After the official buildings, these are expansions created by Shade_Jon to the excellent game PuertoRico. === CONCEPTS: === * "take a an X during the Settler phase". Take one of the available plantations and turn it over to use as X (excluding quarries). If you have Hacienda, you may use your regular plantation selection or the Hacienda drawing (after looking at the drawn plantation) to take X, but not both. You may only do this if the building is occupied. * "the Hold". Each ship has room for one more object, no matter what type. You may only place in the Hold if a building that says you can is occupied. Placing in the Hold does not count as a shipment. Wharves and similar buildings have Holds. * Forests do not need colonists. === NOTE: === Buildings marked "Y" have been playtested and seem to work. Buildings marked "N" have either not been playtested or don't seem to work. "Y-" have been tested and found wanting. === Original official buildings === SMALL MARKET 1 1 Trader +1 GP/trade Y HACIENDA 2 1 Settler Take additional random plantation Y CONSTRUCTION HUT 2 1 Settler Take quarry instead of plantation Y SMALL WAREHOUSE 3 1 CAPTAIN Additionally store all barrels of one type Y HOSPICE 4 2 Settler Take colonist with plantation. You may move a colonist onto Hospice when you buy it. Note: different from the official building. Y OFFICE 5 2 Trader Sell same type of good Y LARGE MARKET 5 2 Trader +2 GP/trade Y LARGE WAREHOUSE 6 2 Captain You do not have to dump goods. LW comes with 1 good in it. Note: different from official building. Y- FACTORY 7 3 CRAFTSMAN +0/1/2/3/5 GP/number of types of goods produced Y UNIVERSITY 8 3 BUILDER +1 colonist/building. University comes with a colonist on it. Note: different from official building Y HARBOR 8 3 CAPTAIN +1 VP/shipment Y (a little strong in 3 player) WHARF 9 3 CAPTAIN own ship, one type of good Y GUILD HALL 10 4 End Game +1 VP/sm prod building, +2 VP/lg prod building Y RESIDENCE 10 4 End Game +4/5/6/7 VP for 0-9/10/11/12 plantations Y FORTRESS 10 4 End Game +1 VP / 3 colonists Y CUSTOMS HOUSE 10 4 End Game +1 VP / 4 VP chips Y CITY HALL 10 4 End Game +1 VP / violet building Y === Official expansion buildings === AQUEDUCT 1 1 Craftsman +1 good/sugar mill and/or indigo plant Y FOREST HOUSE 2 1 Settler Take a forest. Pay 1/2/3/4... less for buildings if you have 1/3/5/7... forests. Note: different from the official building. Y BLACK MARKET 2 1 Builder Trade colonist, VP, and/or good for GP when building. (Up to 1 of each, and only if you do not have enough GP) Y- STOREHOUSE 3 1 Captain Store 3 additional barrels Y GUEST HOUSE (2 circles) 4 2 Mayor Move colonists on GH at any time Y CHURCH 5 2 Builder +0/1/1/2 VP / building from column 1/2/3/4 Y TRADING POST 5 2 Trader Trade good directly to supply. No market bonuses. Do not use in a two player game. Y SMALL WHARF 6 2 Captain Ship any number and type of goods for 1 VP/2 goods Y LIGHTHOUSE 7 3 Captain +1 GP/shipment. Note: different from the official building. Y BANK (not an official building) 8 3 Craftsman +1 GP/2 GP on your board. Max +5 GP. Y LIBRARY 8 3 Special Double privilege (once per round in 2-player) Y UNION HALL 9 3 Captain +1 VP/2 goods of same type before shipping Y STATUE 10 8 Game End No further Function Y CLOISTER 10 4 End Game +3/5/7/9 VP for 1/2/3/4 sets of 3 same plantations Note: different from the official building. Y ---- === Shade_Jon's expansion buildings start here: === EMPLOYMENT OFFICE 1 1 Settler May move a colonist onto a plantation when you get it. Y BAZAAR 2 1 Mayor/Craftsman/Trader Trade barrel, VP or GP for colonist, or trade colonist, GP or VP for barrel, or trade barrel, colonist or VP for GP. Y SURVEYOR'S OFFICE 2 1 Settler Take plantation directly from discards or supply. Y SALVAGE YARD 3 1 Captain +1 GP/discard (not corn). Your own discards only. Y MAYOR'S ESTATE 4 2 Mayor +1 colonist from supply Y (a little weak) DEVELOPER 5 2 Builder Return any number of buildings to pay less for a new building. Any colonists move to new building (or San Juan, if no room). You also have no quarry limits. Y- EXCHANGE HOUSE 5 2 Trader Trade goods with Trading House at the end of the trading phase, before Trading House is emptied. Y (a little strong) SCAVENGER YARD 6 2 Captain Take all discards (except corn). N (weak if also playing with warehouses) SPECIALTY FACTORY (official expansion building) 7 3 Craftsman +1 GP/good of one type (except