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All buildings in detail

Following is a summary to all the buildings in Puerto Rico, sorted by price. This does not include the six basic production buildings.

Small Market
When the owner of an occupied Small Market sells a good in the trader phase, he gets an extra doubloon from the bank for it. Example: Anna sells a corn and receives 1 doubloon. Note: The Small Market does not add its bonus when a player sells to his Trading Post. The Small Market does not add its bonus when a player sells a plantation using his Land Office.

reduction is in addition to the builder and quarry reductions, but does not come with a column restriction like the quarries. Forest tiles need not and can not be occupied by colonists. Example: the player has 6 forests and 2 occupied quarries, and is the builder; to build a Large Warehouse, he pays nothing: 6 doubloons, -1 (builder), -2 (quarries), -3 (forests no column limit) = 0. Note: If the owner of the Forest House also uses the Hacienda or Land Office (trader phase only), he can look at the drawn tile before deciding if he wants to place it face up or face down as a forest tile. Note 2: If the owner of the Forest House also own a Library, he can place 0, 1, or 2 forest tiles. He may gain up to 3 forests if he also owns a Hacienda. Note 3: If the owner of the Forest House also owns a Hospice, he places the colonist in San Juan.

Aqueduct
If the owner of an occupied Aqueduct produces at least one indigo in his Indigo Plant (not Small Indigo Plant), he takes one additional indigo. Similarly, if he produces at least one sugar in his Sugar Mill (not Small Sugar Mill), he takes one additional sugar. Example 1: the player produces 0 indigo in his Indigo Plant and 1 Sugar in his Small Sugar Mill: he takes 0 indigo and 1 sugar (the Aqueduct had no effect). Example 2: the player produces 1 indigo in his Indigo Plant and 3 Sugar in his Sugar Mill: he takes 2 indigo and 4 sugar. Remember: The Aqueduct does not work with the Small Indigo Plant or Small Sugar Mill.

Black Market
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 at most: one colonist, one good, and/or one VP to the supply. Noblemen count as colonists for this ability. Note: the player may choose which, if any, to return but no more than one of each. Also, he may not have any doubloons left after building. Thus, he may only use the Black Market if he spent all of his doubloons first. Example: the owner of an occupied Black Market wants to build the Harbor (8 doubloons), but has only 6 doubloons. He spends 6 doubloons, then returns an indigo and a colonist to the supply to help pay for the harbor. However, he could not also discard a VP because the cost has already been fully paid. Note 2: If the owner of a Black Market discards a VP or a colonist once the corresponding games ending condition has already been triggered, the game still ends as usual. Note 3: The colonist on the Black Market may not be the one chosen to be returned. Colonists on quarries that were used to purchase the building cannot be removed to further reduce the buildings cost.

Hacienda
On his turn in the settler phase, the owner of an occupied Hacienda may, before he takes a faceup plantation tile, take an additional tile from the face-down stack and place it on an empty space on his island. He may then take his normal turn in the phase (i.e. take a plantation, quarry, or forest as appropriate). Note: if a player chooses to take a face-down tile, he must immediately place it on an empty space on his island. He may not discard it. If the player also owns an occupied construction hut, he may not take a quarry instead of the face-down tile. Thus, if the player with the settler privilege owns a Hacienda, he may only take one quarry. Note 2: If the owner of the Hacienda also own a Forest House, he can look at the Haciendas tile before deciding if he wants to place it face up or face down as a forest tile. Thus, the player could acquire up to two forests. Note 3: If the player also owns an occupied Hospice, he does not get a colonist for the Haciendas extra tile. Note 4: The player may only gain one plantation tile from the Hacienda during each settler phase, even if he has an occupied Library. In this case, the Hacienda would grant him an extra tile before he may select his first island tile, never his second.

