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		<title>Chthulu: Creata pagina con &#039;From Board Game Geek by Alex Rockwell:  For anyone who wants to improve their Puerto Rico game....and to &#039;grok&#039; this wonderful game.....read on. I know its long, but that just...&#039;</title>
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		<summary type="html">&lt;p&gt;Creata pagina con &amp;#039;From Board Game Geek by Alex Rockwell:  For anyone who wants to improve their Puerto Rico game....and to &amp;#039;grok&amp;#039; this wonderful game.....read on. I know its long, but that just...&amp;#039;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Nuova pagina&lt;/b&gt;&lt;/p&gt;&lt;div&gt;From Board Game Geek by Alex Rockwell:&lt;br /&gt;
&lt;br /&gt;
For anyone who wants to improve their Puerto Rico game....and to&lt;br /&gt;
&amp;#039;grok&amp;#039; this wonderful game.....read on. I know its long, but that&lt;br /&gt;
just means its in depth, and thus is ACTUALLY HELPFUL.&lt;br /&gt;
******&lt;br /&gt;
&lt;br /&gt;
As many who have read a chessbook know, the best strategy in Chess is&lt;br /&gt;
&amp;quot;control the center&amp;quot;. Many games have a fundamental superior strategy&lt;br /&gt;
that should be followed, often with lesser strategies as well. These&lt;br /&gt;
strategies dictate your actions when there is not an important&lt;br /&gt;
TACTICAL move that you must make.&lt;br /&gt;
&lt;br /&gt;
In essence, strategy is about the long term, tactics is about short&lt;br /&gt;
term gain (or preventing the same for your opponents). &amp;quot;Tactics is&lt;br /&gt;
what you do when there is something to do....strategy is what you do&lt;br /&gt;
when there is nothing to do&amp;quot;. Like chess, Puerto Rico is a highly&lt;br /&gt;
tactical game. Good tactical play and average strategic play will&lt;br /&gt;
beat ok tactical play and good strategic play most of the time.&lt;br /&gt;
However, if everyone plays well tactically, you will need to have a&lt;br /&gt;
superior strategic understanding of the game in order to secure the&lt;br /&gt;
win. You need to know what terms will benefit you most in the long&lt;br /&gt;
term, not just in the short term. And the long term plays are&lt;br /&gt;
sometimes much harder to see.&lt;br /&gt;
&lt;br /&gt;
Before I get to the dominant Puerto Rico strategic, I&amp;#039;ll talk a little&lt;br /&gt;
about tactics. Most of the tactics of Puerto Rico comes from your&lt;br /&gt;
role choices. If you look at the effects of the different roles you&lt;br /&gt;
could pick, generally with a lookahead of about 1-2 turns, and find&lt;br /&gt;
the one which works best for you/hurts your opponents, you will do&lt;br /&gt;
well. To do this, you will have to determine likely moves by your&lt;br /&gt;
opponents, and find the role which helps you given what they will&lt;br /&gt;
probably do. Also, look for choices which dont leave you wide open to&lt;br /&gt;
a big blow if someone chooses certain roles, since strong players will&lt;br /&gt;
often do this to destroy your position.&lt;br /&gt;
&lt;br /&gt;
Here is an example of an important tactical play:&lt;br /&gt;
&lt;br /&gt;
In a 3 player game, the game starts like this:&lt;br /&gt;
&lt;br /&gt;
Turn 1:&lt;br /&gt;
Player 1 Settler/Quarry, player 2 takes corn, player 3 takes Sugar.&lt;br /&gt;
Player 2 takes builder/small market. Player 3 builds small sugar,&lt;br /&gt;
player 1 builds small market.&lt;br /&gt;
Player 3 takes mayor filling small sugar/sugar plant. PLayer 1 fills&lt;br /&gt;
quarry, player 2 fills corn.&lt;br /&gt;
&lt;br /&gt;
Turn 2:&lt;br /&gt;
Player 2 takes (settler or builder or mayor).&lt;br /&gt;
Player 3 takes craftsman, producing 2 sugar.&lt;br /&gt;
&lt;br /&gt;
You are player 1. You have the following role choices:&lt;br /&gt;
&lt;br /&gt;
Settler/Mayor/Builder (minus whatever player 2 chose)&lt;br /&gt;
Trader w/1 dubloon&lt;br /&gt;
Captain w/1 dubloon.&lt;br /&gt;
&lt;br /&gt;
You have no goods, and an occupied quarry. Player 2 has a corn,&lt;br /&gt;
