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ALHAMBRA Expansion Summary

The following description includes all five expansion sets. The number next to the module name indicates
the expansion which includes it.

There are twenty individual expansions to Alhambra, and in theory they can all be included (though this
would likely be a logistical nightmare.) However, since each expansion changes the game in a different
way including additional game equipment, additional or revised rules, expanded options during the player
turn, or additional or altered scoring during or at the end of the game I have attempted to include all of the
possible alterations in one document. Use what applies to the expansions you are employing, and ignore
what does not.

The document is divided into the following sections:

Game Equipment: General. This section lists all standard and additional game parts for use by
all players.
Game Equipment: Player. This section lists all standard and additional game parts for each
player.
Player Turn. This section describes the exact sequence of play, including standard and
expansion-based actions as well as the variety of start of turn and end of turn options
introduced by the various expansions.
Scoring. This section contains details on standard and expansion scoring, both intermediate and
final.
End Game. This section contains details on end-of-game activities.

The base and expansion rules were used as sources for this information. Expansion rules contain notes on
the interactions of various expansions; these have been noted as necessary. Where no information was
available, I have made a reasoned guess on expansion interactions.

GameEquipment:General
The base game includes the following:

A Builders Yard board on which four starting tiles are placed, one for each of the four
currencies;
A deck of money cards, into which two intermediate scoring cards are shuffled according to the
base game rules;
A tile supply consisting of six types of buildings with the distribution shown in the scoring
summary.

In addition, various expansions add parts to the game.

Expansions:MoneyCardStacks

The following expansions add cards to money card stacks and should be done before distributing initial
money to each player.

Architects (4): After dealing two Architect cards to each player, shuffle 3 cards into the third and
fifth stacks of money cards (with two to five players); with six players, shuffle 3 cards into the
third stack and 1 card into the fifth stack. With fewer than five players, there will be extra cards
which will not be used. When Architect cards are used for their special purpose, they will be
removed from the game; when used as currency, they are discarded.

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Diamonds (2): Add the eleven Diamond money cards to the money card stack. Players may
receive Diamond cards in their initial distribution.

The followng expansions add cards to money card stacks and should be done after distributing initial
money to each player.

Characters (2): After players receive their initial money, shuffle six of the ten Character cards
into the money card stacks, placing 2 into the second, third and fourth stacks. The remaining
cards are set aside face down.

City Gates (2): Shuffle one City Gate card per player into the money card stacks, dividing them as
evenly as possible between the third, fourth and fifth stacks.

Exchange Office (1): Shuffle the six Exchange Office cards into the draw deck after initial money
distribution, placing 2 in the second, third and fourth stacks. They can be selected as money cards
and are discarded when used.

Power of the Sultan (5): Shuffle 3 Sultan cards into the first money card stack, 2 into the second,
and 3 into the third.

Walls (3): Shuffle the eight Wall cards into the draw deck after initial money distribution, placing
2 in the second, third, fourth and fifth stacks.

Expansions:TileSupply
Bazaar (4): The eight Bazaar tiles are mixed with the tile supply. When drawn, they are placed
beside the board.

Encampments (2): Add the eight Encampment tiles to the building tile supply. They can be drawn
as normal building tiles.

Expansions:Other
Art of the Moors (5): Sort the culture counters by value on the reverse side. Lay out 20 marker
pieces and 10 docking strips.

Attackers (4): Place the four Attack cards (one for each main compass direction) in a face-down
stack near the board. Shuffle the six Scout cards and place them in a face-down stack, then draw
the top two cards and place them face up.

Building Huts (1): Shuffle the twenty-four Building Huts by type. Turn the top tile in each stack
face-up. As the tiles are claimed, new tiles in the stack will be turned face-up.

Caravanserai (5): Lay out the eight Caravanserai cards. Place marker pieces next to them.

Change (3): Place the twenty-four Change coins in their cloth bag and place them in reach of all
players.

City Gates (2): Place the wooden City Gates nearby.

Flying Traders (3): All meeples not chosen by the players (see below) are placed in a general
supply beside the board.

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New Score Cards (5): Choose three of the eighteen score cards at random, and place them next to
the points indicator from top to bottom.

Power of the Sultan (5): Place the marker pieces and the building die near the board.

Treasure Chamber (4): Place the Treasure Chamber board beside the Building Yard. Place all 42
Treasure Chests into the bag and draw and place 4 in each section of the chamber.

