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2
• 6 starting tiles – Showing the famous Lion Fountain and the player color.
• 54 building tiles – 6 different kinds of buildings. These are the pieces you use to build your own Alhambra. Each tile has up to three wall segments.
• 1 game board – The top section shows the card display and holds the draw deck in the leftmost space. The bottom section is the building market and has four spaces for building tiles. Each space corresponds to a different currency.
• 1 scoring board – To mark each player’s score.
• 6 counters – Each player has a counter for the scoring board.
• 6 tile reserve boards with points tables
Players who have the most building tiles of each kind in their Alhambra at the right time – in the scoring rounds – are awarded points, the exact amount depending on the type of building. Players also receive points for the longest continuous wall built around their Alhambra. The number of points awarded increases each scoring round. The winner is the player who has been awarded the most points by the end of the game.
The best master builders from Europe and Arabia want to demonstrate their skills. However, whether they are stonemasons from the north or horticulturalists from the south, they all want a proper wage and insist in being paid in their native currency. Employ the best teams of builders and ensure you have enough of the right currency, and with their help, you can construct towers, lay out gardens, erect pavilions and arcades, and build seraglios and ornate chambers.
Compete against your opponents to build the ALHAMBRA.
There are 6 different kinds of buildings. The table shows the prices of the buildings and how many of each of the buildings there are.
• 108 money cards in four currencies – Currency cards are used to buy buildings from the building market to build in your own Alhambra.
• 2 scoring cards – Are placed in the draw deck and are revealed to indicate a scoring round.
• 1 Tile dispenser tower
• 1 set of rules
Components
Object of the game
A game by Dirk Henn for 2-6 players
Wall
Price
Florin Dirham Denar Ducat
Step 1:
Step 2:
First scoring:
Second scoring:
Step 3:
Name Number Price
Pavilion 7x2-8
Seraglio 7x3-9
Arcades 9x4-10
Chambers 9x5-11
Garden 11x6-12
Tower 11x7-13
Chambers Arcades Seraglio Tower Pavilion Garden
Money cards in four different colours, with values from 1 to 9
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3
• Put the game board, consisting of the building market and card display, in the middle of the table and the scoring board at the end of the table.
• Each player is given a starting tile, which they place on the table in front of them, and 1 counter in their player color, which is placed on the 0/100 space of the scoring board.
• The 54 building tiles are shuffled face down and then stacked in the tile dispenser tower.
• Four building tiles are taken from the tower and placed in order on the four numbered squares of the building market, beginning with square 1.
• Each player is given a tile reserve board with a points table which should be placed in plain sight in front of them. The points table shows how many of each type of building there are and how many points each will score.
• Set aside the two scoring cards and shuffle the deck of currency cards.
• Each player is dealt their starting money. One card at a time, deal currency cards face-up to a player until the total is 20 or more (the color of the currency is not important at this point). Continue doing this until all players have received their starting money. Players may now pick up their cards. From now on, the player’s hand of currency cards should be kept secret.
• The player with the fewest cards starts; if two or more players are equal, the player with the lowest amount of money starts. If the players are still equal the younger player starts.
• Finally, the four spaces of the card display are filled by drawing one money card and placing it face-up on each space.
• The rest of the money cards are divided into five roughly equal piles. Shuffle the first scoring card into the second pile and the second scoring card into the fourth. Then put the piles on top of one another with the fifth pile on the bottom, then the fourth, the third, the second and finally the first at the very top. The pile is placed on the leftmost space of the card display section on the game board.
Starting tile
Note: This ensures that no-one receives money totalling more than 28 or less than 20.
Note: This ensures that the two scoring cards do not come into the game too early, too late, or too soon after one another.
Getting ready to play
Building market
1st
2nd
3rd
4th
5th pile
1st scoring
2nd scoring
1st
2nd
3rd
4th
5th pile
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4
Take money
Buy a building tile
Redesign the Alhambra
If a player buys a building tile, they must build it in their Alhambra at the end of the turn.
Position a building tile
The actions in detail:
Play proceeds in a clockwise direction, beginning with the starting player. The player whose turn it is must perform one of the three following actions:
Take money
A player can take any one of the money cards from the display, or several money cards if they do not add up to more than 5 (the currency does not matter).
Buy a building tile
A player can buy a building tile from the building market. They must play currency cards of the correct type, indicated by the currency above the tile, that total at least the price of the tile. But take care – no change is given!
The money used to pay for the tile is placed on a discard pile next to the game board.
Important: If a player can pay the exact amount, it is still their turn, and they may decide which of the three actions they would like to perform next.
While it is the player’s turn, no new tiles are placed on the building market. It is only at the end of a player’s turn that the empty squares are refilled with new tiles. Building tiles which have been purchased are placed next to the player’s Alhambra. (They are built in the Alhambra only at the end of the turn)
Redesign the Alhambra
There are three ways in which a player can redesign their Alhambra:
• They may take a building tile from their reserve board and add it to their Alhambra (see rules for building on page 5).
• They may remove a building tile from their Alhambra and put it on their reserve board.
• They may exchange a building tile on their reserve board for one in their Alhambra. In that case, the new building tile must go in exactly the same place in the Alhambra as the one that was removed.
When redesigning the Alhambra, players have to follow all building rules.
It is not allowed to remove the starting tile or exchange it for another tile.
Example: you could take both the cards on the left or one of the other two.
Example:
You buy a building tile and pay the exact amount, thus having another turn. The tile is placed next to your Alhambra (not in the reserve).
You decide to buy another building tile and you manage to pay the exact amount again.
It is therefore still your turn and you decide to now redesign your Alhambra.
You can, for example, remove a building tile from your Alhambra and exchange it for one tile already lying on your reserve board.
This brings your turn to an end. You can now add your two newly bought building tiles to your Alhambra by placing them in the best possible position, or you can put them on your reserve board.
Example:
You want a garden for your Alhambra. The garden on offer costs 10 denar (blue).
You have two money cards of this currency in your hand and decide to buy the garden.
However, as you cannot pay exactly 10 (only 11), your turn ends here; you do not receive any change.
Price Currency
How to play
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5
Note: The building market is always filled in ascending order
from 1 to 4.
The following combinations are NOT allowed:
A side with a wall is
joined to a side without
a wall.
The “on-foot rule” has not been
followed: the tower cannot be
reached from the starting tile
without crossing a wall.
Putting the “Arcades”
tile in the position shown
would create an empty area
completely surrounded by
tiles.
The building tiles
are not joined by at
least one side.
Position a building tile
All purchased building tiles may only be placed at the
end of a player’s turn, either in their Alhambra, or on the
player’s reserve board. There is no limit to
the number of buildings that may be on the reserve
board.
If a player has bought multiple buildings in a
turn, they may choose
in which order to place them in
their Alhambra or onto the reserve board.
Rules for building the Alhambra
The following rules apply when building the Alhambra:
• All building tiles must be the same orientation
as your own starting tile (i.e. all roofs must point
upwards).
• Adjoining sides must be the same i.e. they must
either both have a wall or both not have a wall.
• Each building tile must be accessible “on foot” from
the starting tile without crossing a wall and without
going off the tiles.
• Each new tile must be joined to your Alhambra by at
least one side (i.e. it cannot be joined just at a corner).
• It is not allowed to leave any “spaces” (i.e. an empty
area surrounded on all sides by building tiles).
When all bought building tiles are either built in the
Alhambra or placed on the reserve board, the turn ends.
The money card display is now refilled by drawing one
card from the pile for each empty space. If the pile is
empty, the discard pile is shuffled and used as the new
draw pile. Each empty space on the building market is
filled with a new tile from the tile dispenser tower.
End of your turn
The tile is oriented incor-
rectly.
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1
2
3
8
8
7
5
6
4
6
Example:
The player with the most
chambers is awarded 4
points.
Example:
The player with the most towers
is awarded 13 points. The player
with the second highest number of
towers is awarded 6 points.
Example: Kim and Nina each have
4 towers. They share the points
for 1st and 2nd place: 13 + 6 = 19
points. The number is divided by
two and rounded down so they are
each awarded 9 points.
This wall would score points.
There are no
points for
internal walls.
This wall is
shorter and is
therefore not
counted.
There are 3 scoring rounds during the game. The first two
take place when the scoring cards are drawn from the pile
of money cards. The third and
final scoring round takes
place at the end of the game.
When a scoring card is drawn, it is put in front of the
next player in turn order and the next card or cards
are used to fill up the display. Before the next player
begins their turn the scores are calculated. When scoring
is over, the player begins their turn.
In each scoring round, points are awarded to whomever
has the most of each kind of building. Players also earn
points for the length of the longest wall around their
Alhambra.
The points awarded to a player are recorded on the sco-
ring board. Each player moves their counter one space
forward for each point that they have been awarded.
Points for the wall around your Alhambra
First, players are awarded points for the longest
continuous wall around their Alhambra.
Each side of a tile with a wall segment on it counts for
1 point. No points are awarded for walls which are back-
to-back, i.e. internal walls.
Points for having the most of each kind of building
Points are awarded for each kind of building. Depending
on which scoring round takes place, players need to
have the most, second most or third most of a building
type to earn points.
If there is a tie, the points for the tied positions get
added (i.e. two players tied for second would sum the points
for second and third positions) and then split between the
players, always rounding down.
Attention: Only buildings built in the Alhambra count, buildings
on the reserve board do not.
First scoring
The first scoring takes place when the first scoring card
is revealed.
Only the player who has the most of one building kind
built in their Alhambra is awarded points. How many
points is depicted on the card next to each building.
Second scoring
At the second scoring (after revealing the 2nd
scoring card)
players who have the most and second most of a building
kind are awarded points. The points are shown on the
card.
Scoring
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7
These are the points awarded in the 3rd scoring round.
Example: The player with the highest number of pavilions is
awarded 16 points. The player with the second highest number of
pavilions is awarded 8 points. The player with the third highest
number of pavilions is awarded 1 point.
Third scoring
The third scoring takes place at the end of the game,
when the building market can not be refilled any more.
Here players who have the most, second most, and third
most buildings of a kind can earn points.
The points for each place are shown on the reserve
board.
The game ends when – at the end of a player’s turn –
there are not enough building tiles left in the tile dispenser
tower to refill the building market.
The remaining building tiles from the building market
are given to the players who have the most money of the
respective currency in their hand (it does not matter how
much the building costs). If two or more players have the
same amount of money then that building tile remains on
the building market. Building tiles given to players in this
way may then be added to their Alhambras in accordance
with the building rules.
The third and final scoring round now takes place.
The player who leads on the scoring board after this
last round has won. If two players are tied the game is a
draw.
The normal Alhambra rules apply with the following
changes:
The deck normally contains three of each money card.
With 2 players, remove one of each card resulting in a
deck of 72 cards.
There is an imaginary third player. Let us call him Dirk.
Dirk does not build an Alhambra but does collect buil-
ding tiles. Dirk does not have any turns.
At the beginning of the game 6 building tiles are drawn
from the tower and put to one side for Dirk – in full
view of both players.
In the scoring rounds Dirk is awarded points for having
the most of any of the different kinds of building but not
for an external wall.
© Copyright 2003/2019 | Queen Games 53842 Troisdorf, Germany
Right after the first scoring round Dirk is given 6 more
tiles. These are also drawn from the tower and placed
with his others.