player 3 has 2 sugar.&lt;br /&gt;
&lt;br /&gt;
What is the correct play?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh captain my captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Not choosing the Captain role is almost a guaranteed loss if player 3&lt;br /&gt;
is at least as skilled as you are, and will probably give them a good&lt;br /&gt;
chance of winning even if you are better than them.&lt;br /&gt;
&lt;br /&gt;
But I dont even have a good to ship, you say!&lt;br /&gt;
It doesnt matter. Taking the captain isnt great for you, giving 1&lt;br /&gt;
dubloon. Thats not as great as the benfit you would have gained from&lt;br /&gt;
the builder for example, with your quarry.&lt;br /&gt;
&lt;br /&gt;
However, not choosing captain allows player 3 to begin the next turn&lt;br /&gt;
by trading sugar, with 2 dubloons on the trader, for a gain of 2+1+2 =&lt;br /&gt;
5 dubloons! This will give them enough money to buy a coffee or&lt;br /&gt;
tobacco plant, a couple turns ahead of either of the other players.&lt;br /&gt;
This is an enormous advantage, as they will likely trade that good for&lt;br /&gt;
an even greater money advantage, and be the first to build buildings&lt;br /&gt;
such as the harbor or factory.&lt;br /&gt;
&lt;br /&gt;
This is an example of a tactical choice where the wrong move will have&lt;br /&gt;
more effect than all of your strategic decisions throughout the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, on to the best Puerto Rico strategy.&lt;br /&gt;
&lt;br /&gt;
Many players tend to think of the game as being about shipping versus&lt;br /&gt;
building. That is, that there are two main strategies, shipping or&lt;br /&gt;
building, as well as a &amp;#039;mixed&amp;#039; strategy, hedging your bets between the&lt;br /&gt;
two.&lt;br /&gt;
&lt;br /&gt;
However, this veiw misses something important. Those &amp;#039;strategies&amp;#039; are&lt;br /&gt;
ways to score points. They give you somethng to do which is&lt;br /&gt;
beneficial to you. Having some role which benefits you more than&lt;br /&gt;
others is key in Puerto Rico. If you are in a position where you gain&lt;br /&gt;
points by building, but you lose points (relative to others) when&lt;br /&gt;
producing and shipping occurs, then thats ok, but not great. You&lt;br /&gt;
could win if things work out well, and building comes out to dominate&lt;br /&gt;
the game.&lt;br /&gt;
&lt;br /&gt;
However, you can do better. How? Its simple.....follow the dominant&lt;br /&gt;
strategy of the game of Puerto Rico. This strategy doesnt involve&lt;br /&gt;
shipping or building, it involves income. In this game, income is&lt;br /&gt;
king. If you are making money, you will be able to buy large&lt;br /&gt;
buildings, and score lots of building points. If you are making&lt;br /&gt;
money, you will be able to buy production buildings to make goods, and&lt;br /&gt;
shipping buildings like warehouse, harbor and wharf to ship your goods&lt;br /&gt;
effectively for many points. If you are making money, then you will&lt;br /&gt;
be able to put yourself in a position where both shipping AND building&lt;br /&gt;
will gain you points over the other players.&lt;br /&gt;
&lt;br /&gt;
In most cases, you cant be the best at both shipping and building.&lt;br /&gt;
Unless all the other players are complete newbies, this just isnt&lt;br /&gt;
possible. Your goal is to reach a point where in shipping, you gain&lt;br /&gt;
over some of the opponents, but dont lose much to anyone, and in&lt;br /&gt;
building its the same. Thus, through a cycle of building and&lt;br /&gt;
shipping, you gain points over each opponent, some you gain over in&lt;br /&gt;
the captain phase, some in the builder, but overall you have gained on&lt;br /&gt;
everyone. This WILL happen if you have the best income potential in&lt;br /&gt;
the group, AND you have solid tactical play, so you arent missing out&lt;br /&gt;
on points and opporunities that way.&lt;br /&gt;
&lt;br /&gt;
Often your position will become lopsided towards one or the other of&lt;br /&gt;
