Puerto Rico Strategy Principles (Condensed) by Alex Rockwell
波多黎各策略原则(精要版)
作者:Alex Rockwell(Rockfrog)
转自BoardGameGeek论坛
中文翻译:soul
Note: There will be little explanation for statements made here. These concepts are explained in detail in posts on Boardgamegeek by myself and icetrey (jimc). You will note that each principle leads clearly to the following principle(s).
注:对如下文字做一点解释。这些概念我和icetrey(jimc)在BGG上有详细解释。你们将会注意到每一原则都清晰的导出以下原则。
Principle #1: The importance, and decreasing value, of money.
原则1:金钱的重要性和递减价值
At the beginning of the game, money is of huge importance, but doubloons decrease in value as the game progresses. At the beginning of the game, one doubloon should be valued as worth several VPs, and thus money and income are EXTERMELY important early on. In the midgame, doubloons and VPs are approximately equivalent in value, and by the end of the game VPs are more important. Because of this, one should focus on money and income early, on using that money to create a source of points (production facilities, enhanced income abilities, shipping based buildings) in the midgame, and on scoring as many points as possible in the endgame. Note that in the midgame, income can be seen as a point source because it facilitates the purchase of the large buildings.
在游戏开始阶段,金钱极为重要。但随游戏发展,杜布隆的价值递减。游戏开始阶段,一个杜布隆价值相当于数个胜利分,并且金钱和收入在早期极为重要。在游戏中期,杜布隆和胜利分差不多价值相同。而在游戏结束前,胜利分变得更重要。因此,玩家应当在早期重点关注金钱和收入,在中期使用这些金钱建立分数来源(生产设施、增强收入能力建筑、装船导向的建筑),并在游戏后期尽可能多的拿分。注意在游戏中期,收入可以作为分数来源,因为它可以用来购买大型建筑。
This effect is due to the fact that money invested in buildings early in the game will produce a huge return, while money invested in buildings later on will be lucky to give you an even return of points to doubloons.
这一效应是由于以下事实:游戏早期投资于建筑的金钱将产生巨大回报,而晚期投资于建筑的金钱将视运气得到稳定的分数回报。
Yehuda补充意见:
How do you get money? The sources of money are: Trader, GP on phases
untaken last round, and Factory.
怎么挣钱?金钱的来源是:商品、上轮未选择角色上的金币、和工厂。
In addition:
另外:
- A single quarry is worth 1 GP every time you buy a building, once it is manned - i.e. when taken early, worth several GP. A second quarry is worth an additional GP when you buy some buildings once it is manned - i.e. worth a few GP. The next quarry is already becoming difficult to utilize effectively, both by the lateness of acquisition and manning, the limitation of what you can do with it, and the fact that it is still one step away in the process of acquiring VP's. So avoid unless you really have nothing better to do.
——一个采石矿一旦有工人,在每次购买建筑时价值1个金币,特别是早期,价值数个金币。第二个采石矿在购买高价建筑时值另一个金币,特别的值几个金币。第三个采石矿很难有效利用,因为获得和放工人较晚,这限制它的使用。事实上第三个采石矿仍是偏离获得胜利分的一步。因此,除非没有其他更好的选择,尽量避免拿第三个采石矿。
Note also, that these "several GP" are spread over rounds, not bunched up at once, which means you can use a quarry to get a slightly better building, but not to get a much bigger building, unless you are careful.
这里还要注意,数个金币分布在多轮,而不是一次出现。这意味着,你可以使用一个采石矿得到稍好的建筑,而不是非常大的建筑,除非你很小心。
- The buildings that boost money are: Sm/Lg Market, Construction Hut (in acquiring quarries), Sm Sugar Mill/Tobacco/Coffee for producing goods worth selling, and Office in very rare situations.
——帮助生钱的建筑:小/大市场、建筑工棚(用来获得采石矿)、小糖厂/烟草厂/咖啡厂(用来生产并出售商品)、和稀少情况下的办事处。
Sm Market will almost always return to you the value you spent on it. It is useful as a stepping stone in acquiring an early Tobacco, Coffee, or Factory to be your real money producer. After that, if you have to choose, the colonist is better sitting on your quarry than on your Sm Market.