Land Office
During the trader phase, when the owner of an occupied Land Offices turn comes: If the Land Office is occupied by a colonist, the player may pay 1 doubloon to the bank to draw a plantation tile from one of the face-down piles, and place it on his island. If the Land Office is occupied by a nobleman, the player may discard a plantation or forest tile (but not a quarry) from his island to receive 1 doubloon from the bank. Note: the player may use the Land Office in addition to, or instead of, selling a good as normal. Note 2: if a player chooses to take a face-down tile, he must immediately place it on an empty space on his island. He may not discard it. Note 3: If the player also owns an occupied Forest House, he may look at the drawn tile before deciding to place it as a forest. Note 4: If you discard a tile occupied by a colonist or nobleman, he goes to San Juan. Remember: As with all other buildings that have different functions when occupied by noblemen, this building may not use its colonist function when occupied by a nobleman, and vice-versa.

Construction Hut
In the settler phase, the owner of an occupied Construction Hut can place a quarry on his island instead of one of the face-up plantation tiles. Note: if the owner of the Construction Hut is also allowed the settlers privilege, he may only take one quarry. Note 2: If the player with the settler privilege has both a Library and a Construction Hut, he may take a quarry as both his first and second island tile.

Forest House
During the settler phase, the owner of a Forest House can choose to place a forest instead of an Island tile on a free space of his island. To show this, place the island tile face down (with the green side showing). This tile is now considered a forest tile. During the builder phase, each pair of forest tiles on your island gives you a discount of 1 doubloon for the construction of each building. This works also if the Forest House is not occupied at the time of construction. This

Small Warehouse
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 kind of goods of his choice. The warehouse protects the player from returning goods to the supply. However it does not protect the player from being required to load the goods onto the cargo ships.

Example: at the end of the captain phase, Tiffany has 1 corn, 2 indigo, and 4 tobacco that she did not ship. She chooses to store one barrel of indigo and all barrels of the tobacco. Therefore, she discards 1 corn and 1 indigo overall. Note: the goods chosen are not actually stored on the Small Warehouse tile, but on the players windrose.

Remember: As with all other buildings that have different functions when occupied by noblemen, this building may not use its colonist function when occupied by a nobleman, and vice-versa.

Storehouse
At the end of each captain phase, the owner of an occupied Storehouse may, in addition to the one un-shipped good he is normally allowed to keep, keep three additional un-shipped goods (barrels) of any kind or combination of kinds. Example: the owner of an occupied Storehouse also has an occupied Large Warehouse: he may keep all barrels of 2 kinds of goods plus 4 additional barrels of any kinds or combination of kind of goods.

Office
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. Example: the trading house already has a barrel of tobacco. Bob owns an occupied office and, on his turn, sells a tobacco to the trading house. Chris owns the other office. On her turn it is occupied, so she too can sell a tobacco to the trading house. Note: players should not include both the Office and the Trading Post buildings together in the same game.

Chapel
During the craftsman phase, the owner of an occupied Chapel receives 1 doubloon from the bank if the Chapel is occupied by a colonist. If it is occupied by a nobleman, the owner recives

Large Market
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. Note: The Large Market does not add its bonus when a player sells to his Trading Post. The Large Market does not add its bonus when a player sells a plantation using his Land Office.

1 Victory Point instead.

Remember: As with all other buildings that have different functions when occupied by noblemen, this building may not use its colonist function when occupied by a nobleman, and vice-versa.

Hospice
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 the tile. Note: If there are no more colonists in the colonist supply, he may take one from the colonist ship. If there are also none there, he goes without. Note 2: if the player also owns an occupied Hacienda, he does not get a colonist for the Haciendas tile. Note 3: if the player also owns an occupied Library, he may only take a colonist for the first island tile, never for the second.

Trading Post
During the trader phase, the owner of an occupied Trading Post may choose whether to sell one good to the trading house, or to his Trading Post. If he chooses to sell a good to his Trading Post, he may sell any one good he has (even one already in the trading house) for the normal price, adding the bonus for trader if he is the trader. He places the sold good directly in the supply. The player has, essentially, a small trading house with room for 1 good. The player may sell to his Trading Post even if the trading house is full. Note: the Small and Large Markets do not add their bonuses when a player sells to his Trading Post! Note 2: players should not include both the Office and the Trading Post buildings together in the same game.