the point scoring methods. For example, in the course of playing&lt;br /&gt;
tactically, you just never had any good chances to choose the settler&lt;br /&gt;
and take any quarries, yet you managed to get several corn&lt;br /&gt;
plantations. Or vice-versa. In these cases, if you have good income,&lt;br /&gt;
what will happen is that you will dominate one of the point scoring&lt;br /&gt;
methods (your strength), while maintaining an average score in the&lt;br /&gt;
other. For example: The shipper who manages to afford a large&lt;br /&gt;
building, and dominates shipping. Or the builder with a guild hall&lt;br /&gt;
and another large building, who also had a harbor and managed to ship&lt;br /&gt;
for an average 25.&lt;br /&gt;
&lt;br /&gt;
Usually in these cases as well, you will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So how does income have this wonderful effect on your game?&lt;br /&gt;
&lt;br /&gt;
Several ways. Primarily, it allows you to purchase means of scoring&lt;br /&gt;
points. That is, money lets you buy production buildings, warehouses,&lt;br /&gt;
harbors and wharfs, as well as large buildings, with which to score&lt;br /&gt;
points. Generally, if you buy the appropriate building early enough,&lt;br /&gt;
it will pay MORE POINTS than you spent in dubloons to buy it.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, buying a coffee roaster is going to do a&lt;br /&gt;
tremendous amount of good. You are going to use it to produce a&lt;br /&gt;
number of coffee throughout the game. Hopefully, you will sell&lt;br /&gt;
several of those coffee, and ship the others. If you do this, you&lt;br /&gt;
will probably rake in 4*2.5 dubloons (2-3 trades, say 10 dubloons&lt;br /&gt;
average), and several shipping points. Using that 10 dubloons to buy&lt;br /&gt;
a large building later in the game will yield about 10 points. The&lt;br /&gt;
coffee roaster is 3 points, and you shipped 3 coffee. In total, that&lt;br /&gt;
coffee roaster gave you 16 points worth of benefit, for a cost of only&lt;br /&gt;
6 dubloons. The early you bought the roaster, the better it will have&lt;br /&gt;
performed.&lt;br /&gt;
&lt;br /&gt;
The key in buying building is to determine the point at which the&lt;br /&gt;
benefit is no longer worth the cost. In the early game, that coffee&lt;br /&gt;
roaster may well produce 16 points of benefit. In the midgame, you&lt;br /&gt;
might only have 1-2 chances to trade the coffee, and only ship 1-2&lt;br /&gt;
goods. Maybe it provides 10 points of benefit. In the late midgame,&lt;br /&gt;
maybe you&amp;#039;ll trade once and ship once, and get only 6 (and converting&lt;br /&gt;
that money from the trade into a large building, and occupying that&lt;br /&gt;
large building by the end was a hastle as well! And at the end, it&lt;br /&gt;
will probably be completely worthless.&lt;br /&gt;
&lt;br /&gt;
Money is thus the best at the beginning of the game, where it gives&lt;br /&gt;
you the greatest return. 5 dubloons invested into a tobacco plant&lt;br /&gt;
near the start may well pay off 15 points worth by the end of the&lt;br /&gt;
game. Money is weakest at the end of the game, and completely&lt;br /&gt;
worthless once the game ends, except for tiebreaker. 5 dubloons on&lt;br /&gt;
the final turn will likely get you just 2-3 points off a building. 10&lt;br /&gt;
dubloons near the end could get you 10 or so points from a large&lt;br /&gt;
building, but you&amp;#039;ll probably have to put effort into making this&lt;br /&gt;
conversion happen.&lt;br /&gt;
In the middle of the game, money and points are fairly balanced, and&lt;br /&gt;
you&amp;#039;ll probably be able to get a 1 for 1 conversion of money to points&lt;br /&gt;
without effort. For example, you build a harbor and use it for a half&lt;br /&gt;
dozen bonuses throughout the rest of the game. Or you spend 10&lt;br /&gt;
dubloons on a large building, whenever building happens, and fill it&lt;br /&gt;
when the mayor happens. 10 coins -&amp;gt; 10 points with no effort. Later&lt;br /&gt;