After the 2nd scoring round, Dirk is given more buil-
ding tiles. This time he is not necessarily given 6 but is
instead given a third of the tiles remaining in the tower
(rounded down).
Only one rule is different for the two players: Whenever
a building tile is bought, it can be given to Dirk instead
of being placed in that player’s Alhambra or reserve
board.
End of the game
Rules for playing with two players
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8
VIZIER’S FAVOUR
“The Vizier’s favour” is a module which allows the normal order of
play to be interrupted for a special move: the purchase of a building
tile. But this has its price. The building must be paid for with the exact
money but you do not get an extra turn!
Changes in setup
Before the game begins, each player receives the vizier
piece in their color which they place with the awake
side up in front of them. (You can only use the vizier piece
when it is awake.) The pieces which are not needed are
removed from the game.
Changes in game play
Winning the Vizier’s favour
Each time a player has completely finished their turn,
any of the players may interrupt the normal order of
play and make a Special Move by buying a building tile
from the building market and building it. However, they
can only do so if they meet the following conditions:
• their vizier piece must be awake (awaken side up)
• they must pay for the building tile with exact money.
A player who makes this special move does not receive
the extra turn they would normally get by paying
exactly.
The player then turns their vizier piece over (asleep) – it
is now no longer in play. The player takes the building
they want, pays the exact price, and builds it according
to the building rules or places it on their reserve board.
The player does not have an extra turn.
The building market is then refilled so that there are
4 buildings.
The normal order of play then resumes with the player
who would have been next.
Components
• 6 wooden vizier pieces in the
players’ colors. Stickers need to be applied to both sides. One side shows the vizier awake, the other side asleep.
Players now have a new possible action on their turn:
Action: Bring the vizier back into play
The vizier piece is turned over so that it is awake. It can now be used at any time for the special action.
Notes
• If several players want to use their vizier at the same
time, the player who would be next in the order of play comes first. (The player due to play next would be the first – the player who has just finished their turn would be last.)
• The other players may then decide again whether they
want to use their vizier piece.
• When the last building tiles are being distributed at
the end of the game, the vizier piece can no longer be used.
• At game end, it does not matter if the vizier is awake
or asleep.
• Using the vizier piece does not allow a player to take a
square (see the “Squares” module, page 11).
awake
asleep
---
9
CURRENCY EXCHANGE CARDS
“The currency exchange” are six new playing cards which can be picked up like money cards. They make it much easier to pay exactly since if you hold one in your hand you can pay with two currencies instead of one. Unfortunately, you can only use an exchange card once. After that, it is placed on the discard pile.
Changes in setup
When the money cards are divided into five piles at the start of a game, two currency exchange cards are shuffled into the 2nd, 3rd, and 4th piles.
Changes in game play
How do you get the currency exchange cards?
When the top card taken from the money pile is a currency exchange card, you place it (like any other card) face up into the card display. There are always a maximum of four cards showing, no matter whether they are currency exchange cards or money cards.
The active player may now take a currency exchange card instead of money. There is no limit to the number of currency exchange cards you can hold in your hand.
How do you use the currency exchange cards?
A building tile usually has to be paid for with the currency shown directly next to the building tile in the building market.
If the currency exchange card also shows this currency it can be played and the player can buy one building tile using any combination of the two currencies on the card.
Components
• 6 currency exchange cards, which show two different currencies.
Notes
• When all the cards in the money pile have been used, the discarded cards – including the used currency exchange cards – are shuffled and placed face down to make a new pile.
• At the end of each turn, any cards which have been removed are replaced with new ones so that there are four in total – even if this includes one or more currency exchange cards.
• When the last building tiles are distributed at the end of the game, the currency exchange cards can no longer be used.
Example: a player has the following four cards in their hand: 7 and 2 denars (blue), 9 florins (yellow) and the blue-and-yellow currency exchange card. With these cards he could buy either the garden or the pavilion pictured. He can now choose: either he pays 9 florins and 2 denars for the garden or he pays 7 denars which is the exact money for the pavilion. In either of these cases he plays his currency exchange card which he must then discard. He is not allowed to use his currency exchange card twice.
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10
Example: A player has the building tile showing the number 10 and a
garden without a wall; the player has added it to their Alhambra and
laid the matching bonus card face up in front of them. This player
would now have two gardens in a scoring round.
Changes in setup
The bonus cards are shuffled and dealt face down to all
the players as follows:
with 2 or 3 players, each player receives 3 bonus cards;
with 4 or 5 players, each player receives 2 bonus cards;
with 6 players, each player receives 1 bonus card.
Bonus cards which have not been dealt are set aside
face down.
Changes in game play
How the bonus cards work
On each bonus card, there is a picture of a particular
building tile.
Note: The 10 cards show the building tiles which do not have a
wall on them.
A player who adds a building tile to their Alhambra
during the game and also has the matching bonus card
can play this bonus card by laying it face up in front of
him at any time.
Once a bonus card has been played, it counts as an
extra building of that particular kind during the scoring
rounds.
Components
• 10 bonus cards, which
show a picture of a particular building.
Notes
• If a player removes a building tile from their Alhambra
after having already played the matching bonus card, the player must pick up the bonus card again. Neither the bonus card nor the building tile on the reserve board would then count during a scoring round. Only when the building tile has been added to the Alhambra again can the matching bonus card be played and then count as an extra building in a scoring round.
• Once you have added the building tile to your own
Alhambra, you can play a matching bonus card at any time, including during a scoring round.
• It may be a good idea to only play a bonus card later
on, for example to leave other players in the dark as to who really has the most of that particular kind of building. You may then perhaps be able to spring a surprise during the third scoring round when there are the most points to be won.
BONUS CARDS
“Bonus cards” which have been played count as building tiles in the
scoring rounds. As they are not normally played until later in the
game, they can cause a few surprises when the scores for the buildings
are awarded. However, you can only play them when you have added
the building pictured on the card to your Alhambra!
---
Changes in setup
Sort the squares according to color. Shuffle each of the six plies, and place them face down next to the building market. Turn over the top tile of each stack.
Changes in game play
Players now have a new possible action on their turn: Action: Build a Square
You can take any one of the face-up squares from the six piles. Then the next square in the pile is turned face up.
If all the tiles have been taken from a pile, this kind of square is no longer available. A square does not cost any money (and cannot therefore be paid for exactly, which means there is no extra turn).
At the end of a turn, the square (together with other building tiles if the player has just bought them) is added to the player’s own Alhambra or placed on their reserve board according to the building rules.
Each player is allowed a maximum of three squares, including those on their reserve board. The rules for redesigning the Alhambra also apply to the squares.
Components
• 24 building tiles, which show six different squares. There are squares in the six colors of the buildings in the base game.
Example: The player has already used 3 squares and is not allowed to take any more.
The purple square does not count, although it is joined to a tower, it is separated from the tower by a wall.
The upper brown square has two neighbouring arcades without any wall in between and counts as 2 extra arcades when scoring.
The lower brown square has one neighbouring arcade and therefore counts as 1 extra arcade.
This Alhambra consists of 1 garden, 1 tower and 5 arcades.
Changes in scoring
• When scoring, a square may count as nothing or as up to a maximum of three extra buildings of the same color, depending on its position. If a square is joined to one building of the same color it counts as one additional building of this kind, if it is joined to 2 or 3 buildings of the same color, it counts as 2 or 3 buildings of this kind, as long as in each case there is no wall between the square and the neighbouring buildings of the same color.
• The walls on the squares are scored in the same way as usual.
There are 3 blue … 4 brown … 5 green … 3 red … 4 white and 5 purple squares.
SQUARES
There is a new kind of building for the Alhambra: the squares. If a square is positioned skilfully, it can count as up to three buildings of the same kind. But the squares are not only important for getting the most buildings; they also help players to plan their walls better. Unfortunately, each player can only use a maximum of three squares.
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✔✔
✘✘
12
Changes in setup
Take one wooden city gate and one card for each
player.
When the money cards in the base game are divided
into five piles at the start of a game, the city-gate
cards are inserted face down – spread out as evenly as
possible – in the 3rd, 4th, and 5th pile.
The wooden gates are placed near the building market.
Changes in game play
How do you get a city gate?
If the top card taken from the money pile is a city-gate
card, it is placed face-up next to the wooden gates or
put on the discard pile if another city-gate card is in
play.
Another card from the pile is then turned over, until
there are once more four cards lying ready in the card
display.
From now on a player can pick up the city-gate card
instead of a money card (or a currency exchange card
from the “Currency Exchange” module, page 9).
How do you use a city gate?
Placing a city gate does not take a separate action.
Instead, when a player who has a City Gate card is
placing a building tile in a position where a path back to
the fountain cannot be traced (and thus normally would
be illegal), a wooden gate is placed over the newly-
created double wall. A path can be drawn through the
city gate, allowing the tile to be placed legally. Discard
the city gate card from the game.
Components
• 6 wooden city gates
• 6 city-gate cards
Notes
• A player can hold several city-gate cards in their hand.
• A player can use several city-gate cards in one turn.
• The city-gate card can also be used during an action
where the player redesigns their own Alhambra.
• Once a city gate has been played, neither the city
gate nor the two building tiles lying under it can be
redesigned.
The use of a city-gate card enables players to lay buildings in places
which were previously illegal.
The city gate “opens” the city wall so that the “on foot” rule is
fulfilled again.
CITY GATES
“The city gates” enable players to place buildings in areas of their
Alhambra which were previously not legal. Whereas players used to
have to make sure that no city wall blocked the way to the new buil-
ding, a city gate can now be used to provide the necessary access.
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13
Components
• 10 Diamond cards showing diamonds with values from 3 to 9.
Changes in setup
The diamond cards are shuffled together with the other money cards. The players then receive their starting money and the game continues according to the rules of the base game.
Changes in game play
How do you get diamonds?
Players obtain diamonds in the same way as other money cards.
How are diamonds used?
The diamonds are a new (fifth) currency in the game. They can be used to buy any tiles from the building market. Diamonds may replace any other currency; however, they may not be combined with any other currency.
Notes
• Diamonds cannot be used together with the currency exchange cards [page 9].
• Diamonds do not count when the remaining building tiles in the building market are distributed at the end of the game to the players who have the most money in the various currencies.
• It is allowed to pay “characters” [page 14] with diamonds.
DIAMONDS
A new (fifth) currency has entered the game: “diamonds”! Diamonds can be used to buy any building tile, no matter what currency the building market requires. However, the diamonds cannot be combined with money cards of other currencies when paying for a building tile.
Example: a player has the following two diamond cards in his hand: 5 and 4, and now has the choice of either paying the exact amount for the red building, i.e. 9 diamonds; or the player can buy the brown building or the light-blue building by paying more than the necessary amount. The player may not combine diamonds with the yellow currency to buy the tower.
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14
Components
• 10 character cards, which depict a person.
Changes in setup
When the money cards of the base game are divided into the five piles at the start of a game, shuffle two character cards into the 2nd, 3rd, and 4th pile. The remaining character cards are set aside face down.
Changes in game play
How do you get character cards? If the top card taken from the money pile is a character card, the game is immediately interrupted and the card is auctioned off.
The player who is due to play next assumes the role of auctioneer and makes the first bid or passes. Every player must now in turn either increase the bid or pass. Players can only make bids which they can pay in one currency. Anyone who passes may not make any further bid for this card.