Guesthouse
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 mayor phase. The guests may both be moved in the same phase, or each be moved in different phases. Example: at the end of the captain phase, the owner of an occupied Guesthouse moves one guest to his Storehouse and uses the Storehouse immediately to keep 3 additional goods on his windrose. Later, he chooses the trader as his role, and moves the second guest to his Library so he can double his trader privilege. These two guests, like normal colonists, remain on the Storehouse and Library until the next mayor phase.

Church
When the owner of an occupied Church builds a building from the 2nd or 3rd column, he gains 1 VP. When he builds a large building (4th column), he gains 2 VP. Note: the player does not gain a VP when he builds the Church, even if he has an occupied University or Guesthouse.

Construction Office
The owner of an occupied Construction Office can build at a reduced cost. If the Construction Office is occupied by a colonist, he gets a discount of 1 doubloon for any buildings from columns 1 to 3, but no discount for any large building from column 4. If the Construction Office is occupied by a nobleman, he gets a discount of 2 doubloons for any large buildings from column 4, but no discount for any building from columns 1 to 3. Remember: As with all other buildings that have different functions when occupied by noblemen, this building may not use its colonist function when occupied by a nobleman, and vice-versa.

Hunting Lodge
At the end of every settler phase, the owner of the Hunting Lodge receives either an action or a bonus: If the Hunting Lodge is occupied by a colonist, he may discard a plantation or forest tile (but not a quarry) from his island without any compensation. If the Hunting Lodge is occupied by a nobleman, he gains 2VP if he is currently the player with the most empty spaces in his island (not his city). In case of a tie, nobody receives the VPs. Note: Any colonist or nobleman on a discarded tile goes to San Juan. Note 2: Forests may be discarded as though they were regular plantations.

Large Warehouse
The owner of an occupied Large 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 two kinds of goods that he chooses.

Note: if a player owns both a Small and a Large Warehouse, he may store all the barrels of 3 kinds of goods that he chooses.

Small Wharf
During the captain phase, when a player with an occupied Small Wharf must load goods, instead of loading them on a cargo ship, he may place any number of barrels of goods, of any kind or of multiple kinds, into the goods supply. He then scores 1 VP for every two goods shipped. Example: If you load 3 indigo, 2 tobacco, and 1 corn, you gain 3 VP. Note: the Small Wharf may only be used once per captain phase.

supply and place it on the building. Note: if the player builds a building with more than one circle, he gets only one colonist. If he builds one with no circles, the colonist goes to San Juan. Note 2: If there are no more colonists in the colonist supply, he may take one from the colonist ship. If there are also none there, he goes without.

Harbor
Each time, during the captain phase, the owner of an occupied Harbor loads goods on a cargo ship, he earns one extra VP. Example: the owner of an occupied Harbor (and an occupied Wharf) can only load 3 of his 5 tobacco on the tobacco ship as those 3 fill it up: he earns 3+1 VP. In his next loading turn, he loads both his 2 sugar on the sugar ship: he earns 2+1 VP. In his next loading turn, he uses his Wharf to put his remaining 2 tobacco in the supply: he earns 2+1 VP. Thus, in this captain phase he has earned an additional 3 VP with the use of his Harbor (and 2 VP extra with his Wharf).

Court Supplier
The owner of the Court Supplier can, when his turn comes for the first time during the captain phase, before his first loading, discard up to 1 good into the supply for each nobleman he has on his player board. Each such discarded good gives him 1 VP. Then the player resumes his first loading as usual. Note: Each discarded good must be a different type. Note 2: No shipping bonuses apply to these goods, such as the captain bonus or the abilities of the Lighthouse and Harbor. Note: The Court Supplier does not need to be occupied by a nobleman to be used.