on, this same conversion will likely take up 1-2 of your lategame role&lt;br /&gt;
choices.&lt;br /&gt;
&lt;br /&gt;
So we can define the phases of the game like this:&lt;br /&gt;
&lt;br /&gt;
Opening: Dubloons &amp;gt; Points.&lt;br /&gt;
Midgame: Dubloons = Points.&lt;br /&gt;
Endgame: Dubloons &amp;lt; Points.&lt;br /&gt;
&lt;br /&gt;
I said that income was the dominant strategy of puerto rico. Well,&lt;br /&gt;
thats not entirely true. Its the dominant strategy for the first half&lt;br /&gt;
of the game. It dominant until the point where points start to become&lt;br /&gt;
better than dubloons.&lt;br /&gt;
&lt;br /&gt;
So let me rephrase the best strategy like this:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dominant strategy of Puerto Rico is to focus on income in the&lt;br /&gt;
opening and early-midgame, to focus on converting money into a means&lt;br /&gt;
of scoring points in the midgame, and to focus on maximizing the use&lt;br /&gt;
of your point scoring method(s) in the endgame&amp;quot;. Thus, in each phase&lt;br /&gt;
you focus on either money or points, whichever is better in that&lt;br /&gt;
phase. In the opening, you go for money, since its better than&lt;br /&gt;
points. In the midgame, you focus on means of converting money to&lt;br /&gt;
points. And in the endgame, you focus on points.&lt;br /&gt;
&lt;br /&gt;
Generally Puerto Rico lasts about 15 turns or so. Sometimes a bit&lt;br /&gt;
less (if someone fills there building space up fast, to deny the&lt;br /&gt;
shippers their late game point scoring bonanza). That means that up&lt;br /&gt;
until about turn 5-6 or so (keep track!), income should be basically&lt;br /&gt;
your sole concern. (Of course, giving up 3 points to get one more&lt;br /&gt;
dubloon probably isnt great, but giving up 3 for 3 certainly is).&lt;br /&gt;
turns 6-8 should be the finale of your income searching, and the last&lt;br /&gt;
time you would consider buying that factory or large market. (And&lt;br /&gt;
possibly the last time you consider buying that coffee roaster as&lt;br /&gt;
well, if you dont have quarries). Turn 6-10 or so should see you&lt;br /&gt;
converting money to point scoring buildings like harbor and warehouse.&lt;br /&gt;
If you have several corn, and forsee trouble getting a corn boat,&lt;br /&gt;
wharf is a good choice, but often, warehouse will do almost as well&lt;br /&gt;
for much less. The endgame should see you playing tactically to&lt;br /&gt;
maximize the effect of your point scoring methods and minimize those&lt;br /&gt;
of your opponent. Money should only be important to you in blocks of&lt;br /&gt;
10, to build large buildings. (If you have a couple quarries, smaller&lt;br /&gt;
amounts could matter, so you can keep building smaller buildings for 2&lt;br /&gt;
points each)&lt;br /&gt;
&lt;br /&gt;
You should practice forseeing the end of the game, and preparing for&lt;br /&gt;
it. When you think that two mayor phases will likely deplete the rest&lt;br /&gt;
of the colonists, two build phases end the game through 12 buildings,&lt;br /&gt;
or 2 captain phases end the game that way, then you know you are in&lt;br /&gt;
the very late game. (Note: 40% of the shipping VPs left often means&lt;br /&gt;
only 2 captain phases remaining, if people have a decent amount of&lt;br /&gt;
shipping ability). They can go really fast at the end!&lt;br /&gt;
Forseeing the game end will help you avoid making endgame mistakes&lt;br /&gt;
(which are VERY common in beginner games, and are made moderately&lt;br /&gt;
often by all but the most experienced players)&lt;br /&gt;
&lt;br /&gt;
For the following, &amp;quot;Builder&amp;quot; refers to a player whose position is such&lt;br /&gt;
that building is their means of gaining points over their opponents,&lt;br /&gt;
and &amp;quot;shipper&amp;quot; is a player for whom shipping is theri means of gaining&lt;br /&gt;
points over their opponent.&lt;br /&gt;
&lt;br /&gt;
All of the following are big mistakes in the late-endgame:&lt;br /&gt;
&lt;br /&gt;
1) Choosing settler at any time UNLESS:&lt;br /&gt;