The player who makes the highest bid discards his money cards used for the bid, gains the character card, places it face up in front of him and may from now on make use of the effect of the card. Players may have any number of character cards.
If no one makes a bid for a character card, it is removed from the game. After the auction, play continues with the player who was auctioneer.
How do you use character cards?
The printed symbols on the cards show when and how often the characters’ can be used.
A player may only use in any one round.
Cards with a crown symbol have an effect during scoring rounds and cards designated are removed from the game after they have been used.
Note: A player may not use any character cards if they decide to use their vizier piece [page 8].
The Rich Patron – When buying a building, the patron pays the exact amount, the player therefore gets the building for free and a bonus turn.
The character cards have the following abilities:
The Miser – if the player buys a building at a price of 10 or more, they may immediately pick up a face-up money card.
The Master Builder – provides the player with an additional redesigning action at the end of their turn (after laying any new buildings).
The Trader – enables a player to take several money cards if the total is not greater than 7 (instead of the normal rule of up to 5).
The Travelling Entertainer – The player must decide immediately, whether they would like to retain the entertainer card (value: 8 points) or exchange it. The card is exchanged for the top face-down character card in the surplus pile. The new card is laid face-up and can be used immediately.
The Wise Man – counts as an extra half building for one type of building in every scoring round. (The player chooses a type of building in every scoring round.)
The Dancer – may exchange a building in the building market for a new building (taken face down from the tower) before the player’s turn. The old building is returned somewhere to the tower.
The Moneychanger – can discard a currency card in order to take an available currency card of equal or lesser value from the market.
The Beggar– The player can, at the start of their turn, take the topmost money card from the pile, if they only have 0, 1, or 2 money cards in their hand. If this is not a money card, follow the rules for the type of card, and the player can take another card.
The City Watch – Every time points are awarded for walls the player receives 1 point extra for every 3 points scored.
CHARACTERS
Each of the “characters” has a different ability which they use in their owner’s service. These abilities enable players, for instance, to make new moves, win bonus points or get additional money cards. However, only a player who is able to make the highest offer will gain a character card.
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✔✔
✘✘
✘✘
✘✘
✔✔
✘✘
4 points
1 point
1 point
4 points
15
Components
• 8 camp tiles, which show one or two bastions to
reinforce the city walls of the Alhambra.
Changes in setup
The camps are shuffled together with all of the building
tiles during setup.
Changes in game play
The camps enter the game just like the building tiles: they are placed on the building market and can be bought for the price shown on them, in accordance with the rules of the base game.
Positioning camps
Like other building tiles, camps must be placed either
on the player’s reserve board or in the player’s own
Alhambra at the end of their turn. The following
changes are made to the building rules:
• Camps are positioned in the same orientation as the
starting tile and the buildings.
• Camps can only be joined by their bastion to the city
wall of another building tile.
• Camps can only touch one another with edges which
do not have bastions.
• The “on foot” rule does not apply to camps.
Changes in scoring
The camps are included in every scoring round.
No points are awarded for camps themselves, but they
give extra points for buildings in a straight line in the
direction of the arrows. The extra points are scored by
counting the buildings joined together in a straight,
uninterrupted line in the direction of the arrow.
Note: interior city walls do not interrupt the line.
Each of these building tiles results in 1 point.
Note: starting tile and squares [from the “Squares” module page
11] are counted as buildings in this case.
For camps with two arrows, points are awarded in both
directions.
Notes
• Points are awarded for city walls with a bastion in
exactly the same way as for city walls without bastion.
Price 2 bastions Direction of scoring
Not allowed:
Placing a
bastion against
another
bastion or a
green side.
Allowed: green side against
a green side and bastion
against a city wall.
Not allowed:
A green side, or
bastion, against
a side of a
building without
a city wall.
Example: 4 points are awarded for the camp on the left; the opposite
one counts for the same amount again. The bottom camps awards
two points. A total of 10 extra points are awarded in this example.
CAMPS
There is a new type of building for the Alhambra: “the camp”. Placed
correctly, a camp gains an extra point in each scoring round for each
building tile joined in a direct line with it. The building rules for the
camps are somewhat different – they are built outside the city walls.
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✔✔
✘✘
✔✔✔✔✔✔✔✔✔✔
✘✘✘✘✘
16
Changes in setup
When the money cards are divided into five piles at the start of a game, two city-wall cards are shuffled randomly into the 2nd, 3rd, 4th, and 5th piles. The wooden city-wall segments are placed ready next to the building market.
Changes in game play
How do the city wall cards enter the game?
If the top card taken from the money pile is a city-wall card, it is placed face-up next to the board. (Several cards may be lying face-up next to the board at any one time).
A new card is drawn from the deck to bring the total up to 4 again.
Players now have a new possible action on their turn:
Action: Build a city wall
A player may take any face-up city wall card. They then build the wall(s) on any tile, using one or two of the wooden city wall segments, in the pattern shown on the card.
It does not matter whether the tile has been newly bought, is in the Alhambra, or is in the reserve.
Players are not allowed to build over the printed walls.
The new city walls are treated as part of the tile for the rest of the game.
Components
• 8 city-wall cards, showing a particular segment of wall.
• 12 wooden wall segments, which can be added to a player’s own Alhambra wall.
Notes
• Players can build city walls on any appropriate building tile of their Alhambra, including on the starting tile.
• During scoring, the city walls count the same as the printed walls on the building tiles.
• After building a city wall, the Alhambra must still be built according to the building rules.
• During the building of a city wall, it does not matter whether the tile the wall is positioned on has a printed wall or not, as long as the player does not build over the walls depicted on the building tiles.
• Wooden city gates [page 12] can only be used to build over printed walls.
CITY WALLS
The “City Walls” module enables players to add to, or close holes in, their city walls. To use a city-wall segment, the player first has to acquire the corresponding city-wall card.
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17
Components
• 12 thief cards, 3 in each of the 4 currency colors.
Changes in setup
The thieves are shuffled and dealt face-down to all players:
With 2 and 3 players, each player receives 4 thieves.
With 4 players, 3 thieves.
With 5 and 6 players, 2 thieves.
Thieves which have not been dealt out are removed, face-down, from the game.
Changes in game play
How to use the thieves during the game?
Every time a turn is completely over, a player may interrupt the normal order of turns and, as a special turn, use their thief by picking up one of the face-up money cards in the currency depicted. The thief that has been played is then removed from the game.
Exception: A player cannot use a thief before his own turn.
Notes
• A player may play several thieves at the same time.
After each thief is used, the card taken is replaced so that there are 4 face-up money cards once more.
• A player may only take one money card for each thief.
Players are not allowed to take several money cards with a combined value of up to 5.
• If several players want to take a certain money card at the same time, the player who is first in the order of play has priority. (The player whose turn it is would be the first - the player who has just ended his turn would be the last in this order of play. Note: the player whose turn it is may not play a thief.)
• If a player wants to play the Vizier [page 8], and another wants to play a thief, the order of play decides in this case as well. But a player is allowed to first play a thief and then the vizier counter. (Note: the order of play is determined as above. A player is allowed to play a thief and then a vizier. The player whose turn is just ending may only play a vizier page 8)
THIEVES
“The Thieves” are twelve news cards which can be picked up and allow players to gain a currency card on other players’ turns. After using the thief, it is removed from the game.
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18
Changes in setup
Place all of the coins in the bag and place it near the
players.
Changes in game play
When is change given?
A player who pays too much when buying a building is
entitled to change. For every two units of money paid in
excess of the building cost, the player takes one
coin from the bag.
Components
• 24 coins in the 4 currencies, each with a value of 1
• 1 bag
The coins lie in front of the players. They have a value
of 1 and are used like money cards of the corresponding
currency. If a player uses coins to pay, the coins are
returned to the bag once they have been used.
Notes
• The bag may be empty at some point during the game.
In this case no change is given.
• It is permitted to deliberately pay far too much in
order to obtain more coins.
• Players also receive change if they pay too much to
obtain character cards [page 14] or to buy a camp [page 15].
• Change is also given if too many diamonds are paid
[page 13].
• Players also receive change if they pay too much using
a exchange certificate [page 31].
• When, at the end of the game, the building tiles
remaining in the building market are distributed to the players who have the most money in the corresponding currency, the players include the coins when adding up their money.
Example: A player pays 17 of the blue currency for the garden
although it only costs 10. She has paid 7 units too much, and may
therefore take 3 coins from the bag.
CHANGE
The “Change” module makes small change part of the game. If a pla-
yer pays too much for a building, they now receive change. The player
can buy buildings with the coins, just as with the money cards, making
it easier to pay the exact amount for a building.
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19
Components
• 42 wooden citizens, 7 in each of the 6 building colors
• 6 trader tiles
STREET TRADER
The “Street Traders” module allows citizens to gain entry to the buildings of the palace. Extra points are awarded for them during the scoring rounds. Skill in placing the trader tiles is required, as every time a street trader has to make way for a building, a citizen of the right color can move in.
Changes in setup
Before the building tiles are placed in the building market, each player is given a trader tile and a citizen of each color. The player secretly chooses three of these citizens and places them on his trader tile.
All other citizens go to form the general supply next to the building market. Each player places their trader tiles with the three selected figures on any side of his starting tile.
Changes in game play
Wie kommen die Bewohner in die Gebäude?
If a player builds a building where a trader tile has been placed (either through building a new building or by redesigning), the trader tile is first set to one side. If the color of the building matches the color of a citizen on the trader tile, the player can place this citizen on the building tile.
The player then chooses a new citizen from the supply and places it on the trader tile.
If the general stock has been exhausted, no new citizen can be taken.
If the color of the building does not match any of the colors of the citizens on the trader tile, the player can exchange a citizen from the general stock for one of the citizens on the trader tile.
Changes in scoring
Points are awarded for citizens in sets based on the number of different colored citizens in the Alhambra during scoring.
A set consists of:
• 1 color = 1 point
• 2 colors = 3 points
• 3 colors = 6 points
• 4 colors = 10 points
• 5 colors = 15 points
• all 6 colors = 21 points
In both cases, the trader tile is, at the end of the turn (after the building placement) placed on an empty square again next to any building tile of the player’s own Alhambra.
Example: A player has a total of 3 red, 2 white, 2 green and 1 blue citizen in his buildings. He therefore has three sets, which gives the following points: 10 points are awarded for the “red-white-green-blue” set, which uses 4 different citizens; 6 points are awarded for “red-white-green”, which uses 3 different citizens; and 1 point is awarded for “red”, made up of one citizen. Overall the player is awarded 17 points.
Notes
• Several citizens of the same color can be on the trader tile, but only one of these citizens may move into a building at any one time.
• A building can be built where a trader tile is positioned even if the color of the citizens does not match the building color. In this case, no citizen moves into the building.
• If a building with a citizen is dismantled, the citizen is returned to the general stock.
• The trader tile may be placed in any empty space, as long as it is orthogonally adjacent to a tile.
• Citizens may not be placed on squares [page 11].
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20
Changes in setup
Place the treasure chamber in the playing area. All 42 treasure chests are placed in the bag, and 4 chests are drawn and placed in each room of the treasure chamber.
Changes in game play
How do players get the treasure chests?
Players now have a new possible action on their turn:
Action: Buy treasure chests.
When buying treasure chests, a player can take the four chests from any of the rooms in the treasure chamber.
To do this, a player must pay at least 8 units in any combination of currencies.
Attention: Players do not get an additional turn when paying the exact amount.