Walls (3): Place the Wall pieces (wooden sticks) near the board.

GameEquipment:Player
In the base game each player receives the following:

A Reserve board;
Initial money, according to the base game rules;
Two markers of their color and a Fountain tile.

Expansions
In addition, various expansions add parts to the game as follows.

Architects (4): Each player receive two Architect cards at the beginning of the game. (The
remaining cards are shuffled into the money card stacks (see above).

Art of the Moors (5): Each player receives an overview card.

Favor of the Vizier (1): Each player receives a Vizier marker in his/her color. The Vizier marker
starts the game face up (showing the portrait) and is available for use. Markers of colors not in
play are not used.

Flying Traders (3): Each player receives a Market (a circular disk) and one meeple of each color,
corresponding to the six building types. At the start of the game, each player (secretly) chooses
three of the six meeples to place on the Market.

Power of Sultan (5): Each player receives an overview card.

Thief (3): Each player receives Thief cards at the beginning of the game. With 2 or 3 players,
each receives 4; with 4 players each receives 3; with 5 or 6 players each receives 2. Unallocated
cards are not used.

PlayerTurn
A players turn consists of one of the following actions. In most cases, when a players action consists of a
purchase, exact change entitles him/her to another action. Expansion modules introduce a wide variety of
alternate actions, as well as activities that can take place before a players turn begins (Start) and when a
players turn begins (End). Whenever money cards are drawn to replace those on display, Scoring may be
triggered. In the base game, this can only occur at the end of a players turn, but some expansion activities
and actions may trigger it before a players turn even begins!

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The standard actions are numbers 1, 2 and 3: choosing a money card, purchasing a tile from the Building
Yard, and moving tiles to and/or from the Reserve. The only standard action that permits a player to take a
subsequent action is an exact-change tile purchase from the Building Yard (action 2). In addition, there are
a large number of expansion actions; only actions 8 and 10 purchasing a Caravanserai (5) card or Sultan
(5) card by exact amount permits an additional action. All others end a players turn.

Start
The following activities can take place before a players turn begins. They are all expansion activities.

Caravanserai (5): A player with a Caravanserai card may move one marker one space further,
either up or outward, but not backward. This ability can only be employed by the current player,
not by a player using the powers of Vizier (1) or Sultan (5) to interrupt the current players turn.

Characters (2): Laila Wundabah: Before beginning his/her turn, a player possessing this
Character card may replace one displayed building, drawing a replacement from the supply. The
discarded building is returned to the supply. This does not count as an action. However, before it
is returned, any player may use the ability from Power of the Sultan (5) to claim it.

Characters (2): Machma Klein: Before beginning his/her turn, a player possessing this Character
card may exchange a money card in hand for an equal or lesser one on display. The swapped card
is discarded. A new card is drawn to replace it. If a scoring card is exposed, pause the turn and
execute Scoring.

Characters (2): Yammerad: Before beginning his/her turn, a player possessing ths Character
card and fewer than 3 cards in his/her hand (not counting Caravanserai (5) cards) may, before
beginning the turn, draw the top card of the money card deck. If it is a money or Exchange Office
(1) card, it is retained; otherwise, obey the rule for the card, including Scoring.

Thief (3): A player may interrupt normal play prior to a players turn (but not his/her own turn)
to steal a money card of the same color as shown on the Thief card. The Thief card is discarded;
the money card is discarded. Multiple Thief cards may be played. Resolve multiple players with
Thief cards, including those invoked by use of the Vizier (1), by priority of turn order. [Note: the
expansion rules specify that the Thief ability is a before a turn action, while the Vizier (1) is an
after a completed turn action, but the Thief rule text clearly mentions the Vizier.] After all Thief
and Vizier actions are resolved, money cards and tiles are refilled as necessary. If a scoring card
is exposed, pause the turn and execute Scoring.

StandardActions
The following are the standard actions from the base game, and the expansions that influence them.

1.Chooseonesinglemoneycard,ortwoormoremoneycardstotallingless
than5.

This action does not permit the player to take another action and ends his/her turn. If a scoring card is
exposed, pause the turn and execute Scoring.

Expansions
Architects (4): Architects are money cards with value 3. They can be selected like any other
money card.

