is still easier to teach than base game RftG, so I don't feel bad pushing SJ + ...


2

Yes, during every Mayor phase, you can reassign your colonists to new buildings or plantations. The only thing you cannot do is voluntarily place your colonists in San Juan if there is an empty space (building or plantation) for them to occupy. If your game strategy depends on cheating, then you should find a new hobby.


1

If you play in 2 players, chess clock is always good. If you play Puerto Rico online, the mean of the duration is around 27 minutes. So technically is possible to play even faster. You can speed up by having the paper and pen and writing the scores down there. Searching for the VPs (1 or 5) is a lil' bit lengthy. Especially when you firstly put 3 objects ...


1

I tried to learn Puerto Rico two years ago, and had a second "go" in the past week, "cramming" the rules and strategy recommendations over several nights, and I think I'm still confused. Perhaps it's because the game concepts are different from what I am used to in other games. The mechanics are simple enough. Each player picks one of several roles (builder,...


1

I also have separate bags for the different number of players. I include a card in each bag to indicate what exactly goes into that particular bag. On the back of the card I indicate what is used in the game (which ships, number of prospectors, number of plantations, etc). One other thing I do is sort the buildings and use a doubled-up rubber band to hold ...


1

Starting with corn (seat 3 and 4) seems to have a large advantage from stats, but this does not mean necessarily that the game is that unbalanced. I believe this advantage, something close to a 50% extra comparing to seats 1 and 2, is accentuated by the fast the producing and shipping corn is an easier strategy to grasp and effective deliver. When playing ...


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