RulesPal
Chat
Rulebook
Grand Austria Hotel: Let's Waltz! thumbnail

Grand Austria Hotel: Let's Waltz!

Expansion for Grand Austria Hotel

Grand Austria Hotel: Let's Waltz! Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Revised Edition Changes
  • Module 1: Vienna Ballrooms
    • Module 1 Components
    • Module 1 Setup
    • Module 1 Course of Play
    • Module 1 Ballroom Scoring
    • Module 1 Game End and Final Scoring
  • Module 2: Celebrities
    • Module 2 Components
    • Module 2 Setup
    • Module 2 Course of Play
  • Module 3: Unique Hotels
    • Module 3 Components
    • Module 3 Setup
    • Module 3 Course of Play
    • Module 3 Game End and Final Scoring
  • Module 4: Start Player
    • Module 4 Components
    • Module 4 Setup
    • Module 4 Course of Play
  • Module 5: Would You Like Some More?
    • Module 5 Components
    • Module 5 Setup
    • Module 5 Course of Play
  • Combining Modules
  • Appendix
    • Appendix: Ballrooms
    • Appendix: Celebrities
    • Appendix: Hotel Entrances
    • Appendix: Staff Cards
    • Appendix: Guest Cards
    • Appendix: Objective Cards
    • Appendix: Emperor Tiles
  • Solo Variant: Dinner for One
    • Solo Components
    • Solo: The Base Game
    • Solo: Module 1 (Vienna Ballrooms)
    • Solo: Module 2 (Celebrities)
    • Solo: Module 3 (Unique Hotels)
    • Solo: Module 4 (Start Player)
    • Solo: Module 5 (Would You Like Some More?)
    • Solo: Combining Modules

Overview

This expansion features five modules: Vienna Ballrooms, Celebrities, Unique Hotels, Start Player, and Would You Like Some More? You can combine any number of them with the base game at will, but we recommend you try each module separately, before combining them. The more modules that you add to the mix, the more complex the game will become.

Components

Each module lists the components that belong to it separately. The four new victory point markers, used when you reach or pass 225 and 300 victory points, are universal to all modules: They are not listed separately or mentioned in any setup instructions. Simply place them with their base game counterparts.

Revised Edition Changes

The following information may be useful if you own an older copy of GRAND AUSTRIA HOTEL and have not read the revised rule book yet:

  • Politics cards are now called objective cards.
  • Rows of rooms on your hotel board are called floors.
  • The total of guests available on the game board is called the queue.
  • Paying 1 krone to add a virtual die to the chosen action is called boosting the main action.

Module 1: Vienna Ballrooms

Going to bed already? That's no fun—you should go dancing instead!

In this module, you have a set of 10 dancers, practicing in the rehearsal rooms of your hotel. Whenever you complete a guest's order, instead of moving them to a hotel room, you can now choose to send them to one of three ballrooms (as a dancer). Entering these famous sites is expensive and must be paid with champagne. In return, you can gain valuable bonuses and additional victory points during the ballroom scoring, which takes place after the Emperor scoring.

So raise your glasses, take an invigorating sip of champagne, and shake a leg!

Module 1 Components

  • 29 guest cards
  • 15 staff cards
  • 3 objective cards
  • 2 overview cards (plus 2 for the base game)
  • 2 final scoring cards (plus 2 for the base game)
  • 5 ballroom boards (double-sided) and 1 balcony board
  • 4 rehearsal room boards
  • 40 dancer tokens (10 in each player color)
  • 25 champagne
  • 1 action board overlay
  • 3 Emperor tiles
  • 3 round indicator tiles

The overview and final scoring cards restate the rules printed in the sections below.

Module 1 Setup

Shuffle the new guest cards, staff cards, objective cards, and Emperor tiles into the respective base game stacks. These components are marked for ease of separation after the game.

Then set up the game according to the base game rules, adding the following steps. Except for step 6, which must be carried out at a particular point, you can add these steps at any time during setup.

Common Play Area

  1. Select three ballroom boards at random, turn them to the appropriate side (according to the number of players), and place them side by side above the game board, in a random order. Return the remaining ballroom boards to the game box—you will not need them. a. From left to right, place the Round indicator tiles in ascending order above the ballroom boards. b. Place the balcony board to the right of the ballroom boards, so that the door aligns with the top row of the rightmost ballroom.
  2. Place the action board overlay with the light side facing up over the dish and drink actions on the action board. (The source shows these two action spaces as icons.)
  3. Place the champagne with the dishes and drinks.
  4. Place the new overview cards with their base game counterparts.

Personal Play Area

  1. In addition to the four starting dishes and drinks, you also start with 1 champagne in your kitchen.

  2. Insert this step after drawing (and drafting) staff cards but before choosing your initial guest (i.e., between steps 10 and 11 of setup, as described in the revised base game rule book): a. Lay out a random assortment of rehearsal room boards equal to the number of players. (In a 4-player game, all four tiles are used.) b. Beginning with the player to the right of the start player and in counter-clockwise order, choose a rehearsal room board and place it to the left of your hotel board. c. Take the 10 dancer tokens* in your color and distribute them on the marked spaces on your rehearsal room board.

