Alhambra: Designers' Expansion – Handymen / Gates Without End / Fresh Color
Alhambra: Designers' Expansion – Handymen / Gates Without End / Fresh Color Rulebook
Table of Contents
Table of Contents
Fresh Colors
The Alhambra needs to be more spectacular. New paint and decorations is what is needed.
Components
- 1 Project board (with 4 project spaces)
- 18 Project tiles (3 of each type of building)
- 36 Color tiles (6 each of blue, red, brown, white, green, and purple)
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.
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.
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.
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.
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.
Game with two players
Dirk cannot claim project tiles or color tiles.
Gates without End
Buying arcades gives bonuses - for everybody!
Components
- 1 Gate board
- 6 Plaza tiles
- 7 Wall pieces
- 6 Semi-buildings
- 9 Key tiles (reverse side shown on the sheet)
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 a an arcades (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. 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 arcades, the key tiles are resolved in order one after the other, and displays have to be replenished in between, if necessary.
Example: In a 3-player-game, Yellow buys an arcades 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.
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.
The bonuses in detail
- Redesigning action: 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.
- Wall piece: Add 1 wall piece to your Alhambra immediately.
- Buy a building: 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.
- Money card: Take 1 money card from the display immediately.
- Semi-building: 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.
- Swap buildings: Swap 2 buildings on the market. This includes swapping with an empty space.
- Plaza tile: Add 1 plaza tile to your Alhambra or your reserve immediately.
- Victory points: Gain 1 or 2 victory points.
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.
Handymen
The handymen earn points and help to pay the exact price of the buildings.
Components
- 48 Handymen (8 handymen of each player color; reverse side shown on the sheet)
- 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.
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.
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.
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.