小市场几乎总是物有所值。在获得较早烟草、咖啡或工厂成为你真正造前几期之前,小市场是重要的阶段基石。其后,如果有选择,殖民者应该站在采石矿上而不是小市场。
Lg Market is twice the value, for five times the price. It is worthwhile if you produce 2 or 3 cheap goods, and/or Factory is not an option for some reason. You will have to Trade at least 3 times for the value to be returned. It is also worth 1 VP less than factory (not a huge factor, but a factor).
大市场价值两倍,而价格五倍。如果你生产2或3种廉价商品,并且/或工厂由于某种原因不是一个选择,大市场将具有价值。你必须至少交易3次才能收回投资。而且它比工厂少1胜利分。
Constr Hut is useful only to get the one or two quarries you need that you would not otherwise get, which means in a 5 player game. After that, it is the loneliest building in PR.
建筑工棚只在其他方式无法获得采石矿情况下有用,这一般是在5人游戏中。除此之外,建筑工棚是波多黎各中最孤单的建筑。
Sm Sugar/Tobacco/Coffee (and as a backup, Sm Indigo) are your means of getting cash crops to sell in the Trader. Note the prices: 2 for Sm Sugar, producing Sugar you can sell for 2, 5 for Tobacco (3), 6 for Coffee (4). As you can see, efficiency wise, Sm Sugar and Coffee are more efficient than Tobacco for Trading. Tobacco gives you slighter greater shipping advantages later, however.
小糖厂/烟草厂/咖啡厂(和作为后备,小染料厂)是你在商人阶段敛财的商品。注意价格:小糖厂2元,糖可以卖2元;烟草厂5元(烟草3元),咖啡厂6元(咖啡4元)。你可以看到,小糖厂和咖啡厂比烟草厂在交易中更有效。然而,烟草在后期给你轻微的装船优势。
Office, costing 5, will alllow you to trade a valuable good when your RHO is producing it, and blocks you with trading it, and manages to craft again and trade it again before the next trader comes to you (since the trader probably emptied). If Office can solve this problem at least twice, it might help you.
办事处,花费5,在对手生产同样商品并阻止你交易并试图再次生产并在下一商人轮到你之前再次交易的情形下,将允许你交易高价值商品。如果办事处能解决该问题至少两次,它可以帮助你。
A note about Factory: Factory is really an oddball building, in that rather than relax a restriction or enhance an effect, it causes an effect which is out of place from the normal flow of the game. The flow is settler/build/mayor/craft/trade/build (to buy buildings), or settler/build/mayor/craft/ship (to ship). Instead of producing more goods (which would have been expected), Factory produces GP and goods. Usually you have to craft/trade to get money. Factory eliminates a phase for you, which is a huge advantage.
关于工厂的一个提示:工厂确实是一个古怪建筑,因为它不是放松一种限制或增强一种效果,工厂导致正常的游戏流程错位。正常游戏流程是开拓者/建筑师/市长/工匠/商人/建筑师(建筑路线),或开拓者/建筑师/市长/工匠/船长(装船路线)。不是生产更多商品(这是所期望的),工厂产生金币和商品。通常你不得不选择工匠/商人而获得金钱。工厂消灭了一个阶段,这是一个巨大优势。
Hospice and University are also oddball in this sense, but the effect that they produce, and the cost of the building, are just not enough to make them serious game disturbances.
从这点看收容所和大学也是古怪建筑,但是其产生的作用和建造成本不足以导致严重的游戏变化。
Producing corn is also an oddball in the shipping track, in that you
skip the build requirement.
生产玉米也是装船路线中的古怪东西,因为你可以跳过建造阶段。
-----补充完毕
Principle #2: The importance of the Trader.