    Every rehearsal room board features four sections, containing 1, 2, 3, and 4 dancers, respectively, and depicting an individual room bonus.

    *Even though the tokens show a dancing couple, for the purposes of this game, each token is considered one dancer.

Module 1 Course of Play

Play the game according to the base game rules, with the following changes.

Main Actions

Two action spaces have been modified to provide the new item introduced by this expansion, champagne. The other action spaces remain unchanged.

  • Taking Dishes and Champagne: For each die on this action space, you can take either 1 strudel, 1 cake, or 1 champagne from the supply. You can take any combination of strudel, cake, and champagne, but you must take at least as much strudel as cake and at least as much cake as champagne. Example: With three dice on the action space, you can take either: 3 strudel, or 2 strudel and 1 cake, or 1 strudel, 1 cake, and 1 champagne.
  • Taking Drinks and Champagne: For each die on this action space, you can take either 1 wine, 1 coffee, or 1 champagne from the supply. You can take any combination of wine, coffee, and champagne, but you must take at least as much wine as coffee and at least as much coffee as champagne. Example: With four dice on the action space, you can take either: 4 wine, or 3 wine and 1 coffee, or 2 wine and 2 coffee, or 2 wine, 1 coffee, and 1 champagne.

Important! Even though champagne is literally a beverage, for the purposes of this game, it is considered neither dish nor drink. Apart from that, all rules that apply to dishes and drinks also apply to champagne, e.g., when gaining champagne, you can place it on guests in your café or in your kitchen.

Additional Actions

This module introduces an alternative additional action that you can take when completing a guest's order. The existing additional actions remain unchanged.

As you might have suspected, the "Serving Items" additional action now also includes champagne.

  • Sending a Guest to a Ballroom: When you complete a guest's order, instead of moving them to a vacant room, you can now, alternatively, send them to a ballroom; if you do, proceed as follows:

    1. Select a row (top, middle, or bottom) in a ballroom of your choice that has at least one unoccupied space remaining, and pay the indicated amount of champagne from your kitchen. (You must select a row that you can afford. If you cannot afford any, you may not select this additional action.)
    2. Take a dancer token from your rehearsal room board and place it in the selected row, on the first unoccupied space from the left. You can take dancers from your rehearsal room board in any order.
    3. When placing a dancer in the top or middle row, you immediately get a row bonus, as depicted at the start of the row. (The bottom row does not provide a bonus. If you get dishes and drinks as a bonus, you can place them on guests or in your kitchen as normal.)
    4. Discard the guest, gaining the reward and victory points depicted on the card as normal.
    5. If you remove the last dancer from a section of your rehearsal room board, you immediately get the depicted room bonus.

    You can collect the various rewards (steps 3, 4, and 5) in an order of your choice. Steps 1 and 2, however, must take place before gaining any rewards, i.e., you cannot use champagne from rewards to pay for the dancer.

The Balcony

The top row of the rightmost ballroom (with the "7" Round indicator tile) is considered to have an unlimited number of spaces. Once all depicted spaces in the top row are occupied, the next time you send a dancer to a ballroom, you can pay 3 champagne to place the dancer on the balcony board, gaining the top row bonus of the adjacent ballroom. For all intents and purposes, dancers on the balcony are considered to be placed in the top row of the rightmost ballroom.

Note:

  • When sending a dancer to a ballroom, you do not turn a room in your hotel; also, the guest's color does not matter.
  • On the 3/4-player side, some spaces are reserved for the 4-player game, marked by the symbol shown at the right. Do not use these spaces during 3-player games. When playing a 3-player game, you can cover these spaces with dancers of the unused color. Of course, if you do, this color does not participate in the ballroom scorings.
  • Once all spaces in the leftmost or middle ballroom are occupied, you cannot send any more dancers to it. Remember that, thanks to the balcony board, you can always send dancers to the rightmost ballroom, even if all depicted spaces are occupied.
  • Once placed, a dancer token remains on its space until the end of the game and cannot be moved. Except when the Emperor makes you lose dancers because you suffer His penalty.
  • You may place a dancer in an already scored ballroom (see "Ballroom Scoring" below).
  • In spite of the card name, you can move the "Flamenco Dancer" guest card from the base game (#53) to a hotel room or send her to a ballroom.

Clarifications

  • This icon represents a dish or drink, not champagne.
  • This icon represents champagne.
  • This icon represents any item: dish, drink, or champagne.

New Icons

  • You can send an additional dancer, paying the cost as normal.
  • You can send an additional dancer at no cost.
  • You can send an additional dancer, paying up to the indicated amount of champagne less.

Note: If any of these new icons appear in a guest reward, sending the additional dancer is independent of what you do with the guest.

