These are all violet buildings, with one notable exception. All buildings have 1 circle unless otherwise indicated in the description. The entries colored purple are the ones I like the best.
Column 1 (1 quarry discount) | |||
---|---|---|---|
Cost | Building | Phase | Description |
$1 | Gold Mine | Prospector | When anyone picks the Prospector role (including you), you get (an extra) $1 from the bank if there is a crop showing in the plantation draw that you don't have on your mat. |
$1 | Crane | Builder | Allows you to upgrade an existing building to a higher-cost building, paying the difference between the costs of each. (The existing building is returned to the center mat.) If the building was manned, the colonist goes into San Juan Harbor (until the next Mayor phase). |
$1 | Storeroom | Captain | Keep one extra barrel after all shipping is done. |
$2 | Loan House | Builder | Lets you go into debt when buying bldgs (keep track with tokens, on a sticky note, etc.) up to $2 (or $3?), but you have to pay back (double?) what you overspent in VPs as you earn them. |
$2 | Poorhouse | Builder | After buying a building, if you are left with $0 or $1, you get a barrel from the supply. The barrel you get is the one that has the cheapest trading value based on those that are available. (Most of the time, you'll get corn. If there's no corn in the supply, you get indigo, if no indigo, you get sugar, etc.) |
$2 | Bookstore | Builder | On your turn, you can spend 1 VP to double the privilege of the role you just took. |
$2 | Smuggler's Den | Any | On your turn, you can spend 1 VP, $1, 1 colonist, or 1 barrel to double the privilege of the role you just took. |
$2 | Very Small Storehouse | Captain | Keep two extra barrels after all shipping is done. |
$2 | Immigration Office | Mayor | +1 colonist when anyone picks Mayor role (same as the privilege on the Mayor role). |
$2 | Storage Vault | Craftsman/Captain | (1 circle + 1 hex for a barrel) During the Craftsman phase, you may place one of the barrels you produced on this building. No player can force the shipping of the barrel so placed in the vault on any subsequent Captain phases. This building can only hold 1 barrel at a time. |
$3 | Masonry | Builder | Your effective number of manned quarries is doubled for the purposes of calculating discounts. Example: If you have a manned quarry and a manned Masonry, you effectively have two manned quarries and can buy a large market for only $3 ($2 if you take the Builder role). A small warehouse would still cost you $2 (or $1 if you take the Builder role) because the maximum discount you can get is 1 quarry. |
$3 | Very Small Wharf | Captain | You may ship exactly 1 barrel (not more than 1) of any type for 1 point. |
Column 2 (2 quarry discount) | |||
Cost | Building | Phase | Description |
$4 | Hybrid Indigo/Sugar Plant | Craftsman | (2 circles) Half of this building is blue and
has one circle. If the blue half is manned (and there is an accompanying
manned indigo plantation) it produces 1 indigo barrel. The other half of the
building is white and has the other circle. If the white half is manned (and
there is an accompanying manned sugar plantation), it produces 1 sugar barrel.
Note: Sometime after I came up with this idea, I found this image. (Great minds think alike...) |
$4 | Canal | Craftsman | Tobacco and coffee plants produce one extra barrel. (Like the Aqueduct, but for cash crops.) |
$4 ($5?) | Training Hut | Craftsman | (3 circles) Obtain 0/1/2/3 colonists for 1/2/3/4+ types of goods you produce. Obtained colonists go into the empty circles and can be deployed on the next Mayor phase. If circles are all full, you obtain no colonists. |
$4 | Small Library (A-M) | Various | Doubles the privilege of the Settler, Builder, and Mayor roles. (This is the "early game" library.) |
$4 | Small Library (N-Z) | Various | Doubles the privilege of the Craftsman, Trader, and Captain roles. (This is the "late game" library.) |
$4 | Builder's Library | Various | Doubles the privilege of the Builder, Trader, and Mayor roles. |
$4 | Shipper's Library | Various | Doubles the privilege of the Settler, Craftsman, and Captain roles. |
$4 | Field House | Settler | At the start of the Settler phase, before anyone has drawn anything, you may place a colonist on one of the face-up plantations (or a quarry). Whoever takes that plantation, automatically gets a colonist to populate it. |
$4 | Employment Center | Builder | At the start of the Builder phase, before anyone has drawn anything, you may place a colonist on one of the buildings available for sale. Whoever takes that building, automatically gets the colonist to populate it. Colonists so placed are not removed at the end of this phase. |
$5 | Greenhouse | Settler | When you draw a plantation, you get money from the bank equal to 1/2 value of the corresponding barrel for that plantation at the trading house (round down). FrEx: corn=0, indigo=0, sugar=1, tobacco=1, coffee=2 Non-std crops (i.e. quarries, forests) pay nothing. |
