Martin Brodén Rother-Schirren
I didn´t know if I should put this on the San Juan or the Puerto Rico forum, but here goes. I love both these games (especially Puerto Rico), but as an old grognard I would like them to have more meat. San Juan and Puerto Rico are indeed two different games, but they also share a theme and rule foundation which I couldn´t help noticing, and which I´ve tried to build upon, so here goes. What do you think?
Puerto Rico/San Juan - Combination Game
These rules try to combine the two fine games of Puerto Rico and San Juan from Alea, both masterfully designed by Andreas Seyfarth. To use these rules, you must have the rules and components from both games.
From Puerto Rico:
· The governor placard
· The captain, craftsman, mayor and settler role placards
· The 2 construction hut, 2 hacienda and 2 hospise buildings
· 8 @ 1 dubloons (silver dubloons)
· The 58 island (8 quarry and 50 plantation) tiles
· The colonist ship
· The 100 colonist markers
· The 50 good barrels
· The 5 cargo ships
· The 50 VP chips (32 @ 1 and 18 @ 5)
From San Juan:
· The councillor, builder, prospector and trader role placards
· All cards but the 3 quarry buildings
· The 5 trading house tiles
· Select starting player and order of players using any method. The starting player takes the governor placard. Seat yourself around the playing area in player order.
· Each player recieves one indigo plant building.
· Shuffle the rest of the San Juan cards. Place the deck on the gaming surface. This is the card supply.
· Remove the same number of cards from the card supply as there are players and place them face down without looking at them. These cards form the start of the discard stack.
· The starting player draws the same number of cards as there are players and discards one of them, without showing it to the other players. The other players do the same, in player order. For each player beyond the first, add one to the number of cards drawn, and one to the number of discards.
· Place the 8 role placards hext to each other on the game surface.
· Place the same number of colonists on the colonist ship as there are players.
· Place the 6 space cargo ship next to the colonist ship. These two ships form the harbour.
· Place the other four cargo ships next to each other. These four ships form the wharf. The harbour and the wharf are easily distinguished from each other in that the harbour always contains the colonist ship.
· Add colonist and victory point markers to the game as you would in Puerto Rico.
· Place the island tiles in six tiles, in the following order: corn, indigo, sugar, tobacco, coffee, quarry.
· Place the goods next to the island tiles, so that corn barrels are next to the corn plantations, the indigo barrels next to the indigo plantations and so on. Place the 8 silver dubloons next to the quarries.
· Place the three plantation buildings next to the island tiles and the goods. The three plantation buildings are constrution hut, hacienda and hospice. There should be two of each.
· Place the five trading house tiles from top to bottom in the following order: 1-2-2-3-3, 1-2-2-2-3, 1-1-2-2-3, 1-1-2-2-2, 1-1-1-2-2. Take the two top trading house tiles and place them face down next to the trading house stack, so that the 1-1-2-2-3 trading house tile shows. The two stacks combined are the market. The trading house tile that is showing is the trading house.
The mechanics for game flow in Puerto Rico and San Juan are next to identical, and does not change other than stated below.
There are two kinds of role placards. The city council roles have large placards, they are the councillor, builder, prospector and trader roles. The governor council roles have small placards, they are the captain, craftsman, mayor and settler roles. They only differ in one aspect: at the end of a governor round, a victory point is placed on all governor council roles that weren´t chosen during the round. When a player selects a role with victory points on it, that player also recieves the victory points on the role. Note: Nothing is ever placed on the unchosen city council roles.
When one of the three game end conditions of Puerto Rico are met, the entire governor round is still played to the finish. All victory point sources are then counted together. Notice that the palace accounts for the victory point markers as well.
The player whose turn it is to be the governor has the privilege to, once a game, select the admiral role instead of one of the ordinary roles. The player marks this by tilting the governor placard.
Councillor (city council): Does the same as in San Juan.
Builder (city council): Basically the same as in San Juan. As an alternative to the buildings on hand, a player may choose to build a plantation building if there are still any available. The cost for the plantation buildings is the number in the lower left corner.
A player is entitled to the following discounts when building:
· The privilege of the builder role reduces the cost of the building by one card.
· Each manned quarry lowers the price of a purple building by one card, but not more than half (rounded down) of the unmodified cost of the building may be discounted with manned quarries.