1a) taking it gets you to 10 dubloons AND you forsee that there is&lt;br /&gt;
time to buy and occupy a large building.&lt;br /&gt;
1b) you have hacienda and residence and 10 or less plantaions, and&lt;br /&gt;
there was nothing better&lt;br /&gt;
1c) (maybe) there was nothing else great and an opponent needed the&lt;br /&gt;
dubloons on it to reach 10, and you want to deny them a large building&lt;br /&gt;
&lt;br /&gt;
2) Taking the mayor when an opponent has an unoccupied large building&lt;br /&gt;
and you dont, unless it ends the game and you desperately need to end&lt;br /&gt;
the game now (before opponents buy more large buildings or the next&lt;br /&gt;
shipping round happens)&lt;br /&gt;
&lt;br /&gt;
3) Taking the mayor when the colonists are running low and you are a&lt;br /&gt;
shipper, unless it gives you a BIG benefit compared to others. (i.e.&lt;br /&gt;
it occupies a wharf and you have 5 corn that would get dumped)&lt;br /&gt;
&lt;br /&gt;
4) Taking the builder role when you are a shipper, unless it is giving&lt;br /&gt;
you a large building, and not giving a large building to your&lt;br /&gt;
competitiors.&lt;br /&gt;
&lt;br /&gt;
5) Taking the craftsman when you are not a shipper.&lt;br /&gt;
&lt;br /&gt;
6) Taking the trader unless it puts you over 10 dubloons and there&lt;br /&gt;
wasnt another way to get over 10. Even then, this can be a mistake if&lt;br /&gt;
it also puts others over 10 and they get to build large buildings&lt;br /&gt;
first and take the ones you want.&lt;br /&gt;
&lt;br /&gt;
7) Taking captain as a builder in a turn where the captain would not&lt;br /&gt;
otherwise have gotten taken. (i.e. you are last to go), UNLESS doing&lt;br /&gt;
so allows you to score points and deny points to the shippers.&lt;br /&gt;
&lt;br /&gt;
8) Taking captain as a builder such that doing so causes both captain&lt;br /&gt;
and craftsman to occur this turn, when otherwise only captain would&lt;br /&gt;
have been taken. For example: you are 2nd last in the turn, and&lt;br /&gt;
captain and craftsman are left. A shipper is after you, and you are a&lt;br /&gt;
builder. Taking captain lets you deny points to others. You take it.&lt;br /&gt;
Now the shipper chooses craftsman, and next turn captain happens&lt;br /&gt;
again, and you get crushed. Had you not taken captain, then the&lt;br /&gt;
player after you would have had to, and then next turn people dont&lt;br /&gt;
have goods yet. This one is quite tricky. It depends on exactly when&lt;br /&gt;
the game will end, the boats, the players....so many factors.&lt;br /&gt;
&lt;br /&gt;
Back to strategy...&lt;br /&gt;
&lt;br /&gt;
The choice of which building to buy is often the most important&lt;br /&gt;
strategic decisions you will make during the game.&lt;br /&gt;
Different buildings become inefficient to buy at different times.&lt;br /&gt;
&lt;br /&gt;
In general, income producers are best early, and are very poor at the&lt;br /&gt;
end of the game. Buying a coffee roaster on turn 4 of the game will&lt;br /&gt;
generally prove extremely useful, and provide money and points all&lt;br /&gt;
game. Buying it on turn 9 (a bit past the midpoint), and it will be a&lt;br /&gt;
struggle to gain more than what you put into it. Similarly, a factory&lt;br /&gt;
or large market should be bough fairly early if you are going to&lt;br /&gt;
benefit from it. If all you do from the factory is make back the&lt;br /&gt;
money you put into it, it was a bad choice. That money is worth less&lt;br /&gt;
later on, and so you arent getting much out of it. Perhaps a harbor&lt;br /&gt;
wouldve been a better choice, as it wouldve paid back in points. Or&lt;br /&gt;
perhaps a large building, or just a small warehouse.&lt;br /&gt;
&lt;br /&gt;
Points producers like warehouse, harbor and wharf are best bought in&lt;br /&gt;
the midgame. This is because you still have enough time to get a good&lt;br /&gt;
number of points from them, but there wasnt something better.&lt;br /&gt;
(Earlier, the income building was better, since its money was more&lt;br /&gt;
