Rachel and I did play two games of Puerto Rico, as I expected. I won both, the first 56 to 45, and the second 56 to 54.
- We played with Wildcat Strikers. I CANNOT stress enough how good this building is. It is: 1/1. At the beginning of any round, before any roles are chosen, you may throw out this building and declare one of the roles to be Prospector instead of its usual function for this round. The colonist is returned to the supply.
Wow, is it good. All of the functions you can think of can be done: gaining extra cash, preventing someone from manning their building, ensuring a better spot for trading or shipping, etc. But using it only once and using it wisely is critical!
- We played with Royal Market. It is: 8/3. You may take any combination of Doubloons or Victory Points for your trade. Market bonuses cannot be exchanged.
This is even stronger than my previous version. Rachel looked at it and thought it was WAY overpowered. So I invited her to use it, which she did in the first game. Only then did she realize how much you sacrifice for giving up your Doubloons. Especially as I so thoroughly blocked the Trading House so often.
It may have more use in a four or five player game where the big buildings actually run out. In a two player game, I may simply have to up its power to something like: gain 1 VP for each 2 Doubl you get from trading.
- We moved University to 7 cost and comes pre-loaded with a colonist, and it still didn't get bought.
- In the first game, Rachel got an early Hospice (onto which you may move a colonist when you first buy it), but I successfully blocked her from acquiring any useful plantations. In the second game I bought Wharf and then Hospice and acquired a series of corn plantations.
- Without Factory or Small Market, money was a little tighter than usual. That gave shipping a boost.
They were great games. Both were so unlike any other games that we had played before. Puerto Rico is really one of God's gift to gaming, through His prophet, Andreas Sayfarth.