Puerto Rico, Game 01: Transit of Venus: GAME OVER

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El Guapo
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Re: Puerto Rico, Game 01: Transit of Venus

Post by El Guapo »

Sure, that sounds good.

I'll build a harbor for 7 (8 - 1 quarry)
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Re: Puerto Rico, Game 01: Transit of Venus

Post by bb2112 »

The next plantations flip:

Indigo
Sugar
Sugar
Tobacco
Indigo
Tobacco
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Newcastle »

large sugar mill - 3 Db on hand +1 Quarry
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Chaosraven »

Hospice puts colonists on plantations, yes? Manned Hospice for 4, leaving me broke.
"Where are you off to?"
"I don't know," Snufkin replied.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by LordMortis »

No buy for me.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by El Guapo »

I believe that brings up the pretender to the Governorship, Newcastle, who has deposed the people's beloved and favored true governor. Should I put together the current ASCII boards, or is Grund back now?
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Re: Puerto Rico, Game 01: Transit of Venus

Post by LordMortis »

I believe Grund posted in another thread, so I think we can wait for him. My guess is that he'll have a hell of a headache to sort through, so I kinda figure we wait for him and let the dramatic tension build as building slots fill, and we speculate how quickly the colonists will move with people buying late game plantations.

DUH DUH DUH!!!

BTW

EG = 5 spots to build on
NC = 4 spots
CR = 6
LM = 6
Q = 6

If NC can build two two spot buildings we have a minimum of two games turns left based on buildings. Realistically, three to four turns remain while all of you money generators scramble for the most useful large building you can get.

VPs. I think we have a shit ton and they're going nowhere.

Colonists? There's a wildcard. With raven getting the Hosipice and University (and me having the hospice) and with all of the sugar mills being built. As far as I can tell there are 55 colonists, 9 of which are on the boat. I figure we can be done with mayoring in 3 turns.
Last edited by LordMortis on Thu Jun 21, 2012 5:00 pm, edited 1 time in total.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Qantaga »

Reading that, it makes me sad that we're so close to the end. :(

I was just starting to feel a flow to the game.
If we shadows have offended, think but this and all is mended
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Re: Puerto Rico, Game 01: Transit of Venus

Post by El Guapo »

You can keep going after the game ends.

"I'll choose builder, and build X. Does anyone else want to build anything? No? Ok, I'll choose again..."
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Re: Puerto Rico, Game 01: Transit of Venus

Post by LordMortis »

Qantaga wrote:Reading that, it makes me sad that we're so close to the end. :(

I was just starting to feel a flow to the game.
If we're lucky Grund enjoys watching the game and we can get in line for another like a ride at Cedar Pointe. I'd step up to offer to run a game but you've seen how clumsy I get with keeping track of things.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Newcastle »

Qantaga wrote:Reading that, it makes me sad that we're so close to the end. :(

I was just starting to feel a flow to the game.
same thing happened to me my first go. I was finally developing a strategy and knew how I was going to proceed and had a good gist of what my next 5-8 turns would look like...or rather priorities. Then BLAMMO...game ends. really effected how I am playing this game.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Newcastle »

Would love to play another round of this as soon as it wraps up. I am wondering can we do it in a self governing fashion? What woudl be the hiccups? -plantation randomization? the VP distributions & count?
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Re: Puerto Rico, Game 01: Transit of Venus

Post by LordMortis »

Newcastle wrote:Would love to play another round of this as soon as it wraps up. I am wondering can we do it in a self governing fashion? What woudl be the hiccups? -plantation randomization? the VP distributions & count?
Really, VP's being hidden is courtesy in this game. If someone wanted to go back and read or decided to keep notes they could figure out VPs. plantation randomization is the big one. However even that can be mitigated in self running game. You just accept that one player is also a moderator who uses random.org to determine 50 plantation tiles (8x coffee, 9x tobacco, 10x corn, 11x sugar, 12x Indigo)

http://globetrotter-games.com/index.htm ... uerto1.htm" target="_blank
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

I'm back. It'll take me a while tonight to catch up.