corn). Note: different from the official building. Y GOVERNOR'S MANSION (2 CIRCLES) 8 3 Special Get 1 GP/colonist on GM when anyone else takes governor. (3 circles in 2 player game) N PUBLIC WORKS 8 3 Mayor +1 VP / colonist you receive during Mayor. Y- LOADING DOCK 9 3 Captain Once/captain you may load any one type of good onto any ship. Keep track of original good by placing it in upper left corner square. Y (a little strong) ASSEMBLY 10 4 Special +1 VP/round. Gain one VP at end of each round Y DISTILLERY 10 5 End Game +2 VP/sugar plantation, Max +8. Y FAIRGROUNDS 10 4 End Game +1 VP/2 empty circles on your board Y FASHION DISTRICT 10 5 End Game +2 VP/indigo plantation, Max +8. Y METALWORKERS 10 4 End Game +2 VP/quarry Y NATURE PRESERVE 10 4 End Game +1 VP/empty island space Y RESERVES 10 4 End Game +2 VP/good type on your board Y TREASURY 10 4 End Game +1 VP/2 GP on your board. Y ASSEMBLY LINE 1 1 Mayor All production buildings can hold additional colonist Y CAPTAIN'S QUARTERS 2 1 Captain +1 VP/colonist shipped. May add a colonist to The Hold of a ship when shipping goods. Y PORT AUTHORITY 2 1 Captain When you fill a ship, you get +1 VP (including Wharves, etc...) Y TRADE ANNEX 3 1 Mayor May trade any good into the trading house (like Office) for 1 GP less than value. N IRRIGATION 4 2 Craftsman +1 good. Original 5 goods only. Take while producing. Y IMMIGRATION OFFICE 5 2 Mayor +1 GP if you receive a colonist, +2 GP if you receive more than 2 Y PROSPECTOR'S CABIN 5 2 Special You may take +1 GP instead of the usual privilege when taking a phase. If you take prospector, you take an additional +1 GP. Y (a little weak in three player) SPECIALIZATION WHARF 6 2 Craftsman/Captain During craftsman, you may place barrel onto SW (discard any barrel previously placed). Barrel on SW cannot be shipped, traded or discarded. During captain, you have wharf of the type of good on SW. Y MARBLE WORKS (2 CIRCLES) 7 3 Special You may take a marble quarry. For each two occupied marble quarries and one worker in your Marble works, you receive one Marble good during craftsman. Marble can be sold for 5 GP. During the captain phase, when you ship a type of good, you may add one marble good to The Hold for 2 VP. If you store one type of good in a warehouse, you may add marble. There are 6 marble goods available in the supply. Marble may not be chosen as your extra good as craftsman privilege. Y GOLDSMITHS (2 CIRCLES) 8 3 Special You may take a gold mine. If you have two occupied gold mines and two workers in your Goldsmiths, you receive one Gold good during craftsman. Gold can be sold for 6 GP. During the captain phase, when you ship a type of good, you may add one gold good to The Hold for 3 VP. You may not store gold in a storehouse. There are 5 gold goods available in the supply. Gold may not be chosen as your extra good as craftsman privilege. Y PLANNING OFFICE 8 3 Special Pay 1 GP to the bank to take a phase already taken this round. Y CONSTRUCTION CREW 9 3 Builder May buy a second building Y FARMER'S MARKET 10 5 End Game +1 VP/corn plantation Y CAPITOL 10 4 End Game +1 VP/3 VP in building VP's (red numbers) Y TRAVEL AGENCY 10 4 End Game +0/1/2/3/5/7 VP for 1/2/3/4/5/6 types of items in your plantation area (e.g. each type of plantation, forest, quarry ... Y TOURIST AGENCY 10 2 + number of players End Game +1 VP for each building you that you alone possess. (In 2 player, use unique building costs (grey numbers)) N GOVERNOR'S HALL 10 6 End Game +4 VP if you have any colonists on San Juan Y FARMER'S HOUSE 1 1 Settler At the end of the Settler phase, you may take one of the remaining plantations. If none remain, take a random plantation. Y (a little strong in 2 player) SMALL FASHION DISTRICT 2 1 Trader Trade indigo at +2 GP Y INVESTMENT CLUB 2 1 Special Place 1 GP onto IC every time the governor passes (if manned). If you use any of the GP, place remaining GP onto your board, place colonist onto San Juan, and discard IC from the game. Y SMALL DISTILLERY 3 1 Trader Trade sugar at +2 GP Y MINE 4 2 Builder Pay 1 less per building Y TRADER'S REGISTRY 5 2 Craftsman/Trader During craftsman, you may discard any barrel on TR, if any. You may then place one of your barrels onto TR if that good is not currently in the trading house or on someone else's TR. When someone takes Trader, your barrel is immediately traded, and you may not (normally) trade further. Play proceeds as normal. The