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2-4 players, 45-60 minutes, 10 years and older |
Author | Andreas Seyfarth |
Illustrators | Harald Lieske Mia Steingräber |
Published by | alea |
Online since | 2018-07-15 |
Developed by | Bart De Cock (be_com4) |
Boardgamegeek | 166669 |
Complexity | 2,08/5 |
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here! |
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If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.
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Puerto Rico - The Card Game (San Juan)
Prospector or Governor - Councillor or Builder?
Which roles will you play in the new world?
You have only one goal: acquire the most wealth and fame!
Who will own the most fruitful production facilities?
Who will build the most important buildings?
Who earns the most victory points...is the winner!
Overview
From round to round, the players choose different roles and
take the corresponding actions in order to build the most valuable buildings.
The player with the most victory points at the end of the game is the winner!
The game is played over several rounds. In each round, each
player chooses one of five different roles and all players take
the corresponding action in clockwise order.
So, for example, goods are produced by the Producer and can
then be sold to the trading house by the Trader.
With the money earned from such sales, players can build
buildings in San Juan with the Builder.
The player who makes the best role choices and makes the
best use of his privileges and the role choices of his
opponents will achieve the greatest success and will win the
game.
At the end of the game, the winner is the player who has the
most victory points.
The special feature of this game is that each card can be used
in several ways: as money in a player's hand, as a building
when placed face up in a player's play area, and as a good
when placed face down on a production building.
Game material
110 cards (42 production and 68 city buildings)
1 Governor card (indicates the starting player)
5 Role cards (Builder, Producer, Trader, Councillor, and Prospector)
5 Trading house tiles
4 Scoring pad + 1 pencil (to record victory points)
Expansion
33 cards (4 production and 29 city buildings)
1 Cathedral (card)
Preparation
-
The players select a starting player who takes the Governor card.
-
Place the 5 role cards next to each other in the middle of the table.
-
Shuffle the 5 trading house tiles face down and place them
in a stack face down next to the Trader card.
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Each player takes
-
one Indigo plant card
-
4 face down cards
-
Place the remaining cards as a face down card supply next
to the role cards.
-
The players select a starting player using any method they
want. He takes the Governor card.
-
Place the 5 role cards next to each other in the middle of the table.
-
Shuffle the 5 trading house tiles face down and place them
in a stack face down next to the Trader card.
-
Each player takes
-
one Indigo plant card (sorted out from all the
cards), and places it face up in his play area (the
area before him on the table) as his first building.
-
4 face down cards from the card supply (after
shuffling it), and takes them in his hand, keeping them
secret from the other players.
-
Place the remaining cards as a face down card supply next
to the role cards. Opposite them will be the discard stack.
-
Place the scoring pad and pencil to the side during the
game. They will be used at game end to record players'
victory points (VP).
Variant
1./2./3./4. player gets 5/6/7/8 cards.
Then all players reduce their hands down to 4 cards.
After one or two games, players may want to change the way
they prepare for a game: each player takes his four starting
hand cards from 5 to 8 cards, depending on his position at
the table. The starting player draws 5 cards, the second
player draws 6 cards, the third player draws 7 cards, and the
fourth player draws 8 cards.
Each player then looks at the cards he drew, selects 4 to keep
and discards the remaining 1 to 4 cards face down on the
discard stack.
Then, the game continues as normal.
Playing the Game
Governor begins and selects a role; then all
players take the associated action.
Then the next player selects a role, all players take the
associated action, and so on.
At the end of a round, the Governor's left neighbor takes the
Governor card and begins the new round.
Playing with 2 players: Governor chooses a second role after his opponent.
The game is played over several rounds (usually between 11
and 14 rounds). Each round runs as described below. The
Governor (the starting player) begins. He takes one of the role
cards from the middle of the table, places it face up in his
play area, and takes the action associated with this role.
Next, his left neighbor takes the action associated with the
role, and so on, clockwise around the table, until each player
has taken the action once.
Now, the left neighbor of the Governor takes his turn. He
selects one of the remaining role cards from the middle
of the table, places it face up in his play area, and takes the
action associated with the role. Next his left neighbor takes
the action associated with this role, and so on, clockwise
around the table, until each player has taken the action once.
When all players have selected a role and the players have
taken the actions associated with those roles, the round ends.
