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17

No, Using the Wharf is optional, and a player is not required to use it each turn. Here are a couple quotes from the rules. The Violet Buildings (page 9) A player is not required to use the special function of an occupied violet building if he does not want to (important with the wharf, see below). The Wharf (page 11 - emphasis, mine) The wharf ...


15

I've read many people saying the same thing - the university is overpriced. I read one group who attempted to find the true value of the buildings by playing for two years and varying prices based on whether they were bought, and how well the people who bought them did. The write up contains a downloadable copy of their results and final prices for all ...


14

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 int he question. Finally if you are playing with ...


13

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 ...


12

I do not agree with the other answers that say Craftsman should be rarely taken. By carefully consider seat order implications, if a player can answer the below questions in the affirmative then Craftsman should be the choice if no better options present themselves. First a review of what Craftsman does. Why take Craftsman? Craftsman generate barrels ...


11

The rule what you stated, but your wording is awkward. I would say: If a player has a kind of goods that can be loaded on several empty ships, he must choose a ship at least as large as the number of goods of that kind, leaving no goods behind. If no ships are large enough, that player must choose the largest ship.


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 ...


10

It has two purposes: As you say, it ensures that every role gets taken, and that no role goes entirely unloved for too long. There are multiple paths to victory in Puerto Rico, and most of them require some combination of roles to be taken: a shipping strategy requires Settler/Mayor to set up and Craftsman/Captain to execute, a building strategy requires ...


10

Yep, there's no restriction about which ship you load the corn onto if all the ships are empty. It's often a good idea to load onto a ship that makes other players' loading decisions most inconvenient. The restriction does exactly what you assumed it does: stops you from loading a few of your goods into a small ship, if you could load all of them into a ...


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 ...


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

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 ...


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. ...


7

Under page 6 of the rules explains all the rules for the Captain phase. Starting with the captain, each player in turn chooses a good that they can ship, and ships all goods of that kind or the the most that they can if there are not enough ship spaces available. Therefore: If the corn boat wasn't full, you can choose to ship all the corn you own that would ...


7

Keep in mind that shipping takes place in several turns, going around the table starting with the player that chose Captain. On your turn, you must load a good if you are able. This means that you could choose to load all your indigo on the empty ship (provided that the third ship is not already carrying indigo--there can be only one ship carrying each kind ...


6

It depends on several factors that ultimately boil down to What is the roles overall value? Is it the early game? - In the early game, it is usually more important to gain coins than VP. The reason for this, is that you can exchange coins for buildings that will gain you more coins/VP over the course of the game than you would earn this turn by shipping and ...


6

No bonus is received. You only get credit for what you produce. See the rules, page 10. The answer is clear within the Example for the factory.


5

The first round is almost always: Settler (P1:Quarry, P2:Corn(or Sugar if Corn unavailable), P3:Indigo (other choices are also good) Builder (P2:Small Market or related production building, P3:Small Market, P1:Pass or (Small Market if available, sometimes Small Indigo) Mayor (P3:Corn and Small Market, P1:Quarry, P2:doesn't matter) An in depth analysis ...


4

I got real gold doubloons from The Great American Coin Co. They are about the size of a nickel, and are authentic looking, real metal coins based on the 17th century Spanish doubloon. They make the game so much more fun! http://www.greatamericancoincompany.com/c5/Shiny-Gold-Doubloon-Replicas-You-Choose-Quantity-p184.html


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 ...


3

It is a game mechanic to make the value of the role placards change over the course of the game. From the Anniversary Edition rules (page 7) Role placards with more doubloons will be more attractive to the players as they get the doubloons in addition to the privilege of the placard.


3

I do think that Settle for a Quarry is far and away the best first move of the game. The return on the investment is just so good. It helps you get the important early- and midgame buildings earlier, and get more buildings total. I think Building for a Small Market or small Indigo/Sugar plant, depending on what you grabbed with Settler, is a strong choice ...


3

I got some really nice doubloon coins from Momcorp. They're a lot more enjoyable than the paper coins, and a pretty good deal for $29 -- you get 50 coins (40 small silver coins & 10 large gold coins). http://momcorp.com/moms-famous-antique-doubloons/


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

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

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

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 ...


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 + ...


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