barrel on TR is considered to be in the trading house as soon as it is placed on TR. The barrel on TR cannot be shipped or dumped, and does not need to be stored. N DEPT OF AGRICULTURE 5 2 Craftsman Receive 1 GP for each barrel you decline to take (max 5 GP). N SMALL GENERAL WORKHOUSE 6 2 Special With a corresponding plantation, produces 1 of any basic good and 1 GP N HOLD 7 3 Captain Each time it is your turn to ship, you may add a barrel into The Hold of any ship for 1 VP. You may do this instead of, or in addition to, your normal shipment. You may continue to add barrels as long as there are empty Holds. You may also store one additional barrel. N LARGE GENERAL WORKHOUSE (2 CIRCLES) 8 3 Special Produce 2 of any basic goods (the same or different) with corresponding plantations Y ROYAL MANOR 8 3 Special You may pay 1 GP to the bank and take your phase out of turn. If there are two Royal Manors, players auction to the bank, starting with the player clockwise from the player who would have gotten it. Starting player bids 1 GP, further bids go up by 1 GP. Losing bidder does not pay. N PORT PRIVILEGES 9 3 Captain You may store three additional barrels. At the end of the captain phase, after dumping and the ships are emptied, you may load one more time onto an empty ship. Y STOCKADE 10 5 End Game +1 VP/number of barrels of one type of good on your board Y NATIONAL KNOCKOFF CHAIN 10 4 End Game VP = bonus from large building another player owns -1 (min = 0) N LOCAL KNOCKOFF STORE 10 4 End Game VP = bonus from another large building you own -2 (min = 0) Y SOCIAL SECURITY 10 4 End Game When you buy SS, you may place any number of GP's on it. At any later time, you may pay 3 GP to the bank for each additional GP you want to add on it. +1 VP/GP on SS. Y TRANSPORTATION SYSTEM 10 6 Mayor You may move colonists at the beginning of each phase. N STRIP MINING CREW 1 1 Builder Turn over any number of unoccupied settlements (or forests, quarries, etc...) and gain 1 GP each. These spaces cannot be reused. Y CIVIL OFFICE 2 1 Special When you buy Civil Office, pick a phase. You get double the privilege for that phase whenever you pick it. Y CONVENIENCE STORE 2 1 Trader After the first round of selling, you may sell a second good (normal trading house rules still apply). N CLAIM STAKERS 3 1 Mayor/Settler You may place any number of your colonists onto empty plantation spaces (one each) during the mayor phase. During the Settler phase, you may take a random plantation from the supply and place it, and your regular plantation, under these colonists. N MOTIVATING POLITICAL TEAM 4 2 Special You may cause any phase to be repeated immediately after it is completed, including all privileges. Use once and discard. N WHOLESALERS 5 2 Trader You may sell multiple good of the same type directly to the supply. Each additional good nets you one less GP. N CITY SERVICES 5 2 Special Take the GP off of any one other phase when taking a phase without GP. N DISCRETIONARY HOLD 6 2 Captain At the end of the Captain phase you may add a barrel into The Hold of any full ship for 1 VP. You may continue to add barrels as long as there are empty Holds on full ships. You may also store 3 additional barrels. If two players have DH, alternate placing goods. Y ISLAND CITY 7 3 Builder/Craftsman You place IC on your plantation area when you buy it. When manned, you may pay 1 less for a building if you place the building onto your plantation area. Small buildings (including IC) take up two plantation spaces, large buildings take up 4 spaces. These buildings still count for bonus victory points, and empty circles still count for determining the number of colonists loaded during Mayor, but the building spaces do not count toward ending the game. You collect one GP for each manned building in your plantation area during the craftsman phase. N SECRET LOADING DOCK 8 3 Captain The first time you load, you may load twice. Y AGRICULTURE SERVICES 8 3 Craftsman You may divide your plantations into two groups. If you do, pick an opponent. Your opponent chooses one group. Place 1 GP onto each manned plantation on the group chosen. Plantations on the chosen group do not produce goods this turn. All of your manned plantations produce 1 extra good for each GP on them. Keep the GP from one of these producing plantations, and return the GP from the rest of your producing plantations to the bank. N QUALITY CRAFTSMAN 9 3 