Characters (2): Faruk Willhaben: A player possessing this Character card may take cards
totalling up to 7 instead of 5.

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City Gates (2): Choose a City Gate card in lieu of money. A player may hold as many City Gate
cards as s/he wants.

Diamonds (2): Diamonds are a fifth type of currency. Normal rules apply when choosing
Diamond cards.

Exchange Office (1): Choose an Exchange Office in lieu of money.

2.PurchaseatilefromtheBuildingYard.
The player may purchase a single tile using the appropriate currency. If the purchase is exact, s/he may take
an additional action.

Expansions

Bazaar (4): When a Bazaar tile is drawn from the supply, it is placed beside the board next to the
corresponding currency. Bazaar tiles can be bought at the same price as the current price of the
tile in the same currency spot, but must be purchased by exact change; the player may then take
another action. Note that if the building of that type is unavailable (already purchased), the
Bazaar cannot be bought.

Caravanserai (5): When making a purchase, a player may use any money recorded on a
Caravanserai card. [It appears that] the money must be used in its entirety, and the marker is then
reset to 0.

Change (3): When a tile is bought for an inexact amount (including Encampment (2) tiles, but not
Bazaar (4) tiles as they can only be bought for exact amounts), the player receives a Change coin
from the bag for each 2 s/he overpad. Coins are also given for overpayment in Diamonds (2) and
by using an Exchange Office (2). The coin is drawn at random. When buying a tile, a Change
coin may be used as part of the payment; it has value 1 in the corresponding currency. Players
may obtain multiple coins in a single overpayment. Spent coins are returned to the bag. [Note:
this is probably the single most useful expansion for Alhambra, and should be part of the base
game in my opinion.]

Characters (2): Abdul Karim. A player possessing this Character card may remove him from the
game to make an exact purchase. The player may also examine the Scout card, if appropriate, if
Attackers (4) is in use. Abdul Karim may also be used to buy a Bazaar (4).

Characters (2): Abdul Knihstig. A player possessing this Character card draws one card from the
money card deck whenever purchasing a tile of value 10 or more. If a scoring card is drawn,
pause the turn and execute Scoring.

Diamonds (2): Diamonds may be used in place of any other currency, but may not be combined
with cards of that currency to make a purchase: they must be used on their own. They may also
not be used in conjunction with Exchange Office (1) cards. They may be used to purchase
Character (1) cards. They have no value at game end.

Encampments (2): Encampments may be purchased like building tiles and may be added to a
players Alhambra or placed in the Reserve.

Exchange Office (1): An Exchange Office card can be played in conjunction with two different
types of currency in order to purchase a single building tile.

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3.PerformaReserveAction.
The player may move a building tile from the Reserve to the Alhambra, from the Alhambra to the
Reserve, or swap tiles between the Alhambra and the Reserve. This action does not permit the
player to take another action and ends his/her turn.

Expansions
Bonus Cards (1): If the tile of the type shown on a Bonus Card is removed from an Alhambra, the
card is returned to the players hand.

City Gates (2): A City Gate card and the wooden marker can be used when moving a tile from the
Reserve or swapping between Reserve and Alhambra. However, an already-placed City Gate and
the two tiles it connects, cannot be rebuilt or removed. City Gates cannot be placed over a double
wall with Wall (3) markers; they can only be placed where the walls are actually printed on the
building tiles.

Flying Traders (3): When a building is moved from the Reserve onto the Market disk, if the tile
color matches one of the meeples on the Market, a meeple of that color is moved from the Market
disk to the tile. If it doesnt, take a meeple from the supply and placed it on the Market. Meeples
cannot be placed on Building Hut (1), Bazaar (4) or Encampment (2) tiles. If an Encamplment or
Building Hut replaces the Market, take a meeple of choice and place it on the Market. Then place
the Market next to a tile in the Alhambra.

4.ReactivatetheVizier.FavoroftheVizier(1)
The player may turn the Vizier (1) upright to reactivate it. This action does not permit the player to
take another action and ends his/her turn.

5.ErectaBuildingHut.BuildingHuts(1)
The player may erect a Building Hut (1). This costs no currency; the hut must be placed in the
Alhambra or Reserve. Turn up the next Building Hut in the stack, if any remain. Each player may
have no more than three Building Huts including the Reserve. This action does not permit the
player to take another action and ends his/her turn.

