Re: Puerto Rico, Game 01: Transit of Venus
Posted: Mon Jun 11, 2012 8:26 am
Captain.
Ship Sugar.
Ship Sugar.
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It would've made total sense had I known the correct rules - then I could've sold tobacco immediately for 4 doubloons. I guess I'll chalk that up to this being my first time playing, I guess.Qantaga wrote:El Guapo wrote:Oh, I didn't know this. I had assumed that it would empty and the trader round would continue - might have chosen a different action. But I guess I should have inferred this from how captain works.Grundbegriff wrote: Since there's no more room, the Trader turn ends with Newcastle emptying the Trade House.
I was wondering why you were so willing to follow Newcastle's request and gift him with 3 dubloons.
It's your turn to ship goods in the captain phase.LordMortis wrote:build large Indigo factory for +1 doubloon. 5 doubloons +1 -3 for large indigo factory +1 for discount = 4 doubloons remaining.
build to qantaga
And to kibitz q, rather than prospect for 2 next time you'll want to look at the benefit of trading for 2 instead. The result would still net you the two coins on the trader while preventing anyone else from trading... Unless your goal would be free up the trading house. If it was then never mind.
This.Qantaga wrote:Or, are you saying I could have played the Trader card even without selling any goods?
hmmm Lm seems to be very anachronistic this day. Its your turn to captain...but thanks for letting us know what you want to do your turn.LordMortis wrote:build large Indigo factory for +1 doubloon. 5 doubloons +1 -3 for large indigo factory +1 for discount = 4 doubloons remaining.
build to qantaga
And to kibitz q, rather than prospect for 2 next time you'll want to look at the benefit of trading for 2 instead. The result would still net you the two coins on the trader while preventing anyone else from trading... Unless your goal would be free up the trading house. If it was then never mind.
Remus West wrote:This.Qantaga wrote:Or, are you saying I could have played the Trader card even without selling any goods?
Tobacco was already in the trader house. You could not put another in there until it was cleared unless you have a manned office. Q is the only one with an office and it is not manned. With no coffee in play yet, corn was the only thing that could go in.El Guapo wrote:It would've made total sense had I known the correct rules - then I could've sold tobacco immediately for 4 doubloons. I guess I'll chalk that up to this being my first time playing, I guess.Qantaga wrote:El Guapo wrote:Oh, I didn't know this. I had assumed that it would empty and the trader round would continue - might have chosen a different action. But I guess I should have inferred this from how captain works.Grundbegriff wrote: Since there's no more room, the Trader turn ends with Newcastle emptying the Trade House.
I was wondering why you were so willing to follow Newcastle's request and gift him with 3 dubloons.
My bad. I'm hung over and I didn't realize there was a free ship for tobacco to go on. Of course, the rest of the captain phase is forced, so I'll still end up at the same point and I'm also not sure how much I'll be around today, so when the round goes around, consider that my preorder.Newcastle wrote:hmmm Lm seems to be very anachronistic this day. Its your turn to captain...but thanks for letting us know what you want to do your turn.
Oh I know that. What I thought when I made my choice was that when Newcastle put corn in, that the trading house would clear (since all four goods would be in), and then the trading turn would continue, which would allow people (including myself) to sell into the now empty trading house. Had I known the correct rule, I would probably have chosen a different action.LordMortis wrote:Tobacco was already in the trader house. You could not put another in there until it was cleared unless you have a manned office. Q is the only one with an office and it is not manned. With no coffee in play yet, corn was the only thing that could go in.El Guapo wrote:It would've made total sense had I known the correct rules - then I could've sold tobacco immediately for 4 doubloons. I guess I'll chalk that up to this being my first time playing, I guess.Qantaga wrote:El Guapo wrote:Oh, I didn't know this. I had assumed that it would empty and the trader round would continue - might have chosen a different action. But I guess I should have inferred this from how captain works.Grundbegriff wrote: Since there's no more room, the Trader turn ends with Newcastle emptying the Trade House.
I was wondering why you were so willing to follow Newcastle's request and gift him with 3 dubloons.
