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Non-Mafia Game Threads / Puerto Rico I (Governor Jack Rudd, Liopoil = ?, Liopoil's Turn)
« on: December 14, 2012, 03:33:13 am »
I've been thinking about the suitability of various games for forum playing, and it seems like PR would work very well: No hidden information, and very little in the way of randomness (only which plantation tiles arrive at the end of the Settler phase).
The issue is that I would quite like to play. The game can be pretty much self-moderating apart from the plantation tiles. Are people uncomfortable with me playing and also randomly generating the plantation tiles?
Randomized play order:
1. Glooble: 1 doubloons, 1 indigo (0/1), 1 sugar (1/1), 1 quarry (0/1)
1 Small Sugar mill (1VP, 1/1)
1 Small Indigo Plant (1VP, 0/1)
2. Bozzball: 0 doubloons, 1 indigo (0/1), 1 corn (1/1), 1 coffee (1/1)
1 Small Market (1 VP, 0/1)
1 Coffee Roaster (3 VP, 1/1)
3. Governor Jack Rudd: 1 doubloons, 1 indigo (1/1), 1 coffee (1/1), 1 corn (0/1)
1 Small Indigo Plant (1 VP, 1/1)
1 University (3 VP, 1/1)
4. Qvist: 3VP, 3 doubloons, 3 corn (3/3), 1 indigo (0/1)
1 Hacienda (1VP, 1/1)
1 Small Indigo Plant (0VP, 1/1)
5. Liopoil: 4 doubloons, 1 corn (1/1), 1 tobacco (1/1), 1 quarry (1/1)
1 Construction Hut (1VP, 1/1)
122 Victory Point Chips left
? Colonists on the ship
89 Colonists left
Trading House: Corn / Indigo / Empty / Empty
Plantations available:
* 1 Corn
* 2 Sugar
* 2 Indigo
* 1 Coffee
Plantations left:
* 5 Corn
* 4 Sugar
* 8 Indigo
* 8 Tobacco
* 6 Coffee
* 6 Quarries
Plantations Discard:
* 4 Sugar
Ships:
6 - Empty
7 - Empty
8 - 2 Corn
Buildings available:
At most 1 quarry:
1 x Small Indigo Plant (1 VP, 1 cost, 0/1 colonists)
3 x Small Sugar Mill (1 VP, 2 cost, 0/1 colonists)
1 x Small Market (1 VP, 1 cost, 0/1 colonists)
1 x Hacienda (1 VP, 2 cost, 0/1 colonists)
1 x Construction Hut (1 VP, 2 cost, 0/1 colonists)
2 x Small Warehouse (1 VP, 3 cost, 0/1 colonists)
At most 2 quarries:
3 x Indigo Plant (2 VP, 3 cost, 0/3 colonists)
3 x Sugar Mill (2 VP, 4 cost, 0/3 colonists)
2 x Hospice (2 VP, 4 cost, 0/1 colonists)
2 x Office (2 VP, 5 cost, 0/1 colonists)
2 x Large Market (2 VP, 5 cost, 0/1 colonists)
2 x Large Warehouse (2 VP, 6 cost, 0/1 colonists)
At most 3 quarries:
2 x Tobacco Storage (3 VP, 5 cost, 0/3 colonists)
1 x Coffee Roaster (3 VP, 6 cost, 0/2 colonists)
2 x Factory (3 VP, 7 cost, 0/1 colonists)
1 x University (3 VP, 7 cost, 0/1 colonists)
2 x Harbour (3 VP, 8 cost, 0/1 colonists)
2 x Wharf (3 VP, 9 cost, 0/1 colonists)
At most 4 quarries:
1 x Guild Hall (4 VP, 10 cost, 0/1 colonists)
1 x Residence (4 VP, 10 cost, 0/1 colonists)
1 x Fortress (4 VP, 10 cost, 0/1 colonists)
1 x Customs House (4 VP, 10 cost, 0/1 colonists)
1 x City Hall (4 VP, 10 cost, 0/1 colonists)
Roles:
Settler (0) - Available
Mayor (0) - Available
Builder (1) - Jack Rudd
Craftsman (1) - Available
Trader (0) - Available
Captain (2) - Qvist
Prospector (0) - Available
Prospector (0) - Available
The issue is that I would quite like to play. The game can be pretty much self-moderating apart from the plantation tiles. Are people uncomfortable with me playing and also randomly generating the plantation tiles?
