World of Board Game Treasures

Board Games Like Puerto Rico

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Board games similar to Puerto Rico feature strategic role selection and resource management mechanics:

San Juan adapts Puerto Rico’s colonization theme into a card-based system where players select roles to build, produce goods, and earn victory points. Cards function as both buildings and currency.

Race for the Galaxy uses simultaneous role selection for players to build galactic civilizations through military conquest or economic development, maintaining Puerto Rico’s emphasis on timing while adding unique mechanics.

Both games preserve Puerto Rico’s strategic depth, with San Juan focusing on building synergies and Race for the Galaxy adding complexity through multiple development paths.

Key Takeaways

  • Five strategy games showcase distinct adaptations of resource management and role selection:
  • Race for the Galaxy: Simultaneous action selection with tableau building through planet colonization and tech development.
  • San Juan: Card-based role selection where players construct buildings and production chains using cards as both currency and structures.
  • Terraforming Mars: Corporate management through resource conversion and card-based engine building on Mars.
  • Brass: Birmingham: Network building across industrial England with strategic resource management and trade route development.
  • Scythe: Faction-based resource management with unique abilities, combining territory control and economic development.

The Legacy of Puerto Rico in Modern Gaming

Puerto Rico’s role-selection mechanism, where players choose actions that all players can utilize with the selector gaining a bonus, directly influenced numerous modern games. Race for the Galaxy adopted this system through its simultaneous card selection phase, where players secretly choose one of seven phases, with others participating in each selected phase but the chooser receiving special privileges. Earth implemented a similar concept through its terrain-activation system, where the active player’s chosen ecosystem triggers related actions for all players, with the selector gaining additional benefits.

Carnegie adapted Puerto Rico’s multi-phase activation by introducing department management cards that, when played, allow all participants to engage in specific business operations while granting the initiating player enhanced capabilities. Unlike traditional colonial-themed games, modern designs like “Promesa” focus on counter-colonial narratives that highlight Indigenous perspectives and experiences. San Juan, Puerto Rico’s card-based successor, streamlined the original’s role-selection by reducing options to six specific roles while maintaining the core principle of universal participation with selector advantages.

Direct Board Game Adaptations and Variants

San Juan by Rio Grande Games

  • Publisher: Rio Grande Games
  • Genre: Board Game – Strategy
  • Author: Andreas Seyfarth
  • Publish Year: 2004
  • Age Range: 10 Years and Up
  • Number of Players: 2 – 4 Players
  • Game Length: 45 – 60 Minutes

San Juan, the official card game adaptation of Puerto Rico, features 110 cards representing colonial-era buildings and production facilities. Players select from distinct roles each round – Builder, Producer, Trader, Councillor, or Prospector – with the active player gaining a privilege bonus. Cards serve dual purposes: they can be built as permanent structures or discarded as payment currency, with each building costing between 1-6 cards. Production buildings generate goods (indigo, sugar, tobacco, coffee, or silver) represented by face-down cards, while violet buildings provide unique special abilities. Victory points are earned through constructed buildings, with specific combinations and monument cards offering bonus points. The game accommodates 2-4 players and typically runs 45-60 minutes. Unlike Puerto Rico’s worker placement mechanics, San Juan eliminates colonist management while maintaining the strategic core of role selection timing and economic engine construction. The digital adaptation on iOS and Android platforms preserves these mechanics while adding automated scoring and AI opponents with multiple difficulty levels. The game was officially released in February 2004 as part of Alea’s gaming line. Other variants include the two-player specific rules modification that adds a third “phantom” governor position to maintain role selection dynamics.

Economic Strategy Games With Similar Mechanics

Core economic mechanics from Puerto Rico find specific implementations across several notable strategy games:

Brass: Birmingham features precise resource conversion where players transform coal and iron into manufactured goods like beer, pottery, and cotton within Victorian-era industries. The game’s dual-phase structure (canal/rail) forces adaptation as earlier buildings become obsolete, while the network-building element requires careful positioning of industries near viable transport routes and market destinations. Like Puerto Rico’s emphasis on protecting production goods, players must diversify their early manufacturing to maintain competitive advantages.

Brass – Birmingham w/Folded Space Foam Insert

  • Publisher: Roxley Games
  • Genre: Strategy Board Game – Science Fiction
  • Publish Year: 2018
  • Age Range: 14 Years and Up
  • Number of Players: 2 – 4 Players
  • Game Length: 60 – 120 Minutes

Terraforming Mars employs a granular resource system where players convert basic resources (heat, plants, money) into terraforming actions while managing card-specific production engines. Each corporation’s unique starting conditions and production capabilities create distinct economic pathways, with players needing to time their resource conversions against the shifting Mars environment parameters.