Components
• 42 treasure chests,
5x blue/red, 7x brown/white,
9x green/purple
• 1 treasure chamber with 3 rooms
• 1 bag
Example: The player whose turn it is wants to buy treasure chests. He pays 3 units of the orange currency, 3 units of the blue currency and 4 units of the green currency. He takes the 4 treasure chests from any one of the rooms in the treasure chamber. He does not receive any change.
If not all chests can be distributed among a player’s own buildings, the rest of the chests are given to the player to the left who now has the opportunity to distribute these chests among their own buildings.
If chests are still left over, they are passed to the next player. Chests which cannot be placed by any player are returned to the bag.
Now the emptied room of the treasure chamber is refilled with 4 chests taken randomly out of the bag.
Should there not be enough chests left at this point, the room remains empty. From now on, no chests are replaced any more.
Changes in scoring
The color of the chests does not play any role in the scoring; only the quantity is relevant.
In the first scoring, the player with the most chests is awarded points according to the scoring chart on the treasure chamber board. In the 2nd scoring players with the most and second most treasures gain points. During the final scoring three players are awarded points. In case of a tie, the same procedure is used as that for awarding points for buildings:
Where do treasure chests go?
The treasure chests must be distributed between buildings of the corresponding color during the turn in which they are bought. Only 1 chest can be put in a building at any one time. A chest can also be put in buildings which were bought during this turn; chests cannot, however, be put in buildings which are on the player’s reserve board.
TREASURE
CHAMBER
Enemies approach! The Caliph’s “Treasure Chamber” must be cleared and the treasure taken to safety. The treasure chests are placed in buildings of the same color. This earns players extra points in the scoring rounds.
Notes
• If two players are playing, treasure chests which are not able to be placed are always first passed on to Dirk (our virtual 3rd player), where they are placed in matching buildings. Any chests left over are then passed on further.
• If a building containing a chest is removed, the chest is returned to the bag.
• Chests may not be placed on squares [page 11].
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21
Components
• 16 master-builder cards, 4 money cards in each of the currencies with an additional function.
Changes in setup
The master-builder cards are shuffled, and 2 cards are secretly given to each player. Then, each player is given their starting money.
When the money cards from the base game are divided up into five piles, 3 master-builder cards are shuffled into the 3rd pile and 3 into the 5th pile. If there are 6 players, only 1 master-builder card is put into the 5th pile.
If there are fewer than 5 players, some master-builder cards are left over and are removed from the game.
Changes in game play
How do players get master-builder cards?
Players get master-builder cards in the same way they get other money cards.
How do players use master-builder cards?
The master-builder cards have two different functions:
As money
Each master-builder card is a normal money card with a value of “3” (in the different currencies). All rules concerning money (e.g. taking cards with a total value of “5”) apply to these cards as well.
For building
As an alternative to using the cards as money, the master-builder cards allow a player to have an extra action at redesigning their Alhambra at the end of their turn (after placing any buildings which have just been bought). Only 1 master-builder card per turn can be used for redesigning the Alhambra.
In contrast to normal money cards, master-builder cards are removed from the game after being played (no matter how they have been used).
Example: A player has two master-builder cards (in the yellow currency) and another card (9 units of the yellow currency) in his hand. He can now buy the purple building or he can keep his master-builder cards for a later turn.
Notes
• The Master Builder, [a character card from page 14] can be used together with 1 master-builder card at the end of a turn.
MASTER BUILDERS
The “master-builder cards” make it easier to redesign an Alhambra.
This is not only an advantage in the base game. It also makes attractive combinations possible when playing with other modules such as “squares”, “bazzars” or “street trader”. The cards can also be used as money, making them very flexible.
---
1st Scoring
2nd Scoring
22
Changes in setup
The invasion cards are shuffled and set aside face-down.
The scout cards are also shuffled and the top two cards
are then turned face-up.
Changes in game play
The invasion cards
An invasion card shows what direction an attack on the Alhambra is coming from. If a player has building tiles which are unprotected from this direction (i.e. the edge of the tile does not contain a wall), then points are deducted from his score. The bottom of the invasion card shows how many points are deducted during the three scoring rounds for each side of a building which is unprotected.
The invasion takes place
Directly after a scoring round, the top invasion card is
turned face-up, showing what direction the Alhambra
is being attacked from. Each player’s Alhambra is
compared with the direction of the attack, with each
player’s buildings being considered to be pointing north
(i.e. all roofs always point north).
Invasion after the 1st scoring
For each side of a building tile, including the starting
tile, which is unprotected from this direction (i.e. it does
not have a wall along the edge), 1 point is deducted from
the player’s score (but a player’s score cannot go below
zero).
Invasion after the 2nd scoring
2 points are deducted from the player’s score for each
unprotected side.
Components
• 4 invasion cards, which show
what direction the invaders are approaching from.
• 6 scout cards, which can be
used to scout out the attacks.
Invasion after the 3rd scoring
3 points are deducted from the player’s score for each side unprotected from the main direction of the attack. 1 further point is deducted for each side which is unprotected from the two neighbouring directions.
Example: The invasion after the 1st scoring
affects a total of 3 unprotected sides of this
Alhambra. 3 points are deducted from the
player’s score. After the 3rd scoring, the sides
which are adjacent to the main direction of
attack are also affected. Twelve points are
deducted in this case.
The scout cards
Anyone who buys a building which matches the face-up
scout card and pays for the building exactly, receives the
scout and can use it to look at the top card of the pile
containing the invasion cards.
The invasion card is returned to the deck face-down and
the scout card is discarded.
Two new scout cards are turned over after the
1st scoring and two more after the 2nd scoring; any
scouts still lying face-up are removed from the game.
Notes
With “Vizier” [page 8] and “The Rich Patron” [page 14], the exact money is paid. This also enables the scout to be used.
Variation with face-up invasion card
The current invasion card is turned face up. The scouts are not used.
INVADERS
Our Alhambra (and our points) are in danger, as buildings with
missing walls are unprotected, causing the player to lose points.
---
1
0
0
23
Example:
The bazaar has 6 neighbouring
buildings as 2 adjacent areas are
empty. 4 of these buildings are of
a matching color with the bazaar.
There are neighbouring buildings
of all 3 of the bazaar’s colors.
This produces the following
number of points: 4 buildings x 3
colors = 12 points.
If the purple building in this ex-
ample were not there, the number
of points awarded would be far
lower: 3 buildings x 2 colors = 6
points.
Components
• 8 building tiles, which show
different bazaars. Each bazaar
shows one particular type of
currency and the colors of
3 types of building.
Changes in setup
The bazaars are shuffled in with the building tiles and placed in the tile dispenser tower.
Changes in game play
If a bazaar is drawn from the tile dispenser when the building market is being filled, it is placed face-up next to the building market. More building tiles are drawn until there are 4 buildings on the building market.
The bazaar can now be bought just like any other
building tile. The coin on the tile shows the currency
required.
The price is the same as that of the building tile of
the corresponding currency on the building market. A
bazaar can only be paid for with the exact money. The
player then has another turn.
Bazaars are placed or redesigned using the same rules as
the buildings from the base game.
A building counts as being of a matching color if the
color is shown on the bazaar.
The number of matching buildings neighbouring the
bazaar is multiplied by the number of matching colors
involved.
This is the number of points awarded to the player for
this bazaar.
Changes in scoring
Points for bazaars are only awarded in the 3rd
scoring.
To decide how many points are to be awarded for a bazaar, a player must add up the number of neighbouring buildings of a matching color (a maximum of 8 buildings). Buildings diagonally adjacent to the bazaar are also counted as neighbouring buildings.
Notes
• A building can, if it is situated in the right position,
count towards the points awarded for several bazaars.
• The number of points awarded for a bazaar is not
influenced by walls.
• Points are never awarded for neighbouring bazaars and
squares [page 11].
• Any number of bazaars can lie on offer next to the
building market.
• If the building which is needed to decide the price is
not on the building market (it has just been bought), the corresponding bazaar cannot be bought at that point.
• Unsold bazaars are not divided up between players at
the end of the game.
• Bazaars can be bought with “Vizier” [page 8] and “The
Rich Patron” [a character card from page 14].
• If “the street trader” [page 19] has to make way for a
bazaar, the citizens may not move into the bazaar. A citizen may be exchanged as usual.
This bazaar costs 4 Florin.
BAZAARS
“The Bazaars.” If they are carefully build they can score up to 24 extra
points for neighboring buildings of the same color, but only on the last
scoring round.
---
24
Components
• 18 score cards, each with a different sequence of the 6 building types.
• 1 points indicator, with slots for holding 3 cards.
Changes in setup
The 18 score cards are shuffled face down. 3 cards are picked at random and placed face up, one after the other from left to right, into the 3 slots on the points indicator. The remaining cards are removed from the game.
Note: The two score cards from the base game are included in the usual manner and trigger the corresponding scoring when they are drawn.
Changes in scoring
When a scoring occurs, points are awarded for each building type in the same manner as the base game, although the value of each building type has changed.
Note: The winning points of the score cards and reserve tableaus of the base game are not taken into account.
Overview for the module: Power of Sultan
The card shows all 54 building counters sorted by the structure of the walls.
The 6 colors represent the 6 building types.
The numbers in the boxes indicate the price.
Example: Chamber 9 with a wall on the lower edge of the counter.
Overview for the module: Art of the Moors
The card shows the 44 building counters with a monetary value of 6 or higher, sorted by monetary value.
The 6 colors represent the 6 building types.
Each box also shows the position of each wall.
Example: Tower 10 with a wall on the left-hand edge of the counter.
1st scoring 2nd scoring 3rd scoring
NEW SCORE CARDS OVERVIEWS
The overview card provides a synopsis of the building tiles from the base game on its front and rear sides. One overview shows the buildings sorted by their walls, the other by their prices.
The “New Score Cards” module completely revises the 6 building types from the base game. The number of points awarded for each building type changes with each scoring round.
---
25
Components
• 8 sultan cards
• 8 marker cubes
• 1 building die with the symbols of the 6 building types
• 6 overview cards*
Changes in setup
Once the money cards from the base game have been divided into five stacks, 3 sultan cards are shuffled into the 1st pile, 2 into the 2nd, and 3 into the 3rd pile. The marker cubes and die are placed next to the building market. Each player is given one overview card.
Before the first game: The building stickers have to be pasted onto the die making sure that the opposite sites are correct. The picture on the right shows the opposite sites.
Changes in game play
When a sultan card is revealed
Each revealed sultan card is placed face up next to the building market (several cards could be available at the same time). A player then rolls the building die and marks the result on the card with a cube. More money cards are revealed until a total of 4 are face up.
The player then picks either the symbol rolled or the one on the other side of the die. The player must mark one of these two symbols on the Sultan card.
Face-up Sultan cards can be bought like buildings for a price of 7, with the required currency indicated on the card. A player who pays the exact amount gets an extra turn.
The buyer lays out the card face up in front of them.
If the player does not like the building type marked on the card, they can remove the cube and roll the die again.
How is a sultan card used?
If a building tile is drawn when filling up the market (even at the end of the game), a player with a sultan card on which this building type is marked can take the building free of charge and use it immediately in their Alhambra, or keep it in reserve. The corresponding sultan card is removed from the game. If several players have similarly marked sultan cards, the order of play applies, beginning with the player whose turn it would be next.
