During the Craftsman phase, everyone gets a chance to produce some goods.
In order to produce a good:
- You must have a plantation tile for the good, with a settler on it.
- For all goods except Corn, you must have a production building for the good, which is also manned. A production building that has multiple spaces for colonists on it can support multiple plantation tiles of the same type, so long as the right number of colonists are present. For example, if you have a Coffee Roaster with 2 colonists on it AND 2 coffee plantations each with a colonist, then you can produce 2 barrels of coffee.
Starting with the player that chose Craftsman, each player takes the requiste number of barrels of each item to represent what goods they have crafted. The number of each good is limited, so if there are not enough of a particular type of good, a player has to do without.
After everyone has crafted all they can, the player that chose Craftsman is allowed to take 1 extra good of any type that he can produce (and which is available).
Here again the turn order is important. What the other players can produce is directly dependant on what has been crafted before them and how many goods were available to begin with. Often players too far down the turn order will not be able to craft all that they're supposed to be able to, because the goods are no longer available.