Specialty Factory
The Specialty Factory is similar to the Factory, but it rewards production of one kind of goods. The player takes doubloons from the bank equal to 1 less than the number of goods he produced of one kind: the kind he produced the most of (except corn). Note: a player may not use corn in his Specialty Factory! Note 2: the player receives the doubloons at the end of the craftsman phase, allowing any bonus goods he received from a craftsman privilege to help. Example: the owner of an occupied Specialty Factory procudes 4 corn, 3 sugar, and 2 coffee. Thus, the Specialty Factory earns him 2 doubloons: 3 (sugar) -1.

Factory
If the owner of an occupied Factory produces goods of more than one kind during the craftsman phase, he earns money from the bank: for two kinds of goods, he earns 1 doubloon; for 3 kinds of goods, he earns 2 doubloons; for 4 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. Example: David owns an occupied Factory, 3 occupied corn plantations, 3 occupied sugar plantations, 1 occupied tobacco plantation, and the associated production buildings with the necessary number of colonists. He produces only 2 sugar barrels and 1 tobacco barrel, as there is no corn and only 2 sugar barrels remaining in the supply. He earns 1 doubloon from the bank for producing 2 kinds of goods.

Library
The owner of an occupied Library doubles the privilege he gets when he takes a role. The settler with an occupied Library may first either take a plantation or a quarry. Then, after all the 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 privilege may take two of the same good or two different goods. Note: if the player choosing the craftsman role is the owner of an occupied Library, he may take two of the same good or two different goods. Note 2: if the player chooses the settler role and he has an occupied Construction Hut, he may take a quarry as his second plantation. If he has a Hospice, he only gets the colonist with the first plantation. If he has a Forest House, he can take a forest as both plantations. If he has a Hacienda, he only receives the extra island tile before his first quarry/plantation. He never receives a Hacienda tile before his second plantation, regardless of if he chose to take his first.

Lighthouse
Each time, during the captain phase, the owner of an occupied Lighthouse loads goods onto a cargo ship, he gains 1 doubloon. If the owner of the occupied Lighthouse is also the captain, he gets one additional doubloon (regardless of if he ships any goods). Example: the captain is the owner of an occupied Lighthouse and ships 2 corn on the corn ship on his first turn in the captain phase. He takes 3 VP and 2 doubloons: 1 for the lighthouse and 1 for being captain. In his next shipping turn, he ships 3 indigo from his occupied Wharf and takes 3 VP and 1 doubloon. In his third shipping turn, he ships 3 sugar from his Small Wharf and takes 1 VP and 1 doubloon.

Jeweler
During the craftsman phase, the owner of an occupied Jeweler receives 1 doubloon for each nobleman he has. Note: all noblemen on the players buildings, plantations, quarries, and San Juan are counted. The Jeweler itself does not need to be occupied by a nobleman to be used. Note 2: The Jeweler counts as a large production building for the Guild Hall bonus.

Villa
When his turn comes for the first time during the mayor phase, the owner of an occupied Villa can take a nobleman from the supply (not from the ship) in addition to his first colonist or nobleman from the ship. If theres no more noblemen in the supply he can take a colonist instead. Note: If there are no more noblemen in the supply, he may take one colonist from the colonist supply. If there are also none there, he goes without.

Wharf
During the captain phase, when a player with an occupied Wharf must load goods, instead of loading them on a cargo ship, he may place all goods of one kind in the goods supply and score the appropriate victory points as though he had loaded them on a cargo ship. It is as though the player has an imaginary ship with an unlimited capacity at his disposal. The player must load goods on a cargo ship whenever he can on his turn during the captain phase, except when he chooses to use his Wharf and load them on his imaginary ship. The Wharf can only be used once per captain phase by its owner, but he

University
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

may choose when to use it, if at all. The imaginary ship can take any one good, but it can be of a kind on one of the three cargo ships or another players imaginary Wharf ship. Note: when a player uses his Wharf, he must load all goods barrels of the kind he chooses. He is not required, however, to choose the goods he has the most of.

Customs House
The owner of the occupied Customs House earns, at game end, one additional victory point for every four victory points he has acquired in the form of victory point chips (and any extra victory points recorded on paper after the chip supply was exhausted). He does not count the victory points earned for his buildings or noblemen at game end; nor does he count the bonus victory points awarded from occupied large buildings (including this one). Example: at game end, the owner of the occupied Customs House has accumulated 23 victory points in VP chips: he earns an additional 5 VP.