$5 | Courtyard | Settler | Earn 1 VP when you draw any plantation, including quarries & forests. |
$5 | Yacht | Mayor | Earn colonist/2 $ from the bank per Mayor phase (round fractions down). |
$5 | Barge | Mayor | Earn colonist/2 VP from the bank per the Mayor phase (round fractions down). |
$5 | Farmer's Market | Trader | When trading, corn:+$2, indigo:+$2, sugar:+1, tobacco:+0, coffee:+0. |
$5 | Merchant's Hall | Trader | Score 1 VP every time you trade a barrel (of any type) into the trading house. |
$5 | Trade Guild | Trader | After everyone has had a chance to trade a barrel, you may trade one more barrel into the trading house, but you must observe all normal trading rules (there must be an open space, barrel must be unique, etc.) |
$6 | Large Storehouse | Captain | After shipping, store up to 6 barrels of any (i.e. mixed) types. |
Column 3 (3 quarry discount) | |||
Cost | Building | Phase | Description |
$7 | Depot | Trader | At the beginning of the Trader phase (i.e. right when someone picks the Trader role but no one has traded anything yet) you produce one barrel of any kind that you would normally produce on the Craftsman phase. |
$7 | Bazaar | Captain | If you need to discard barrels at the end of the Captain phase, you receive $ equal to 1/2 the value of the discarded barrel (per the trading house schedule), rounded down. |
$7 | Trade Union | Trader | When the trading house empties, you may take one of the barrels traded into it earlier and put it on your mat. |
$7($8) | Marketplace | Trader | You receive a barrel of the same type that is first traded into the trading house during the trading phase. |
$8 | Emporium | Trader | Provides all the benefits of the Office, Trading House, and Large Market. Trading bonuses from the emporium stack with bonuses from Small and Large Markets, but do not apply if used as Trading House (as per normal Trading House rules). |
$8 | Inn | Captain | Spend $ at the end of the Captain phase (i.e. after you can't ship any more) to purchase VPs, $2-->1VP (no limit) |
$8 | Marina | Captain | Earn 0/2/4/6 extra VPs for loading 1/2/3/4+ boats during the Captain phase. |
$8 | Cathedral | Builder | (no circle) At the moment you purchase the Cathedral score 0/1/1/2 VP for buildings you have already purchased that are worth 1/2/3/4 points (same schedule as the Church). | Take these points from the Victoriy Point pile.
$8 | Smart Specialty Factory | Craftsman | Collect $ = to #-1 of 2 types of goods produced from a production bldg. |
$8 | Pier | Captain | No matter who takes the Captain role, you begin the shipping. Play continues with whoever picked the Captain role, skipping yourself for the first round. (IOW, during the first round of shipping, you play out of turn and get to ship first.) |
$8 | Trading Ship | Captain | On your first turn shipping, you may chose to sell a barrel into the Trading House rather than loading it on a boat. You must observe all other trading rules. (Benefits of other trading-phase buildings still apply, e.g. sm/lg mkt., trading post, emporium, etc.) |
$8 | Foreman's Tower (?) | Builder | No matter who takes the Builder role, you begin the buying. Play continues with whoever picked the Builder role, skipping yourself (IOW, during building phase, you play out of turn and get to buy first.) |
$9 | Guildsman's Hall | Captain | Score 2 pts for every 3 barrels of any type you have left over (i.e. didn't ship or discard) at the end of Captain phase. (If you have a number of barrels left over that doesn't divide evenly by 3, you get no points for the remainder. Barrels can be mixed types of goods.) |
$9 | Very Large Warehouse | Captain | Store any number of 3 different types of barrels. |
$9 | Very Large Storehouse | Captain | After shipping, store up to 9 barrels of any (i.e. mixed) types. |
Column 4 (4 quarry discount) | |||
Cost | Building | Phase | Description |
$10 | Silo | End of Game | Score one point for each barrel you have on your mat at end of game. |
$10 | Bank | End of Game | Score one point for every $2 on your mat at the end of the game. |
$10 | Construction Yard | End of Game | Score 2 points for every non-plantation "crop" (e.g. quarries & forests) on your mat at end of game. (The Masonry will not double quarries for this purpose.) |
$10 | Manor House | End of Game | Score 3 points for every $10 bldg that all the other players have at the end of the game. |
$10 | Monument | End of Game | (8 points, no circle -- just like the statue) You can buy this building after the game is over if you have (a) the Crane, (b) the money to pay for it, and (c) space for it on your mat. |
$10 | Assembly Hall | End of Game | Score 1/2 point for each building (both production and violet) you have on your mat (including this one). Round fractions down. |
$20 | Great Hall | End of Game | Provides all the benefits of both the Guild Hall and the City Hall |