Cuba is designed my Michael Rieneck and Stefan Stadler, the same duo who brought us Pillars of the Earth. It won the Deutscher Spielepreis 3rd Place (the German award for gamer’s games) for 2008, which is impressive (Agricola and Stone Age placed 1st and 2nd, respectively).
I’m a sucker for heavy economic games and after picking up Container, I was looking for a new one to possibly add to my pantheon of favorites in this genre, which also includes Puerto Rico, Age of Steam, and Traders of Genoa. After much research and considering titles such as Imperial, Brass, and Scepter of Zavandor, I decided on Cuba and wanted to order it. Thankfully, some kind souls here on TW surprised me on my recent birthday by giving me a copy as a gift.
Overview of gameplayCuba is a strategy game for 2-5 players which has you playing a plantation owner/village leader in 1950’s, pre-Communist Cuba.
Each player has a plantation board with 11 fields and 1 warehouse. Each field can produce either 1 resource or 1 product each. The resources are wood, stone, and water (they come in cubes) and they are usually used to erect buildings. The products are citrus fruit, tobacco, and sugar (they come in barrels) and they have varied uses.
The central board depicts the capital city of Havana. One section is the market where products and goods are bought and sold. There are two kinds of goods: rum and cigars. Another section is the harbor where ships dock. These ships demand specific products and goods and if you load them you earn 1, 2, or 3 victory points each.
The third important section of Havana is the capitol where parliament convenes and enacts laws. There are four types of laws that can be in play that affects the game: taxes (pay this and you earn 2 VPs), duties (pay this and you earn 2 VPs; pay both and earn 5 VPs total), subsidies (additional way to earn VPs), and miscellaneous acts (which affect how the game works). At the start of each turn, a set of four proposed laws are revealed which may later become enacted.
To one side of the board are the building tiles. Buildings have varied abilities, such as converting sugar to rum or tobacco to cigars, converting resources, products, or goods to VPs, producing money (pesos), or producing VPs. There is only one of each building (except for the goods producing ones). When you erect a building, it replaces a resource or product field on your plantation board.
Each player also has a set of five character cards. Players take turns playing a character card and resolving it until everyone has played four each. The character cards and their respective actions are:
Worker – Lets you harvest resources and products from your fields.
Tradeswoman – Lets you buy and sell products and good in the market.
Architect – Lets you erect one building on your board.
Foreman – Lets you use the abilities of buildings.
Mayor – Lets you load products and goods onto ships in the harbor and earn VPs.
After character cards are played, the cards not played become the players’ representatives in parliament. Each card is worth 1 to 5 votes. Players may then buy more votes using money in a blind bid. Whoever gets the most total votes decides which of the two proposed laws come into effect. Laws are then resolved, the round ends, and a new round begins.
The game lasts for six rounds and whoever has the most victory points (VPs) at the end wins.
My takeSome on BGG have said that Cuba is derivative, calling it a cross between Puerto Rico, Caylus, and Pillars of the Earth. I haven’t played the latter two games but I can compare it to PR. Cuba is more complex and has more strategic paths to victory. Cuba also seems to have more player interaction due to the laws and parliament phase. However, PR seems more streamlined and has a more interesting role selection mechanic.
To be honest, I wanted Cuba to see if it could replace Puerto Rico as my game of choice in this genre. I haven’t reached that decision yet as I have to play it more but Cuba definitely has the potential to do so.
I love the multiple paths to victory. It gives you a great degree of long-term strategic planning and adds to the replay value as you’ll want to try different strategies in each game.
But there are still short-term tactical considerations, such as timing your shipping or erecting buildings right. The limited supply of buildings and limited space in each ship, as well as actions available only once per round, means there is a definite ‘get it now before anyone else does’ aspect to it.
The game seems a bit unforgiving though. Early mistakes can ruin your efficiency. Unlike many euro games of this kind where the bulk of the scoring is at endgame, the scoring is done in a constant stream so by midgame your ‘VP engine’ should be up and running already. By round 4 or 5 you can see whether you have a chance of winning. Still, I feel there is still room to adjust to what others are doing. Usually you’ll need a second source of VPs so you should look for opportunities to earn a few VPs whenever they present themselves.
I’ve only played it with the full five players so far and I’m curious to see if it’s better with four. So far, I’m very impressed with Cuba and look forward to playing it again.
I give it an 8 out of 10.
Pros: A brain burner; multiple paths to victory; deep strategic and rich tactical gameplay; great components
Cons: Can be unforgiving; a bit long (2+ hours); a couple of unclear rules