Thanks to bb2112 for dealing the tiles!
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Re: Puerto Rico, Game 01: Transit of Venus

Post by El Guapo »

Image

I picked one with a spelling error just for you!
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

How did they misspell "Scratch" so badly?!
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Re: Puerto Rico, Game 01: Transit of Venus

Post by bb2112 »

Grundbegriff wrote:I'm back. It'll take me a while tonight to catch up.

Thanks to bb2112 for dealing the tiles!
No hay problema. :D
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote:Also the mayor

cr = 0
q= 0
nc = 1
eg = 1
lm = 2

Colonists on ship = 5
Should be 7:
EG: 2 empty in tobacco storage
Newc: 1 empty in tobacco storage, 1 empty in indigo plant
Chaos: 1 empty in coffee roaster
LordMortis: 1 empty in large indigo plant, 1 empty in sugar mill
Qantaga: 0
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote: ...
leaving the following in off board

corn = 1
indigo = 4
sugar = 8
tobacco = 2
coffee = 6

Correct me if I am wrong
All confirmed.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote:Just so everyone is clear. My compilation is:

NC Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 01, Coffee:00
CR Crates on Hand: Corn: 02, Indigo: 01, Sugar: 01, Tobacco: 00, Coffee:00
LM Crates on Hand: Corn: 03, Indigo: 02, Sugar: 00, Tobacco: 00, Coffee:00
Q Crates on Hand: Corn: 02, Indigo: 00, Sugar: 01, Tobacco: 00, Coffee:00
EG Crates on Hand: Corn: 01, Indigo: 02, Sugar: 00, Tobacco: 00, Coffee:00

0/6
Corn 1/7
Tobacco 4/8

LM has the option to use a Wharf for a shipment (Can ship all of any one good for his choice at any round)

Feel free to dispute this.
All correct as of that moment.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote:Ship 2 corn Corn 3/7
When you select a product to ship you must ship all of that product. You have 3 corn, so you're shipping 3 corn (since there's room for them).
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

El Guapo wrote:As for shipping, I'll put my one corn on that boat (making it 6/7, I believe).
7/7 with corn as of that shipment. LM shipped 3, not 2, as his own summary of crates confirms.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

El Guapo wrote:Thanks. Yes, Grund said that we're playing with 122 victory point chits. I guess what I'm mainly trying to get a sense of (with Newcastle having bought an end-of-game building), how close we are to the end game.
The photos of the VP counters are meant to give a quick visual sense of what's left. Each stack has 4 or 5 counters in it.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

El Guapo wrote:Given my shipping corn, I *think* the rest of the shipping turn proceeds automatically:

Newcastle - has to ship 1 tobacco to ship 3 - 5/8 tobacco. No crates left on hand.
Chaosraven - has to ship corn, puts 1 corn on ship 2, which fills it up - 7/7 corn. 1 crate of corn left on hand.
Mortis - Ships 2 indigo via his private wharf (do you have to use the wharf if you can?). No crates left on hand.
Qantaga - ships 1 sugar on boat 1 - 2/6. No crates left on hand.
Guapo - 2 indigo left that cannot be shipped, 1 spoils, so 1 crate of indigo left on hand.

Is that right?

edit: forgot that I already sold my sugar. Corrected that above.
This is wrong because of the error on LM's corn shipment. There's no room for Chaosraven's corn.
There's also no room for Chaosraven's indigo, so he ships nothing. He has a small warehouse, so he won't have to waste anything.
LM ships via his wharf. (No-- it is always optional to use a manned facility.)
Qantaga ships 1 sugar.
EG loses a crate of indigo.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

Newcastle wrote:No one is forced into shipping anything unless they want to. I am not shipping tobacco.
False. "On a player's turn [in the Captain phase], he must ship goods if he can."
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

Newcastle wrote:Wait - I thought shipping was optional of a certain good. If you put 1 of a good out then you had to put all of it. but you could elect not to of a certain good.
The part that is optional is which of your goods (if you have several kind) you will ship next. Once you select from among your kinds, it's max all the way.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote:(Checking to see if the Wharf is an option)
It's an option, like every manned building.
The Rules wrote:The wharf can only be used once per captain phase by its owner, but he may choose when to use it, if at all.
So you do have an option not to wharfify your two crates of indigo if you wish. What do you wish? If you don't use the wharf, you'll lose 1 indigo to waste and you'll store one.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote: 0/6
0/7
Tobacco 4/8

LM has the option to use a Wharf for a shipment (Can ship all of any one good for his choice at any round)

NC -1 corn +2 VP +2 Doubloon (Corn on 7)
CR -1 sugar +1 VP (Sugar on 6)
LM -3 corn +3 VP
Q -2 corn +2 VP
EG -1 Corn +1 VP (Corn is full)
NC -1 tobacco +1 VP
CR ----
LM -2 Indigo +2 VP (Wharf)
Q -1 sugar +1 VP

CR protected from spoilage by small warehouse.
EG must spoil 1 of his 2 indigo

Corn ship sails.