· A manned smithy lowers the cost of a production building by one.
· Each silver dubloon returned to the pile of goods lowers the value of a building by one. In effect, each silver dubloon is spent instead of discarding a card.
Prospector (city council): Does the same as in San Juan.
Trader (city council): In turn, each player may sell one good each to the market. To sell a good, there must be a demand for that particular good. The trading house tile shows the current price for which the market buys each good, from top to bottom: indigo, sugar, tobacco, coffee and silver. Corn may never be sold in the trader phase in any way. If the corresponding box in the trading house is empty, a good can be sold by placing it on the box and taking the same number of cards as the figure. After everyone has had the chance to sell a good, the player who selected the trader role may try to sell another good (or two, if that player owns library). After this, any player who has a trading post may try use it, in player order starting with the player who selected the trader role.
If, at the end of the trader phase, four or five goods occupy the trading house, the trader house is emptied. If the trading house emptied unfull, with four goods, the market is now in a higher demand and the next turned down trading house (if any) tile is placed on top of the current trading house. If the trading house, on the hand, emptied full, with five goods, the market is now in a lower demand and the current trading house is turned upside down on top of the upside down pile, unless it is the last tile.
Captain (governor council): Basically the same as in Puerto Rico. The ships in the harbour are available for loading of goods (which means that the first time someone chooses captain, only the 6 space cargo ship is available for loading of goods). Silver may never be loaded onto a ship in the captain phase in any way. Each time a player loads on a ship that someone owns (remember, one must load if possible), the player that owns that ship gets a victory point.
If, at the end of the captain phase, all cargo ships in the harbour unloads, a boat from the wharf, one space larger in cargo capacity than the largest one in the harbour, is placed in the harbour, if available. If, on the other hand, none of the ships in the harbour unloads, a boat from the wharf, one space smaller in cargo capacity than the smallest one in the harbour, is placed in the harbour, if available.
Craftsman (governor council): Basically the same as in Puerto Rico. Each manned corn plantation produces one corn. One manned quarry and one manned silver smithy produces one silver dubloon. For each of the other goods, one manned plantation and one manned production building of the corresponding type produces one barrel of that kind of good.
Mayor (governor council): Basically the same as in Puerto Rico. All island tiles and all buildings must have a colonist to be counted as active (this includes all San Juan cards). No card or island tile may have more than one colonist on it and if there is no place for the colonist, it is placed in the San Juan slum in front of the player.
Settler (governor council): Basically the same as in Puerto Rico, with the main exception that all plantation tiles are freely available. The quarry may still only be chosen as a privilege, or if the player has an active construction hut. No player may have more than 12 island tiles (including plantation buildings).
Admiral (special role): The admiral has the option to purchase one of the unowned ships in the harbour. Only a ship without loaded goods may be purchased and only one ship may be owned by each player. The cost for purchasing the ship is one card per cargo space on the ship. Silver dubloons may also be used, but not quarries or smithys. The ship is placed in front of the player. It is still counted as being in the harbour, for captain phase purposes. A ship is not a building in any part of the sense.
Plantation buildings: The construction hut, hacianda and hospice are plantation buildings.
Plantation buildings count as both a building and as an island tile in respect to the building and island tile limits of 12. All plantation buildings counts as purple buildings, so a player may not have more than one of each kind of plantation building, quarries reduces the price.
· With an active hacienda, the player may choose two plantations instead of one.
· With an active hospice, a player recieves a colonist from the colonist pool to place anywhere (not just on the chosen plantation) each settler phase.
· With an active construction hut, the player may choose a quarry instead of a normal plantation even without the settler privilege.
· The effects of the plantation buildings do not stack, however, if the player choosing the settler has both an active hacienda and an active construction hut, that player may take two quarries.
Martin Brodén Rother-Schirren
Apart from the rules above, both games play like usual, with maximum hand sizes and so on.
The crane works with the plantation buildings as well.
The well is interpreted as "two different goods". In effect, it is a light-weight factory.
The combination game is currently for 3-5 players. The 2 player game could be an interesting design challenge, and the 6-8 player game is certainly possible, though I think one would have to make some adjustments to minimize the randomness even further.
Hear! Hear! An excellent suggestion. Please post any playtest results.
Martin Brodén Rother-Schirren
Results of the first playtest can be found on the following site: http://fea.sverok.net/martin/news.html