Example

  1. After completing the Tsarina's order, you move her to a hotel room, scoring 9 victory points.
  2. You decide to send the additional dancer—from her reward—to "Apollosaal", the rightmost ballroom in this game. Because all regular spaces are occupied, you must send the dancer to the balcony.
  3. Normally, this would cost 3 champagne; but, thanks to the discount from the reward, you must pay only 2 champagne from your kitchen.
  4. As a result, you get 3 krones from the row bonus and, because you removed the last dancer from the third section of your rehearsal room board, you get 2 champagne and 1 space on the Emperor track from the room bonus.

In this example, even though you got back all the champagne you spent (effectively paying 0), you could not have sent the dancer if you did not have 2 champagne in your kitchen to begin with, because you must first pay and only then collect any rewards.

Module 1 Ballroom Scoring

Ballrooms are scored after each Emperor scoring. The Round indicator tiles above the ballrooms indicate when each ballroom is scored: the leftmost ballroom is scored after the first Emperor scoring (at the end of round 3), the middle ballroom is scored after the second Emperor scoring (at the end of round 5), and the rightmost ballroom is scored after the third and final Emperor scoring (at the end of round 7).

Each ballroom scores in a specific way, as shown at the top of the ballroom board. When a ballroom is scored, each player with no dancer in that ballroom loses 5 victory points.

Technically, there is no obligation to show up during ball season, but people will look funny at you if you don't.

Note: The ballrooms are explained in detail in the appendix (see "Appendix: Ballrooms" below).

Module 1 Game End and Final Scoring

The game ends after the third and final ballroom scoring at the end of round 7, followed by a final scoring as explained in the base game rules.

Each champagne left in your kitchen is worth 1 victory point.

The player with the most points wins. In case of a tie, the combined total of dishes, drinks, and champagne in the kitchen plus your position on the money track breaks the tie.

Module 2: Celebrities

Vienna is a classy city attracting lots of famous people; Albert Einstein and Marie Curie are having a cup of coffee in the lounge as we speak! Can you impress them and, thus, gain the edge over your opponents?

This module replaces three white dice with colored dice associated with a celebrity in the lounge. When taking a colored die from the action board, you also get the associated celebrity from the lounge, who will provide valuable support for the rest of that round—for a price, of course. The earlier you get them, the higher the price, so the right timing is key!

Module 2 Components

  • 3 victory point chits
  • 3 colored dice (red, blue, and yellow)
  • 11* celebrity tiles *The celebrity tiles marked with a special symbol (Giacomo Puccini, Mata Hari, and Picasso) are only used in combination with module 1.
  • 1 lounge board

Module 2 Setup

Set up the game according to the base game rules, adding the following steps:

Common Play Area

  1. Remove three white dice from the game, replacing them with the three colored dice. The total of dice remains unchanged (10/12/14 dice in a 2/3/4-player game).
  2. Place the lounge board beside the action board. a. Shuffle the celebrity tiles and place them in a face-down stack next to the lounge. b. Draw three celebrities from the stack and place them face up on the lounge, from left to right, one celebrity per space. c. Place the victory points chits nearby.

Note: Don't forget to remove the celebrity tiles marked with the special symbol if you aren't playing modules 1 and 2 combined.

Personal Play Area

No changes.

Module 2 Course of Play

Play the game according to the base game rules, with the following changes.

At the start of each round, the start player rolls both the white and colored dice together, distributing them on the action board as normal.

Using an Action Space

When using an action space, the color of the dice on the action space does not matter—the strength of the main action is always equal to the total number of dice on the action space (including the chosen die), regardless of color.

  • When taking a white die, carry out the associated main action as normal.
  • When taking a colored die, proceed as follows, in this order:
    1. Pay 1 krone for each other die on the action space (i.e., excluding the chosen die), regardless of color.
    2. Take the celebrity from the lounge associated with the color of the chosen die and place it face up in front of you.
    3. Immediately score 1, 2, or 4 victory points, as indicated on the celebrity tile or the victory point chit on it (if it has one, in which case it replaces the printed value).
    4. Then carry out the associated main action as normal (including the chosen die to determine the strength).

You can use the celebrity's effect on your turn, whenever applicable, for the rest of the current round, including the current turn.

Example: There are five dice on the action space: three white ones, a blue one, and a red one. If you take the red or blue die, you must pay 4 krones. Then take Ghandi (red) or Einstein (blue) from the lounge, scoring 1 or 4 victory points, respectively. Finally, carry out the main action with a strength of 5.

Passing

When placing a die on the dustbin, you must choose a white die, if possible. Only in the unlikely event that only colored dice are left can you remove a colored die: in this case, the player who re-rolls the dice (i.e., whose turn order tile is showing the lowest number) decides which die to remove.

End of Round

At the end of the round, before the Emperor scoring (if there is one), proceed as follows:

  1. Collect all player's celebrities and place them in a discard pile.
  2. Update the celebrities in the lounge:
    • If a celebrity does not have a victory point chit yet, place one with the "2 victory points" side facing up, covering the "1 victory point" printed on the celebrity tile.
    • If a celebrity has a victory point chit showing "2 victory points", turn the chit to the other side showing "4 victory points".
    • If a celebrity has a victory point chit showing "4 victory points", place the celebrity on the discard pile and return the victory point chit to the supply.
  3. Replenish the lounge by drawing new celebrities from the stack, placing them on the empty spaces, from left to right. If the stack runs out, shuffle the discard pile to form a new face-down stack.

