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Alhambra: Designers' Expansion – Bathhouses / Wishing Well / Palace Designers thumbnail

Alhambra: Designers' Expansion – Bathhouses / Wishing Well / Palace Designers

Expansion for Alhambra

Alhambra: Designers' Expansion – Bathhouses / Wishing Well / Palace Designers Rulebook

Table of Contents

Table of Contents

  • Klaus-Jürgen Wrede: Bathhouses
    • Components
    • Changes in setup
    • Changes in game play
    • Adding a bathhouse to your Alhambra
    • Changes in scoring
  • Klaus-Jürgen Wrede: Wishing Well
    • Components
    • Changes in setup
    • Changes in game play
    • Changes in scoring
  • Marco Ruskowski & Marcel Süßelbeck: Palace Designers
    • Components
    • Changes in setup
    • Changes in game play

Klaus-Jürgen Wrede: Bathhouses

To have buildings in good reach of the bathhouses is important!

Components

  • 6 Bathhouse tiles

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.

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.

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.

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.

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.

Klaus-Jürgen Wrede: Wishing Well

The water supply of the buildings must be ensured.

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.

Example: The player gains 3 points for their wishing well, because there are exactly three buildings in the arrow's direction.

Marco Ruskowski & Marcel Süßelbeck: Palace Designers

The Alhambra grows constantly. Following the palace designer's instructions grants points.

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.