6.PlaceWallMarkers.Walls(3)
If Wall cards are on display, the player may choose one of them and place Wall markers on any
tile (either just bought or already in the Alhambra, including the fountain tile) as shown on the
card. A tile with Wall markers cannot be replaced, and all markers must remain n place. Markers
cannot be placed on existing printed walls, and building rules must be followed. These walls do
count for scoring. This action does not permit the player to take another action and ends his/her
turn.

7.BuyTreasureChests.TreasureChamber(4)
The player may purchase all four chests in one section of the Treasure Chamber by paying at least
8 in any combnation of currences. Whether or not this is an exact purchase, the player is not
entitled to an additional action.

8.BuyaCaravanseraiCard.Caravanserai(5)
The player may buy a Caravanserai card if available. The cost depends on the number of building
types in the players Alhambra; if four types are present, the cost is 8; if five types, 4; and if all six
types are present, 2. It cannot be purchased if there are not at least four building types present. The

Alhambra Expansion Summary / Jan 09 6 Walter H. Hunt (hotc on BGG)


cost must be paid in one type of currency. If the purchase is exact, s/he may take an additional
action.

9.RotateCultureCounters.ArtoftheMoors(5)
The player may rotate all culture counters clockwise. This action does not permit the player to take
another action and ends his/her turn.

10.PurchaseaSultanCard.PowerofSultan(5)
The player may purchase a Sultan (5) card for 7, rolling the building die as described in the rules.
If the purchase is exact, s/he may take an additional action.

End
In the base game, there are three steps at the end of the turn: placing all tiles in the Alhambra or the
Reserve; refilling the money card area and refilling the tiles on the building yard. If there are no more tiles
left to refill the Building Yard, the game is over. If a scoring card is exposed, pause the turn and execute
Scoring.

Expansions:PlacingTiles
Bonus Cards (1): A player may reveal a Bonus Card at any tme subsequent to the addition of the
tile of that type to an Alhambra. It counts as one additional building of that type during Scoring,
and may be revealed even when scoring occurs as long as the tile is part of the Alhambra. Note
that it is taken back into the players hand if the tile is moved to the Reserve (see above).

Building Huts (1): Building Hut walls count just as if they were on building tiles. All normal
placement rules apply.

City Gates (2): A City Gate card can be played on a pair of tiles that form a double wall and
can allow the placement of a tile that would normally be forbidden because of the on foot rule
connecting all tiles to the central fountain. Place the wooden gate marker on the two connecting
tiles and discard the City Gate card.

Encampments (2): Encampment tiles must be placed so that bastion edges adjoin a city wall edge
of an Alhambra building. Encampments are not bound by the on foot rule, but may only touch
each other on non-bastion edges.

Flying Traders (3): When a purchased building is placed onto the Market disk, if the tile color
matches one of the meeples on the Market, a meeple of that color is moved from the Market disk to
the tile. If it doesnt, take a meeple from the supply and placed it on the Market. Meeples cannot
be placed on Building Hut (1), Bazaar (4) or Encampment (2) tiles. If an Encamplment or
Building Hut replaces the Market, take a meeple of choice and place it on the Market. Then place
the Market next to a tile in the Alhambra.

Treasure Chamber (4): Treasure Chests must be placed in buildings of the corresponding color
on the turn in which they are bought; they may be placed on buildings just bought, but not on
buildings placed in the Reserve. Chests may not be placed on Building Huts (1). Any chests that
cannot be placed are passed to the player on the left, who may place them if possible, and so forth.
Any unplaced chests are placed in the bag. Refill the Treasure Chamber with four chests drawn
from the bag. If there are not enough chests, that area will remain empty for the rest of the game.

Expansions:RefillingMoneyCards
City Gates (2): If a City Gate card is drawn, it is placed next to the supply of wooden gates, or
discarded if there is already a Gate Card there.

Alhambra Expansion Summary / Jan 09 7 Walter H. Hunt (hotc on BGG)


Characters (2): If a Character card is drawn, it is immediately auctioned before play continues.
The player whose turn was interrupted serves as auctioneer and makes the first bid. Bids are in a
single currency (though Exchange Office (1) and Diamonds (2) cards may be used), and the
highest bidder wins the Character and places it in front of him/her. Then draw again to refill the
money card area.

Power of Sultan (5): If a Sultan card is turned up, draw again to refill the money card area. Then
roll the die according to the rules and place the card beside the Building Yard.