Proceed with the Emperor scoring (if there is one), passing your turn order tiles, advancing the Round marker, and turning your staff cards upright, as detailed in the base game rules.

Game End and Final Scoring

No changes.

Module 3: Unique Hotels

Places to stay overnight are a dime a dozen in Vienna and customers are left with the agony of choice. Tasteful furnishings and excellent service alone will not suffice any longer. You need to go out of your way and offer something truly remarkable to make a name for yourself worldwide!

In this module, you start by bidding on individual hotel entrances that change your starting conditions and empower you with unique abilities for the duration of the game. Get out of your comfort zone, adapt to the changes from your hotel entrance, and score more victory points than ever before!

Module 3 Components

  • 5 bonus tokens (for Hotel Dove)
  • 9 hotel entrances* *The hotel entrance marked (The Ren) is only used in combination with module 1.

Module 3 Setup

Set up the game according to the base game rules, adding the following steps.

Common Play Area

No changes.

Personal Play Area

  1. Do not place any dishes or drinks in your kitchen (i.e., skip step 9 of setup, as described in the revised base game rule book).

    If both modules 1 and 3 are in play, you do start with 1 champagne in your kitchen; you just don't place any dishes or drinks there yet.

  2. Insert this step after drawing (and drafting) staff cards but before choosing your initial guest (i.e., between steps 10 and 11 of setup, as described in the revised base game rule book): a. Lay out a random selection of hotel entrances equal to the number of players. Note the additional instructions for Hotel Dove, Ninas Melange, and The Grand Wray Hotel, if they are among the selected hotel entrances:

    • Hotel Dove: Place the 5 bonus tokens face up near "Hotel Dove".
    • Ninas Melange: Draw 3 objective cards at random from those remaining (one each of A, B, and C) and place them face up near "Ninas Melange".
    • The Grand Wray Hotel: Draw 6 Emperor tiles at random from those remaining (two each of A, B, and C) and place them face up near "The Grand Wray Hotel". b. Once the selection is set, the start player must choose one of these hotel entrances and put it up for auction, placing the first bid of 0 or more krones. Proceeding clockwise, players must either raise or pass. If you pass, you cannot rejoin that particular auction later. The auction continues around the table until all but one player has passed. c. The winning player pays their bid (if it is greater than 0), moving the marker on their money track down accordingly, and places the hotel entrance to the left of their hotel board, collecting the starting items depicted at the top of the tile. Some hotel entrances provide additional things at the start; if in doubt, consult the appendix for instructions when to collect them (see "Appendix: Hotel Entrances" below). Once you get your hotel entrance, you may not participate in any subsequent auctions. d. If the start player did not win the auction, they must start another in the same fashion. If they did win, the next player clockwise who has not yet won a hotel entrance must start the next auction. Continue this process until all but one hotel entrance is auctioned off. The remaining player gets the last hotel entrance at no cost.

Example: Anna, Beth, and Cyril are about to auction off Hotel Mayenfels, The Grand Wray Hotel, and The Kozi Palace, Vienna. Anna is the start player; she decides to put Hotel Mayenfels up for auction, bidding 5 krones right off the gate. Beth raises 7; Cyril passes. Anna raises 8, winning the auction, as Beth passes. Now Beth has to start the next auction; she bids 0 on The Kozi Palace, Vienna. Cyril and Beth raise each other a couple of times, before Cyril places the winning bid of 5 krones. As a result, Beth gets The Grand Wray Hotel for free, keeping her starting money of 10 krones, whereas Anna and Cyril have to make do with 2 and 5 krones, respectively.

Module 3 Course of Play

The base game rules remain unchanged, except for the individual changes introduced by each hotel entrance. Only the owner of a hotel entrance may use its effect, whenever applicable. Consult the appendix for a detailed explanation of all hotel entrance effects (see "Appendix: Hotel Entrances" below).

Module 3 Game End and Final Scoring

No changes.

Module 4: Start Player

The first shall be the last? No more! This module replaces the snake-like turn order from the base game with a classic clockwise one, while adding the option to actively become start player next round: a minor advantage with a major effect!

The new Start Player action is featured on an action board extension. Taking this action, you forgo taking a die from the action space. Instead, you get the skeleton key, i.e., you will go first next round, and, in addition, you get a dish or drink of your choice and you can take a main action with a strength of one.

Module 4 Components

  • 9 new turn order tiles
  • 1 action board extension
  • 1 skeleton key

Module 4 Setup

Set up the game according to the base game rules, adding the following steps:

Common Play Area

  1. Place the action board extension to the left of the action board (so the illustrations match) and put the skeleton key on the action board extension.

Personal Play Area

  1. Randomly select a start player and distribute the turn order tiles accordingly, using only the new tiles from this expansion in place of their base game counterparts.

    The start player does not get the skeleton key! It stays on the action board extension until it is taken as an action.