The players return the used role cards to the middle of
the table and the left neighbor of the Governor takes the
Governor card, becoming the new starting player.
The new round begins with the new Governor selecting a role
card, and so on as before.
Note: when playing with just 2 players, the Governor selects
a second role (with both players taking the associated
action) after his opponent has selected a role and both have
taken the associated actions. Then the round ends and the
Governor changes. Thus, with two, 3 of the 5 roles are
chosen: Governor - opponent - Governor.
The roles
Each role
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offers each player one action (exception: Prospector)
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gives a special privilege to the player who chose the role
Each role has an associated action (phase) for all players,
taken in clockwise order, and a special privilege only for the
player who selected the role (exception: Prospector).
Basically:
-
The player selecting the role is the first to take the
associated action. The other players follow in clockwise
order (for speed, some actions may be taken simultaneously).
-
A player must select a role on his turn. He may, however,
choose to refrain from taking the associated action. The
other players may then take the associated action or
refrain from it as each chooses.
-
A role card, once chosen, remains in the choosing
player's play area until the end of the round. No other
player may select this role in this round.
Builder
Builder Phase:
Each player may build one building; the Builder pays 1 card less.
Builder Phase: all build a building
The player who chose this role (i.e. the Builder), may build
any one building by placing the card representing
the building from his hand face up in his play area,
where it remains for the remainder of the game.
Then he must pay the building cost (shown on the
card in the upper left and right corners) by
discarding cards from his hand equal in number
(not value) to the building cost. The special
Builder privilege allows the Builder player to reduce the
building cost by 1 card, but not below 0 (see example below).
Next, the other players, in clockwise order, may each build
one building as above, but without the privilege.
See complete details on all buildings and their functions
here.
Note:
-
A player may build any number of the same kind of
production building, but only one of each city building!
-
The special functions of several buildings may allow a player to alter
these building rules if he has the building in his play area when he
builds. These include the Smithy, the Crane, the Poor house, the black
market, the Carpenter, the Quarry, and the Library.
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A player may not reduce his building cost below 0, such that he takes
cards instead of discarding them.
(Example: Ken is the Builder (-1 from building cost) and has the
Smithy (-1 from production building cost) and Library (double
privilege = another -1 from building cost) in his play area. He chooses
to build a Sugar mill (normal cost is 2) and pays nothing. He would
normally get a reduction of 3, but he only gets a reduction of 2 as he
cannot reduce the building cost below 0!)
Neither does the Builder get a card from his privilege if he chooses not to build
anything!
-
During play, the players discard cards face down to the discard stack. Because
both the card supply and the discard stack are face down, players should
separate the discard stack from the card supply by the set of role cards
When the card supply is exhausted, shuffle the discard stack and place it
face down as the new card supply.
Producer
Producer phase:
Each player may produce one good; the Producer may produce two.
Producer Phase: all produce goods
The player who chose this role (i.e. the Producer),
begins the goods production. He takes one card
from the card supply and places it face down,
without looking at the face up side, on any one of his
empty (i.e. where no card already lies) production buildings.
He then may use his privilege to place
one other card from the card supply on any one of his other
empty production buildings, as above.
Next, each other player, in clockwise order, places one card
from the card supply on any one of his empty production
buildings, as above. If a player has no empty production
buildings, he produces no goods in this round.
Such cards represent produced goods that may later be sold
in the Trader Phase.
Note: at no time in the game may a player have more than
1 "goods" card at a time on a production building.
Note:
-
The special functions of several buildings may allow a player to alter
these production rules if he has the building in his play area when he
produces. These include the Well, the Aqueduct, and the Library.
-
The players may choose to take their actions simultaneously as there
is no need for the actions to be in clockwise order.
Trader
Trader Phase:
Each player may sell one good; the Trader may sell two.
The following Trader prices exist:
Trader Phase: all sell goods
The player who chose this role (i.e. the Trader), turns
over the top-most face down trading house card. This
determines the price the players get when selling
their goods. Then he announces which of his goods
he will sell. He can sell one good (card) as his basic action
and other one other good as his privilege.
He takes the named goods (cards) from the corresponding
production buildings and places them face down on the
discard stack without looking at the face up sides. Then he
draws cards from the card supply equal to the prices of the
goods he sold and adds them to his hand
Next, each other player, in clockwise order, may sell any one
of his goods for the price shown on the face up trading house
tile, as above.
