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Puerto Rico» Forums » Variants

Subject: Home Made Buildings rss

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Siyano Fisher
Canada
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Me and a friend love Puerto Rico so much that we wanted to get more variety in our building so we started thinking couple building

[Name] [VP] [Price]$
[Effect]
(Number of place)

Miner's Hut 1 3$
(only available if there a Prospector role)
Take an additional doubloon
(Prospector Phase)
(1)

Colonist's Tent 2 6$
Get an additional colonist
(Mayor Phase)
(1)

Diamond Mine 3 8$ (Production Building)
Give 1 VP per working colonist
(Craftman Phase)
(3)

Bank's Vault 4 10$
1 VP per 3 Doubloons
(Game Ends)
(1)

Storage Hall 4 10$
1 VP per 2 Goods
(Games Ends)
(1)

I haven't playtested them so much yet since my play group is quite small

Thank for any comment and I would also like a site where I could find any other building / variant idea!
 
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Tibs
United States
Amherst
Massachusetts
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Quote:
Miner's Hut 1 3$
(only available if there a Prospector role)
Take an additional doubloon
(Prospector Phase)
(1)

How will this work in a 5p game, where there are two Prospectors? Make sure it isn't too strong.

Quote:
Colonist's Tent 2 6$
Get an additional colonist
(Mayor Phase)
(1)

Definitely too weak or expensive. For $7, the Villa does the same thing, and each such colonist is worth a point.

Quote:
Diamond Mine 3 8$ (Production Building)
Give 1 VP per working colonist
(Craftman Phase)
(3)

Absolutely too strong. Imagine a typical game where a player produces a modest 5 goods. That's 10VP just for producing.

Quote:
Bank's Vault 4 10$
1 VP per 3 Doubloons
(Game Ends)

Far too weak. I've already developed a Bank large building that grants 1VP for each 1 doubloon invested into the Bank (though it takes a little effort to invest). My point is that a previous version granted 1VP per 2 doubloons and that was still too weak.

Quote:
Storage Hall 4 10$
1 VP per 2 Goods
(Games Ends)
(1)

It would be easy for another player to pick Captain right before the end of the game to cause you to ship your goods, and miss out on the points. It's too unpredictable in that sense; and 1VP per 2 goods seems weak anyway.
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Siyano Fisher
Canada
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Thank for the reply

I'm sorry if some may have been not clear enough

Miner's Hut
when you take the prospector you get an additional doubloon

Colonist's Tent, Well I know Villa but you don't always play with Nobles expansion, I guess you could reduce it to 5$

Diamond Mine
Give 1 VP per working colonist on this

I guess for the Storage Hall it could be 1 VP per goods but then Storage house and such become very strong

Here few other building

Secret Stash 2VP 6$
Before anyone ships goods you can ship one of any good on any non-empty ship
(1)

Village 2VP 4$
You can 1 buy good per working colonist on this at the price of the Trade House
(Trader Phase)
(2)

 
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Chris Berger
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Round Lake
Illinois
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Siyano wrote:
Miner's Hut
when you take the prospector you get an additional doubloon


In that case, it's probably a little weak. Compare to the Small Market which works when anyone calls Trader, although you do have to be able to trade a good. Maybe for $2 instead of $3?

Quote:
Diamond Mine
Give 1 VP per working colonist on this

I caught your meaning on this, and it seems reasonable. Hard to figure out exactly what the value should be, though...


I don't have any specific comments on the other ones.
 
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Take a look here http://www.freewebs.com/jergames/PR_buildings.txt I think its 8 full expansion sets, most well play tested. I am using just about all of ones that were tested and they all work great and are fun to play with. we usually just randomly select the buildings for each game.
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