  2. When setting up your money tracks, place the money marker on the space indicated by the following table, based on your position in the initial turn order (as indicated by the lower number on your turn order tile):

    Turn order position1234
    Money marker on space9101112

Module 4 Course of Play

The base game rules remain unchanged. As indicated by the new turn order tiles, play goes around the table in a clockwise manner, as opposed to the snake-like pattern of the base game.

It is now possible to actively become start player by taking the start player action.

Start Player Action

On your turn, if the skeleton key is still available on the action board extension and you have not passed this round, instead of taking a die, you can take the skeleton key from the action board extension and place it on your turn order tile (covering the lowest visible number as you would with a die).

If you do, you get 1 dish or drink of your choice (no champagne) and, additionally, you can carry out any main action (the six icons listed below; the source prints them as symbols) with a strength of 1. The number of dice on the respective action space does not matter: you carry out the main action as though there were one die.

In other words, your choices are:

  • take 1 strudel, or
  • take 1 wine, or
  • prepare 1 room, or
  • take 1 krone, or
  • advance 1 space on the Emperor track, or
  • play 1 staff card from hand for 1 krone less.

Note:

  • You do not take a die from the action space.
  • You may not pay 1 krone to boost that main action.
  • Your staff that activate on taking a particular die do not activate here.
  • As always, you can place the items you get on guests in your café or in your kitchen.

When taking the Start Player action, the subsequent players get 0, 1, and 2 krones, respectively. In other words:

  • In a 4-player game, the player to your left gets nothing, the player to their left gets 1 krone, and the player to your right gets 2 krones.
  • In a 3-player game, the player to your left gets nothing and the player to your right gets 1 krone.
  • In a 2-player game, your opponent gets nothing.

This is to provide some compensation to the players that you pushed back in turn order.

Example: The current turn order is Anna, Beth, and Cyril. It is Beth's turn; she decides to take the skeleton key, choosing strudel as her free dish/drink and another strudel for the single-die main action. As a result of Beth's taking the skeleton key, Anna gets 1 krone.

Important! You can take the skeleton key, if it is still available, on your first or second turn in a round. You may not take it when or after you pass, even if it still available after the re-roll.

Otherwise you'd keep re-rolling until there are no dice left, knowing you'll definitely get a useful action if the dice fail you.

End of Round

At the end of the round, redistribute the turn order tiles clockwise, beginning with the player holding the skeleton key. Then return the skeleton key to the action board extension.

If the skeleton key has not been taken, instead pass your turn order tiles to the left, as normal.

Game End and Final Scoring

No changes.

Module 5: Would You Like Some More?

Sometimes, only more is more!

This module features new staff cards, objective cards, and new Emperor tiles, without changing any of the base game rules. You can add these new components to the base game or combine them with any or all of the other modules.

Module 5 Components

  • 3 Emperor tiles
  • 14 staff cards
  • 3 objective cards

Module 5 Setup

Shuffle the new staff cards, objective cards, and Emperor tiles into the respective base game stacks. These components are marked for ease of separation after the game.

Then set up the game according to the base game rules.

Module 5 Course of Play

No changes; but there is a new type of staff card:

Staff cards with a bell symbol do not activate immediately after you play them, but only when you meet the requirement to the left of the colon on this or a later turn. When you do, you can take the reward depicted to the right of the colon. This is a one-time reward. When you take it, turn the staff card face down to indicate it has been resolved. (Face-down staff cards still count as "played staff" for any relevant effect.)

Once the card is face down, it remains that way until the end of the game. Do not turn it face up again! I'm speaking to you, owners of an older edition of GRAND AUSTRIA HOTEL.

When you meet the requirement, you can choose to not activate the card (if it is inconvenient for you at that time). However, if you do not activate it immediately after meeting the requirement, you have to wait until a later point in time when you meet the requirement again, to get the reward.

Game End and Final Scoring

No changes.

Combining Modules

All modules can be played on their own or in any combination. Be aware that combining modules 1 and 2, in particular, will increase the complexity and probably result in a longer and more challenging game. We recommend that you initially use only one of these two modules at once to keep complexity at bay.

Using two or more modules together can affect some steps of setup. The following features an abbreviated but complete set of setup instructions, based on the revised rule book, that incorporates the setup steps of all modules in this expansion.

