I am playr 2
The boats have 18 spaces for 4 players rather than 15 spaces for 3, this means there are only 4.5 spaces/player rather than 5 There are still only 2 harbors so now only half of the players get harbors instead of 2/3rds. There are 5 large buildings for 4 players, so someone’s going to get 2. 4p games are much more likely to end via buildings running out than 3p ones are. The games that end via buildings tend to end that way because a builder player had 2 quarries and took builder every single turn after a certain point. Your first 4 buildings define the game, after that, you’re mostly turning the crank to score as many victory points as fast as possible. It’s also weird how fast the game ends once you get your 2-3 production facilities+a harbor. I find it kinda strange how frequently the game comes down to spamming captain like there’s no tomorrow. Tier D (only worth it for the top right corner VP)Įvery other building (though the large indigo plant is notable for costing 3 doubloons and being worth 2 VP, it’s actually underrated with how efficient it is at making VP) Wharf(way weaker than many people think, frequently can get the same results with a small warehouse) Large Market (has strong results but the cases when you buy it are somewhat niche) Small Warehouse(is really strong but needs a lot of support to be good)
![i am playr 2 i am playr 2](https://cdn.fileplanet.com/scrs/at/i-am-playr-1.jpg)
Tier B- I view these buildings as role players, they don’t win you the game but they do get you to won positions a lot Guild Hall (a fully powered guild hall gives a total of 26 victory points, 16 for the buildings and 10 for the hall, most other 10 spots don’t come close
![i am playr 2 i am playr 2](https://i.ytimg.com/vi/Bbf1v3yw4UA/maxresdefault.jpg)
Tier A - Cut in line to get these buildings, don’t wait for them otherwise you’ll be cut out. My current building tier list is something like I really want my main income source to be operational at 4 Colonists, since that’s the point in the game where money really matters, a position like indigo+coffee production allows you to have a strong trader phase income. By that point, we are firmly in the midgame, and I want to transition into victory point production and try to buy the harbor/small warehouse. The factory takes 6 colonists to get up and running. The factory has been falling in importance, at this point I don’t even know why people thought it was top tier, never mind overpowered. The vast majority of games are won via a combination of those 3 buildings. The modern Puerto Rico metagame is based around 3 buildings, the Small Warehouse, the Harbor, and the Guild Hall. Once I got a colonist ending, but those seem extremely rare. In the past 50 games, it has only happened a few times. Buildings sometimes end the game, and sometimes you get buildings and VP ending, but that’s less common than just running out of victory points.
![i am playr 2 i am playr 2](https://i.ytimg.com/vi/TLYg1vztzlc/hqdefault.jpg)
One thing that surprises me is that the majority of games are ended via victory points, Almost none of them end because we run out of colonists.
![i am playr 2 i am playr 2](https://i.ytimg.com/vi/FH6-5limBgU/maxresdefault.jpg)
I have the actual opening tree I use mostly memorized, there are some weird lines I don’t actually know how to play, but I’ve never seen them over the board. I’ve been trying to work on my tactics (I’m not that great tactically)Ĭurrently, my opening strategy is to follow the mainline (settler/builder/mayor/(prospector)) t1 but deviate on turn 2, taking settler as p2 turn 2, if I am player 4 I take mayor if player 3 didn’t build an indigo/sugar turn 1 and you got indigo/sugar. I’m ranked on the online leaderboards as 23rd in the world. I’ve been playing a lot more Puerto Rico recently.