Intro:
I wrote a Session Report earlier in the initial confusion during learning how to play this game. After several games later, mostly 3 player games, I have come to some conclusions. In this review I will shed light on things I wish would’ve been pointed out for me as well as the usual mumbo jumbo. This is a long review so bare with me.
Mechanics:
Players choose roles in turns and all players get to perform the related action during that turn before the next player chooses his role. This works as a turn within a turn and keeps everyone active during each turn.
The roles are:
Settler (Place a plantation or quarry)
Craftsman (Produce goods from plantations)
Trader (Sell produced goods for doubloons)
Builder (build processing plants and other useful buildings with doubloons)
Captain (Ship goods for victory points)
Mayor (Receive colonists to work buildings and plantations)
The sequence of play is straight forward:
Get a plantation and a plant, man these, produce, ship or trade, build. Not necessarily in that order. It all makes sense and is easy to understand.
Puerto Rico is based on a very delicate system that comes together with surprising balance. The only element of chance is when drawing plantations which leave all game play to tactics and strategies.
Depth:
People on BGG have been helpful with explaining the reasoning behind this game. I now understand that Puerto Rico is a very passive game with many ways to stop your opponents if you only know how. There is no direct conflict or interference with each other but your move will greatly affect you opponents and this must be used to your advantage. This may be a turnoff for players appreciating aggressive game play and rivalry around the table. Many different strategies can be applied, usually involving focusing on shipping or building as both generates victory points.
Components:
The boards are sturdy, nifty barrel shaped wooden pieces represent the goods and they give a nice impression. It always feels better producing something that you can hold in your hand rather than for example a card. The wood goes well with the overall feeling. The tiny colonist ‘chits’ however are hard to handle, easy to lose and their round shape makes them good at escaping the table when not careful and if you have a dark floor or rug under you table be prepares to dedicate an afternoon to find a dropped ‘chit’. I would prefer a square token instead. I must mention that extra ‘chits’ are provided which is very appreciated.
Criticism:
I have heard a few negative opinions of Puerto Rico among mostly overly positive reactions. This game is appreciated by many but that does not mean it works for all. I am about to point out thought that has occurred in my group and most of them are negative. Brace yourself.
Learning curve:
The rulebook is intense but well laid out. All roles and buildings are individually explained. However, still after several sessions situations turn up where we have to consult rules, online references and rule clarifications. The fact that several different Aids and Rule sheets say different things doesn't help. In many cases after playing a game it becomes fairly easy to assume how things work and use the most logic solution, but eventually someone asks to read the rules and then of course it says differently.
Usually reading the rules a couple of times is enough for a game but after this long we still have to consult the rules. The short text on each building invite different interpretations which often lead to debate. I would keep the rules close for clarifications however this slows down game flow. All abilities and events are unique and must be well know by at least one player. However being a newbie in Puerto Rico is hard. Be prepared to read the descriptions for each building and role and learning how your actions affect others takes time. Many people recommend this to non-gamers or for casual gamers in transition to serious gaming. I, however, do not agree. Although watching your colony develop is fun the first few games but soon you will feel a bit isolated, unable to push the game in the right direction.
Two sided mechanics:
(The following section depends on the play style of each group but this is what we encountered)
Many Eurogames focus on passive interaction and Puerto Rico is the best example of this for both good and bad. For example if “Settlers of Catan Syndrome” occur (players focus on slowing down the player with most points) there are no ways to do this but through playing in a way that benefits your opponents the least. The result is a kind of backwards playing. Rather than assuring best outcome for your colony you focus on assuring the least outcome for everyone else. I’m sure different groups play differently but for gamers that are used to making life hard on each other might encounter this problem. So even if you have all the rules down and know how the best strategies work the outcome still depends heavily on how others play. Other players may make life hard on you and easy for someone else even though they are just focusing on their own colony. This may make you feel like you are out of control and everything depends on everyone else.
This also means that one player can make or break a game. Someone that won’t follow others recommendations on how to stop the leader or someone that is too ignorant to realize how others are awarded by his actions. At times you are painted into a corner by the players before you leaving you with no choice what to do.
(Example, player 4 wants to ship all his goods or they will spoil, player 1 and 2 play for example craftsman and builder leaving them with plenty of goods to ship. Player 3 now either has to prevent player 4 from shipping but letting player 1 and 2 ship or player 4 will fill a ship of his choice gaining a massive lead. If player 3 chooses the latter players 1 and 2 will blame player 3 of breaking the game. I can think of several more situations.) I only know how we play the game and the people with positive reactions must have a different approach and I am interested if they ever encounter the same situations.
Conclusion:
Puerto Rico is no doubt interesting and unique and there is fun to be had but as a fan of other Eurogames such as Carcassonne and Settlers of Catan I had high expectations on Puerto Rico which resulted in disappointment. Puerto Rico is good but does not deserve a place on a pedestal. Puerto Rico is not a game for everyone. Simple mechanics does not equal a simple game and many people recommend it for non-gamers. Non-gamers are the last people I would play Puerto Rico with, it takes at least 2 rounds with a player until you know you can count on them playing it properly. But of course the game is still enjoyable with inexperienced or unserious players but I wouldn’t rely much on calculations in that case. If players are willing to learn tactics and play the game enough to make it worth the effort it might be a hit but I would prefer just playing it casually. If you want light pleasant game or a brain busting showdown in superior strategy Puerto Rico can be both. But if you are looking for the latter I personally would look elsewhere.
End note:
I know that most of you disagree and probably play differently but these are problems I have encountered so who can tell me I’m wrong? Puerto Rico is ranked nr1 on BGG and I simply do not agree. Overall I find Puerto Rico to be a good game but in my opinion a review should point out the bad and not just praise a game. I have a feeling I will spend time defending this review.





