原则2:商人的重要性
As a source of money, the Trader's importance decreases as the value of money decreases (due to principle #1). Very early on in the game, an early trade of a small good, with a couple bonuses (market, bonus doubloon), can be gamebreaking. The first time that big goods like coffee and tobacco are traded is also extremely important. In the midgame, the Trader is of moderate importance, and in the endgame it is nearly worthless, as its benefit is greatly reduced.
作为金钱来源之一,商人的重要性随金钱价值下降(根据原则1)而下降。在游戏最早期,一个贱商品的较早交易,并附带额外奖励(如市场、额外杜布隆),可以打破游戏平衡。咖啡和烟草等贵商品的首次交易也非常重要。在游戏中期,商人中等重要。而游戏后期,商人几乎没有价值,因为它的效用大幅减少。
A defensive Captain move which forces opponent's trade goods onto the boats, early in the game, while maintaining one's own valuable good, can be extremely powerful.
游戏早期中,如果能强迫对手可交易商品装船而保留自己有价值商品,防御性的船长行动将威力巨大。
Yehuda补充意见:
Think how many trades you need to make in order to get what you want. E.g. in order to get a building. You have A quarries, B GP, can apply C quarries, you will get D GP out of taking the Builder (money on the builder plus 1 GP reduction ... but don't count on being able to take the builder), so you need to acquire E GP, which means you need to trade F times. If F is more than 2, you are in trouble. F should ideally be 1 (or 0).
想好你需要交易多少次才能获得想要的金钱。例如,为购买一个建筑,你有A个采石矿、B个金币,可以使用C个采石矿,你将在选择建筑师时花费D个金币。所以你需要得到E个金币,这意味你需要交易F次。如果F大于2,你有麻烦了。F理想地应该为1或0。
If you didn't manage to trade for your building in mid-end game, consider carefully before buying a smaller building to get the VP, to see if you will still have money and opportunity to buy the building you want next time the builder phase comes about. But do consider it.
如果你不能在中期为理想建筑而交易,在购买更小建筑而获得胜利分之前谨慎考虑,看看是否仍将有钱保留机会在下一次建筑师阶段购买理想建筑。请仔细斟酌。
Corollary: if you still plan to buy a big building, consider very
carefully before filling your 10th building spot, since you many not
be able to man the big building before the game ends (from having all
of your building spaces full).
推断:如果你仍计划购买大型建筑,在填满第10个建筑空地前谨慎考虑,因为你可能不能在游戏结束前给大型建筑放工人(而你已经填满12个建筑空地)。
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Principle #3: Diversification and Monopolization of goods.
原则3:商品的多样化和垄断化
Because of the importance of the Trader early on (principle #2), having a monopoly of one good (of significant value) is extremely helpful, as you will be able to trade that good consistently during the trading phase, producing income. Similarly, producing many types of goods also aids you to be able to trade something during the trading phase. Diversification also enables you to clear a partially full trading house, and thus trade once again with your more valuable good.
因为早期商人的重要性(见原则2),垄断一种商品(特别是高价值)非常有帮助,因为你可以在交易阶段持续交易该种商品获得收入。类似的,生产多种商品也可以帮助你在交易阶段卖出某种商品。多样化也能使你清楚部分装满的交易所,这样下次可以交易你的更高价值商品。
Yehuda补充意见:
Diversification helps significantly with: Trading, Factory, Harbor. Specialization helps with Sm Warehouse, Wharf.
多样化可以从以下获得明显帮助:交易、工厂、港口。专业化可以从小仓库、码头获得帮助。
Coffee is easiest to monopolize, since it costs more to get going, and there are less coffee plantations available. Corn is easiest to specialize in.
咖啡是最容易垄断的,因为它的运作成本最高,而咖啡种植园最难获得。玉米最容易专业化。
-----补充完毕
It is very difficult to trade a valuable good that the player before you is also producing, so this situation should be avoided, and/or you should have a backup good which can provide you income. While you would much prefer a monopoly, if you must share a good type with someone, it is best if that player is the player immediately after you. Note that it is far easier to create a monopoly or near monopoly of tobacco or coffee due to the high barriers to entry in producing those goods.