Common Play Area

  1. Place the game board in the middle of the play area. a. Place the Round marker on the first space of the Round track. b. If using modules 1 or 5, add the new Emperor tiles to the mix. Place a randomly selected A, B, and C tile face up below the appropriate Round spaces. c. If using modules 1 or 5, add the new objective cards to the mix. Place a randomly selected A, B, and C card face up on the designated spaces. d. If using module 1, add the new guest cards to the mix. Place five randomly selected guests in the queue. e. Place the victory point markers, including those from this expansion, nearby.
  2. If using module 1, place three randomly selected ballroom boards side by side and in random order above the game board. a. Place the Round indicator tiles in ascending order above the ballroom boards. b. Place the balcony board to the right of the ballroom boards.
  3. Place the action board next to the game board. a. If using module 1, place the action board overlay on the action board, light side up. b. If using module 4, place the action board extension next to it and put the skeleton key on the action board extension. c. In a 2/3/4-player game, place 10/12/14 dice near the action board. d. If using module 2, replace three of those dice with the colored dice. e. Place the dustbin nearby.
  4. With module 2, place the lounge board above the action board. a. Place the shuffled stack of celebrity tiles next to the lounge. (Remove any celebrities with the special symbol prior to this, unless you are playing with module 1.) b. Place the top three celebrities from the stack in the lounge. c. Place the victory points chits nearby.
  5. Place the dishes and drinks and, if using module 1, the champagne in a supply.
  6. Place the room tiles ready at hand.
  7. Shuffle the staff cards and place them nearby; if using modules 1 or 5, include the new ones.
  8. Place the overview cards within reach of all players; if using modules 1 or 2, include the new ones.

Personal Play Area

  1. Randomly select a start player and distribute the turn order tiles accordingly. If using module 4, make sure you are using the new turn order tiles in place of the base game ones.
  2. Take a hotel board, and the six markers in a color of your choice. a. Decide together whether to play the night or day side. b. Place one marker on space "10" of your money track. If using module 4, instead place the marker on 9/10/11/12, based on your turn order position. c. Place one marker on space "0/75" on the score track and one marker on space "0" of the Emperor track. d. Place the remaining three markers beside your hotel board.
  3. Unless using module 3, place 1 strudel, 1 cake, 1 wine, and 1 coffee in your kitchen. If using module 1, also place 1 champagne in your kitchen. If using both modules 1 and 3, place only 1 champagne in your kitchen.
  4. Draw 6 staff cards into your hand. If you wish, perform a draft with these cards.
  5. If using module 3, lay out one random hotel entrance per player. Then bid for the hotel entrances until each player has a hotel entrance. You can bid 0 or more krones.
  6. If using module 1, lay out one random rehearsal room board per player. a. Beginning with the player to the right of the start player and in counter-clockwise order, take a rehearsal room board and place it to the left of your hotel board. b. Place the 10 dancer tokens in your color on your rehearsal room board.
  7. Beginning with the player to the right of the start player and in counter-clockwise order, take a guest from the queue, ignoring the printed cost. Replenish the queue after each selection.
  8. Prepare three rooms in your hotel, beginning with the bottom left room, by paying the cost printed at the start of each floor.

Appendix

This appendix comprises seven parts: a ballroom board index, a celebrity tile index, a hotel entrance index, a staff card index, a guest card index, an objective card index, and an Emperor tile index.

Appendix: Ballrooms

The following explains the row bonuses and how each ballroom scores. For all of these, remember that dancers on the balcony count as being in the top row of the rightmost ballroom.

Apollosaal

  • Top row bonus: You get 3 krones.
  • Middle row bonus: You get 2 krones.
  • Ballroom scoring: Multiply the total number of dancers you have in this ballroom by the highest row they occupy (bottom = 1, middle = 2, top = 3) and score that many VP. Lose 5 VP if you have no dancers at all in this ballroom when scored.

Example: Anna has two dancers in this ballroom, one of them in the top row, so she scores 2 × 3 = 6 VP. Beth has one dancer in the bottom row, so she scores only 1 × 1 = 1 VP. Cyril has three dancers, all in the middle row, so he scores 3 × 2 = 6 VP.

Goldener Strauss

There is no middle row in the 2-player game.

  • Top row bonus: Advance 3 spaces on the Emperor track.
  • Middle row bonus: Advance 1 space on the Emperor track.
  • Ballroom scoring: Score the rows individually: in each row, the player with the most dancers in that row scores 7 VP; the player with the second most dancers scores 2 VP. All other players score nothing for that row. To score VP, you must have at least one dancer in that row. In case of a tie in a row, apply the tiebreaking rules detailed in the "Resolving Ties" box below. Lose 5 VP if you have no dancers at all in this ballroom when scored.

Example: The top row is empty, so nobody scores any VP for it. In the middle row, Beth (gray) and Cyril (purple) have one dancer each, so they both score 4 VP each (= half of 7 VP + 2 VP, rounded down). In the bottom row, Anna (blue) has two dancers and Cyril has one; consequently, Anna scores 7 VP and Cyril scores 2 VP.

Odeonsaal

  • Top row bonus: You can occupy one room in your hotel (of any color) by turning it to the occupied side. Additionally, score 3 VP.
  • Middle row bonus: You can occupy one room in your hotel (of any color) by turning it to the occupied side. You must choose a room in the bottom three rows of your hotel board.
  • Ballroom scoring: Score VP for the total of dancers you have in this ballroom as indicated by the table below. Lose 5 VP if you have no dancers at all in this ballroom when scored.
Dancers012345+
VP-51491625

Example: Anna has six dancers, Beth has one dancer, and Cyril has no dancers in this ballroom. Consequently, Anna scores 25 VP, Beth scores 1 VP, and Cyril loses 5 VP.