Terraforming Mars by Stronghold Games

  • Publisher: Stronghold Games
  • Genre: Board Game – Science Fiction
  • Publish Year: 2016
  • Age Range: 12 Years and Up
  • Number of Players: 1 – 5 Players
  • Game Length: 90 – 120 Minutes

Castles of Burgundy implements a dice-based action system where players acquire specific goods (livestock, trade goods, knowledge tiles) from a central market, converting them into point-scoring opportunities within their personal estate boards. The game’s phase structure creates urgency around certain conversions, as goods and opportunities cycle out of availability every round.

Terraforming Mars by Stronghold Games

  • Publisher: Ravensburger
  • Genre: Board Game – Strategy
  • Author: Stefan Feld
  • Publish Year: 2012
  • Age Range: 12 Years and Up
  • Number of Players: 2 – 4 Players
  • Game Length: 30 – 90 Minutes

Scythe combines resource gathering from controlled territories (wood, metal, oil, food) with a unique action-selection matrix that limits which combinations of actions players can take each turn. The game’s asymmetric faction abilities and personal objective cards create distinct economic strategies, while the factory cards provide specialized conversion options unique to each player’s engine-building approach.

Scythe – The Rise of Fenris

  • Publisher: Stonemaier Games
  • Genre: Fantasy, Science Fiction
  • Publish Year: 2018
  • Age Range: 12 Years and Up
  • Number of Players: 1 – 5 Players
  • Game Length: 75 – 150 Minutes

Resource Management Gameplay Systems

Resource management manifests distinctly in these modern board games:

Race for the Galaxy operates through a deck of dual-purpose cards representing both developments and worlds to colonize. Players simultaneously select one of seven phases (Explore, Develop, Settle, Consume, Produce), with chosen phases determining available actions each round. Resources appear as colored tokens placed on production worlds, which players can consume for cards or victory points. Military worlds provide alternative expansion without resource requirements, while developments offer special powers and victory point conditions.

Lords of Baseball incorporates resource management through a multi-tiered system of player development and facility improvements. Players allocate resources between scouting (acquiring prospect cards), training (improving player attributes), and stadium development (generating attendance-based income). Each drafted prospect requires specific resource investment in training facilities, while stadium improvements create recurring revenue streams through attendance mechanics and concession upgrades. The economic cycle ties directly to team performance through a detailed simulation of baseball operations. Similar to Power Grid: Outpost, the game employs a refined worker resource system that drives strategic decision-making.

Building Production Chain Networks

Production chain networks form the core gameplay mechanism in several economic strategy board games, each implementing distinct approaches to resource management and infrastructure development. Like Puerto Rico’s focus on careful planning, players must thoughtfully coordinate their production and resource management decisions.

GameNetwork Mechanics
Power GridPlayers build interconnected power plants requiring specific fuel types (coal, oil, garbage, uranium), establish distribution networks across cities, and manage fluctuating resource market prices. Cities must be connected in cost-efficient routes while competing for limited grid space.
Brass: BirminghamPlayers construct cotton mills, coal mines, ironworks, breweries, and potteries, linking them through canal and rail networks. Each industry requires specific resources: coal powers factories, iron enables construction, beer facilitates sales. Industries must be strategically positioned to utilize existing networks and market demands.
Race for the GalaxyPlayers develop planetary economies through development cards, establishing mining operations that feed into processing facilities, which in turn support advanced technologies. Military worlds provide conquest opportunities, while alien technologies offer unique conversion abilities. Specific goods can be consumed for various effects or traded for cards/victory points.
Terraforming MarsPlayers construct combinations of mining operations, power plants, and chemical processors that interact with temperature, oxygen, and ocean placement mechanics. Steel and titanium production boost building capabilities, while heat and energy drive terraforming processes. Plant production creates forests, affecting oxygen levels and ground coverage bonuses.

Each implementation focuses on distinct resource transformation cycles: Power Grid emphasizes fuel-to-power conversion and network efficiency, Brass: Birmingham centers on industrial resource chains, Race for the Galaxy features multi-step development paths, and Terraforming Mars integrates production with environmental modification mechanics.

Role Selection and Worker Placement Games

Role selection and worker placement mechanisms manifest distinctly in specific board games. In Puerto Rico (2002), players select from roles like Trader, Builder, or Captain, with each role providing unique phase benefits – the selector gains additional privileges like extra victory points or resources while other players execute basic actions. The game’s colonial-era setting ties directly to these roles, as players develop plantations, construct buildings, and ship goods back to Europe. These mechanics showcase how limited randomness exists, with only initial seating order and plantation availability affecting gameplay outcomes.

Worker placement emerged prominently in Caylus (2005), where players position workers on a medieval road leading to castle construction sites. Each building space provides specific actions – gathering stone from quarries, converting wood in sawmills, or hiring craftsmen. When a space is claimed, it becomes unavailable to other players until the round ends, creating direct spatial competition.

San Juan (2004), a card-based adaptation of Puerto Rico, combines role selection with resource management by having players choose roles like Prospector or Builder while using cards both as buildings and as currency. Buildings provide special abilities that modify basic role actions – the Market Hall enhances trading capacity while the Library allows drawing additional cards.

