Thumb up
1 Posts

Puerto Rico» Forums » Sessions

Subject: Session Report rss

Your Tags: Add tags
Popular Tags: [View All]
BGG Admin
United States
flag msg tools
3-player with Steve Owen, Andy Ogden.
Were I honest i would be greatly relieved at not having to preface these comments with "stuffed into last place again", however the usual excuse for this unfortunate happenstance that "it is all luck" may well be relevant here, its just that it takes a while to realise. The "luck" and/or determinant factors are what your opponents do and the order in which the plantations come up. "Skill" concerns not buying dork buildings, especially at the wrong time, and very few of them don't fall into this category.
At first we thought certain other buildings were necessary or very desirable but extended play has caused several of these to fall into the late-purchase category. Also the game is a rocket-propelled sprint, which means there is no time to waste at all. If you are winning, you welcome distribution of VP, as this brings closer the end of the game, and your win with it. Also a leader may be in a postion where almost any opponent action or plantation revealed will benefit him more. The leader can choose the weird stuff that may benefit him alone, safe in the knowledge that other players will have to choose the tiles necessary to all three players. Like, we are on this island to grow tropical crops we don't currently possess. Thus trailing players have problems versus someone on a roll.

So as the competition hotted up in our games, Hospice, Coffee or Tobacco building, Large Market, Harbour and Wharf gave way to Hospice, Tobacco building, Harbour and Wharf, as Tobacco was easier to buy and more productive, then in last night's three-player, the vanities were stripped away to show Tobacco Storage and Wharf were all that were needed to win by 16, given lots of available corn. Tobacco Storage was purchased as a first building through gold piling up on a tile. Wharf was purchased secondly via tobacco sales, neatly obviating the point of any warehouse. No quarries. Office and small market were purchased as the money and VP rolled in, but were not used. Hospice-believers found they had to choose Mayor a lot to man buildings, which helped the winner by allowing redistribution of his men from San Juan to his few buildings, and to his many plantations [exclusively corn and tobacco]. Generally denial strategies fail, especially in 5-player games, as those without will compensate every turn eg. three players without Hospice will ensure regular Mayors. However Hospice is weak since it doesn't man buildings, so one who is making VP, money and barrels, instead of manning plantations automatically, wil win out. The main moral of this play was that a coffee/tobacco monopoly can be maintained [and increased] if the game is a short 3-player. This wins on sales to the Trading House and by blocking ships. It may become necessary to take coffee/tobacco plantations to prevent someone else getting them. However it seems skill requirement and luck factors mentioned previously will increase, and be required for longer, as number of players increase, so 5-player is the tough one. BUT here winning margins will be smaller, strategies less clear, and so victory may well be limited to those who can load on the last turn.
 Thumb up
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.