A New Puerto Rico Building
May. 5th, 2005 01:14 amJunkyard
Cost 8, Points 3 (maybe)
After all roles have been resolved, but before the governer passes and roles are bribed, you may choose a unchosen role and take an action as described below. In the case that multiple players wish to use the junkyard, the governor or person closest to the governor's left chooses first.
Settler: Take a random plantation from those discarded during previous settler phases.
Builder: Build normally. You may not spend more than 3 doubloons. Any costs reduced by use of quarries, forests, or the black market do not count against the 3 doubloon limit.
Mayor: Take one colonist from Spain and place him anywhere on your board.
Craftsman: Take one good from supply that you could produce. If you have a manned aqueduct and produce either an sugar or indigo from a large indigo or sugar plant, you may take two goods.
Trader: Sell a good to the trading house that you could normally sell. It's base price is half rounded-down of it's normal base price. Market bonuses still apply as normal.
Captain: Place any good back in supply and take one victory point. If you have a harbor, take a second victory point. If you have a lighthouse, take a doubloon.
Prospector: Take one doubloon from supply. If the prospector is bribed, you may take an additional doubloon off of the prospector.
I'm not sure all the abilities are balanced, but they seem close.
Cost 8, Points 3 (maybe)
After all roles have been resolved, but before the governer passes and roles are bribed, you may choose a unchosen role and take an action as described below. In the case that multiple players wish to use the junkyard, the governor or person closest to the governor's left chooses first.
Settler: Take a random plantation from those discarded during previous settler phases.
Builder: Build normally. You may not spend more than 3 doubloons. Any costs reduced by use of quarries, forests, or the black market do not count against the 3 doubloon limit.
Mayor: Take one colonist from Spain and place him anywhere on your board.
Craftsman: Take one good from supply that you could produce. If you have a manned aqueduct and produce either an sugar or indigo from a large indigo or sugar plant, you may take two goods.
Trader: Sell a good to the trading house that you could normally sell. It's base price is half rounded-down of it's normal base price. Market bonuses still apply as normal.
Captain: Place any good back in supply and take one victory point. If you have a harbor, take a second victory point. If you have a lighthouse, take a doubloon.
Prospector: Take one doubloon from supply. If the prospector is bribed, you may take an additional doubloon off of the prospector.
I'm not sure all the abilities are balanced, but they seem close.
no subject
Date: 2005-05-05 05:18 am (UTC)no subject
Date: 2005-05-05 01:16 pm (UTC)Also: does a role taken via the junkyard get a bribe dubloon?
[1] Unless you are a corn whore, in which case taking craftsman is better than the craftsman junkyard.
no subject
Date: 2005-05-05 07:20 pm (UTC)Do you own that game? We need to make H'field people play it ... all my housemates are obsessed...
no subject
Date: 2005-05-05 08:04 pm (UTC)Oh that's wonderful. No, this isn't SoC (which I do have a copy of -
no subject
Date: 2005-05-05 10:34 pm (UTC)no subject
Date: 2005-05-05 10:53 pm (UTC)