Cuba has players gathering resources, producing goods and shipping or trading them for points. By itself that doesn't sound very exciting, not to mention all that unique in the Eurogame realm. The game does borrow a lot from others that came before it. There is role selection, making and shipping of goods, collection of victory points and laws that get passed. It all sounds pretty mundane but Cuba adds its own unique twist to nearly everything.
Each player has a set of five role cards, a player mat showing a 3x4 grid of fields and a worker token. The game takes place over six rounds and whoever has the most victory points at the end wins. On a turn, players go around in order activating one of their roles and performing that action. Each role has a number (one through five) and the fourth card you play activates but also counts as your "bid" for turn order. Your remaining role card is not played but its number counts as your base votes for parliament. The clever part about this is that the higher numbered roles are the more powerful ones, meaning you'll have to sacrifice a good role to get a good base vote in parliament.
One of your roles is the farmer who allows you to place your worker somewhere on your 3x4 grid and then harvest the resources and goods in the row and column he's placed in. There's also the foreman who activates all of the buildings in the row and column your worker is currently in. Player mats have two sides, one that is identical for all players and one that is unique so you could play on completely equal footing or have different starting setups, which is a nice touch.
(image courtesy diceychic @ BGG)
Three of the roles have alternate uses. The mayor, tradeswoman and architect all have primary uses that work with the resources you have gathered so far. Their alternate uses allow you to collect a bonus which is then unavailable to all other players for the rest of the round. For example, the mayor normally lets you ship goods to a single ship at the docks. If you didn't feel like shipping anything, though, the first person to use the mayor's secondary ability collects four pesos and the second person collects two pesos. These spots can be in serious contention each round and you need to plan your actions accordingly.
Finally, the best part of the game is parliament. Each round there are four categories of laws that will be invoked. The first two involve discarding money or goods for victory points and if you do both you get a bonus point. The third law gives more victory points for specific conditions and the fourth is always some form of rule breaker. At the start of the game the four laws being voted on are shown at the top of the board. As I mentioned earlier, the value of your fifth card determines your base votes and then there's a blind bid to add additional votes, one per peso. Whoever has the most votes gets to pass two of the four laws and their choices replace any previous laws of that type. Then the laws are invoked in order and players earn points for the laws they are in compliance with.
(image courtesy richardsgamepack @ BGG)
Making sure you have the money to win votes, picking your roles so you have the proper base number of votes going in and knowing when to aggressive protect or remove laws is not only very important but a lot of fun. It adds a level of player interaction and awareness you don't often see. When the new laws come up you'll be very aware of what impact the passing of those laws will have on each player. If you ignore your opponents they'll capitalize on the laws and most likely pull out the win.
(image courtesy Nobi @ BGG)
Overall, though, I think Cuba has a lot to offer. There are a lot of different ways to achieve victory in the game but I think they all rely on paying attention to the parliament and making the moves you see necessary to give you a boost or prevent others from getting one. It's also a relatively fast game, easily playable in a couple of hours. Out of the new board games I've played over the last year Cuba is easily one of my favorites.