Note: At the end of a turn, the money cards ought to be replaced first, before the buildings are replenished.
If no player with an appropriately marked sultan card wants the building, it is placed in the building market which is then filled up further.
Special rule for 2 players:
After the first two scorings, Dirk receives building tiles which cannot be taken from him by the “Power of Sultan”. A building acquired by means of the “Power of the Sultan” can be given to Dirk.
Notes:
• The option “Vizier’s Favour” [page 8] can only be used when necessary after the option “Power of Sultan”.
• No sultan cards can be bought with a vizier [page 8].
• Currency exchange cards [page 9], diamonds [page 13] and coins [page 18] can be used to acquire sultan cards.
• The building tiles newly drawn by “The Dancer” [character card – page 14] can be acquired by the “Power of Sultan”.
Example: If a player rolls the arcade symbol, they must mark it or the chambers on the sultan card.
POWER OF SULTAN
With the “Power of Sultan” module, the players are given the option of acquiring building counters when it is not their turn. The type of building which can be obtained is determined by the die.
---
Changes in setup
The 8 cards are placed next to the building market in a stack, with the marker cubes next to them.
Changes in game play
Buying a caravanserai
A caravanserai card is acquired in the same manner as a building tile. Each player can hold a maximum of 2 caravanserai cards during a game.
The price of a card depends on the number of different building types the player has built in their Alhambra (buildings in reserve do not count). With 4 building types, the card costs 8, with five types 4, and if all types are included in the Alhambra, the card costs 2. The price must be paid in one currency, which can be chosen as desired. A player who pays the exact sum gets another turn.
A player who wished to build a caravanserai must have built four different types of buildings already in order to acquire the first, and 5 to get the second (only the 6 base game building types count).
The player buying a caravanserai picks one, places it face up in front of them, and places a marker on the “0” space.
Using the caravanserai cards
As the first action at the beginning of their turn, a player who has one or two caravanserai cards can move one marker one space forward.
The marker can only be moved forward or sideways (at a branch), but never backwards. It is permitted to leave the marker standing where it is.
Components
• 8 caravanserai cards
• 8 marker cubes
The position of the marker indicates the current value and type of currency that the card may be used as.
If the currency is spent, the marker is moved back to the zero (0) space and may be moved forward on a subsequent turn.
Players who have 2 caravanserai cards may only move at most 1 marker.
This example shows the flexibility of the caravanserais:
If no piece is moved, the player has 2 ducats and 3 denars at his/her disposal. Alternatively, Piece A could also be moved to 2 dirhams or 3 ducats.
If Piece B were to be moved instead, the player would have 3 ducats or 4 denars.
Notes:
• Caravanserai cards cannot be bought out of turn with a vizier [page 8].
• A caravanserai marker can only be moved on a player’s normal turn. If a player takes an action out of sequence (through the “Vizier’s Favour” [page 8] or “Power of Sultan” [page 25]) they may not move the marker.
• “The Beggar” [character card – page 14]: caravanserais are not counted with the money cards that the player has in their hand.
• When the remaining building tiles at the market are distributed among the players who have the most money in the corresponding currency at the end of the game, the current sum of each caravanserai is included in the total.
The arrows in the illustration indicate the directions in which the marker can be moved.
Starting position of the marker.
CARAVANSERAI
The “Caravanserai” is a kind of variable money card. Its value increases slowly and it can be used at any time. However, it requires many different building types to acquire.
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27
Components
• 20 culture counters
• 20 marker cubes
• 10 docking strips
• 6 overview cards*
Changes in setup
The counters are stacked by the number on the reverse (brown) side. The marker cubes and docking strips are laid out too. Each player is given an overview card.
Changes in game play
Taking culture counters and marking
A player who owns two or more buildings with the same price (in the Alhambra or in reserve) and does not already have a culture counter with the corresponding price can take one at the end of their turn along with a docking strip. If this applies to several prices, the player can also take the other culture counters with the corresponding prices.
(If a player already has docking strips with free spaces, these should be used first before the player takes a new one).
Each new culture counter is attached to the docking strip face up with the value “0” pointing to the gem. The player now marks the number of buildings which have the same price by placing a marker on the corresponding culture counter, by placing the marker on the space with the appropriate number of black squares. If there are more than one with the same number of squares, the marker is placed on the one with the highest number above them.
Adjusting the markers that indicate the number of buildings
When newly purchased buildings are built into the Alhambra or kept in reserve at the end of a turn, the corresponding marker pieces are updated.
The Effect of the Culture Counters
Players now have a new possible action on their turn:
Action: Development of Culture.
If the player takes this action, all of their culture counters are turned counter clockwise by one position. A counter whose marker piece is standing on the section that points to the gem on the docking strip is not turned any further.
Notes:
• Only the buildings from the base game count.
• Each player may only possess a maximum of one of each type of culture counter.
• For buildings acquired outside a player’s regular turn [”Vizier” and ”Sultan”, (page 8 and page 25)] culture counters should be taken immediately and markers adjusted if needed.
• A culture counter can only be marked up to the highest value indicated. A player cannot receive more points than the number shown on the counter.
• All buildings with the price ”12” or ”13” are regarded as buildings with the same price.
Changes in scoring
The players receive additional victory points for the culture counters with every scoring. The number on the culture counter that points upwards (in the direction of the gem) indicates the number of points the player is to receive.
Special rule for 2 players:
Dirk does not get any culture counters.
A culture counter whose marker points to the gem may not be turned any further.
ART OF THE MOORS
The “Art of the Moors” module introduces culture counters into the game. They are acquired by having multiple buildings of the same value.
* [See page 24 “New Score Cards” , overview “The Art of the Moors”]
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Changes in setup
Sort the 15 falcon tiles by falcon type and place them next to the building market, with the back side up. Give one scoring summary to each player.
Changes in game play
Players now have a new possible action on their turn: Action: Purchase and place one or more falcons
If chosen, this action is the only action possible this turn!
You can’t take this action as a bonus after making an exact payment!
A falcon costs one money card of any color and denomination. The player can chose among all still available falcons.
During a turn, a player can purchase as many falcons as they can afford, as long as they can be placed in the Alhambra.
Each falcon must be placed (face up) on the intersection of four building tiles of the player’s own Alhambra, provided that at least one building of each of the two building colors shown on the rear side of the falcon tile touches the intersection.
Components
• 15 falcons, 5 tiles each of 3 types: black, brown, and white
• 6 scoring summaries
Concerning the building colors. Only the colors of the buildings in the base game are considered, and only 1 falcon can be placed at each intersection.
Falcons can be placed on starting tiles, but these do not contribute any color. Falcons cannot be rebuilt or kept in reserve. If one of the four tiles on which a falcon is placed is rebuilt, that falcon is returned to the common supply. It can be purchased again by any player.
Changes in scoring
Players with falcons earn additional points during each scoring. The more falcons of a single type that a player owns, the more these falcons are worth.
Score the falcons of each type separately. The owner gains points for each type:
1 falcon 2 points
2 falcons of a type 6 points
3 falcons of a type 12 points
4 falcons of a type 20 points
5 all falcons of a type 30 points
Notes:
• You may pay for falcons with diamonds [page 13] and masterbuilder cards [page 21.].
Example: This falcon can be placed at this intersection, as there is at least one purple (tower) and one green (garden) building at the intersection.
Front side with 3 types of falcons
The back sides, showing the falcon’s type and 2 building colors each
FALCONERS
“The Falconers” allows players to further develop their Alhambra by placing falcons at the intersection of four buildings.
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29
Components
• 18 Watchtower, 3 tiles each of the 6 building colors
Changes in setup
Sort the 18 watchtower tiles by color and place them next to the construction yard.
Changes in game play
Purchase and construct a watchtower
Each time that a player buys a building tile (from the base game), they may also purchase a watchtower of the same color (Note: there are only 3 watchtowers of each color).
Both tiles must be purchased in the currency required for the building tile. Buying a watchtower increases the purchase price of a building
• by 6, if bought prior to the 1st scoring,
• by 4, if bought between the 1st and 2nd scoring, and
• by 2, if bought after the 2nd scoring.
If he pays the exact amount, he takes one more turn immediately.
At the end of his turn, he adds his purchased building and watchtower tiles to his Alhambra in any order he likes. Each watchtower must be placed with at least one of its short edges adjacent to a building tile of the same color, although not necessarily the tile purchased this turn.
Watchtower tiles have no specific orientation and can be turned any which way when added to the Alhambra.
Watchtowers cannot be rebuilt or kept in reserve.
A building tile touching a watchtower may be rebuilt only if the watchtower still touches at least one building tile of its color after rebuilding is complete.
Changes in scoring
Watchtowers have one edge showing a wall and count 1 point each when determining a player’s longest contiguous wall. Each watchtower that is part of a player’s longest contiguous wall additionally scores 2 points. If a player owns more than one longest wall of identical length, they may choose which wall to score.
Example: The examples shown above result in a) 4 points as neither watchtower is part of the longest wall; b) 11 points (wall 7 + watchtowers 4); c) 12 points (8 + 4).
Notes:
• A Watchtower cannot be purchased in combination with squares [page 11], camps [page 15] or bazaars [page 23]. The colors of squares and bazaars do not provide legal placement of watchtower tiles. Camps cannot be attached to watchtower tiles.
3 examples of how to legally place a tower and watchtower:
Open edges may not touch walls.
No tile can be placed adjacent to a watchtower’s long edge.
No gaps are allowed.
In order to meet the “on foot” rule, a path may be drawn through a Watchtower.
Additional rules for placing a watchtower
Following rules of the base game remain unchanged:
a) b) c)
WATCHTOWERS
“The Watchtowers” gives players new ways to build their walls, as well as earn extra points by building a watchtower in their longest wall.
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30
Changes in setup
Shuffle the building site tiles with the front (construction
site) side face-up, then stack them and place them within
reach.
Changes in game play
A building site allows a player to buy a building tile for half-price, with the option to complete the building later.
Establishing a building site
The player pays at least half (rounded down) of a building tile’s cost and takes the tile. Such a purchase is never regarded as paying the exact amount.
The player takes 2 building site tiles, keeping the backs
hidden from other players, and chooses one of them to
place on top of the building tile just purchased, with the
construction side face up.
The other tile is shuffled into the stack.
Note: If only 1 tile remains, the player must take that tile.
The player can add this building tile to their Alhambra
or place it in their reserve. If added to the Alhambra,
the walls on the tile count during scoring, but not the
unfinished building itself.
Components
• 8 building site tiles, 2 for each currency
Completing an unfinished building
On their turn, a player may choose to complete the building as an action, by paying the full amount for the building in the currency shown on the back of the building site tile. After completing the building, the building site tile is removed from the game.
Remember: The player can’t just pay the difference, but must pay
the full amount!
If the exact amount is paid, the player takes one more turn immediately.
At the end of the game
Before distributing the remaining building tiles, each player must reveal each building site tile in their Alhambra and discard all money cards of the currency shown on this tile.
Ignore all building site tiles in a player’s reserve.
Notes:
• The Vizier [page 8] cannot be used to set up a building
site.
• Camps [page 15] and bazaars [page 23] cannot be
set up as a building site.
• City gates [page 12] and walls [page 16] can be built on
building sites.
• You can pay with diamonds [page 13] when setting up
or completing a building site.
• For “Street Trader” [page 19] and “Treasure
Chamber” [page 20], residents and treasure chests can
be placed on completed buildings only, not on building
sites.