Craftsman/Captain During Craftsman, choose one barrel and set on QC. When shipping, that barrel ships for 3 VP. You must store and dump like any other barrel. Y GIANT STOREHOUSE 10 4 Captain GS comes with 3 barrels of one good of your choice. You do not have to dump. N GIANT PRODUCTION BUILDING 10 4 Craftsman +1 each type of good you produce. Y POLICE STATION 10 5 Special Once per round, you may also receive the privilege for a phase, no matter who picks it. Y DOCKWORKERS 10 4 Captain Pick a boat. You get +2 VP every time the boat fills. N PRINTING PRESS 10 4 End Game +5 VP Y CABINET SHUFFLE 1 1 Special At the end of a round, change seats with any one player (take your boards/good/money/VP with you to your new seats). Use once and discard. The governor passes according to the new player order (i.e. moves 1 seat to the left, regardless of where the players are now sitting). N INDUSTRIOUS VILLAGE (2 circles) 2 1 Production You may take a village. Each occupied IV circle matched with an occupied village produces one more of any good you already produce. N UPSCALE NEIGHBORHOOD (NO CIRCLE) 2 4 End Game No further function Y WORK CREW 3 1 Mayor When you first occupy WC, take 3 colonists from the supply. At the end of any mayor phase, if WC is not occupied, move 3 of your colonists onto San Juan. If you lose Work Crew, return 3 colonists to the supply. N COMMONS 4 2 Settler/Special When you take a plantation, take an additional colonist and place it on San Juan. You may rearrange all of your colonists at the end of any round. Y MORTGAGE BANK 5 2 Builder Gain GP equal to half the cost of one of your buildings, rounded down. Place a marker on it. Remove the marker when you pay back the sum +1 GP/column it comes from. You may pay back this sum at any time. You cannot use a building while it is mortgaged. You cannot mortgage a building that is already mortgaged. Do not count mortgaged buildings at the end of the game (i.e. you do not gain VPs for them either directly or indirectly through large buildings). N INHERITANCE 5 2 Builder When you buy a production building, you may take a plantation of the corresponding type from the supply, if one is available. Y SHIPWRIGHTS 6 2 Production You may take a forest. During the craftsman phase you produce 1 lumber for each forest you have. Lumber sells for 0 GP and you may not ship it. Once during the captain phase, you may make a single shipment of any number and type of goods directly to the supply, provided that you return to the supply an equal number of lumbers. Lumber does not need to be stored. There are 12 lumber barrels. N DIAMOND CUTTERS 7 3 Production At the end of any craftsman phase, you may place 1 GP of yours onto DC for each occupied quarry that you have. At the beginning of any craftsman phase, you may return 3 GP on DC to the bank to gain a diamond good. You may sell diamonds for 8 GP, and you may "ship" them directly to the supply for 2 VP each. There are 3 diamond goods. N FREIGHT WHARF 8 3 Captain Ship any number and type of barrels directly to the supply. Pay 1 GP for each 2 barrels shipped, rounded down. N MONEYCHANGERS 8 3 Special +1 VP any time you gain (any number of) GP, except bribes on phases. You may gain only 1 VP per phase in this way. N EXPORTERS 9 3 Craftsman You may decline to take one type of good, and instead take VP's equal to the number of goods you would have produced. N EMERGENCY MEASURES 10 7 Special Place 4 counters on this building when you buy it, and remove one counter at the end of each round. When you remove the last counter, the game ends. Any player (or combination of players) may pay 5 GP to the bank at any time to add 1 counter to EM. (Note: the game might end before EM empties in any case) N GRAND WHARF 10 4 Captain Every other player must make an additional shipment during the captain phase to GW. Each player gains 1 VP per barrel shipped on GW, and you gain 0.5VP/barrel (1.0/barrel in 3 player, 1.5/barrel in 2 player) shipped on GW (total barrels from all players, round VP's down). N PRESIDENT'S HOUSE 10 4 End Game +2 VP for each of the following that you have the most of (+1 if tied): VP (in chips), VP (in buildings), colonists, plantations, GP, good. Y MERCHANT GUILD 10 4 Captain When a ship is filled, you may place a GP on it. Ships with GP on them cannot be used. Any player may take the GP from a ship in place of his normal captain action (and must do so, if he cannot