Production buildings convert goods into finished goods.
To produce goods in the Craftsman phase you must have both a plantation and its associated production building, both manned with a colonist.
(Example: To produce 2 barrels of tobacco, you need 2 occupied tobacco plantations and a Tobacco Storage with 2 occupied slots).
Corn is harvested and does not need a production building.
There are 2 each of 17 different violet buildings. Each building has its own particular function, but must be manned by a colonist before the function can be used. Using these functions is voluntary, and those that operate automatically can be deactivated by clicking the checkmark on the top right of the building. Pointing your mouse at a building in the Building list or in your building spaces will display the building's function.
When the owner of an occupied small market sells a barrel in the trader phase, he gets an extra doubloon from the bank for it.
On his turn in the settler phase, the owner of an occupied hacienda may, before he takes a face-up plantation tile, take an Other tile chosen at random from the rest of the supply. He does this by clicking on the top right corner of the hacienda.
In the settler phase, the owner of an occupied construction hut, can place a quarry on his island
The owner of an occupied small warehouse may store, at the end of the captain phase, in addition to the single goods barrel he is allowed to store on his windrose, all the barrels of one child of goods that he chooses.
During the settler phase, when the owner of an occupied hospice places a plantation or quarry tile on his island, he may take a colonist from the colonist supply and place it on this tile.
Note: If the player so owns an occupied hacienda and chooses to take the additional face-down tile, he does not get a colonist for the extra tile. If there are no more colonists in the colonist supply, he may take one from the colonist ship. If there are so none there, he goes without.
When the owner of an occupied office sells a good to the trading house in the trader phase, it need not be different than the goods already there. If the trading house is full, the player cannot sell a good there!
When the owner of an occupied large market sells a good in the trader phase, he gets an extra 2 doubloons from the bank for it.
Note: If a player owns both a small and large market, he takes an extra 3 doubloons when he sells a good to the trading house.
The owner of an occupied warehouse may store, at the end of the captain phase, in addition to the single goods barrel he is allowed to store on his wind rose, all the barrels of two kinds of goods that he chooses.
Note: If a player owns both a small and large warehouse, he may store all the barrels of 3 kinds of goods that he chooses.
If the owner of an occupied factory produces goods of more than one child in the craftsman phase, he earns money from the bank: for two kinds of goods, he earns 1 doubloon, for three kinds of goods, he earns 2 doubloons earn for four kinds of goods, he earns 3 doubloons, and for all five kinds of goods, he earns 5 doubloons. The number of barrels produced plays no role.
During the builder phase, when the owner of an occupied university builds a building in his city, he may take a colonist from the colonist supply and place it on this tile.
Note: If he builds a production building with more than one circle, he gets only one colonist. If there are no more colonists in the colonist supply, he may take one from the colonist ship. If there are so none there, he goes without.
Each time, during the captain phase, the owner of an occupied harbour loads goods on a cargo ship, he earns one extra victory point.
During the captain phase, when a player with an occupied wharf must load goods, instead of loading them on a cargo, he may place All goods of one child in the goods supply and score the appropriate victory points as though he loaded them on a cargo ship. It is as though the player has an imaginary ship with unlimited capacity at his disposal.
The player must load goods on a cargo ship whenever he can on his turn during the captain phase, when he chooses to use his wharf and "load" them on his imaginary ship.
The wharf can be used Member per captain phase by its owner, but he may choose when to use it, if at all. This imaginary ship can take any one good, but it may be of a child on one of the three cargo ships or the other imaginary wharf ship.
Note: When a player uses his wharf, he must load All the goods barrels of the kind he chooses that he has. He is not required, however, to choose the good he has the most of.
The following five buildings exist only once in the game. Although they eat two spaces in the city they are considered to be only one building. If the buildings are 'occupied' at the end of the game then Victory Points are compromised.
The owner of the occupied guild hall earns, at game end, an additional 1 VP for each small production building (occupied or unoccupied) in his city (= small indigo plant and small sugar mill), and an additional 2 VP for each large production building (occupied or unoccupied) in his city (= indigo plant, sugar mill, tobacco storage, and coffee roaster).
The owner of the occupied residence earns, at game end, additional victory points for the plantations and quarries he has placed on his island. For up to nine island spaces, he earns 4 VP, for ten filled island spaces, he earns 5 VP, for eleven island filled spaces, he earns 6 VP, and for all twelve spaces filled, he earns 7 VP.