• For “Art of the Moors” [page 27], only completed
buildings are scored, not building sites.
• A watchtower [page 29] cannot be purchased in
combination with a building site.
Construction site Back
BUILDING SITES
“Building sites” allow players to purchase buildings for half the cost,
but the building must be finished in order to count towards majorities.
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31
Example: The player pays 9 florins (yellow) for a 4 Arcade, overpaying by
5 florins. They choose a blue currency token and mark on their exchange
certificate that they have a credit for 5 denars (blue).
Components
• 6 Exchange certificate boards
• 12 Currency tokens, 3 each of the 4 different currencies
Changes in setup
Give each player one exchange certificate board,
which players place in front of them.
Place a certain number of currency tokens in the
center of the playing area, depending on the number
of players:
2 Players: 1 currency token of each color
3 Players: 2 currency tokens of each color
4 Players: 2 currency tokens of each color
5 Players: 3 currency tokens of each color
6 Players: 3 currency tokens of each color
Return any remaining currency tokens to the game box;
they are not used for this game.
Changes in game play
Storing money
If a player overpays when buying a building tile, they may take any one of the currency tokens from the center of the playing area.
They then place this marker on their exchange certificate
to mark the difference between what was owed and
what was paid. Only one currency token can be on an
exchange certificate at a time.
The player can use this credit when buying a building tile.
They must spend the complete amount, as if paying with
a money card in that amount.
Example: On his next turn, the player would like to buy a 12 Tower,
but has only a blue money card worth 8. They can use the credit on
their exchange certificate, overpaying for the tower by 1.
After using this credit, the player returns the currency
token to the center of the playing area.
The player can use the exchange certificate again at any
time, even immediately if they overpay when using the
credit stored there.
Continuing the example above: The player may store the overpaid
1 denar on their exchange certificate immediately (with any currency
token available).
Players cannot store more than 6 money. If a player
overpays by 7 or more, no amount is stored, as the
overpaid amount must be marked exactly on the
exchange certificate.
Notes:
• Even if played with the exchange currency module,
[page 18] players can store money on their exchange certificate boards.
EXCHANGE
CERTIFICATES
“The Exchange Certificates” help players save money when they
overpay for a purchase. They don’t receive change in return, but they
do acquire a voucher for a future purchase.
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Changes in game play
When a magical building is drawn from the tower, it is placed on the building market and offered for sale as usual.
A player purchasing such a building may add it to their Alhambra according to the building rules, or store it in their reserve.
When adding a magical building to their Alhambra, the player may turn the tile in any direction; no matter if it was just purchased, taken from their reserve or if they are redesigning their Alhambra.
After a player has placed a magical building in their Alhambra they take the corresponding orientation tile and place it correctly on top.
Changes in setup
Shuffle the 6 Magical Buildings in with the other tiles and place them in the tile dispenser tower.
The orientation tiles are placed next to the building market.
Components
• 6 Magical buildings
• 6 Orientation tiles
Changes in scoring
For each scoring the magical buildings are considered a normal building of their respective type.
Option 1
Option 2
Example:
The player wants to augment their Alhambra by adding the magic pavilion to the left of their garden. Obeying the building rules, they may choose from two options when placing the magical building at this location.
MAGICAL BUILDINGS
The magical buildings have no orientation, meaning they can be built in the Alhambra in any direction that the player desires. During Scoring, they behave like normal buildings of that kind.
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Example: Built Medinas
Player A Player B Player C Player D
1st Scoring 2nd Scoring 3rd Scoring
-11 -11 -3 0
Components
• 9 Medina tiles
Changes in setup
The 9 medina tiles are shuffled with the rest of the buildings and then stacked into the tile dispenser tower.
Changes in game play
When a medina tile is drawn, it is placed on the building market like any other building tile.
If purchased the same rules for building apply like any other building tile including placing in the reserve.
Changes in scoring
The Medinas are scored after all other building types have been scored. In the first scoring round the player who has built the fewest Medinas scores negative points. In the second scoring, 2 players will receive negative points, and three players in the final scoring.
If two or more players have built the same number of Medinas, the Medina who has the higher purchase price wins the tie. The player with the cheaper Medina gains the higher negative points.
Built Medinas
Player A
-3
Player B
-6
Player C
-9
Special case: No Medinas built
All scoring rounds: Every player who has not built a Medina loses additional points:
Notes:
1st Scoring: All players without any Medinas split the 3 negative points (rounded up).
2nd Scoring: If two or more players have not built a Medina, the negative points for the first and second place are added together and then split between those players (rounded up).
3rd Scoring: If two players have not built a Medina, they split the negative points for the first and second place (rounded up), the negative points for third place stay the same. If three or more players have not built any Medina, 18 minus points are split (rounded up) between those players.
1st Scoring 2nd Scoring 3rd Scoring
Player with the fewest Medinas
-3 -6 -9
Player with the second fewest Medinas
0 -3 -6
Player with the third fewest Medinas
0 0 -3
Example: Player C has built the fewest Medinas and loses 9 points.
Player A and B have both built 3 Medinas. Since player A has the Medina with the highest price 8 she loses 3 points and player B loses 6 points.
MEDINA
No one likes to have a “Medina”, or an artisan’s square, right outside their door; however, you will need the artisans to avoid negative points.
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3434
Components
• 8 Building sites
• 12 Buildings under construction (2 tiles of each building type with construction icon)
• 4 Number tiles
Changes in setup
Shuffle the 8 building site tiles in with the other Alhambra tiles.
Place the four number tiles in a row next to the building market. Then, randomly place 3 building under construction tiles in a column under each number tile.
Changes in game play
Whenever a building site is available at the market, the active player may buy it for the price shown on it.
Immediately, they choose one of the buildings under construction from the column with the matching number as the purchased tile and place it on that building site. It may be placed in the player’s Alhambra or their reserve.
Example: This building site can be purchased for a price of 12 denari (blue currency). Then, the player decides if they want to build a pavilion, arcades or chambers, placing the chosen tile on top of the building site.
Changes in scoring
Buildings under construction count as any other buildings of that type.
Special rule for 2 players
If Dirk buys a building site, he takes the topmost building under construction of that column.
If there is no offer yet for the major project currently on display, the active player may bid for it by offering money of any one currency with a total of at least 15.
Cards used for a bid are placed next to the project on offer with that player’s marker placed on top.
Components
• 6 Markers (1 of each player color)
• 15 Major projects
Changes in setup
Give each player the marker of their player color. Shuffle the major project tiles face down and keep them next to the building market. Reveal one of these tiles.
Changes in game play
The active player may perform a new action during their turn. Action: Bidding for a major project
If there is an offer next to a project, another player may raise the bid by replacing the current offer with a new one, as long as the new bid is a higher amount, and of any one currency (does not need to be the same). The outbid player takes back their money and marker.
Dirk Henn: New Building Grounds
New buildings are available from the new building ground.
Dirk Henn: Major Construction Projects
Two new buildings are available – if you win the auction.
Example: Red bids 16 denari for the major project currently on offer. She puts her money cards and player marker next to it.
Reverse side
Reverse side
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3535
If the player’s own offer is still valid at the beginning of their turn, their bid is successful and they take that tile, placing it in front of them. The player retrieves their player marker and discards the money of the bid.
Example: Orange outbids Red, bidding 17 Dirham (green currency). Red takes her money and player marker back.
The player reveals a new major project and may bid for it immediately.
At the end of their turn, the player adds the major project to their Alhambra, together with any other tiles they may have purchased, following the usual rules.
Note: When redesigning, treat a major project tile as one single tile.
Changes in scoring
The major project buildings count as any other buildings of their type when determining majorities.
Emanuele Ornella: Palace Staff
Different servants are working in each building of the palace, trying to offer the best possible comfort.
Components
• 54 Servant tiles (7x/ 7x/ 9x/ 9x/ 11x/ 11x in colors of pavilion, seraglio/ arcades/ chambers/ garden/ tower)
• 6 Court marshals (1 of each player color)
Changes in setup
Shuffle the servant tiles face down and keep them next to the playing area. Then, draw 6 servant tiles, and place them face up next to the building market.
Each player places the marshal of their player color on their Lion Fountain tile.
Changes in game play
Whenever a player chooses the Action: Take money, and takes money which totals less than 6, they may move their marshal from tile to tile across the Alhambra.
Note: It is not allowed to take money worth 0.
Subtract the value of money taken from 6, and the player is allowed to move his marshal that many tiles.
The marshal must have access to each tile by foot, i.e. he is not allowed to cross a wall or step down from a tile.
The player gains 1 servant tile of the matching color for each tile the marshal enters, if there is no servant on that tile.
The tile occupied by the marshal may not be placed on the player’s reserve board. Servant tiles are placed on the reserve board together with their building tile.
Changes in scoring
1st and 2nd scoring
After scoring all building types, deduct 1 point for each building from the base game (besides the Lion Fountain) in a player’s Alhambra without a servant tile. A player may never have less than 0 points.
3rd scoring
Players deduct points, as above, but before leftover buildings are assigned.
Take the servant from the open display, if available, and place it on that building tile. After the player has finished their turn, they replenish the display to 6 tiles.
Example: The player takes 2 denari, thus may move their marshal 6 - 2 = 4 steps. They choose his path entering the garden, chambers, arcades, and tower. The player places one matching servant tile each on the garden, arcades, and tower tile from the display. Unfortunately, there is no servant available for the chambers.
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3636
Components
• 7 Fruit boards
• 56 Fruit tiles (8 each of 7 types)
Changes in setup
Randomly give one fruit board to each player. Shuffle all the fruit tiles and place them face down in a supply.
Changes in game play
Each time a building from the base game is added to the market, draw a fruit tile from the supply and place it face up on the tile. When buying a building, the player receives the fruit as well (with no extra cost), and places it on a matching space of their fruit board.
Note: A player also gets the fruit if they add the building to their reserve.
In case all matching spaces are occupied, the player keeps the fruit tile face down next to their fruit board.
Note: This is not allowed if there is still a matching space available.
Changes in scoring
At the end of the game, players gain victory points for each complete group of their fruit board as shown.
Each face down fruit tile is worth 1 point.
Example:
The player succeeded in completing their groups generating 1, 2, and 11 points by placing matching fruit tiles. The groups for 4, 7 and 16 points are not complete. They have two tiles they could not place (2 points). The player scores a total of 16 points.
Components
• 13 Craftsmen
Changes in setup
When playing with 2 - 4 players, sort out the craftsmen marked 6 and 5/6, and return them to the box.
When playing with 5 players, sort out the craftsmen marked 6, and return them to the box.
When playing with 6 players, all craftsmen are in the game. Shuffle the craftsmen and deal 2 randomly to each player, which should be placed face up in front of them.
The first player is dealt a third, face down, craftsman.
Changes in game play
During their turn, a player may use the special ability of one of their face up craftsmen.
At the end of their turn, the player passes their used craftsman to their left neighbor. That player puts it face down next to their two face up craftsmen.
If a player did not use a craftsmen, they still must pass a craftsmen, but may choose either of their face up cards.
Emanuele Ornella: Orchards
Workers do not only construct buildings, but also bring along exotic fruits for the court.
Klaus-Jürgen Wrede: Travelling Craftsmen
Traveling craftsmen provide players with special abilities.