otherwise ship). When the GP is removed from a ship, you gain +2 VP and +3 GP. You do not gain any bonus if you remove the GP yourself. N WAR OFFICE 10 4 Special As long as WO is occupied, each player may take the plantation they choose during the Settler phase and turn it over to use as a training ground. Each training ground can hold up to 4 colonists. Once per round (as long as WO is occupied), when it is your turn to take a phase, you may, instead of taking a phase, pay 1 GP to the bank and graduate all colonists on all training grounds. Each player removes all colonists on training grounds from the game in exchange for 1 VP each. You gain an additional VP as long as you trained at least 1 colonist. N WILDCAT STRIKERS 1 1 Special At the beginning of a round, choose a phase. That phase acts as Prospector if chosen this round. Use once and discard. Y DESPERATE BUILDERS 2 1 Builder At the end of the building phase, you may build one additional building. Place a marker on the building. At the end of each round, flip a coin twice for each marked building. If you get 2 tails, return the building to the supply, and remove any colonists on it from the game. N SEED STORAGE 2 1 Craftsman You may store 1 good on each of your plantations at the end of the craftsman phase (goods do not have to match the plantation type, nor do the plantations have to be manned). You do not have to dump or ship these goods (you may, if you like). You do not produce goods on plantations with goods already on them, instead move them off your plantations to your windrose (after which you may store them again, if desired). N SOYBEAN PACKING PLANT 3 1 Production You may take a soybean plantation during the Settler phase. Each soybean plantation produces one barrel of soybeans during the Craftsman phase. Soybean barrels sell for 0 GP. If (and only if) there are no available soybean or empty ships, soybeans may be shipped onto available corn / sugar ships, one ship at a time, at 1 VP/2 barrels (total of both shipments). If (and only if) there are no available empty, corn / sugar ships, corn / sugar may be shipped by any player (as many barrels of either or both as possible) onto a soybean ship, at 1 VP/2 barrels. There are 10 soybean barrels. Y TOBACCO REGULATION COMMISSION 4 2 Craftsman Receive GP = the number of tobacco you produce. N EMERGENCY WAREHOUSE 5 2 Captain At the beginning of the captain phase, you may put up to one barrel of each type aside. You do not have to ship or dump these barrels. N SHIPPING REGISTRAR 5 2 Craftsman/Captain At the end of the Craftsman phase, you may discard any barrel on SR and place one of your barrels on it. You may ship or trade the barrel on SR. You earn +1 VP every time you ship the type of good on SR. N WORLD TRADE ORGANIZATION 6 2 Craftsman You receive GP = the number of corn you produce. N HUNTING LODGE (3 CIRCLES) 7 3 Production You may take a forest. During the craftsman phase, you gain 1 GP for each forest matching a colonist on HL. N ROYAL MARKET 8 3 Trader You may receive VP's instead of GP's for your trade. Y SPECIAL CREATIVE WORKFORCE 8 3 Special At the beginning of each round, you may choose one building from the first three columns that you do not have. SCW acts as that building for the remainder of the round. You may not choose the same building twice. N PRIVATE BOAT 9 3 Captain Ship any 3 barrels onto PB as a wharf Y BUREAUCRACY 10 7 Special At the end of the round you may build a building if the Builder was chosen this round and you did not build, OR sell a good to the trading house if the Trader was chosen this round and you did not trade. Y CATHEDRAL 10 4 End Game +2/4/6/8 VP for 2 or more buildings from each column Y GOOD WORKS 10 4 Special Count up the total VP and GP you have. You may swap any of the excess of one for the other. N HISTORICAL SOCIETY 10 4 End Game +4/5/6/7 VP for 0-9/10/11/12 filled building spots Y POPULAR RESTAURANT 10 4 Special/End Game At the beginning of each round, place a marker on PR. If there are now three or more markers on PR, or if PR is unoccupied, remove all markers. You may also buy a marker at any time for 5 GP. If occupied, 0/1/2 markers on PR give you a bonus of 2/4/8 VP. N Corn Press 1 1 Trader Sell corn for +2. N Claim Agency 2 1 Settler You may take two plantations from those available (or a quarry and plantation, if Settler). If another player no longer has a plantation available to choose