如果上家生产同样高价值商品,你很难卖出该商品。因此应避免该种情况发生,你应该有提供收入的备用商品。尽管你倾向于垄断,如果你必须与别人共享一种商品类型,最好那个人在你下家。注意,在烟草和咖啡上更容易创造垄断,因为这两种商品有较高生产门槛。
Because of the importance of diversification, producing one indigo and/or one sugar is very helpful, but producing (and acquiring plantations for) multiple indigo or sugar is quite wasteful and should be avoided. Multiple corn, tobacco or coffee is ok, since producing more than one of these goods costs no more than producing one of them.
因为多样化的重要性,生产一个染料和/或一个糖很有帮助。但是生产(并拿取农场)多个染料或糖很浪费,应当避免。多个玉米、烟草或咖啡没问题,因为生产多个这些商品花费不多于生产一个。
Principle #4: The importance of the boats.
原则4:商船的重要性
The types of goods on the boats are highly important. Primarily, having a type of good on a boat makes it more difficult to trade that good (since the Captain phase will take it away), and far easier to ship that good. This is of most importance for high value goods which are produced in small quantities, because those goods are valuable in trade, and if put on a ship, the ship will fill slowly, and thus exist for a long time.
装船的商品类型非常重要。一般来说,拥有船上已有的商品使得交易该商品十分困难(因为船长阶段将拿走该商品),而装运该商品十分容易。因此少量生产高价值商品十分重要,因为这些商品交易价值高,而装船将会使商船很慢装满进而长时间停留。
It is of extreme importance early on that the type of good which is the source of your income not be placed on a boat, as this will deny you income since you cannot hold on to your trade good. (Remember principle #1, early on money is much better than points). Later in the game, the opposite becomes true, you want to ship your rare good, such that it blocks a ship from being used by good types of your opponents, and denies them points. This shift occurs as points come to be more important than money. In order to keep your valuable goods off of the boats early on, producing other goods as well, which you can ship during the captian phase in lieu of your valuable good is very important. This cheap good such as corn, indigo, or even sugar, 'protects' your more valuable good from being placed on a boat.
在早期尽量使你的收入来源不被装船至关重要,因为这将使你无法获得收入。(记住原则1,早期的钱远好于分数)。游戏后期,相反的情况出现,你希望装运稀有商品,这样可以阻碍对手装运数量较多的商品。这一逆转发生在分数变得比金钱更重要的时候。为了防止早期有价值商品装船,生产其他商品,这样船长阶段可以保留高价值商品。便宜商品如玉米、染料、甚至糖,将保护更高价值的商品装船。
The condition of the boats represents a long term stable aspect of the board position, which should be looked at to determine what one's midgame and late game strategy will be. If you have created a position where there are slow filling boat(s) of good type(s) that you have, you have good chances of being able to ship effectively, but reduced income chances, and should thus focus on shipping point based buildings such as the harbor. If you have a position where there are slow filling boats (or repeated partially filled boats of good types you do NOT have, you should focus more on trading and producing money, and building to provide your points, since having your goods off the boats creates improved trading chances and reduced shipping chances.
商船的状况代表商船位置长期稳定的一面,应该注意这点以决定中期和后期游戏策略。如果你已经创造一种状态,即缓慢的装船你有的商品,你就有好机会更有效地装船,但减少收入机会,并且应获得装船分数导向建筑如港口。如果你的位置是没有缓慢装船的商品,你应该更多关注交易和产生金钱,并且通过建筑获得分数,因为你的商品难以装船而创造了交易机会。
Yehuda补充意见:
Remember that each shipment with Harbor gives you an additional VP. So if you can ship 3 barrels of 3 different types, you get 6 VP. 3 goods of one type will only give you 4 VP with harbor. On the other hand, if you are locked out of the boats, having Wharf (and often Sm Warehouse) will give you those 3 VP you would otherwise have lost.
