For Whom The Web Rocks
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The Captain (captain phase - shipping of
goods) The captain is in charge of shipping goods to the old world. This means that the captain is the first to load goods on the cargo ships. Then, the other players follow, in clockwise order from the captain. Note: In the captain phase, each player may get several turns to load goods on the cargo ships. When it is a player's turn to load goods on a cargo ship, he must load if he can. However, a player may load goods of only one kind on a turn. The captain phase continues, clockwise around the table, as long as at least one player has goods he can load. Loading/shipping rules When shipping, players must follow these rules:
Victory points For each good (each barrel, not each kind of goods) a player loads, he earns one victory point (1 VP) in the form of value 1 victory point chips. When loading goods onto the cargo ships, all kinds of goods have the same value: 1 VP per barrel loaded! The goods values used in the trader phase are not used here. When loading his first kind of goods, the captain takes as his privilege one extra victory point. He does not extra extra VPs for each kind he loads. A players keeps his victory points, unlike his money and goods, secret from the others. A player puts his victory point chips face-down on his wind rose. From time to time, players should convert 5 value 1 chips for a single value 5 chip. Goods storage When no more goods can be loaded on the cargo ships, the players must store the goods left on their wind roses. Each players may store one good (one barrel) on his wind rose. For all other remaining goods, each player must find room in one of his warehouses (small or large). If a player does not have sufficient warehouse space, he must place all extra goods back in the goods supplies (see more information under small warehouse). As his last duty, the captain unloads all full ships by placing those goods back in their separate supply piles. Partially full and empty ships remain as they are until the next captain phase. It will be more difficult to load goods in the next captain phase, because of the kinds of goods already on the cargo ships and the fewer number of spaces available. Notes:
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Action Each cargo ship can carry only goods of one kind, but not goods like any other cargo ship. When no players can load any more goods, the captain phase end and the captain empties all full cargo ships. Goods storage Example for the captain phase (with 4 players): Anna is captain and starts the loading. She has 2
corn and 6 sugar. The 5 space ship and the 7 space ship are empty, and there are 3 corn on
the 6 space ship. Anna must load either her 2 corn or 6 sugar. She chooses the sugar and
loads her 6 sugar barrels on the 7 space ship (she may not choose the 5 space ship as she
could not load all 6 sugar). She earns 7 VPs (6 + 1 for the captain privilege). |
Web Games
The Captain role appears as .
When chosen, the role is moved to the player's area.
If the role has earned extra doubloons, this is shown as follows: .
The Cargo Ships section shows the three
cargo ships and their current loads .
The query markers represent empty
space in cargo ships that have no goods assigned.
The dot markers represent empty space in cargo ships that are part-filled.
The Victory Point Chips section show the
number of victory point chips left.
The number of victory points chips earned by each player are displayed throughout the
game. Keeping them hidden serves little purpose, as the players can keep track.of the
points scored during the game.
Goods will be shipped automatically if players have no options. If the players' options
disappear before all players have sent orders (for example, empty ships have had cargo
assigned), goods will be shipped and the game will move on to the next role.
If no ship is specified, the smallest that will hold the shipped goods will be used.
If no goods are specified, the greatest quantity will be shipped first, resolving ties in
favour of the lowest trading value.
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© Keith Thomasson February 16th 2003 |