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.