from, he or she may draw one from the supply at random. N Small Business 2 1 Trader/Captain Sell goods for +1 GP. Store 1 additional barrel. Y Small Factory 3 1 Craftsman +0/1/2 GP for producing 0/2/4 types of goods. Y Trade School 4 2 Builder Pay 1 GP extra for a building. It comes manned. Y Co-op 5 2 Special Whenever Co-op is manned and does not have a barrel on it, select an opponent. That opponent places a barrel from the supply onto Co-op. The barrel on Co-op counts as usual for shipping or trading, e.g. it must be shipped as part of a shipment during the captain phase. However, the barrel on Co-op may not be dumped and takes the place of the 1 barrel that you may keep. Co-op may be restocked several times during a single phase. N Trading Union 5 2 Trader You may remove any number of barrels from the Trading House before you trade. (You must remove all barrels in a 2 player game). N Beachfront 6 2 Settler/Captain You may take a Forest. You have a "wharf" with capacity equal to the number of Forests that you have. Y Super Market 7 3 Trader Sell goods for +3. Y Large Business 8 3 Builder/Captain Pay one less per building. +1 VP if you ship at least one shipment. Y Auction House 8 3 Special At the beginning of a round, you may choose a barrel, a colonist or a VP from the supply. It is put up for auction. Each player bids once; you bid first, and bidding continues in player order. If another player wins he or she gets the item and pays you the GP, otherwise get the item and pay the bank. Colonists are placed immediately. N Shipping Union 9 3 Captain You may remove any number of barrels from any one boat before your first turn to ship. N Collector's Exchange 10 6 Builder You may return 1 barrel of all five types to the supply instead of paying the cost of a building. N Collector's Market 10 6 Trader You may return 1 barrel of all five types to the supply for 10 GP instead of trading. N Collector's Wharf 10 4 Captain When it is your turn to ship, you may instead return 1 barrel of all five types directly to the supply for 7 VP. N Royal Factory 10 4 Craftsman +1/2/3 VP's each time you produce 3/4/5 types of goods. N Royal Wharf 10 4 Captain As wharf, but also receive 1 GP/2 barrels shipped. N Buyer's Market 1 1 Trader At the end of the Trader phase, you may buy one barrel (except corn) from the supply for market cost. Poorhouse 2 1 Builder +1 GP if you have 0 or 1 GP after building. Reckless Miners 2 1 Settler Turn over any one plantation. Flip a coin. If it comes up heads, the plantation is now a quarry. If not, the land is destroyed; in this case, move any colonist that was on the plantation to San Juan. Schooner's Dock 3 1 Captain You have a "wharf" with a capacity of 1 barrel. Construction District 4 2 Builder +1 VP for building. Commodity Exporters 5 2 Captain +1 VP when shipping indigo or sugar. Mercantile District 5 2 Trader +1 VP per trade. Warlords 6 2 Captain Pick any full ship. Flip a coin. If it comes up heads, take all but one barrel from the ship onto your board; the remaining barrel is returned to the supply, as usual. If not, lose 1 VP. Workyard (no circles) 7 3 Mayor +1 GP/colonist on San Juan at the end of Mayor. Max +5. Workyard does not have to be manned to function. Bulk Producers 8 3 Craftsman +1 VP per three barrels of the same type you produce. Business District 8 3 Builder Pay 1 less for a building for each building you already own from the same column. Zoning Board 9 3 Mayor Choose a plantation from the supply for each colonist you receive. Mall 10 4 End Game +2 VP per building from the first column. Casino 10 4 End Game Flip a coin twice. Add +1 VP to your score for each head that flips up. Repeat as many times as you want. If you ever flip two tails, you lose all of these points and may not flip again. Monty's Hall 10 4 End Game You may choose to accept +4 VP or you may choose an opponent. Your opponent takes three pieces of paper, marks an X on one, and places them face down without your seeing which is which. Choose one without revealing it. Your opponent reveals one of other pieces of paper that does not have an X on it. You may now choose to stick with your original selection or switch to the other unrevealed paper. After making your decision, if you have chosen the X, you receive +8 VP. Otherwise, you receive +2 VP. Monestary 10 4 Trader +2 VP every time you could trade and do not. Castle 12 10 End Game No further function.