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Michael Sosa
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I love Puerto Rico but rarely get to play it with the expansion buildings, mostly because it is a bit of a hassle to figure out which ones to use. It occurs to me that a deck of cards with the name and cost of each building would work as an easy randomization tool. Or a spreadsheet where dice could easily be rolled.

How do you randomize your starting setup?
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Tibs
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Baltimore
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I use my custom-designed center board and just draw the buildings blindly to fill the spaces.

PzVIE created an Excel spreadsheet that selects them randomly in a similar manner.
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Dan Poole
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I keep my buildings separated in a counter tray based on building cost. Then I randomly select a building from each compartment. This has worked really well for us, especially since I like getting random buildings rather than going through the hassle of selecting them.
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James Welke
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Re: Re: Is there are easy method to randomize the starting setup with all the expansion buildings?
voynix wrote:
I keep my buildings separated in a counter tray based on building cost. Then I randomly select a building from each compartment. This has worked really well for us, especially since I like getting random buildings rather than going through the hassle of selecting them.


Aye, I do this as well, though sometimes we do a clockwise draft amongst the players. I don't suggest the draft if people are unfamiliar with the buildings.
 
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Andy Leber
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Orillia
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I've always been the bigger fan of having all buildings, but one of each.
 
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Paulo Santoro
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Why randomize? The rulebook says that the players must choose.
 
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Michael Sosa
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Having players choose would require each player to understand what each building does, most people are not familiar with any of the new buildings. So we have a significant amount of time required to have players choose for what I'm sure must be negligible benefit in strategic choice.

Easier to randomize and explain the available options.
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Tibs
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PauloSantoro wrote:
Why randomize? The rulebook says that the players must choose.

Because that's not fun. It adds extra time, allows room for biases, and adds unnecessary decision to a player who might not know what all of them do offhand.

Puerto Rico is all about rolling with the punches. It's natural to apply this mantra in-between games as well. Plus, I like the excitement of not knowing which buildings will be available.

Lastly, the (most recent) rules say you can use the Forest House and Hacienda together, but the original PR expansion rules (wisely) said you should not. Additionally, the Jeweler and Villa combination is unimaginably broken and the rulebook doesn't forbid it. So as backwards as this might sound, the rulebook isn't the irrefutable authority on all facets of this wonderful game.
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Will
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I believe there are also several files in the file section that can help. One of them sets up a way to roll dice to choose.
 
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Dave Why
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Lexington
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I use a slight variation to the setup rules for the new buildings ...

Instead of choosing all the available buildings during setup, I put all the buildings (old and new) next to the board and let players choose them during the game as they build. However, I still maintain the same cost distribution of buildings. So only one building of cost 1,3,4,6,7,9, and two buildings each of cost 2,5,8 and five buildings of cost 10. For example, once the first 3-doubloon building is chosen by a player, then the other 3-doubloon building is out of the game. For 2,5,8-doubloon buildings, the first two different buildings are in, the others are out.

This is not a lot different from the setup rules, but it does allow players more building options during the game.
 
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