As his last action, the Trader places the face up trading house
tile face down under the stack of trading house tiles. Thus,
the order of the 5 trading house tiles does not change during
the game, giving players with good memories possible
knowledge of upcoming trading house tiles.
Note:
-
The special functions of several buildings may allow a player to alter
these selling rules if he has the building in his play area when he
sells. These include the Market stand, the Trading post, the market
hall, and the Library.
-
Even if there is not a single ware around to be sold, top-most
face down trading house card has to be turned over.
-
The players may choose to take their actions simultaneously as there
is no need for the actions to be in clockwise order.
Example: Alfonzo is the Trader and he has a Market stand and a Trading
post in his play area. He turns over the top-most trading house tile (see
figure at right). He announces that he will sell 3 of his goods (1 as the
trading action, 1 as the Trader privilege, and 1 for the Trading post). He
takes the good (card) from his Indigo plant, his Tobacco storage, and his
Silver smelter and places all three face down (without looking at the
face up sides) on the discard stack. Then he draws cards from the card
supply equal in number to the sum of the prices for the 3 goods sold: 1
card for the Indigo, 2 cards for the Tobacco, 3 cards for the Silver, and
also 1 cards for the Market stand, and adds them to his hand.
Next, the other players sell their goods.
Councillor
Councillor Phase:
Each player takes 1 of 2 cards from the supply; the Councillor takes 1 of 5.
Councillor Phase: 1 new card for all
The player, who chose this role (i.e. the Councillor),
takes 5 cards from the card supply (2 cards as the
action and 3 more cards as the privilege), looks at
them, and adds 1 to his hand, discarding the other 4
face down on the discard stack.
Next, each other player takes 2 cards from the card supply,
looks at them, adds 1 to his hand and discards the other face
down on the discard stack.
Note:
-
The special functions of several buildings may allow a player to alter
these Councillor rules if he has the building in his play area. These
include the Archive, the Prefecture, and the Library.
-
The players may choose to take their actions simultaneously as there
is no need for the actions to be in clockwise order.
Prospector
Prospector Phase:
Only the Prospector takes 1 card.
Prospector Phase: no action!
The player who chose this role (i.e. the Prospector),
draws 1 card, adding it to his hand as his privilege.
There is no action for the other players associated
with this role.
Note:
-
The special functions of several buildings may allow a player to alter
these Prospector rules if he has the building in his play area. These
include the Gold mine and the Library.
A new round
the following rounds:
-
put role cards back in the middle of the table
-
Governor changes
-
players with a Chapel can use that now
-
hand cards have to be reduced to the players' current hand limit
After each player has chosen a role and the players have
taken the associated actions and privileges, the round ends.
Players return the used role cards to the middle of the
table. The Governor's left neighbor takes the Governor
card, becoming the new Governor.
The new Governor reminds the owners of the Chapels that
each may place 1 card from his hand face down under his Chapel.
Next, the Governor counts the cards in each player's
hand (including his own). If a player has more than 7 cards
in his hand, he must place the extra cards face down on the
discard stack. The player may freely choose which of his
cards to discard. Exception: the owner of a Tower may have up
to 12 cards in his hand.
Important: the number of cards in a player's hand is always available to
other players. The content, of course, is not.
Finally, the Governor begins the next round by selecting a
role card. The round continues as before.
For clarification: during a round, a player may have more
than 7 cards (12 with a Tower) in his hand. The hand card
limit is only imposed at the beginning of each new round!
Game End
As soon as a player has 12 buildings in his play area, the game ends
after the current Builder Phase.
The players now record their victory points:
- building victory points
- cards under the Chapel
- cost 6 buildings
- Palace
The player with the most victory points is the winner.
Tie breaker is the number of leftover hand cards and wares on the production buildings.
The game ends immediately after the Builder Phase, if at least
one player has 12 buildings in his play area; the round is
not played to the end of the round.
The players now record their victory points on a page of the
scoring pad with the pencil. Each player adds:
- the victory points of his buildings (the number on the bottom of the card)
- the victory points (number of cards) under his Chapel
- the victory points for Triumphal arch, Guild hall, and City hall
- the victory points for the Palace (really at the end!)
The player with the most victory points wins the game.