Expansions:RefillingtheBuildingTiles
Bazaar (4): If a Bazaar tile is drawn, place it beside the Building Yard area corresponding to the
displayed currency and draw another tile.

Encampments (2): Encampment tiles are placed in the Building Yard just like building tiles.

Power of Sultan (5): If a building is drawn that matches an owned Sultan card, the player can
take it free of charge and add it either to the Alhambra or the Reserve. The Sultan card is then
removed from the game.

Expansions:Other(EndofTurn)
Art of the Moors (5): Adjust markers on Culture counters. A player with two or more buildings
with the same price may take a Culture counter along with a docking strip (if necessary) and align
it according to the rules. Note that buildings with value 12 and 13 are considered equal for this
purpose.

Characters (2): Ammar ElSchauf: A player with this Character card may take one additional
action to redesign his/her Alhambra.

Architects (4): A player may use a single Architect card to take a rebuild action. Only one can be
used at a time; the card is then removed from the game. The player may use both Ammar
ElSchaf and an Architect in the same turn.

Favor of the Vizier (1): A player with a face-up (active) Vizier marker may turn it over to
purchase a tile for an exact amount. The player receives no additional actions. This cannot be
used to obtain a Building Hut (1), nor can s/he use a Sultan (5) or a Character (2) card in this
way. The Vizier may be used to examine a Scout card if using the Attackers (4) expansion, and
may be used to buy a Bazaar (4).

Scoring
Scoring occurs three times in the game: once when each of the first two Scoring cards is revealed, and once
when the supply of tiles is exhausted. The first two occur when money cards are drawn to replenish drawn
cards, and interrupt a players turn. The third occurs when a players turn is completed (see above), and
ends the game. The latter condition is described in the End Game section below.

Expansions
In addition, various expansions alter and extend scoring as follows.

Art of the Moors (5): Players score for the current value of their Culture counters.

Alhambra Expansion Summary / Jan 09 8 Walter H. Hunt (hotc on BGG)


Attackers (4): At each scoring, use the current Scout and Atack cards to assess penalties.

Bazaar (4): Bazaar tiles are not scored in the first or second scoring.

Building Huts (1): Building Huts count as additional buildings of that type during scoring, and
their walls count for wall scoring.

Characters (2): Fatima: If not exchanged, this Character card is worth 8 Victory Points. [Note:
the rules do not specify, but I assume that she is worth this much at each scoring.]

Characters (2): Hakim Wahid: At scoring, this Character counts as one-half building of a type
specified by the player. The type may be different at each scoring.

Characters (2): Yusuf EPassuff: At scoring, this Character gives the player 1 additional victory
point for each 3 points earned. [Note: this should be calculated after all scoring is done, though
the rules do not specify it. It could also be done as each individual score is calculated from
buildings, Culture, Treasure, etc.]

Encampments (2): Encampments count at scoring according to the rules. Building Huts (1) count
as building tiles for this purpose. Bastions do not affect wall scoring.

New Score Cards (5): If in play, the score cards, not the values on the Scoring cards or the chart
on the Reserve boards, should be used to award Victory Ponts.

Treasure Chamber (4): At scoring, the Treasure Chamber provides a separate Scoring based on
the number of chests a player possesses.

EndGame
The game ends when there is no tile to fill an empty spot on the Building Yard. Final scoring then occurs.
Any unpurchased tiles are distributed according to the rules. Scoring is then calculated according to the
rules for the third scoring.

Expansions
In addition, various expansions alter and extend scoring as follows.

Bazaar (4): Unpurchased Bazaars are not distributed. Bazaars are scored during the third
scoring, but only if placed in an Alhambra. A building can be scored with multiple Bazaars.

Caravanserai (5): Unspent money on Caravanserai cards does count for final tile distribution.

Change (3): Change coins do count for final tile distribution.

Favor of the Vizier (1): The status of the Vizier marker has no effect for the final scoring.

Flying Traders (3): Score the meeple markers on tiles according to the rules.

Exchange Office (1): Exchange Officecards cannot be used to obtain tiles during final tile
distribution.

New Score Cards (5): If in play, the score cards, not the values on the chart on the Reserve
boards, should be used to award Victory Points.

Alhambra Expansion Summary / Jan 09 9 Walter H. Hunt (hotc on BGG)

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