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Puerto Rico

When the game ends (at the end of a round in which colonists run short, a 12th city space is built, or the VP chips run out), fill in each category. Building VP is the number printed on the building and counts even when unoccupied. The five large buildings only score their bonus while occupied by a colonist β€” leave 0 if that does not apply. Ties go to the player with the most doubloons plus goods (1 good = 1 doubloon).

Category
VP chipsTotal of your VP chips (including any VP tracked on paper after the chips ran out)
Building VPSum of VP printed on your buildings β€” unoccupied ones count; include 4 VP for each large building
Guild hall: small production buildingsOnly if the guild hall is occupied. Count small indigo plants and small sugar mills (1 VP each)
Guild hall: large production buildingsOnly if the guild hall is occupied. Count indigo plants, sugar mills, tobacco storages and coffee roasters (2 VP each)
Residence (filled island spaces)Only if the residence is occupied. Plantations + quarries: up to 9 spaces = 4, 10 = 5, 11 = 6, 12 = 7 β€” pick the VP
Fortress (colonists on your board)Only if the fortress is occupied. Enter all colonists on plantations, quarries, buildings and San Juan β€” every 3 = 1 VP
Customs house (VP chip total)Only if the customs house is occupied. Enter your VP chip total β€” every 4 = 1 VP (building VP excluded)
City hall (violet buildings)Only if the city hall is occupied. Count violet buildings including the city hall itself, occupied or not (1 VP each)
Total0000
Doubloons + goodsOnly used to break ties (1 good = 1 doubloon) β€” not added to the total

Current standings

1. Player 10 pts
2. Player 20 pts
3. Player 30 pts
4. Player 40 pts

Only used to break ties (1 good = 1 doubloon) β€” not added to the total

How Puerto Rico scoring works

Game end and scoring

  1. The game ends after the round in which one of these occurs: β‘  not enough colonists to fill the colonist ship during the Mayor phase, β‘‘ someone builds on their 12th city space, β‘’ the victory point chips run out.
  2. Each player adds their VP chip total + the printed VP of every building they've built (occupied or not) + the bonus VP of any occupied large violet buildings.
  3. Ties are broken by combined doubloons and goods (1 good = 1 doubloon); the higher total wins.

Buildings score even when empty β€” large building bonuses do not β€” Every building gives its printed VP regardless of occupancy. But the extra end-game effects of Guild Hall, Residence, Fortress, Customs House, and City Hall apply only while they are occupied.

Frequently asked questions

If I choose a role card, can I skip its action?

Taking the role card is mandatory, but the action is optional. However, skipping the action also forfeits that role's privilege β€” except the Captain, who must load goods whenever possible.

What happens to a role card nobody chooses?

At round's end, the bank places 1 doubloon on every role card that went unchosen this round. Whoever later picks that card keeps all the accumulated gold.

Does choosing the Prospector give anyone else anything?

No. The Prospector is the only role with no shared action β€” only the chooser gains 1 doubloon from the bank.

Read the full illustrated guide β†’

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Scoring rules verified against: Official Rio Grande Games rulebook (Puerto Rico, original) β€” Game End & The Buildings Β· Rule summaries are for reference only. Always check the official rulebook for exact rules.