Puerto Rico (Cards) - General game info
Puerto Rico (Cards)
2-4 players, 45-60 minutes, 10 years and older
AuthorAndreas Seyfarth
IllustratorsHarald Lieske
Mia Steingräber
Published byalea
Online since 2018-07-15
Developed byBart De Cock (be_com4)
Boardgamegeek166669
Complexity2,08/5
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!
Puerto Rico (Cards) - Rules
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.
  • 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

  • offers each player one action (exception: Prospector)
  • 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.
  • 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.

Example: The player has a Gold mine and draws:
  • Library (5), Prefecture (3), Smithy (1), and Tobacco storage (3): he must discard all 4 cards on the discard stack.
  • Quarry (4), Smithy (1), Tobacco storage (3), and Library (5): he adds the Smithy to his hand and discards the other 3 cards.

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.

Example: James is Councillor and owns the Prefecture and the Archive: he draws 5 cards from the card supply, adds them all to his hand, and chooses 3 cards from his hand to discard on the discard stack.

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.

Examples:
  • Ken overbuilds his Chapel (3) with a Palace (6) and pays 3 cards instead of 6 cards.
  • Alfonzo overbuilds his Coffee roaster (4) with a Statue (3) and pays nothing; he does not take the 1 card difference from the card supply!

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.

Example: Ken owns a Black market and builds a Library (5): he discards the goods card from his Indigo plant, the goods card from his Tobacco storage, and 3 cards from his hand to pay the 5 cost.

Trading post

Trader Phase

During the Trader Phase, the owner of a Trading post may sell 1 additional good from his production buildings.

Example: Todd owns a Trading post and sells …
  • as the non-Trader, up to 2 goods;
  • as the Trader, up to 3 goods;
  • as Trader with a Library, up to 4 goods.

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.

Example: Michael owns an Aqueduct and produces …
  • as non-Producer, up to 2 goods;
  • as Producer, up to 3 goods;
  • as Producer with a Library, up to 4 goods.

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.

Example: Alfonzo owns a Prefecture …
  • as non-Councillor, he keeps 2 of 2 cards;
  • as Councillor, he keeps 2 of 5 cards;
  • as Councillor with a Library, he keeps 2 of 8 cards.

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.

Examples:
  • Ken is the Councillor and owns a Library, an Archive, and a Prefecture. He draws 8 cards, adding them to his hand, and discards 6 cards from his hand face down to the discard stack.
  • Alfonzo is the Builder and owns a Library and a Quarry. He pays 3 fewer cards to build a city building.

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.

Example: Ken sells 1 Sugar for 1 and 1 Coffee for 3: he draws a total of 5 cards from the card supply, adding them to his hand.

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.

Example: Nick is the Builder and has a Quarry in his play area: he builds a Crane (2) for nothing. Had he built a building for cost 1, he would not have gotten paid a card though!

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.

Example: at game end, Ken owns Poor house, Aqueduct, Carpenter, Chapel, Quarry, Library, Statue, Victory column, and City hall: he scores 9 VP for the City hall.

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.

Example: at game end, Nick owns a Guild hall, 2 Indigo plants, 1 Sugar mill, and 1 Tobacco storage: he scores 7 VP for the Guild hall; 4 for the production buildings and 3 for the production types.

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.

Example: at game end, Alfonzo owns a Palace. He scores a total of 34 victory points (excluding the Palace). He then scores 8 additional victory points for the Palace, for a total of 42 victory points.

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.

Examples:
  • The player overbuilds his Park with a Library; he doesn't need to pay anything.
  • The player overbuilds his Park with the Cathedral; he only pays 1 card. If he additionally is the Builder or owns the Quarry, nothing would have to be paid.

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.

Examples:
  • The player has built the following 11 buildings: 2x Indigo plant (1), Sugar mill (2), Black market (2), Well (2), 2x Tobacco storage (3), Aqueduct (3), Palace (6), Guild hall (6), Residence (6). The Residence gives him 4 + 3 = 7 additional victory points (for the three different 2 cost buildings and the three different 6 cost buildings. The 3 cost buildings do not give additional victory points because there are two Tobacco storages.
  • The player has built the following buildings: 2x Indigo plant (1), Archive (1), Gold mine (1), Guard room (1), Office (1), Bank (3), Tobacco storage (3), Aqueduct (3), Palace (6), City hall (6) and Residence (6). The player gets 4 + 3 + 2 + 1 = 10 additional victory points because the two Indigo plants can be used for two different cost 1 groups.

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…

Example: At the end of a game the opponents of Cathedral's owner have built together: 2 City halls, 2 Guild halls, 1 Residence and 1 Palace, so the Cathedral owner gets 4+3+2+1+0+0= 10 VP

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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