Randomized play order:
1. Glooble: 1 doubloons, 1 indigo (0/1), 1 sugar (1/1), 1 quarry (0/1)
1 Small Sugar mill (1VP, 1/1)
1 Small Indigo Plant (1VP, 0/1)
2. Bozzball: 0 doubloons, 1 indigo (0/1), 1 corn (1/1), 1 coffee (1/1)
1 Small Market (1 VP, 0/1)
1 Coffee Roaster (3 VP, 1/1)
3. Governor Jack Rudd: 1 doubloons, 1 indigo (1/1), 1 coffee (1/1), 1 corn (0/1)
1 Small Indigo Plant (1 VP, 1/1)
1 University (3 VP, 1/1)
4. Qvist: 3VP, 3 doubloons, 3 corn (3/3), 1 indigo (0/1)
1 Hacienda (1VP, 1/1)
1 Small Indigo Plant (0VP, 1/1)
5. Liopoil: 4 doubloons, 1 corn (1/1), 1 tobacco (1/1), 1 quarry (1/1)
1 Construction Hut (1VP, 1/1)
122 Victory Point Chips left
? Colonists on the ship
89 Colonists left
Trading House: Corn / Indigo / Empty / Empty
Plantations available:
* 1 Corn
* 2 Sugar
* 2 Indigo
* 1 Coffee
Plantations left:
* 5 Corn
* 4 Sugar
* 8 Indigo
* 8 Tobacco
* 6 Coffee
* 6 Quarries
Plantations Discard:
* 4 Sugar
Ships:
6 - Empty
7 - Empty
8 - 2 Corn
Buildings available:
At most 1 quarry:
1 x Small Indigo Plant (1 VP, 1 cost, 0/1 colonists)
3 x Small Sugar Mill (1 VP, 2 cost, 0/1 colonists)
1 x Small Market (1 VP, 1 cost, 0/1 colonists)
1 x Hacienda (1 VP, 2 cost, 0/1 colonists)
1 x Construction Hut (1 VP, 2 cost, 0/1 colonists)
2 x Small Warehouse (1 VP, 3 cost, 0/1 colonists)
At most 2 quarries:
3 x Indigo Plant (2 VP, 3 cost, 0/3 colonists)
3 x Sugar Mill (2 VP, 4 cost, 0/3 colonists)
2 x Hospice (2 VP, 4 cost, 0/1 colonists)
2 x Office (2 VP, 5 cost, 0/1 colonists)
2 x Large Market (2 VP, 5 cost, 0/1 colonists)
2 x Large Warehouse (2 VP, 6 cost, 0/1 colonists)
At most 3 quarries:
2 x Tobacco Storage (3 VP, 5 cost, 0/3 colonists)
1 x Coffee Roaster (3 VP, 6 cost, 0/2 colonists)
2 x Factory (3 VP, 7 cost, 0/1 colonists)
1 x University (3 VP, 7 cost, 0/1 colonists)
2 x Harbour (3 VP, 8 cost, 0/1 colonists)
2 x Wharf (3 VP, 9 cost, 0/1 colonists)
At most 4 quarries:
1 x Guild Hall (4 VP, 10 cost, 0/1 colonists)
1 x Residence (4 VP, 10 cost, 0/1 colonists)
1 x Fortress (4 VP, 10 cost, 0/1 colonists)
1 x Customs House (4 VP, 10 cost, 0/1 colonists)
1 x City Hall (4 VP, 10 cost, 0/1 colonists)
Roles:
Settler (0) - Available
Mayor (0) - Available
Builder (1) - Jack Rudd
Craftsman (1) - Available
Trader (0) - Available
Captain (2) - Qvist
Prospector (0) - Available
Prospector (0) - Available