Reverse side
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Finally, the active player flips their face-down craftsman face up, thus having a choice between two craftsmen during their next turn. Special rule for 2 players: Dirk never gets any craftsmen.
Mosaic artist: The artist allows turning a building in any direction when adding it to your Alhambra. This may be done with a building from the reserve as well.
Carpenter: The carpenter reduces the purchase price of a building from the market by 1 or 2.
Goldsmith: When taking money, you may take money cards worth a total of 8 (instead of 5).
Mortar mixer: This craftsman may swap two tiles on the building market.
Stonemason: Exchange one money card from your hand with one money card of the same currency from the display.
Builder: The builder gives a redesign action. In this action, one building may even be moved from one location in the Alhambra to another (following usual building rules).
Blacksmith: Increase the display of money cards to 6 immediately. It is replenished to 4 cards only (as usual), if there are less than 4 cards at the end of a player’s turn. If, when increasing the display, a scoring card is revealed, it is resolved at the end of the player’s turn.
Brickmaker: When buying a building, the new tile may be placed in the location of an already built building, provided it follows the building rules. Remove the previously placed building and place the new one in the same location. The old building may be placed in the reserve, or in any valid location in the Alhambra.
Coiner: The coiner allows buying a building with a combination of money from your hand and/or the display.
The craftsmen in detail
Changes in setup
Shuffle the Bathhouse tiles together with the building tiles.
Changes in game play
Whenever a bathhouse tile is drawn, place it next to the building market it was drawn for, and immediately draw a new tile and place it on the market location.
Components
• 6 Bathhouse tiles
Note: If necessary, repeat drawing tiles until you draw a building tile rather than a bathhouse tile. In this case, place all drawn bathhouse tiles next to the market, all of them are available for purchase. Wherever a bathhouse tile (or more than one) is next to the market, the player may choose to buy the building or the bathhouse tile. The purchase price of each bathhouse tile is 8 money of the appropriate currency.
Klaus-Jürgen Wrede: Bathhouses
To have buildings in good reach of the bathhouses is important!
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3838
Adding a bathhouse to your Alhambra
A bathhouse may be placed in a player’s Alhambra in any orientation.
The player gains as many points as the distance of the first building of that type from the bathhouse. The path may be traced across double walls, but not across gaps.
At the end of the game, any leftover bathhouses on the market board are not given to players.
Changes in scoring
Each edge of a bathhouse tile shows a different type of building. A player gains victory points if they have buildings of that type in their Alhambra in that direction of their bathhouse.
Example: The player has built a garden and a chambers in the correct direction for the bathhouse. They will earn 2 points for the chambers and 3 points for the garden.
Components
• 6 Wishing well tiles
Changes in setup
Shuffle the wishing well tiles together with the building tiles.
Changes in game play
Whenever a wishing well tile is drawn, place it next to the building market adjacent to the currency it was drawn for. Draw a new tile immediately to place it on this currency’s space on the market.
Note: If necessary, repeat drawing tiles until you draw a building tile rather than a wishing well tile. In this case, place all drawn wishing well tiles next to the market, all of them are available for purchase.
If there is a wishing well next to a market space, the player may choose to purchase the wishing well for the currency of that market. The purchase price is indicated on the tile.
A wishing well may be added to a player’s Alhambra in any orientation.
Changes in scoring
Wishing wells score points if there are exactly as many tiles in a straight line from the waterspout (blue arrow) as the purchase price of the tile. If this is the case, the player scores that many points during scoring.
At the end of the game, any leftover wishing well tiles next to the market are not given to players.
The player gains 3 points for their wishing well, because there are exactly three buildings in the arrow’s direction.
Klaus-Jürgen Wrede: Wishing Well
The water supply of the buildings must be ensured.
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39
+2
+2
+2
+2
+2
39
Components
Changes in setup
Shuffle all the project tiles and stack them next to the
project board, project side up. Put 1 project tile each on
the 4 project spaces, one after the other taken from the
top of the stack.
Return all project tiles showing a star at the bottom
right corner to the game box when playing with two
or three players.
Keep the color tiles next to the project board as
common supply.
Changes in game play
Whenever a player performs the Action: Buy a building tile, and the currency card spent is higher than the cost of the building, the player may take the project tile from the project board that corresponds to that currency, or, one of the sets of color tiles indicated on that column, or, the top project tile from the stack.
Example: The player buys a building and overpays it, using Florin (the
yellow currency). Therefore, he may take the garden project tile,
or the top tile from the stack or 2 purple color tiles or 1 blue color tile
or 1 brown color tile.
At any time the players are limited to a maximum of 5
color tiles. If they take any more color tiles, they must
discard any surplus tiles.
No player may have more than 1 project tile for the
same type of building and not more than 2 incomplete
project tiles at any time. Once claimed, a project tile
cannot be returned.
New Action: Complete a project
The player returns the color tiles required for one or
two projects to the common supply and flips the project
tiles to the completed side. All buildings of that type
currently in the player’s Alhambra, and those added
later, are considered decorated now.
The players gain additional points during all scorings for
their decorated types of buildings.
Example:
The player owns 5 color tiles already.
Because of overpaying, he is entitled to
take 2 green color tiles. If he takes them,
he must discard 2 color tiles he owns. He
may discard a color tile he just took.
• 1 Project board(with 4 project spaces)• 18 Project tiles
(3 of each type of building)
Building side:
Project side:
• 36 Color tiles (6 each of blue,
red, brown, white, green, and purple)
Changes in scoring
Players additionally score points for their completed
projects. Each player counts all the buildings in their
Alhambra that match projects they have completed.
Each of these buildings is worth 2 points, which are
marked on the scoring board immediately.
Game with two players
Dirk cannot claim project tiles or color tiles.
Example: The player has two completed
projects, when the second scoring takes
place (pavilion and chambers). His
Alhambra contains three pavilions and
2 chambers.
He gains 10 points for these buildings
(2 points per building). He will gain
at least another 10 points during the
final scoring. Until then, he can
still add more pavilions and
chambers to his Alhambra, thus
gaining even more points.
Marco Ruskowski & Marcel Süßelbeck: Fresh Colors
The Alhambra needs to be more spectacular. New paint and decorations is what is needed.
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40
+2
+1
40
Components
• 6 Palace Designer tiles (1 of each player color)
Changes in setup
Each player takes the designer tile of their player color, placing it on their starting tile (Lion Fountain), aligning its straight edge (the designer’s feet) with one edge of the starting tile.
Changes in game play
Whenever a player adds a building to their Alhambra by placing it next to the designer’s current tile, they gain 1 or 2 points:
• If the new building is placed at the designer’s feet (the straight edge), the player gains 2 points.
• If the new building is placed on one of the other three edges of the designer’s tile, the player gains 1 point.
Record these points on the scoring board immediately.
Then, the designer goes to the new building. It is up to the player on what edge the designer’s feet will go.
If the designer’s current tile is removed from the Alhambra, the player relocates the designer to any other tile of their choice.
Example: The player gains 2 points, if they add the chambers above the seraglio; they gain 1 point, if they add it at its right edge.
Example: A player plays a money card worth 4, thus may move their animals up to 4 steps.
Components
• 24 Animal tiles (3 each of 8 types)
Changes in setup
Shuffle the 24 animal tiles face down and keep them next to the building market. Two random tiles are placed back in the box unseen.
Changes in game play
Whenever a garden is revealed at the market, draw 2 animals and place them face up on the garden.
Any player buying the garden receives the animals as well for free, placing them together with the garden, following the usual rules.
A player with animals in their Alhambra may move them at the end of their turn by discarding a money card.
The value of the card equals the number of steps the animals can take from tile to tile (the currency does not matter).
The animals may move only orthogonally, and they cannot cross walls. The steps may be used for one animal only or can be split between several animals.
A player may forfeit any steps if they want to do so.
Marco Ruskowski & Marcel Süßelbeck: Palace Designers
The Alhambra grows constantly. Following the palace designer’s instructions grants points.
Michael Schacht: Alhambra Zoo
Exotic pets are finding a new home in the Alhambra.
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41
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0
41
Example: 3 monkeys are
on a garden (no other
animals), the player
scores 3 points. There are
2 pigeons and 1 cheetah
on the player’s second
garden - no points at all.
Changes in scoring
Each garden with exactly one kind of animal scores as
many points as the number of these animals. Animals
on other tiles than a garden are not worth any points.
Special rule for 2 players
If Dirk gets any animal tiles they are immediately discarded.
Components
Then, starting with the active player and continuing in clockwise order, each player gains the bonus shown in front of the gate of their player color. Resolving this bonus is optional. After resolving a key tile completely, remove it from the game.
Note: Any key tiles a player may receive before their own turn will
be resolved only at the end of their next turn.
In case a player has bought more than one arcade, the
key tiles are resolved in order one after the other, and
displays have to be replenished in between, if necessary.
Changes in setup
Place the gate board in the center of the playing area. Shuffle the key tiles, and place them in a pile face down next to the gate board.
The wall pieces, semi-buildings and plaza tiles are kept
next to the gate board as well.
Changes in game play
Whenever a player buys an arcade (brown)
tile they take the topmost key tile from the stack and place it face down in front of them. At the end of their turn, after placing any buildings and replenishing the displays, the player places the key tile into the center of the gate board in any orientation they like.
If a scoring card is revealed when replenishing the money cards display, it is dealt with immediately before proceeding with the resolution of any further gates.
If there are not enough buildings left when replenishing
the market after resolving a key tile, the game ends
immediately. Skip resolving further key tiles (if any) in
this case.
Example:
In a 3-player-game, Yellow
buys an arcade tile.
He inserts the key tile into
the gate board in such a way
that he gains a redesigning
action, and performs it
immediately.
Then Red, sitting to his left,
may take 1 money card from
the display. At last Green,
who is last in player order,
may swap 2 buildings on the market board. There are no players
Blue, Orange, and White.
Finally, the key tile is discarded thereafter.
Michael Rieneck: Gates without End
Buying arcades gives bonuses - for everybody!
•
1 Gate board
• 9 Key tiles
• 7 Wall pieces
• 6 Plaza tiles
• 6 Semi-buildings
Reverse side
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4242
End of the game
If there are any arcades left at the end of the game, when left over buildings are assigned to players, the players do not take key tiles anymore.
Game with two players
Dirk never gets key tiles.
Swap 2 buildings on the market. This includes swapping with an empty space.
Buy 1 building for a total of 14 (combination of any currencies). If the player buys arcades when doing this, they resolve that key tile at the end of their next turn.
Gain 1 or 2 points.
Perform a redesigning action immediately. Instead of a regular redesigning action, you may even move a building within your Alhambra (move it from one place to another), following usual building rules.
Add 1 wall piece to your Alhambra immediately.
Take 1 money card from the display immediately.
Add 1 plaza tile to your Alhambra or your reserve immediately.
Take 1 of the available semi-buildings. It counts as half a building of that type when scoring. In order to score this, you must have at least 1 building of that type in your Alhambra.
The bonuses in detail
Building of Architecture
The player rolls the red die after money cards and buildings have been replenished, and draws as many tiles from the tower as the number of pips rolled. Then, they choose 1 of these tiles, and put it face down underneath one of the tiles on the market. Any remaining tiles are returned to the tower.
Note: The tiles are placed on top of the tiles in the tower, sorted in any way the player likes.