The owner of the occupied fortress earns, at game end, one additional victory point for every three colonists on his board.
The owner of the occupied customs house earns, at game end, one additional victory point for every four victory points he acquired during the game. The player should only count his victory point chips (and any extra victory points recorded on paper after the chip supply was exhausted, but before game end). He does not use victory points earned for his buildings at game end.
The owner of the occupied city hall earns, at game end, one additional victory point for each violet building and each green building(occupied or unoccupied) in his city.
The Puerto Rico expansion brings new buildings into play. Players choose which buildings they wish to use between the expansion and basic game before the start of the game. Use options /extension and/or /random.
With /random the buildings are selected randomly from both games sets. With /extension players select as follows:
At the beginning of the game a window opens, in which all available buildings are displayed. Clicking one the buildings you want. Buildings already selected are marked by a red outline.
Buildings are interchangeable between the basic game and the expansion defined by the building cost associated. The factory from the basic version is removed in the BSW version. Once selected there will be 2 of each Purple building and one of each green building chosen.
Buildings are divided in pairs or groups of 4, according to to construction costs. e.g. there are two building types with construction costs of 1 (the small market hall and the aquaduct). Only one can be selected from each pair of buildings. A group of 4 to choose from you would therefore select 2 building types. Choose any 5 of the 10 available green buildings. Buildings, which may no longer be selected are then faded out.
Once all the selections have been made the dialogue box closes, and the game can commence.
If the owner of an occupied aqueduct produces >0 indigo or sugar then he receives an extra indigo/sugar for each large mill.
On his turn in the settler phase, the owner of an occupied forest house may place on one of his empty island spaces instead of selecting one of the available plantations (or quarry, if that was an option). When he places a forest, he chooses one of the face-up plantation tiles (not a quarry) and discards it from the game. When there are no more forest orplantation tiles, he may no longer place a forest.
When he builds a building (whether the forest house is occupied or not), he may reduce the cost of the building by 1 doubloon for each two forests on his island. This reduction is in addition to the builder and quarry reductions, but does Not applicable come with the column restriction of the quarry.
When the owner of an occupied black market builds a building, he may reduce the cost of the building by up to 3 doubloons by returning one colonoist, one good, and/or one VP to the supply.
At the end of each captain phase, the owner of an occupied storehouse may, in addition to the one good he is normally allowed to keep and additional goods of any kind.
In the mayor phase, the owner of a guesthouse, may place up to two colonists in his guesthouse. He may later move these guests, at the start, during or at the end of all other phases to any building, plantation, or quarry of his choice where they immediately go to work and must remain until the next amyor phase. The may be moved in the same or in different phases.
During the trader phase, the owner of an occupied trading post may choose whether to sell
When the owner of an occupied church builds a building from the 2nd or 3rd column, he gets 1 VP. When he builds a large building (4th column) he gets 2 VP.
The small wharf is similar to the wharf with some important differences. A player with a occupied small wharf may ship differential goods during one of his turns during the captain phase, but he gets only 1VP for every two barrels he ships. So, the player may ship as few (at least 1) or as many as he likes, and need not ship all of a child.
The lighthouse is similar to the harbour, but the player gets 1 doubloon instead of 1 extra VP chip. If the owner of an occupied lighthouse is so the captain, he gets one additional doubloon.
The speciality factory is similar to the factory, but it rewards production of one child of goods. The player takes doubloons from the bank equal to 1 less than the number of goods he produced of
The owner of an occupied library doubles the privilege he gets when he takes a role. The settler may first take either a plantation or a quarry. Then, after all other players have chosen their plantations, the settler may take a plantation from those remaining face up. He may not take a quarry as his doubled privilege. The craftsman may take 2 of the same good or 2 different goods.
Before the owner of an occupied union hall ships for the first time in the captain phase, he takes q VP chip for every 2 of the same good on his widrose, acceleration, the shipping continues as normal.
No colonist can or need be placed on the statue. The statue is worth 8 points at the end of the game.
The owner of an occupied cloister earns extra VPs for sets of 3 like island tiles. For 1 set of 3 like tiles, he earns 1 VP, for 2 sets of 3 like tiles, he earns 3 vPs, for 3 sets of 3 like tiles, he earns 6 vPs, and for 4 sets of 3 tiles, he earsns 10 VPs (the maximum).