important, but now it isnt, so the point producer is the right buy).&lt;br /&gt;
&lt;br /&gt;
Later in the game, large buildings are the best choice, as they give&lt;br /&gt;
all their points up front. The harbor needs time to pay off, and&lt;br /&gt;
there isnt enough time left to make it worth more than the large&lt;br /&gt;
building. Occasionally, a certain large building will be worth&lt;br /&gt;
getting in the late midgame....usually Guild Hall. In a position&lt;br /&gt;
where the Guild Hall can potentially score you many points, getting it&lt;br /&gt;
before an opponent does can be huge. This generally occurs when you&lt;br /&gt;
have 2-3 quarries and are producing one of 3-4 different goods, and&lt;br /&gt;
using building to score your points. (Harbor is good here too, but&lt;br /&gt;
which one to buy depends on how late it is, and how the shipping is&lt;br /&gt;
going. And of cours,e in the best world you would end up getting&lt;br /&gt;
both, since you followed the dominant strategy well and secured a&lt;br /&gt;
solid income in the opening).&lt;br /&gt;
&lt;br /&gt;
One of the most common strategic mistakes is when players buy&lt;br /&gt;
buildings at a time where it is too late to get enough use out of&lt;br /&gt;
them. Often you will see a player buy a harbor or wharf on turn 11 or&lt;br /&gt;
12 (or later!), with only a couple of shipping phases left, when they&lt;br /&gt;
had enough to buy a useful large building. Seeing an opponent in a&lt;br /&gt;
strong position make this blunder always makes me cheer. Buying&lt;br /&gt;
production buildings too late is a mistake as well. Consider a case&lt;br /&gt;
of a player with corn, indigo, tobacco and coffee plantaitons, and an&lt;br /&gt;
indigo and tobacco plant. The boats are decent for them, and they&lt;br /&gt;
will likely be able to ship two of their three types of goods each&lt;br /&gt;
captain phase. This player has 8 dubloons during a building phase on&lt;br /&gt;
turn 8-9. They buy a coffee roaster. This is a mistake! The coffee&lt;br /&gt;
roaster will likely produce 3 or so coffee during the rest of the&lt;br /&gt;
game. Lets say they manage to trade one and ship 2, for a benefit of&lt;br /&gt;
6+ 3 from the roaster is 9, but with the hassle of trying to trade&lt;br /&gt;
that coffee, find a boat for the coffee, and convert the money from&lt;br /&gt;
the trade into a large building to make use of it. What if instead&lt;br /&gt;
they had bought a harbor? In the three to four remaining captain&lt;br /&gt;
phases (probably), scoring 2 extra points each time, they get 6-8vp +&lt;br /&gt;
3vps for the harbor is 9-11 vps. Thats as much or more as the&lt;br /&gt;
roaster, and with less hassle! (By hassle I mean possible used role&lt;br /&gt;
choices to trade the coffee and build and fill the building).&lt;br /&gt;
&lt;br /&gt;
Had it been turn 6-7 however, that coffee roaster probably wouldve&lt;br /&gt;
been the right choice, especially if it looked like the coffee was&lt;br /&gt;
likely tradable, and the tobacco might have trouble people traded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along with building buildings based on what phase of the game we are&lt;br /&gt;
in, its important to correctly value dubloons on the different roles.&lt;br /&gt;
In the start of the game, these paying roles are HIGHLY important, as&lt;br /&gt;
the money is at that point worth a LOT, and the tactical benefit of&lt;br /&gt;
choosing a different role is probably smaller. (except in the case of&lt;br /&gt;
denying someone a big early trade for lots of money).&lt;br /&gt;
Also, in the earlygame, you can count on the money on certain roles&lt;br /&gt;
making them attractive to others as well, so you can fairly accurately&lt;br /&gt;
guess what people will choose,&lt;br /&gt;
&lt;br /&gt;
In the midgame, the money becomes less important, and there more&lt;br /&gt;
balance between it and the tactical decisions. And finally in the&lt;br /&gt;
endgame, the money becomes almost worthless, and role choices should&lt;br /&gt;