Ships:

Sugar 2/6
0/7
Tobacco 5/8

Players:

NC Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 00, Coffee:00
CR Crates on Hand: Corn: 02, Indigo: 01, Sugar: 00, Tobacco: 00, Coffee:00
LM Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 00, Coffee:00
Q Crates on Hand: Corn: 00, Indigo: 00, Sugar: 00, Tobacco: 00, Coffee:00
EG Crates on Hand: Corn: 00, Indigo: 01, Sugar: 00, Tobacco: 00, Coffee:00

Supplies

Coffee crates in supply: 9/9
Tobacco crates in supply: 4/9
Sugar crates in supply: 9/11
Indigo crates in supply: 9/11
Corn crates in supply: 8/10


• Builder (+0) EG
• Captain (+2) NC
• Craftsman (+0)
• Mayor (+0)
• Prospector (+1)
• Prospector (+1)
• Settler (+0)
• Trader (+0) Q


Role on chaosraven

Feel free to dispute this..
This summary is accurate.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

Newcastle wrote:Question - are doubloons a finite source?
In theory, they're an infinite resource. In practice, they hardly ever run out because they have no endgame value. People recycle them for buildings.
Once we go through the 34 of them do we not get more?
Actually, there are 37 doubloons in the bank at this juncture, and 44 colonists in supply, and 7 on the incoming ship. And there seem to be plenty of VP tokens, though farms are running low.

Rather than correct the minor errors in every summary, I decided I'd just post a correct count once I'm done catching up.
Reason am asking because of having to keep track of all that is coming into the players hands and all that is going out via expenditures is a bit of a process.
Don't waste the time. I'm doing it as a courtesy to help you "see" the board as you'd see it in RL. But the doubloon count in the bank is strategically nugatory. What matters is whether your competitors have enough to buy something!
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote:But yes, the game will end if one person finished their buildings area (or if run out of VPs or if we run out out of colonists or if all of the 10 point buildings are purchased).
That last one about all 10-doubloon (4-point) buildings being purchased must be a house rule you encountered somewhere. It's no in the rules.
Given the way alll y'all are gaining and going through doubloons, I would guess the last condition is the one that will end the game.
Certainly not, since we're not playing with such a house rule.

Ending conditions are three:
(1) During a Mayor phase, it's not possible to replenish the incoming ship properly.
(2) During the Captain phase, someone has to use a sticky note for VPs because we're out of tokens.
(3) During the Builder phase, someone fills up his city.
Once one condition is met I believe we finish the full game round.
Correct. It doesn't stop cold.
building all large buildings does not end the game as I thought it did but finishing all 12 spaces does, just as you stated.
http://www.fwtwr.com/fwtwr/puerto_rico/ ... me_end.asp" target="_blank
I see you found that out before I mentioned it. I'm too lazy to edit the correction above!
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote:My board looks good.
Your ASCII board, as reproduced at that juncture by El Guapo, is incorrect. It shows only 1 colonist on the large indigo plant when there should be 2.

Your population placement is out of sync.

I'll have to catch the rest of the way up before I can correct the mistake. Meanwhile, it affects your Mayor action.