记住有港口情况下每次装运可以获得1个额外的胜利分。因此如果你能装3桶3种不同商品,你可以获得6分,3个一种商品只能获得4分。另一方面,如果你被阻止在商船之外,拥有船坞(更常用的是小仓库)将给你其他时候将丢掉的3分。
Often seen patterns in phase taking:
经常可以看到的阶段选择:
double craft, when you have a warehouse or wharf. Usualy this means: someone will not get their full good production, someone will be dropping a lot of goods at the end of shipping, many people will be locked out of boats ... all of which may mean nothing at all, since dropping goods doesn't lose you any VP. The only thing that matters is how much your opp ships, not how much your opp dumps.
——双重生产,当你有仓库或船坞时。这通常意味着:有些人将不能利用全部产能,有些人将在装船阶段扔掉许多商品,许多人将被阻止在商船外......所有这些可能没有意义,因为丢弃商品并不丢分。唯一有意义的是你的对手装船多少货物,而不是你的对手丢掉多少货物。
build or settler / craft, which prevents the person who just built or acquired a new plantation from using it until the next round
——建筑师或开拓者/工匠,这可以防止刚建造或刚获得新种植园的玩家利用该建筑或种植园。
craft / trade or ship - not to your advantage if you did the craft
——工匠/交易或装船,如果你是工匠将对你不利。
build / mayor - usually worse for the mayor than for the builder, since that was "just what he was hoping you would do" :-)
——建筑师/市长,通常市长比建筑师更糟糕,因为这正是“他希望你做的事情”
double mayor - when you are going to be the first person to take mayor next round, you will often leave the number of colonists unbalanced to take advantage of it.
——双重市长,当你是下一轮第一个选择市长的人,你经常将从殖民者不平衡数量中获益。
double captain - second captain has a warehouse.
——双重船长,有仓库的会选择第二个船长
double trader - seconde player was locked out of trading, but the trading house emptied, so he just traded the next round with impunity.
——双重商人,后面的玩家被阻止交易,但是交易所清空,因此他在下一轮可以不受伤害的交易。
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Principle #5: Craftsman Fear
原则5:工匠恐惧
Because of the importance of the Trader and of the boats, the timing of the Craftsman phase is of high importance. Typically, the players directly after the player who chooses the craftman will have the greatest opportunities to trade and ship their goods, while the player who chooses the Craftsman has the worst opportunities. Thus you must be very careful in choosing the Craftsman that you do not help your opponents more than yourself as a result of these improved opportunities.
因为商人和商船的重要性,选择工匠阶段的时机非常重要。通常,选择工匠玩家的下家将有最好机会交易和装运他的商品,而选择工匠的玩家机会最差。因此必须慎重选择工匠以便不帮助对手获得更好的机会。
Craftsman fear stems from the fear that if one chooses the Craftsman role, they will be late in the trade phase and thus not be able to trade effectively, and late in the Captain phase and thus be forced to discard many goods and/or not be able to choose which good types go on the boats.
工匠恐惧来自于如果选择工匠角色,玩家将在商人阶段靠后而不能有效交易,在船长阶段靠后而被迫丢弃许多商品和/或不能选择装船的商品类型。
If you have a more shipping oriented position, your goal will be to reduce your own Craftsman fear such that you can craft effectively and profit from shipping. If you have a more building oriented position, your goal will be to promote Craftsman fear in others, such that they will not want to choose Craftsman frequently, as you do not benefit from it as much as they do.
如果你有更多装船导向的状态,你的目标是减少自己的工匠恐惧,这样你可以有效生产并从装船中获利。如果你有更多建筑导向的状态,你的目标将是增加其他人的工匠恐惧,这样他们将不想频繁选择工匠,因为你能从中获得相同收益。
Yehuda补充意见:
If you have a shipping oriented position you may also want to
consider reducing the Craftsman fear of your RHO, so as to encourage
him to craft. Especially if he is not already the frontrunner.
