In Santiago de Cuba, your business card 
says "broker", but in reality you're a shady wheeler-dealer who arranges
 deals with the locals and with corruptible officials to move goods and 
meet the demand of those ever-present cargo ships – and your ability to 
procure these goods is only as reliable as your "connections".
At the start of the game, nine locals – the Cubans – are randomly 
arranged on a path around Santiago, with the port being the tenth 
location on the circuit. Each Cuban has a different ability: e.g., give a
 player two tobacco, give a player a good of his choice, force opponents
 to give you something, give money or victory points (VPs), and seize a 
building or allow a player to use a previously seized building. What are
 these buildings? At the start of the game, twelve buildings are 
randomly placed on the game board in four color-coded groups (white, 
yellow, etc.) of three. As with the Cubans, these buildings give players
 a special ability when used: convert tobacco to cigars, change VPs to 
money or vica versa, increase the value of goods delivered to the ship, 
render a Cuban inactive for the next round, and so on.
Players will deliver goods to seven ships throughout the course of 
the game. The demand for each ship is determined via a die roll; the 
active player rolls five dice – one for each type of good – then chooses
 four of the values rolled to represent demand for goods of the same 
color as the die.
All players share a car and travel around the island together. On a 
turn, the active player can move the car to the next location on the 
path (whether Cuban or port) for free, or pay one peso for each spot 
moved beyond that. After taking a Cuban action, the player then must 
move his player piece to a building of the same color as the flower on 
that Cuban. If he takes an action in a building owned by someone else, 
that player earns 1 VP. (One Cuban allows a player to use the same 
building where his piece is currently located.)
If a player moves to port, players take turns delivering all goods of
 one type to the ship to meet demand, adjusting the demand dice as 
needed. A player earns 2-4 VP for each good delivered; a player doesn't 
have to deliver goods. If the ship's demand isn't met after everyone 
delivers or passes, the VP bounty per good is increased by one and the 
ship remains in place – unless the value was already at 4 VP, in which 
case the ship sails. In this case, or when all the demand is met, a new 
ship comes into port with new demand values.
After seven ships have sailed, the players earn 1 VP for every three 
goods still on hand, then tally their VPs. The player with the most VPs 
wins, with ties broken by goods remaining, then money.
Each game poses new tactical challenges for the players, thanks to 
ever-changing combinations of buildings, Cuban inhabitants and demand 
for goods.