Union Hall
Before the the owner of an occupied Union Hall ships for the first time in the captain phase, he takes 1 VP for every 2 of the same goods on his windrose. Afterwards, the shipping continues

as normal.

Example 1: the owner of an occupied Union Hall has 3 corn, 2 indigo, and 1 coffee. He takes 2 VP: 1 for the corn and 1 for the indigo. Example 2: the owner of an occupied Union Hall has 4 corn and 2 coffee. He takes 3 VP: 2 for the corn and 1 for the coffee.

City Hall
The owner of the occupied City Hall earns, at game end, one additional victory point for each violet building (occupied or unoccupied) in his city. The City Hall itself counts! Example: at game end, the owner of the occupied City Hall also has: Hacienda, Harbor, Office, Construction Hut, Large Warehouse, and Residence: he earns an additional 7 VP.

The large buildings


The following eight large buildings only have one copy each. Each needs two adjacent city spaces to be built, but it counts as one building. When a large building is occupied, it does not offer its owner any abilities; however, each occupied large building grants bonus VPs when the game is over. Players do not take VP chips to represent these bonuses.

Guild Hall
The owner of the occupied Guild Hall earns, at game end, an additional 1 VP for each small production building (Small Indigo Plant, or Small Sugar Mill), whether or not they are occupied, in his city. He also earns an additional 2 VP for each large production building (Indigo Plant, Sugar Mill, Tobacco Storage, Coffee Roaster, Jeweler), whether or not they are occupied, in his city. Example: at game end, the owner of the occupied Guild Hall also has a small and large sugar mill, a small indigo plant, and a coffee roaster in his city: he earns an additional 6 VP. Note: the most VPs the Guild Hall can possibly grant is 12, if the player owns both small production buildings and all five large production buildings (including Jeweler).

Statue
No colonists can or need be placed on the Statue. The Statue is worth 8 points at the end of the game. Note: When a player with an occupied University builds the Statue, he places the colonist in San Juan.

Cloister
The owner of an occupied cloister earns extra VPs for sets of 3 similar island tiles. For one set of 3 similar tiles, he earns 1 VP. For two sets, he earns 3 VP. For three sets, he earns 6 VP, and for four sets, he earns 10 VP. Example: the owner of the occupied Cloister has 6 forests, 3 quarries, 2 corn plantation, and 1 coffee plantation at game end. He earns 6 extra VPs. (If he had an additional corn plantation instead of the coffee plantation, he would earn 10 VPs instead).

Residence
The owner of the occupied Residence earns, at game end, additional victory points for the plantations, quarries, and forests he has placed on his island (regardless of which are occupied). For zero to nine filled island spaces, the player earns 4 VP. For ten filled island spaces, he earns 5 VP. For eleven filled spaces, he earns 6 VP. For all twelve island spaced filled, he earns 7 VP. Example: at game end, the owner of the occupied Residence has filled 10 of his 12 island spaces with plantations and quarries and forests: he earns an additional 5 VP.

Gardens
The owner of the occupied Gardens earns, at game end, one additional victory point for each nobleman on his player board (even in San Juan). In essence, the noblemen are worth 2VP each at game end instead of 1VP! Note: the Gardens does not have to be occupied by a nobleman to offer its bonus.

Fortress
The owner of the occupied Fortress earns, at game end, one additional victory point for every three colonists on his player board. Noblemen count as colonists for this bonus. Example: at game end, the owner of the occupied Fortress has a total of 20 colonists and noblemen on his plantations, quarries, buildings, and in San Juan: he earns an additional 6 VP.

Original art by Franz Vohwinkel. Building image concepts by Sebastien Pauchon (s.pauchon), Mateusz Nowak (Mateui), and Chris Thibodeau (kungfro). Schatzkiste card scans courtesy of Grzegorz Kobiela (Ponton)