be made based on their benefit to scoring you points, and tactical&lt;br /&gt;
considerations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So what happens when one ignores the strategy of focusing on income&lt;br /&gt;
early, point scoring capacity in the midgame, and then using that&lt;br /&gt;
capacity to score points in the endgame? They get into a position&lt;br /&gt;
where they have trouble finding roles which benefit them more than&lt;br /&gt;
others, and they get stuck always having their choices aid someone&lt;br /&gt;
else. They cant get ahead, and they find that their best course of&lt;br /&gt;
action is to end the game as soon as possible, since they lose more&lt;br /&gt;
and more the longer it continues.&lt;br /&gt;
Often, these players will have gained a lead early on, through a focus&lt;br /&gt;
on shipping corn, for example, while ignoring income. Perhaps they&lt;br /&gt;
wasted time getting some immediate gain of a couple more points, or&lt;br /&gt;
denying a couple points to an opponent, when doing so caused them to&lt;br /&gt;
miss out on several dubloons, and prevented them from establishing an&lt;br /&gt;
income source early. In the midgame, they find their advantage is&lt;br /&gt;
wearing out, and in the endgame they are gasping for air as everything&lt;br /&gt;
they do helps someone else more than themself.&lt;br /&gt;
&lt;br /&gt;
If it is possible to get a lead in victory points while at the SAME&lt;br /&gt;
TIME securing an income source, then this should of course be taken,&lt;br /&gt;
since it will set you up with a lead and the ability to maintain it.&lt;br /&gt;
However, you should never sacrifice setting up an income in order to&lt;br /&gt;
score a few points short term, as it will kill you in the end.&lt;br /&gt;
&lt;br /&gt;
Some examples of early game strategic mistakes:&lt;br /&gt;
&lt;br /&gt;
Buying a large indigo plant or large sugar plant in the first few&lt;br /&gt;
turns, without 2 quarries. Here, you are spending two extra dubloons&lt;br /&gt;
on something which will not improve your income at all, but only&lt;br /&gt;
increases your capacity to score points by a bit. Buying a small&lt;br /&gt;
indigo or sugar plant would have provided the same possibility of&lt;br /&gt;
trade income. Early on, that extra capacity will be of small use to&lt;br /&gt;
you, as its hard to get the plantaions and people to use it. Spending&lt;br /&gt;
the two extra dubloons damages your ability to set up a good income&lt;br /&gt;
source early on. If you are getting multiple plantations of one of&lt;br /&gt;
those types, and want to produce the goods, the best course of action&lt;br /&gt;
is to buy the small plant early, then set up an income source&lt;br /&gt;
(coffee/tobacco), then buy the large indigo or sugar mill in the&lt;br /&gt;
midgame, when you are actually getting enough colonists to produce all&lt;br /&gt;
those goods. You will then be able to use this as a source of points.&lt;br /&gt;
&lt;br /&gt;
This follows the rule: Income first and foremost, then use that money&lt;br /&gt;
to secure a point source, then use that point source as much as&lt;br /&gt;
possible to win the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember that income will be used later on to buy large buildings, for&lt;br /&gt;
big points. This means that when you are setting up income early on,&lt;br /&gt;
you are in effect getting money AND A POINT SOURCE. You spend the&lt;br /&gt;
income you get from it in the early midgame to buy MORE POINT SOURCES&lt;br /&gt;
(such as shipping buildings), and then you use the money you get from&lt;br /&gt;
it in the mid-late game to buy large buildings.&lt;br /&gt;
&lt;br /&gt;
Thus, it looks like this:&lt;br /&gt;
&lt;br /&gt;
Opening: use money to secure income (ex: coffee, tobacco, large&lt;br /&gt;
market, factory) (source of money + points)&lt;br /&gt;
Midgame: use money to secure source of points (you now have two&lt;br /&gt;
sources of points, your income and your point producer like harbor&lt;br /&gt;