If players tie with the most victory points, the player among
them with the most cards in his hand and on his production
buildings is the winner.
The production buildings
There are 5 different production buildings (different colours):
- Indigo plant (10x)
- Sugar mill (8x)
- Tobacco storage (8x)
- Coffee roaster (8x)
- Silver smelter (8x)
A player may have more than 1 of each type of production building.
Each building may produce 1 good.
Indigo plant
Producer Phase:
Owner produces 1 x Indigo.
A player may have more than 1 of each type of production building.
Each building may produce 1 good.
Sugar mill
Producer Phase:
Owner produces 1 x Sugar.
A player may have more than 1 of each type of production building.
Each building may produce 1 good.
Tobacco storage
Producer Phase:
Owner produces 1 x Tobacco.
A player may have more than 1 of each type of production building.
Each building may produce 1 good.
Coffee roaster
Producer Phase:
Owner produces 1 x Coffee.
A player may have more than 1 of each type of production building.
Each building may produce 1 good.
Silver smelter
Producer Phase:
Owner produces 1 x Silver.
A player may have more than 1 of each type of production building.
Each building may produce 1 good.
The city buildings
There are 24 different city buildings (beige coloured). 17 (3 each) have
special functions players may use in the game and 4 (3 each
of 3 monuments and 2 each of value 6) only give players
victory points at game end. For each city building:
- Each player may have only one of each building;
- The player may first use the special function of a building
after the Builder Phase when he built it (owns it/has it in
his play area), even in a later phase of the same round;
- A player need not use the special function of a building.
Gold mine
Prospector Phase
After a player selects the Prospector role and takes the
privilege (or not), each player who owns a Gold mine, in
clockwise order, may turn over the top-most 4 cards from the
card supply, placing them face up on the table:
-
if all four cards have different building costs, the player
adds the one with the lowest cost to his hand and discards the
other 3 cards face down on the discard stack;
-
if at least 2 of the cards have the same building cost, the
player gets no card and discards all 4 cards face down on
the discard stack.
Smithy
When the owner of a Smithy builds a production building, he
may pay one card less to build it. When a player builds a
city building, he gets no advantage from a Smithy.
Archive
Councillor Phase
When any player selects the Councillor role, the owner of an
Archive adds all cards he draws to his hand and then chooses
which cards to discard from his entire hand. In other words,
the player may discard drawn cards or cards he already had
in his hand instead of just drawn cards.
Crane
Builder Phase
The owner of a Crane may overbuild any of his existing
buildings, placing the new building card completely
covering the old card. By doing so, he reduces the cost of the
new building by the cost of the old building.
Note:
-
The upgraded building ceases to exist and, thus, immediately
loses its special function. A player may build over any of his buildings
except the Crane.
-
If a player builds on a production building with a good, the good is
lost (placed face down on the discard stack). This happens whether
the new building is a production building or a city building.
-
If a player overbuilds a Chapel, the cards under it remain and are still
counted as victory points at the end of the game.
-
A player may later build an overbuilt city building as a new
building, since he would not break the rule of having 2 of the same
city building (he no longer has the overbuilt building!).
-
A player may not overbuild a building with the same building.
Poor house
Builder Phase
After the owner of a Poor house has built a building, he may
draw 1 card from the card supply, adding it to his hand, if he
has only 0 or 1 card in his hand.
If a player also owns a Carpenter, he first draws this card. Then if he
has less than 2 cards, he draws 1 card for the Poor house.
If a player does not build, he cannot draw a card for a Poor house.
A player does not draw a card immediately after building the
Poor house, even if there are only 0 or 1 cards left in his hand.
Only from the next Builder Phase this card comes into effect.
Black market
Builder Phase
When the owner of a Black market builds any building, he may
use up to 2 of his goods (from his production buildings)
instead of cards from his hand, placing them face down on
the discard stack just like cards from his hand.
Trading post
Trader Phase
During the Trader Phase, the owner of a Trading post may sell
1 additional good from his production buildings.
Well
Producer Phase
During the Producer phase, if the owner of a Well produces
at least 2 goods, he draws an additional card from the card
supply, adding it to his hand. It matters not whether he is
the Producer or not.
Market stand
Trader Phase
During the Trader Phase, if the owner of a Market stand sells
at least 2 goods, he draws an additional card from the card
supply, adding it to his hand. It matters not whether he is
the Trader or not.