Zum Sperl

  • Top row bonus: You get 1 strudel, 1 wine, and 1 coffee.
  • Middle row bonus: You get 1 cake.
  • Ballroom scoring: Total the number of dancers you have in this ballroom across all rows. Then score VP according to your rank as follows:
    • In a 2-player game, the player with the most total dancers in this ballroom scores 10 VP. If the other player has at least one dancer in this ballroom, they score 3 VP.
    • In a 3- and 4-player game, the player with the most total dancers in this ballroom scores 15 VP; the player with the second most total dancers scores 10 VP; and the player with the third most total dancers scores 5 VP. (The fourth player scores nothing.)

In either case, lose 5 VP if you have no dancers at all in this ballroom when scored.

Resolving Ties

In case of a tie, the tied players share a rank and an according number of subsequent ranks are skipped. Total the VP of the shared rank and any skipped ranks and divide the total by the number of tied players of that rank, rounded down. The tied players score that many VP.

Example: Anna and Beth both have three dancers each in this ballroom; Cyril has only one dancer. Consequently, Anna and Beth tie for most dancers, scoring 12 VP each, i.e. 15 VP + 10 VP divided by two, rounded down; Cyril scores 5 VP for third most dancers.

Zur Kettenbrücke

  • Top row bonus: Score 5 VP.
  • Middle row bonus: Score 2 VP.
  • Ballroom scoring: Score 7 VP for every second dancer you have in this ballroom, rounded down. Lose 5 VP if you have no dancers at all in this ballroom when scored.

Example: Anna has one dancer in this ballroom; Beth has four dancers; and Cyril has three dancers. Consequently, Anna scores 0 VP, Beth scores 14 VP, and Cyril scores 7 VP.

Appendix: Celebrities

The following explains the effects of the eleven celebrity tiles. The celebrity tiles marked with the special symbol are only used when both modules 1 and 2 are in play.

  • Emperor track bonus: Each time you advance at least 1 space on the Emperor track, you can advance one additional space. If you advance on the Emperor track from multiple sources (e.g., a guest reward and an occupancy bonus), you get an additional space for each source. And no, this effect does not trigger itself.
  • Victory point bonus: Each time you get at least 1 VP, you get an additional 2 VP. If you get VP from multiple sources (e.g., a guest and an occupancy bonus), you get the bonus VP per source. And no, this effect does not trigger itself.
  • Staff card bonus (modules 1 and 2 only): Each time after you play a staff card, you also get 1 champagne and 2 VP.
  • Room occupancy bonus: Each time you occupy a room (of any color, and by any effect), you also score 2 VP.
  • Staff card bonus: Each time after you play a staff card, you also get your choice of 2 dishes and/or drinks (no champagne). You can take the same or different dishes and/or drinks.
  • Exchange: At any time during this round, but only once, you can exchange up to four dishes and/or drinks in your kitchen for an equal number of other dishes and/or drinks from the supply (different from those spent). As always, you can place the dishes and drinks that you get from the supply on guests or in your kitchen. Champagne and money cannot be part of the exchange.
  • Money bonus: Each time after you get at least 1 krone, you can prepare one room (of any color) for 1 krone less. If you get money from multiple sources (e.g., a guest reward and an occupancy bonus), you can prepare one room per source.
  • Room cost: Preparing rooms (of any color) costs you nothing this round. This does not grant a free action; it merely removes the cost.

Appendix: Hotel Entrances

The following explains the effects of the nine hotel entrances. The hotel entrance marked with the special symbol is only used when both modules 1 and 3 are in play.

Chateau Paulwei

  • When gained: Place 1 cake, 1 wine, and 1 coffee in your kitchen. When preparing the initial three rooms, you can prepare an additional two rooms. If you do, you must pay the cost printed at the start of the floor as normal. Consequently, you start the game with five vacant rooms.
  • Ongoing effect: This hotel entrance replaces the occupancy bonus charts on your hotel board:
    • You score 4, 8, 13, and 20 VP for completing a group of 1, 2, 3, and 4 blue rooms, respectively.
    • You get 2, 4, 8, and 13 krones for completing a group of 1, 2, 3, and 4 red rooms, respectively.
    • You can advance 2, 4, 8, and 13 spaces on the Emperor track for completing a group of 1, 2, 3, and 4 yellow rooms, respectively.

Corogari Zant-Mainz

  • When gained: Place 1 strudel and 1 wine in your kitchen.
  • Ongoing effect: Each round, as soon as you take your second die, even before carrying out the associated main action, you get a bonus based on the combined value of your two dice:
    • 7: You get nothing.
    • 6 or 8: You can immediately play a staff card from hand for 1 krone less.
    • 5 or 9: You get 1 strudel and 1 wine.
    • 4 or 10: You get 1 krone and you can advance 1 step on the Emperor track.
    • 3 or 11: You get 1 cake and 1 coffee.
    • 2 or 12: You can prepare one room (of any color) at no cost and you score 1 VP.

If both modules 3 and 4 are in play: For the purposes of this hotel entrance, the skeleton key (that you get by taking the Start Player action) copies the value of the one die you have. In other words, as soon as you have one die and the skeleton key, double the value of that die to determine your bonus.