warehouse or wharf)&lt;br /&gt;
Endgame: use money to buy points straight up (large buildings), use&lt;br /&gt;
point scoring buildings like harbor to score points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, buildings like tobacco storage and coffee roaster,&lt;br /&gt;
bought early on, are amazingly strong because they help you in THREE&lt;br /&gt;
ways. They give you income from trading. This gives you point&lt;br /&gt;
producers in the midgame, which gives more points later on. It gives&lt;br /&gt;
money for large buildings in the endgame, for more points, and third,&lt;br /&gt;
it produces shippable goods, and thus is helping you to score points&lt;br /&gt;
in three different ways!&lt;br /&gt;
&lt;br /&gt;
Look at this example. On turn 3-4, you buy coffee roaster, and get it&lt;br /&gt;
occupied. It produces 6 or so coffee throughout the game. On turn 5,&lt;br /&gt;
you get to trade the first coffee your produce for 4 dubloons. On&lt;br /&gt;
turn 7, you trade another coffee, and this pays for a harbor. This&lt;br /&gt;
harbor gives you two points per captain phase for the remaining four&lt;br /&gt;
captain phases of the game. (benfit 8+3 is 11 points for the harbor).&lt;br /&gt;
Of the remaining 4 coffee produced, you ship 3 and trade 1. The trade&lt;br /&gt;
helps pay for half of a large building that ends of scoring you 10&lt;br /&gt;
points (we&amp;#039;ll call that 5 for that coffee). The shipped coffee are&lt;br /&gt;
each worth a point.&lt;br /&gt;
&lt;br /&gt;
In total, that coffee roaster was worth 3 points for itself, plus 11&lt;br /&gt;
for the harbor is bought, plus 5 for half the large building, plus 3&lt;br /&gt;
shipped coffee is 22. And all for a cost of just 6 early dubloons.&lt;br /&gt;
&lt;br /&gt;
Do you wonder why you got beaten by 15 points by that player who&lt;br /&gt;
bought a coffee roaster and held a coffee monopoly for the majority of&lt;br /&gt;
the game? THIS IS WHY! You went and blew your early money on a&lt;br /&gt;
hospice, got a few extra colonists which let you produce a few extra&lt;br /&gt;
goods, and save a couple bucks by getting your quarries occupied&lt;br /&gt;
immediately. You gained 2 for the hospice + 2 bucks + 2-4 goods you&lt;br /&gt;
wouldnt have produced is 7 or so, and he got 22 of the coffee roaster.&lt;br /&gt;
You sat there trading your indigo and struggling to trade your sugar&lt;br /&gt;
for 1-2 per time, when he was raking in the cash and buying buildings&lt;br /&gt;
that scored even more points with the proceeds.&lt;br /&gt;
&lt;br /&gt;
You played fine the rest of the game, and so did he, and the fact that&lt;br /&gt;
his early coffee roaster was WAY better than your early hospice meant&lt;br /&gt;
that you were 10-15 points behind, just due to one strategic decision&lt;br /&gt;
in the opening...&lt;br /&gt;
&lt;br /&gt;
THATS how important early income is, and why focusing on income early,&lt;br /&gt;
point scoring capacities in the midgame, and points in the endgame is&lt;br /&gt;
the dominant strategy in Puerto Rico. Whether or not you end up&lt;br /&gt;
shipping or building will be dictated by how things go, by tactical&lt;br /&gt;
decisions, by timing issues, by your seat, and how the plantations&lt;br /&gt;
fall. But as long as you followed the plan and secured your source of&lt;br /&gt;
income, then you will be in a position to win the game when it comes&lt;br /&gt;
to the end. The details will differ, and knowing how to make the most&lt;br /&gt;
of each position, and where to take the game from here, will come from&lt;br /&gt;
experience. But knowing the underlying plan and strategy underneath&lt;br /&gt;
everything you do in the game will always help your steer yourself&lt;br /&gt;
into a position of strength, from which you will be able to find role&lt;br /&gt;
choices that help you more than your opponents. And that is the key&lt;br /&gt;
to winning at Puerto Rico.&lt;/div&gt;</summary>
		<author><name>Chthulu</name></author>
	</entry>
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