Chapel
Beginning of a round
At the beginning of each round, before the Governor checks
the players' card limits (of 7 or 12), the owner of a Chapel
may place any one of his hand cards face down under the
Chapel. At game end, the player scores 1 victory point for
each card under his Chapel (the text and victory points on
these cards has no effect!).
Note:
-
The player does not need to share with his opponents which cards or how
many cards he has placed under his Chapel.
-
If a player overbuilds a Chapel, at game end he still scores victory
points for the cards under it. The new building scores its normal
victory points, but not an extra "Chapel" point as it is not under the
Chapel.
Tower
Beginning of a round
At the beginning of a round, when the Governor checks
players' hands for the card limit of 7, a player with a Tower
has a hand limit of 12 instead of 7. Of course, if the owner of
a Tower has more than 12 cards at the beginning of a round,
he must discard all cards over 12 to the discard stack.
Aqueduct
Producer Phase
In the Producer phase, the owner of an Aqueduct may
produce 1 more good than otherwise possible.
Carpenter
Builder Phase
After the owner of a Carpenter builds a city building and
pays the building cost, he may draw 1 card from the card
supply and add it to his hand.
The Carpenter has no special function when the player
builds a production building.
A player does not draw a card immediately after building the
Carpenter, but when he builds his next city building.
Prefecture
Councillor Phase
In the Councillor Phase, the owner of a Prefecture may keep
2 cards instead of 1.
If he also owns an Archive, he adds the cards he draws
to his hand and then discards the appropriate number of cards from his hand.
Library
Any Phase
The owner of a Library may double the privilege of the role
he selects. The specific doubled privileges for the 5 roles are:
- Councillor: he keeps one card of 8 cards drawn;
- Builder: he pays 2 less cards to build a building;
- Producer: he produces up to 3 goods;
- Trader: he sells up to 3 goods;
- Prospector: he draws 2 cards from the card supply.
Note: in a 2 player game, the owner of a Library may only use
it once per round! Thus, when the Governor uses his Library on
his first turn in the round, he may not use it on his second
turn in the round! Of course, if he does not use the Library on
his first turn in the round, he may use it on his second turn.
Market hall
Trader Phase
When the owner of a Market hall sells at least one good, he
draws 1 card more than the price of the good sold from the
card supply. If he sells more than 1 good, he only draws one
extra card, not 1 extra card for each good sold.
Quarry
Builder Phase
When the owner of a Quarry builds a city building, he pays 1
card less to build the building.
The Quarry has no special function when the player builds a
production building.
The following seven city buildings offer their owners no
special functions during the game, but may give their
owners victory points (VP) at the end of the game:
The three monuments
Statue
Game End
The owner of the Statue gets 3 victory points at the end of the game.
A player may build all three monuments, but not the same monument twice.
Victory column
Game End
The owner of the Victory column gets 4 victory points at the end of the game.
A player may build all three monuments, but not the same monument twice.
Hero
Game End
The owner of the Hero gets 5 victory points at the end of the game.
A player may build all three monuments, but not the same monument twice.
The four value 6 buildings
City hall
Game End
At game end, the owner of a City hall scores 1 victory point
for each city building in his play area, including the City hall itself.
Guild hall
Game End
At game end, the owner of a Guild hall scores 1 victory
point for each production building and 1 victory point for
each type of production building in his play area.
Triumphal arch
Game End
At game end, the owner of a Triumphal arch scores victory
points for the monuments in his play area: for 1 monument
he scores 4 VP, for 2 monuments he scores 6 VP, and for 3
monuments he scores 8 VP.
Note: if the owner of one or more monuments also has a City hall and a
Triumphal arch, the monuments score the victory points for both City hall and
Triumphal arch.
Palace
Game End
At game end, the owner of a Palace scores 1 victory point for
every four other victory points he scores. To determine these
additional victory points, he tallies all his other victory
points (except those for the Palace) and divides the total by 4
(rounding down) and scores the result as additional victory
points for the Palace.
These victory points are calculated as last step, after all other
victory points have been calculated.
Game Preparation
The 33 new cards are shuffled with the cards from the basic game.
The Cathedral card is placed in the middle of the board.
Note: The additional production buildings can already be shuffled into the
110 cards of the base game.