Lords of Waterdeep (2012) exemplifies modern worker placement innovation through its Dungeons & Dragons theme, where players send agents throughout the city to recruit adventurers (represented by colored cubes), complete quests, and construct buildings. Each new building creates additional worker placement spaces with unique action combinations, expanding strategic options throughout gameplay.

Resource Management and Empire Building Alternatives

Several modern board games offer sophisticated alternatives to Puerto Rico’s resource management and empire-building mechanics:

Agricola places players in control of medieval farming families, requiring precise worker placement across 14 rounds. Players must balance growing crops, raising livestock, expanding their homestead, and feeding their workers each harvest. The game features 360 cards split between Minor Improvements and Occupations, creating deeply variable gameplay. Success demands careful timing of actions like plowing fields, building fences, and renovating houses while competing for limited resources at shared action spaces.

Eclipse challenges players to expand their galactic civilizations across a modular hexagonal board through nine rounds of economic, technological, and military development. Players manage three types of resources (money, science, materials), customize ships with technology tiles, explore sectors, and engage in tactical combat using specialized dice. Like Puerto Rico, these modern games prioritize theme over mechanics in their design approach. The game includes unique alien species with distinct advantages, diplomatic treaties, and an innovative action selection system where taking more actions increases maintenance costs.

7 Wonders implements a three-age structure where players simultaneously select and pass cards in organized drafting rounds. Each card represents structures requiring specific resource combinations from wood, stone, clay, ore, glass, papyrus, and textiles. Players develop military strength, scientific advancement, and commercial networks while constructing their ancient wonder through multiple stages. The game features chain-building mechanics where some structures enable free construction of related buildings in subsequent ages.

Colonial Era Themed Board Games

Colonial-themed board games have seen notable redesigns in recent years, with specific titles showcasing these changes. Puerto Rico (2022 edition) transformed its original plantation-based economy into a post-abolition merchant setting, replacing colonist tokens with citizen tokens and reframing building mechanics around free labor rather than forced work. The game maintains its core action selection mechanic while addressing historical sensitivities. Similarly, Skymines converted its colonial narrative into a futuristic space mining operation, while Waterfall Park adapted its tropical exploitation theme into an eco-tourism framework.

Archipelago (2012) implements detailed mechanical systems where excessive resource extraction and worker exploitation trigger specific rebellion events. Players must manage indigenous population happiness through a precise tracking system, with rebellion mechanics that can end the game if colonizer actions become too aggressive. The game features a semi-cooperative element where all players lose if the indigenous population successfully revolts.

Spirit Island reverses traditional colonial gameplay by casting players as island spirits working with indigenous peoples to repel colonizers. Players utilize unique spirit powers and progression cards to defend territories, with specific mechanics for destroying colonial settlements and preventing further invasions. The game features distinct colonizer AI patterns based on historical colonial powers, each with unique expansion and exploitation strategies that players must counter.

Recent releases like Beyond the Sun and Civilization: A New Dawn have retained colonial expansion mechanics while implementing specific consequence systems, where territorial acquisition directly affects indigenous populations through detailed resource depletion and population displacement trackers.

Trading and Economic Development Board Games

Power Grid places players as power company CEOs competing to electrify cities. Players bid on power plants in auctions, purchase resources (coal, oil, garbage, uranium) from fluctuating markets where prices increase as supplies diminish, and expand their network of connected cities. Each round requires careful calculation of resource costs, plant efficiency, and network expansion costs. The game’s signature mechanic forces players in last place to purchase resources first at lower prices, creating catch-up opportunities. Similar to educational trading simulations, the game demonstrates how resource endowment naturally creates economic inequality among players.

The Farming Game simulates agricultural business management through seasonal cycles. Players manage cash flow while purchasing land, livestock, and equipment. Weather events and market prices affect crop yields and profits. Players must decide between focusing on hay ($5,000/harvest), grain ($10,000/harvest), or cattle ($25,000/head) while managing operating loans and equipment maintenance costs. Success requires balancing immediate operational needs against long-term investments in land and infrastructure.

Food Chain Magnate has players building fast-food empire networks. Players hire and train employees with specific skills (managers, marketers, chefs), establish restaurants, and compete for customers through pricing and marketing campaigns. The game features zero-luck economics where early marketing decisions and employee training paths create lasting competitive advantages. Garden salads might sell for $10, while luxury meals can command $20, with marketing campaigns able to modify consumer demand patterns.

Container focuses on shipping logistics and manufacturing. Players operate factories producing goods, establish warehouses, manage shipping lines, and create markets on islands. The game’s economic engine centers on players setting prices for goods at multiple stages: factory price, warehouse price, and final market value. A container of electronics might cost $4 to produce, warehouse at $6, and sell for $10 depending on market conditions and player negotiations.

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