Santiago de Cuba is the second largest city in Cuba and a great board game from Eggert games . A merchant ship has docked and there is a lot of activity in the buildings and streets. The ship is waiting for citrus fruits, rum and cigars to be loaded with. In this game you as a merchant have to use the support of the locals and exert your influence in the important offices of the city. It is important to invest your money sensibly in order to emerge as a winner in the end. With every game there is a new tactical challenge, as the residents and buildings always change.
A move with two elements
You drive to the port or to a Cuban by car
With the car you have to move forward and you have two options. Either you drive to a Cuban you receive goods, victory points or money. Once you have decided on the port, you trigger your goods deliveries there.
Pedro the tobacco dealer, Maria the dancer, José the sugar cane farmer, Martinez the musician, Conchita the fruit dealer, El Zorro the pickpocket, Miguel the lumberjack, Pablo the fence and Alonso the lawyer are the Cuban characters that appear in this game and each one of them is his own Function.
After visiting a Cuban, you put your figure on a building. You can choose one of three buildings; if it is occupied, you cannot use it. Now you use the function of the building. If you went to a port instead of a Cuban, you cannot use a building. In the harbor round, all players are allowed to load goods onto the ship. If the ship's demand is met, a new ship comes into port.
Use a building with your own figure
Any use of a building is voluntary. The buildings are: the bank, the casino, the church, the distillery, the port office, the cigar factory, the black market, the office, the sawmill, the newspaper publisher, the café and the customs office.
When the ship's demand is met or when the goods value marker is drawn on the checkered flag, a new ship arrives and you move the ship tile on the ship marker one space forward.
Together with Cuba and Havana, Santiago de Cuba forms one Family of games . Because the person and building cards are so well illustrated, there is no need to look up the rules, as many things are self-explanatory. The material is good except for the screen. This is too small and you have to be careful that the feet do not break off when you put them together. Long-term planning is difficult because the plan can quickly be changed again by the other players. In any case, a game with two or four works better than three and the short-term decisions are often more valuable.