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QuaymoorPlay online, free

A Puerto Rico alternative

Pick a role each round: every player acts, and you get the bonus. Grow goods, build the high street and ship by barge.

Play against bots

Join a table of 4. Bots take the empty seats within five seconds.

Opponents
Bots
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With friends

Start a table now, reserve one for later, or play at your pace, and send the invite.

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At your pace

Real people, no rush. Play when you like, and a notification tells you when it is your turn.

Find players

Beginner

A real game, with a coach at your side.

Learn by playing

2–5 players · 90 min. No sign-up; bots fill the empty seats.

Quaymoor is not affiliated with or endorsed by the owner of Puerto Rico. Puerto Rico is a trademark of its owner. As an Amazon Associate we earn from qualifying purchases.

How to play

Quaymoor is a town on a canal in the moors. You lead a guild of apprentices. They work plots of land and workshops, and barges carry what they make down the canal. Barges give seals, and the most points wins. You start with one plot, a few coins, and no apprentice.

A round

  1. Pick a role. Starting with the Warden and going left, each player takes one role card that is still on the table, and the coins on it.
  2. Everyone acts. At once, the role does its action. Every player does it, starting with the picker, and the picker gets a bonus. Every action is optional, except loading a barge.
  3. The round ends. After the last pick, every role card that no one chose gains 1 coin. Then all cards return to the table and the Warden moves one seat to the left.

With two players, each player picks three roles in a round.

The seven roles

  • Surveyor: Everyone may take a plot for their holding. The picker may take a stone pit instead.
  • Mayor: New apprentices arrive, and everyone moves their apprentices. The picker gets 1 apprentice first.
  • Builder: Everyone may build one building. The picker pays 1 coin less.
  • Craftsman: Everyone makes goods with their working plots and workshops. The picker makes 1 more good.
  • Trader: Everyone may sell 1 good to the market hall. The picker gets 1 more coin for a sale.
  • Captain: Everyone ships goods on the barges for seals. The picker gets 1 more seal, once.
  • Pedlar: Only the picker acts. The picker takes 1 coin.

Plots, apprentices and goods

Your holding has 12 spaces for plots. A plot or a workshop works only with an apprentice on it. Clay needs only its plot. Flax, wool, honey and amber need a plot and a workshop of the same kind, each with an apprentice: you make as many goods as the smaller of the two counts. Apprentices come by the apprentice barge with the Mayor, and they may move only in the Mayor step. An apprentice may not wait in your lodge next to an empty slot.

Buildings

Your high street has 12 spaces. A building costs coins, and scores the points on it at the end. Its effect works only while an apprentice stands on it. You may own one of each kind. A stone pit with an apprentice makes buildings cheaper by 1 coin, up to the price column of the building. The five large buildings take 2 spaces, cost 10 and give a bonus at the end.

Selling and shipping

The market hall has 4 spaces and pays clay 0, flax 1, wool 2, honey 3, amber 4 coins. It takes each kind once. Three barges each carry one kind of good; when you load, you load all the goods of a kind that the barge can take, and you get 1 seal for each. A full barge goes back to the supply when the Captain ends. After that you keep only 1 good, unless a Small Warehouse or a Large Warehouse lets you keep more.

The end

The round ends the game if a player filled the last space of a high street, or the apprentice barge could not be filled, or the seals ran out. You score your seals, the points on your buildings, and the end bonuses of the large buildings that have an apprentice. The most points wins. When points are equal, add each player's coins to their goods: the larger sum wins, and an equal sum shares the win. Other players see only your building points until the end.

At the online table

  • Point at a role card, a plot or a building, or hold a finger on it, to read what it does.
  • Tap a role card to lift it and read it, then tap it again (or Pick). Tap a plot to take it. In the Mayor step, tap an empty plot or building to put an apprentice on it. To build, lift a building in the market, then tap Build.
  • On a keyboard: Tab walks the lit targets, Enter chooses; H your mat, A the market, P the other players, D Done, Esc puts back what you lifted, M the sound, ? lists the keys.
  • Each decision has a 90-second timer. If it runs out, the table plays a safe move for you and spends nothing.
  • An empty seat is taken by a bot, always marked as a bot.
  • A game takes about 90 minutes. A game lives on the server: if the server restarts, the game ends.

Why it is fair

A secret seed decides who is the first Warden and the order of the plots. You see its fingerprint when the game starts and the seed itself when it ends, so you can check it. Verify a game.

Playing online for the first time?

Our guide compares the ways to play online, with steps for each. Read the guide to playing online.

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