Whenever a player buys a tile from the market that has a tile underneath, flip this tile face up when replenishing the market instead of drawing a new one. No more than one tile may be underneath a tile.
Building of Wisdom
The player rolls the red die after money cards and buildings have been replenished, and draws that many cards from the pile as the number of pips rolled. They choose one of the cards and keep it. Any remaining cards are placed on top of the pile, sorted in any way the player likes. If they draw a scoring card, they may resolve it immediately (without receiving any compensation), thus triggering a scoring, or put it back on the pile together with any other cards, face down.
Components
• 12 Special tiles
• 7 Dice (3 white, 3 black, 1 red)
Changes in setup
Replace the 12 base tiles with the same building type, price, and wall placement as the special tiles with the new special tiles. Put the special tiles into the tower, together with the other Alhambra tiles. Return the replaced tiles to the game box.
Changes in game play
When a player buys a special tile from the building market, they add it to their Alhambra or put it in their reserve as usual. When a player has bought a special tile, they may use its special ability (as shown on the tile) once at the end of their turn.
Mike Elliott: Buildings of Power
Powerful abilities are waiting for those players who add these buildings to their Alhambra.
---
Building of Strength
Immediately after purchasing this tile, the player rolls a black die from the supply, keeping it on the tile.
When scoring, the player may score 2 walls as of now: Their longest wall, as usual, plus their second longest wall. However, the maximum score for their second longest wall is the total of all of their black dice.
Building of Prosperity
Immediately after purchasing this tile, the player rolls a white die from the supply, keeping it on the tile.
During each of their future turns, the player may use this die once only. If they have more than one white die, they may use only one at a time. The purchase price of a building is reduced by 1 when using the white die. Each time the die is used, it must be turned, showing 1 pip less than before. After the last pip has been used, remove the die from the game.
Changes in scoring
If there are any face down tiles on the market at the end of the game when the remaining buildings are given to players, the player with the most money of that currency may choose one of the two tiles. The player owning the second-most money of that currency takes the other tile.
In case of a tie for the most money, both tiles are removed from the game. In case of a tie for the second most money, the leftover tile is removed from the game.
Special rule for 2 players
Dirk does not roll any dice.
Example: The player has 2 black dice in their Alhambra (2 and 3 pips). Their longest wall counts 8, their second longest counts 6. The player scores 8 + 5 = 13 points for their walls. With a higher die result (for instance, a 5 instead of a 2, for a total of 8), they would have scored 8 + 6 = 14 points.
Changes in game play
A new action is introduced:
New Action: Extend a building
The player plays three money cards of one combination as shown on the extension board. Then, the player may take one extension tile from the column of that combination.
Changes in setup
Put the extension board next to the building market. Shuffle the 12 extension tiles and place them face up on the spaces of the extension board.
Components
• 1 Extension board
• 12 Extension tiles
If the total of the played money cards is less than or equal to the amount shown next to the tile, the purchase is considered matching, and the player continues their turn. Otherwise, the purchase is not matching and the player’s turn ends.
Example: Continuing the example above, both the seraglio or the arcades would be a matching purchase, but not the pavilion.
A player may buy an extension tile only if they own that type of building (in their Alhambra or their reserve) or bought that type of building during this turn. The player places the extension tile on a building of that type immediately. The extension remains part of the building even when redesigning the Alhambra. A building can be extended only once.
Changes in scoring
An extended building counts as 2 buildings for majorities.
Special rule for 2 players
The players may give an extension to Dirk as a gift.
Example: The player plays the combination yellow 5 - yellow 2 - green 4, and may choose from pavilion, arcades or seraglio.
Rüdiger Dorn: Extensions
The players may now extend their buildings.
Reverse side
---
Components
• 48 Handymen (8 handymen of each player color)
• 3 Dice (blue)
Changes in setup
Give each player one set of handymen of their player color. Keep the dice nearby.
Changes in game play
At the start of their turn, a player may roll the dice. If they decide to do so, they may perform the Action: Take money only.
Note: The player may roll the dice only at the start of their turn, not when resolving any additional actions gained by paying the exact amount.
1st roll: If the player decides to roll, they take one of the three dice and rolls it. They may accept the result or refuse it.
Accept: If the result matches the price of a building on the market, the player may place one of their handymen, front side up, on that market space.
If the result matches the price of one of the player’s own buildings (as part of their Alhambra or on their reserve board), the player may place one of their handymen, reverse side up, on that building, provided there is no handymen on it.
Note: If the result fits for multiple buildings, the player has to chose one of them.
Refuse/2nd roll: If the player does not want to use the result of their first roll or cannot do so, they roll the second die. Now, the player may apply the sum or the difference of both results as explained above or refuse again.
Refuse/3rd roll: If the player does not want to use this second result or cannot do so, they roll the third die. In this case, the player may apply any combination of sum/difference of all three results as explained above.
Triples (3 identical rolls) is wild, and the player may select any tile (on the market, in their Alhambra, their reserve, even their Lion Fountain or any other building without a price).
If the third result is not eligible, the results are lost.
Then, the player performs the Action: Take money.
Handymen on the building market
When a player buys a building from a market space occupied by their handyman, they may use him to increase or decrease the price by 1. In case there are more than one of their own handymen on a given space, the player may use as many of them as they want. Used handymen are removed from the game. If there are still handymen left on a given space after buying the building (the player’s own or other players’), each affected player may decide to retain their handyman/handymen or leave them on that market space, starting with the active player. This must be done before a new building is added to the market.
Example:
1st roll: 1 This roll is useless.
2nd roll: 6 Now, the player could use 6 + 1 = 7, and place a handyman on the market space with 7 green money (face up) or 6 - 1 = 5, and place a handyman on their Alhambra building priced 5 (face down).
Also, they may continue rolling. For example, the player could place a handyman on their building priced 12 if they happen to roll a 5.
1st roll 2nd roll
Reverse side
Stefan Feld: Handymen
The handymen earn points and help to pay the exact price of the buildings.
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45
+1
0
+1
+1
+1
45
Handymen in a player’s Alhambra
Handymen in a player’s Alhambra earn points during each of the 3 scorings:
Points are awarded for the highest number of adjacent tiles occupied by handymen (orthogonally adjacent, not diagonally). Each handyman of that group is worth 1 point.
Note: Even tiles with a double wall between them count as adjacent.
Example:
Alhambra showing 4 adjacent buildings occupied by handymen, and 1 handyman standing diagonally. The player gains 4 points when scoring.
Components
• 24 Market tiles (4 for each player)
Changes in setup
Instead of their usual reserve board each player takes one set of market tiles (4 different tiles), and places them in front of them.
Changes in game play
Whenever a player does not want or cannot add a tile they bought to their Alhambra, or removes a building from their Alhambra when redesigning, they place that building below one of their market tiles.
From then on, other players may buy this building during their turn as if it were on the market. They pay the price in the currency shown above that tile. The money is paid to the current owner.
As long as a tile is still on their personal market, the owner may add it to their Alhambra with a redesigning action, at which point it may no longer be purchased.
Buildings without a purchase price may be placed on the personal market, but nobody can buy them.
Each market space may contain 1 building only.
If all 4 spaces are occupied, the player may discard the new tile, or discard a tile from one space and put the new tile in its place.
Louis-David Péloquin: Personal Building Market
Turn your reserve into a marketplace.
---
4646
Components
• 30 Treasure tiles (6 sets in player colors, each set comprised of tiles valued 1 - 5)
Changes in setup
Each player takes the set of 5 treasures of their player color, and keeps it at their disposal.
Changes in game play
Whenever the player wants to buy a building and is short of money of any currency, they may bribe the market managers by giving them one of their treasures. The treasure tile reduces the cost of the item by the value of the treasure tile.
If a treasure tile is used, that reduces more than the amount needed, it is still considered matching (no matter what).
Example: A player wants to buy an arcade for a price of 9, but has only 7 money. The player has used their treasure worth 2 before, so now they give their treasure worth 3, still counting as paying the exact amount.
Changes in scoring
Any treasures still in a player’s possession at the end of the game are worth as many points as their value.
Components
• 9 Mission tiles
Changes in setup
Shuffle the mission tiles, and place 3 of them face up next to the building market. These are missions that all players may fulfill, thus gaining additional victory points at the end of the game.
The remaining mission tiles are not used for this game; return them to the game box.
Changes in scoring
At the end of the game, players may gain additional victory points if they have fulfilled one or more of the mission tiles.
The missions in detail
3 points for each row (horizontal) in a player’s Alhambra with at least 3 consecutive buildings (no gaps, double-walls are allowed).
3 points for each column (vertical) in a player’s Alhambra with at least 3 consecutive buildings (no gaps, double-walls are allowed).
3 points for each 2 buildings from the base game of the same type built adjacent to each other (side by side).
A player’s second longest wall scores as well (at the end of the game only!).
Frank Sander: Treasures
If you lack cash, you may take treasures instead!
Stefan Schiltz: Caliph’s Guidelines
The caliph always has special requests - but grants high rewards for fulfilling them.
---
4747
1 point for 2 different types of buildings,
3 points for 3 different types of buildings,
6 points for 4 different types of buildings,
10 points for 5 different types of buildings,
15 points for 6 different types of buildings.
3 points for each double-wall.
2 points for each 2 x 2 grid. A tile may
belong to more than 1 grid. Doublewalls
in between are allowed.
2 points for each building along the
longest diagonal line. The Lion Fountain
may be part of this line (but does not
have to be). If it is, it scores 2 points as
any other building.
1 point for each building along the path
from the Lion Fountain to the furthest
building (though the shortest possible path
must be chosen).
Example: 3 x 2 = 6 points
---
Vizier’s Favour Page 8
Currency Exchange Cards Page 9
Bonus Cards Page 10
Squares Page 11
City Gates Page 12
Diamonds Page 13
Characters Page 14
Camps Page 15
City Walls Page 16
Thieves Page 17
Change Page 18
Street Trader Page 19
Treasure Chamber Page 20
Master Builders Page 21
Invaders Page 22
Bazaars Page 23
New Score Cards Page 24
Power of Sultan Page 25
Caravanserai Page 26
Art of the Moors Page 27
Falconers Page 28
Watchtowers Page 29
Building Sites Page 30
Exchange Certificates Page 31
Magical Buildings Page 32
Medina Page 33
© Copyright 2003/2019 | Queen Games 53842 Troisdorf, Germany
Page 2 - 7
EXPANSION MODULES
FAN EXPANSION MODULES
QUEENIE EXPANSION MODULES
DESIGNER
E
XPANSION MODULES
BASE GAME
Dirk Henn:
New Building Grounds Page 34
Major Construction Projects Page 34-35
Emanuele Ornella:
Palace Staff Page 35
Orchards Page 36
Klaus-Jürgen Wrede:
Travelling Craftsmen Page 36-37
Bathhouses Page 37-38
Wishing Well Page 38
Marco Ruskowski & Marcel Süßelbeck:
Fresh Colors Page 39
Palace Designers Page 40
Michael Schacht:
Alhambra Zoo Page 40-41
Michael Rieneck:
Gates without End Page 41-42
Mike Elliott:
Buildings of Power Page 42-43
Rüdiger Dorn:
Extensions Page 43
Stefan Feld:
Handymen Page 44-45
Louis-David Péloquin:
Personal Building Market Page 45
Frank Sander:
Treasures Page 46
Stefan Schiltz:
Caliph’s Guidelines Page 46-47
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