Huh? You have a choice now in the captain phase. I believe you have 1 indigo and 1 corn, and can choose to ship one or the other.LordMortis wrote:My bad. I'm hung over and I didn't realize there was a free ship for tobacco to go on. Of course, the rest of the captain phase is forced, so I'll still end up at the same point and I'm also not sure how much I'll be around today, so when the round goes around, consider that my preorder.Newcastle wrote:hmmm Lm seems to be very anachronistic this day. Its your turn to captain...but thanks for letting us know what you want to do your turn.
I have good? That's the crux of my problem, then. Going back and rereading. I missed the note where we craftsmanned.El Guapo wrote:It's your turn to ship goods in the captain phase.
Newcastle + 1 Tobacco storageEl Guapo: indigo, indigo, tobacco
Newcastle: corn, tobacco
Chaosraven: corn, indigo, sugar
LordMortis: corn, indigo
Qantaga: corn, sugar
Oh, I thought you did one at a time going around. Like, I ship 1 indigo, then Newcastle ships 1 of something (if possible), then you ship 1, then Qantaga, then I'd ship my other indigo (if still possible). But I gather instead I ship 2 indigo at once, then it goes to Newcastle for any shipping?LordMortis wrote:If I read you correctly you have 2 indigo. When you ship, you ship all of your goods of a type until the boat is full, so you ship 2 indigo.
El Guapo wrote:Oh, I thought you did one at a time going around. Like, I ship 1 indigo, then Newcastle ships 1 of something (if possible), then you ship 1, then Qantaga, then I'd ship my other indigo (if still possible). But I gather instead I ship 2 indigo at once, then it goes to Newcastle for any shipping?LordMortis wrote:If I read you correctly you have 2 indigo. When you ship, you ship all of your goods of a type until the boat is full, so you ship 2 indigo.
Grundbegriff wrote:Yes.Chaosraven wrote:Is settling optional?
Taking a plantation during Settler is optional.
Buying a building during Builder is optional.
During Mayor, each player who can do so must take the available colonist, but placing it somewhere to activate a building or plantation is optional, and rearranging one's colonists is optional.
During Craftsman, production of goods is optional, but if you choose to proceed you must produce as much as you can.
During Trader, selling is optional.
During Captain, shipping is mandatory.
(a) As noted at that time, I went ahead and assumed that everyone would produce at full throttle. If you do not wish to have some of the goods I assumed you were intending to produce, just let me know and I'll role that production back for you.LordMortis wrote:I have good? That's the crux of my problem, then. Going back and rereading. I missed the note where we craftsmanned.
There's a strong sense of "do things in the same way" in the aesthetic of PR. For example, everything always starts with a leader and goes clockwise. Everything (except taking colonists in and shipping goods out) is optional. Every good is worth 1 VP. Every building's VP value matches its column number on the bank board and its eligibility for quarry-based discounts. And so forth.El Guapo wrote:Had I known the correct rule, I would probably have chosen a different action.
But that said, I should have at least suspected that was not the case, since we just saw that the captain action does not work that way with empty / new ships. Oh well.
One kind at a time. And as much of that kind as there's room for. You may select which of your kinds to ship on a given turn, but then it's max-if-possible.El Guapo wrote:Oh, I thought you did one at a time going around.LordMortis wrote:If I read you correctly you have 2 indigo. When you ship, you ship all of your goods of a type until the boat is full, so you ship 2 indigo.
Simply:Newcastle wrote:El Guapo wrote:Oh, I thought you did one at a time going around. Like, I ship 1 indigo, then Newcastle ships 1 of something (if possible), then you ship 1, then Qantaga, then I'd ship my other indigo (if still possible). But I gather instead I ship 2 indigo at once, then it goes to Newcastle for any shipping?LordMortis wrote:If I read you correctly you have 2 indigo. When you ship, you ship all of your goods of a type until the boat is full, so you ship 2 indigo.
it is a 1 by 1 turn from what i know of...what you have in bold...i think the italic part of LM's statement is once committed to shipping somethign you have to ship all of it?
GRUND or any other knowledgeable players...care to clear up?
Yup. Fixing.El Guapo wrote:I also have tobacco, tobacco, though neither can be shipped this round (and one will thus be spoiled).