如果你有装船导向的状态,你也可以考虑减少对手的工匠恐惧,这样可以鼓励他选择工匠。特别是在他还没有领先情况下。
-----补充完毕
Ways to reduce Craftsman fear are:
减少工匠恐惧的方法是:
A) Acquire a diversity of goods. B) Acquire a monopoly or near monopoly of one or more good types, and/or create boats of rare good types which you produce. C) Purchase buildings such as the warehouse, markets, office, factory, harbor, and wharf, depending on the needs of your position.
1)取得多样化商品生产;2)取得一种商品或多种商品的垄断或接近垄断,和/或创造你生产的稀缺商品装船状态;3)根据自己的状态,购买如仓库、市场、办事处、工厂、港口和船坞等建筑。
Ways to promote greater Craftsman fear in others are:
增加对手工匠恐惧的方式是:
A) Create boats of good types they do not have, or are only produced in small quantities. B) Cause the Trader to become partially filled. C) Build buildings such as the factory, which will benefit you greatly during a Craftsman phase.
1)创造别人没有或生产数量较少的装船商品;2)使交易所部分装满;3)建造可以从工匠阶段大幅获利的建筑如工厂。
If you can mange to control Craftsman fear (reduce your own if you need to, maintain that of opponents if you need to), and also to control the state of the boats, then you can execute your strategy effectively in the mid and late game, when the majority of the points are scored.
如果你能控制工匠恐惧(减少你自己的,保持别人的),并也能控制商船状态,那么你能在计入大量分数的游戏中后期有效执行你的策略。
Yehuda补充意见:
Remember that half of your VP's or more may come from buildings. Simply taking 3 VP buildings instead of 2 VP buildings will give you more VPs at the end of the game, and these buildings are worth more anyway.
记住你的胜利分一半或更多来自于建筑。简单选择3分建筑而不是2分建筑将在游戏结束时给你更多胜利分,并且这些建筑也值更多钱。
Also, towards midgame and especially end game, it becomes relatively easy to see how much a building is going to give you in terms of VP. If you have a choice between Harbor, Wharf or a big building, consider: Harbor will give me 3 VP plus X points for shipments. Wharf will give me 3 VP plus Y points for shipments. This big building will give me 4 VP plus X bonus points, probably.
而且,在游戏中期,特别是游戏后期,相对容易看出一个建筑将给你多少胜利分。如果你在选择港口、船坞或一个大型建筑,考虑如下:港口将给你3分和装船的X分,船坞给你3分和装船的Y分,大型建筑给你4分和可能的若干奖分。
Choose the big building that favors the phases you want to take anyway. E.g. if you are hoping more Building phases will come, you want Guild Hall or City Hall. If you are hoping more Shipping phases will come (or can ensure that they will), you want Customs House. Nobody is hoping more Mayor or Settler phases will come at the end of the game, but if you already have 5 VP or more bonus from them, and/or nothing better is left, take the appropriate one.
选择帮助你想要选择的角色的大型建筑。例如,如果你希望更多的建筑师阶段,你可以拿市政厅或工会。如果你希望更多的船长阶段(或者能保证这些阶段到来),你可以拿海关。在游戏结尾,没人希望更多的市长或开拓者阶段到来,但是如果你已从中获得5分或更多,并且/或没有更好的选择,拿取相应的大型建筑(住宅区或城堡)
Remember also, that there are multiple production buildings, but limited violet buildings. If you have a choice between building one this round and the other next round, consider if the building will be gone before you have a chance to build it, unless you really need to be producing that good asap.
同样记住,生产建筑有多个,而紫色建筑数量有限。如果面临本轮建造和另一轮建造,仔细考虑在你有机会建造之前该建筑是否会消失。除非你确实需要尽快生产那种商品,否则还是选择紫色建筑为好。
Golden Rule: always remember that the same phases will be available in the next round. Look forward a phase or two and a round or two! Don't just think of what will happen during a single phase!
黄金法则:总是记住下一轮可以有同样阶段选择。向前展望一轮或两轮的阶段选择!不要仅仅考虑单一阶段中将要发生的事情。