Puerto Rico: Expansion II – The Nobles
Puerto Rico: Expansion II – The Nobles Rulebook
Table of Contents
Table of Contents
Setup
This expansion adds 2 × 6 small and 1 large beige building, as well as 2 new production buildings. They can be combined with the 17 different beige buildings of the base game and the 14 different beige buildings of the New Buildings expansion. When playing with the Nobles expansion, use the reverse side of the game board, which has more spaces for buildings. Place this expansion's buildings on their corresponding spaces.
Place 20 nobles next to the colonists in the supply. When playing with this expansion, the condition "the game ends if the supply runs out of colonists" does not apply (nor does "the nobles run out"). Therefore, during setup do not return the colonist tokens to the box, no matter how many players take part in the game. At the start of the game and at the end of each mayor phase, place 1 noble on the colonist ship instead of 1 colonist (as long as nobles remain in the supply). In the mayor phase, the players take nobles from the colonist ship (usually the mayors do this) as if they were ordinary colonists.
At the end of the game, each noble is worth 1 VP. Players place nobles on their player boards by the same rules as ordinary colonists. A noble is in fact the same colonist; the difference is only in how it interacts with some buildings (described in detail below). These buildings' properties change depending on whether a colonist or a noble occupies them.
Note on the number of new production buildings: the setup text above says the expansion adds 2 new production buildings. Only one production building, the Jeweler's Workshop, is described in this rulebook; it is transcribed as printed and no second one is described in the text.
Land Office
Cost: 2 doubloons.
In the trader phase, the owner of a Land Office occupied by a colonist may pay 1 doubloon to the bank to take the top plantation tile from one of the face-down stacks of island tiles and place it on their empty island space. In the same trader phase, the owner of a Land Office occupied by a noble may discard 1 plantation tile from their player board to take 1 doubloon from the bank.
Note: if the owner of an occupied Land Office also has an occupied forest house (the "forester's hut" of the Russian print), in the trader phase they may buy a forest instead of a plantation, for a doubloon.
If the discarded plantation is occupied by a colonist or noble, the colonist or noble token is moved to the owner's windrose.
Chapel
Cost: 3 doubloons.
In each craftsman phase, the owner of a Chapel occupied by a colonist receives 1 doubloon from the bank, and the owner of a Chapel occupied by a noble receives 1 VP from the supply.
Hunting Lodge
Cost: 4 doubloons.
At the end of each settler phase, the owner of a Hunting Lodge occupied by a colonist may discard 1 plantation tile from their player board, and the owner of a Hunting Lodge occupied by a noble may take 2 VP if they have more empty island spaces than any other player.
Note: if the largest number of empty island spaces belongs to several players at once, the owner of the Hunting Lodge does not receive the 2 VP. If the discarded plantation is occupied by a colonist or noble, the token is moved to the windrose. In this case forests count as plantations, and they may also be discarded.
Construction Office
Cost: 5 doubloons.
The owner of a Construction Office occupied by a colonist pays 1 doubloon less when building a small building (column 1–3). The owner of a Construction Office occupied by a noble pays 2 doubloons less when building a large building (column 4).
Note: a Construction Office occupied by a colonist gives no discount on a large building. Likewise, a Construction Office occupied by a noble does not save the player money when they build a small building.
Supply Center
Cost: 6 doubloons.
In the captain phase, before making the first shipment, the owner of an occupied Supply Center may send to the supply one good (from the windrose) for each of their nobles. Each good sent this way gives the player 1 VP. The goods sent must be of different types (no two of the same type).
Note: despite any other properties and buildings, the player receives no additional benefit from sending these goods.
Villa
Cost: 7 doubloons.
On their first turn in the mayor phase, the owner of an occupied Villa may take 1 noble from the supply (not from the colonist ship!). If no nobles remain, they take 1 colonist (if any remain).
Jeweler's Workshop
Cost: 8 doubloons.
In the craftsman phase, the owner of an occupied Jeweler's Workshop receives 1 doubloon from the bank for each noble on their player board.
Note: the Jeweler's Workshop counts as a large production building.
Royal Park
Cost: 10 doubloons.
At the end of the game, the owner of an occupied Royal Park receives 1 VP for each noble on their player board. In this way, the player receives 2 VP for each of their own nobles, regardless of where it is: on a plantation or quarry, in a building, or on the windrose.
General note
If participants play with the Nobles expansion, and the rules of the base game and of the New Buildings expansion refer to a colonist, this should be understood as "colonist or noble".
Summary
The right-hand sidebar of the first page gives a short summary of the rules above, translated here; the costs are the icon numbers:
- All "noble" buildings are added to the other buildings (use the reverse side of the game board).
- A shortage of colonists in the supply does not end the game.
- Instead of 1 colonist on the colonist ship, place 1 noble.
- At the end of the game, each noble gives 1 VP.
- Land Office (cost 2), trader phase: +1 plantation for a doubloon or +1 doubloon per plantation.
- Chapel (cost 3), craftsman phase: +1 doubloon or +1 VP.
- Hunting Lodge (cost 4): −1 plantation or +2 VP if you have the most empty island spaces.
- Construction Office (cost 5): discount of 1 or 2 doubloons when building.
- Supply Center (cost 6): before the first shipment, 1 VP for each good sent to the supply.
- Villa (cost 7), mayor phase: +1 noble from the supply.
- Jeweler's Workshop (cost 8): +1 doubloon per noble.
- Royal Park (cost 10): +1 VP per noble.