Edit: my mistake. Too far into the wee hours for me to think clearly last night.
Last edited by Grundbegriff on Fri Jun 22, 2012 9:50 am, edited 1 time in total.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

Bear with me. I need to apply a patch, so we won't be able to resume until Friday evening or so.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by LordMortis »

Grundbegriff wrote:So you do have an option not to wharfify your two crates of indigo if you wish. What do you wish? If you don't use the wharf, you'll lose 1 indigo to waste and you'll store one.
I would have (and did) ship indigo.
Grundbegriff wrote: Your ASCII board, as reproduced at that juncture by El Guapo, is incorrect. It shows only 1 colonist on the large indigo plant when there should be 2.
If I had realized that then I would have put the extra dude on the sugar mill. However, as this action may affect others decisions, please just put the extra colonist on the large indigo plantation where it doesn't affect play.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

LordMortis wrote:(Out of order, knowing that the rest of us get one colonist to place) I place my new worker on my Wharf and move one worker from my large Indigo Plant to my Construction Hut, looking like this:

Plantations and workers:
[indigo______________1] [indigo______________0] [____________________] [corn________________1]
[indigo______________1] [____________________] [____________________] [corn________________1]
[indigo______________0] [____________________] [quarry______________1] [corn________________1]
Buildings and workers:
[small indigo plant_____1] [small sugar mill______0] [____________________] [___________________]
[large indigo plant_____2] [____________________] [____________________] [____________________]
[____________________] [Construction Hut_____1] [Wharf______________1] [hospice_____________1]

12 colonists total.
Two slots are open in my buildings for the colonist refill. (One in the Large Indigo and one in Small Sugar Mill)
Confirmed that as of this juncture, LordMortis's board should've looked like this:
Plantations and workers:
[indigo______________1] [indigo______________0] [____________________] [corn________________1]
[indigo______________1] [____________________] [____________________] [corn________________1]
[indigo______________1] [____________________] [quarry______________1] [corn________________1]
Buildings and workers:
[small indigo plant_____1] [small sugar mill______0] [____________________] [___________________]
[large indigo plant_____1] [____________________] [____________________] [____________________]
[____________________] [construction hut_____1] [wharf_______________1] [hospice_____________1]

Code: Select all

0.        corn 2.1
1.        indigo farm 1.1
2.        indigo farm 4.1
3.        indigo farm
4. manned indigo farm 4.1
7. manned corn 7.1
9. manned corn 9.1

1. small indigo plant 1.1
2. hospice 3.1
5. large indigo plant 6.1, 8.2, 9.1
6. manned quarry 6.1
7. small sugar mill
8. wharf 9.1
9. construction hut 9.1
Although LordMortis had it wrong at that juncture, El Guapo later had it right in his summary and LordMortis confirmed its accuracy at that point. So all is well. No turn was made improperly.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by LordMortis »

:oops: That's why we need you to mod. :D I'm a sloppy thinker without the visuals. I'm doomed without them.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

No problem. You've been extremely valuable in this game by generously giving advice whenever asked. You're also playing very well.

Game maintenance itself is a lot easier with boards on hand; I'm live-playing for each player.

Almost caught up!
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

On the Mayor phase that started El Guapo's most recent governorship (i.e., the current turn), there were 7 colonists on the ship, not 5. So the selection continues until they're depleted.

Upshot: El Guapo has a third colonist to place and Newcastle has a second to place.

Please do this before we proceed.

(The discrepancy occurred because someone along the way counted blanks on buildings without taking into account new buildings that has been built in the Builder phase.)
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Re: Puerto Rico, Game 01: Transit of Venus

Post by El Guapo »

Sure thing. As before, I'll put one colonist on my coffee plantation and one colonist on my coffee roaster. In addition, I'll put the additional colonist on my tobacco storage (so two in that facility now, with 1 empty space).

So, that leaves 2 empty spaces on my city I believe at the end of that mayor phase (1 in my coffee roaster, 1 in tobacco storage).
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Grundbegriff »

From the end of round 08, the second governorship of Chaosraven:
Enlarge ImageEnlarge Image
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End of Round 08, the second Governorship of Chaosraven.

From the end of round 09, the second governorship of LordMortis:
Enlarge ImageEnlarge Image
Enlarge ImageEnlarge Image
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End of Round 09, the second Governorship of LordMortis.


From the end of round 10, the second governorship of Qantaga:
Enlarge ImageEnlarge Image
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Enlarge ImageEnlarge Image
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End of Round 10, the second Governorship of Qantaga.
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Re: Puerto Rico, Game 01: Transit of Venus

Post by Newcastle »

Place additional rev hempus (or rather my colonist) colonist on my wacky-tobacky plantation/farm
-need an experienced user to grown my shipping stuff....quality ya know...
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