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Alhambra: Designers' Expansion – Alhambra Zoo / Buildings of Power / Travelling Craftsmen thumbnail

Alhambra: Designers' Expansion – Alhambra Zoo / Buildings of Power / Travelling Craftsmen

Expansion for Alhambra

Alhambra: Designers' Expansion – Alhambra Zoo / Buildings of Power / Travelling Craftsmen Rulebook

Table of Contents

Table of Contents

  • Travelling Craftsmen
    • Components
    • Changes in setup
    • Changes in game play
    • Special rule for 2 players
    • The craftsmen in detail
  • Alhambra Zoo
    • Components
    • Changes in setup
    • Changes in game play
    • Changes in scoring
    • Special rule for 2 players
  • Buildings of Power
    • Components
    • Changes in setup
    • Changes in game play
    • Building of Architecture
    • Building of Wisdom
    • Building of Strength
    • Building of Prosperity
    • Changes in scoring
    • Special rule for 2 players

Travelling Craftsmen

Traveling craftsmen provide players with special abilities.

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.

Finally, the active player flips their face down craftsman face up, thus having a choice between two craftsmen during their next turn.

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.

Special rule for 2 players

Dirk never gets any craftsmen.

The craftsmen in detail

  • 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.
  • 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.
  • Goldsmith: When taking money, you may take money cards worth a total of 8 (instead of 5).
  • Coiner: The coiner allows buying a building with a combination of money from your hand and/or the display.
  • Mortar mixer: This craftsman may swap two tiles on the building market.
  • 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).
  • 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.
  • Stonemason: Exchange one money card from your hand with one money card of the same currency from the display.

Alhambra Zoo

Exotic pets are finding a new home in the Alhambra.

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.

Example: A player plays a money card worth 4, thus may move their animals up to 4 steps.

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.

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.

Special rule for 2 players

If Dirk gets any animal tiles they are immediately discarded.

Buildings of Power

Powerful abilities are waiting for those players who add these buildings to their Alhambra.

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.

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.

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.

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.

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.