Office
Beginning of a round
At the beginning of each round the owner of the Office can discard
1 or 2 cards and draw as many new cards as he discarded.
The buildings' activation order at the beginning of a round is as follows:
1. Office, 2. Chapel/Bank, 3. Tower/Guard room.
Guard room
Beginning of a round
At the beginning of every round the current Governor checks
that each player without a Guard room keeps a maximum
of 6 cards on his hand.
The owners of a Guard room may still keep 7 cards, and the
owners of a Tower may keep 12 as usual.
The order at the beginning of the round is as follows:
1. Office, 2. Chapel/Bank, 3. Tower/Guard room.
Hut
Trader Phase
At the end of each Trader Phase in which not a single ware was sold the owner
of a Hut gets 1 additional card from the supply.
Tavern
Builder Phase
If at the end of a Builder Phase the owner of the Tavern is the
player who has the least number of buildings, counting both city
buildings and production buildings, he gets 1 additional card
from the supply.
Note: "least number of buildings" means no one has fewer buildings
and at least one player has more buildings.
Park
Builder Phase
If the owner of the Park overbuilds it with the Crane, he not only
pays 3 less cards, but rather (up to) 6 less cards.
Customs office
Councillor Phase + Trader Phase
At the beginning of a Councillor Phase the owner of the Customs office
gets 1 card from the supply and puts it facedown as good on his Customs office.
If he sells this good during the Trader Phase he gets 2 cards from the supply,
independently of the current Trader prices.
Note: For such a good the same rules apply as for all goods on any
production building, i.e. only one good may be put on a Customs office, it
can be used with the Black Market, it is affected by Market stand and Market hall etc.
Bank
Beginning of a round, once in the game:
Once in the game, at the beginning of the round and
before the Governor checks the hand limit, the owner of a Bank
may put any number of cards under the Bank.
Each such card counts as 1 victory point at the end of the game.
Further details see at the Chapel.
Harbor
Trader Phase
Each time the owner of the Harbor sells goods in the Trader Phase
he puts one of the sold goods under his Harbor.
Each such card counts as 1 victory point at the end of the game.
Further details see at the Chapel.
Residence (2x)
Game End
The owner of a Residence gets additional victory points at the end
of the game for each group of 3 different cards with the same building costs:
For the first group he gets 4 additional victory points, for the second
group 3 additional points etc.
Goldsmith
Prospector Phase
During the Prospector phase the owner of the Goldsmith draws
one card and shows it to all players. If this is a building (city
or production) that no player including himself has built yet,
he can take this card into his hand, otherwise this card must
be discarded.
Cathedral
Game End
At the beginning of the game the Cathedral lays open in
the middle of the table. During a Builder Phase any player
can built the Cathedral if he can afford it, this counts
for his one allowed building for this phase.
At game's end the owner of the Cathedral gets additional victory
points for every cost 6 building built by his opponents as
follows: the first cost 6 building gives 4 VP, the second 3 VP, etc…
The player info
shows how many buildings the player built already.
shows the Governor of the current round.
The star denotes the victory points; the value in brackets include the points from the cost 6 buildungs.
Miscellaneous
Clicking the "i" icon on the Trader role card you find the already used Trader prices. Tha lastly/currently valid
prices are shown with a green frame. Since the order of Trader prices within a game does not change, you can
thus know after a while which Trader prices are upcoming next.
The question mark symbol on Role cards and Buildings open a popup with details about the respective card.
Should the Gold mine be successful, the drawn card will be marked with an eye icon to show that the
card is visible to your opponents.
If i a 2-player game you own and have used the Library in your first action it will be marked with a red cross to
show that it is not available anymore for the second action.
When playing with the New Building expansion, during the builder phase each player gets the Cathedral shown on his hand (as long
as it has not yet been built), since there is no room left to put it permanently "on the table". The Cathedral cannot be used to
pay whatever is built, and it is removed again once the player has chosen which building to build.
In the second edition of Puerto Rico the Card Game the following changes happened in comparison to the first edition of San Juan:
The scoring of the Guild hall changes from "2 points for each Production building" to
"1 victory point for each production building and 1 victory point for each type of production building".
If you're successful with Gold mine you may no longer choose the card you keep but have to keep the
one with the lowest cost.
The Prefecture now costs 4 instead of 3.
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