Dove

  • Setup: Place the 5 bonus tokens face up beside this hotel entrance.
  • When gained: Place 1 strudel and 1 wine in your kitchen. Place the 5 bonus tokens that come with this hotel entrance nearby. After preparing the initial three rooms, you can prepare a fourth room at no cost. That room must be adjacent to an existing room as normal.
  • Ongoing effect: Each time you complete a column in your hotel, by occupying the four rooms in that column, you must immediately choose one of your remaining bonus tokens and claim the bonus printed at the top. Each time you complete a floor in your hotel, by occupying the five rooms in that floor, you must immediately choose one of your remaining bonus tokens and claim the bonus printed at the bottom. In either case, remove the bonus token from play afterward.

So, in total, you can get a maximum of 5 bonuses over the course of the game.

Kaufman

  • When gained: Place 1 strudel, 1 cake, 1 wine, and 1 coffee in your kitchen. After choosing your initial guest and replenishing the queue, you can immediately choose a second guest at no cost. If you do, replenish the queue as normal.
  • Ongoing effect: This hotel entrance expands your café, providing a fourth table for guests. Each time you take the optional action (i.e., taking a guest), after taking the guest and replenishing the queue, you can take a second guest from the queue by paying the cost. If you do, replenish the queue as normal. When completing a guest's order, do not place the guest card on the discard pile, but collect it in a personal face-down pile. At the end of each round, you score 1, 3, 6, or 9 VP if that pile contains at least 2, 3, 4, or 5 guests, respectively. Afterward, place the guests on the common discard pile.

Mayenfels

  • When gained: Place 1 cake and 1 coffee in your kitchen. Draw a staff card from the deck and add it to your hand. Then play a staff card from hand for up to 3 krones less.
  • Ongoing effect: Each time after you play a staff card, you get 1 krone and you can draw a new staff card from the deck. This does not apply to the staff card you play when gaining this hotel entrance.

Ninas Melange

  • Setup: Before the auction begins, randomly select 1 each of the remaining A, B, and C objective cards and place them face up beside this hotel entrance.
  • When gained: Place 1 strudel, 1 cake, 1 wine, and 1 coffee in your kitchen. Place the 3 objective cards that come with this hotel entrance nearby. These are your personal objectives.
  • Ongoing effect: On your turn, when you complete a personal objective, you immediately score 15, 10, or 5 VP if you do so in rounds 1-3, 4-5, or 6-7, respectively. Afterward, turn the completed objective card face down. This does not apply when you complete a common objective on the game board. In this case, place a marker on the objective card on the game board as normal.

Completing a personal objective does not activate any staff effects that require placing a marker on an objective card (cards #132 and #179), nor does it count towards the depicted Emperor tile.

During final scoring, you score 3, 6, or 10 VP if you completed a total of 4, 5, or 6 objectives, respectively, including personal objectives and common objectives on the game board.

The Grand Wray Hotel

  • Setup: Before the auction begins, randomly select 2 each of the remaining A, B, and C Emperor tiles and place them face up beside this hotel entrance.
  • When gained: Place 1 strudel in your kitchen. Advance 2 steps on the Emperor track and place the 6 Emperor tiles that come with this hotel entrance nearby.
  • Ongoing effect: Once per turn, you can retreat your marker on the Emperor track by 1, 2, or 3 spaces. If you do, you can immediately claim the reward (i.e., the top part) of an A, B, or C tile that came with this hotel entrance. Afterward, remove the chosen tile from play.

Publisher's note: "We use the symbol on the tile, which normally stands for 'once per round' effects on staff cards, to indicate this effect is used once per turn. We apologize for any confusion this might cause."

The Kozi Palace, Vienna

  • When gained: Place 1 cake and 1 coffee in your kitchen.
  • Ongoing effect: Each time you are about to use an action space, you can move one die from an adjacent action space onto the action space you are about to use. If you do, turn that die to the appropriate number. (The two outer action spaces are not adjacent to one another.)

Example: There are two dice each on the action spaces. You want to play a staff card, so you move a die to the action space, turning it to the appropriate number. As a result, you can now play a staff card for 3 krones less.

If both modules 3 and 4 are in play: You may not move a die when taking the skeleton key.

The Ren

Only used when both modules 1 and 3 are in play.

  • When gained: Place 1 strudel, 1 cake, 1 wine, and 1 additional champagne in your kitchen. Consequently, you start the game with 2 champagne in your kitchen: one that every player starts with and one from this hotel entrance.
  • Ongoing effect: Each time you send a dancer to a ballroom, you get double the row bonus. That is, unless you send them to the bottom row: two times nothing is still nothing.

Each time a ballroom is scored, you get 4 VP if you alone have the most dancers in that ballroom. Being tied for most dancers does nothing for you.

Appendix: Staff Cards

The following table explains all staff cards from this expansion in detail, in ascending order by card number:

#NameDescription
119Dancing MasterEach time you take a die showing 3, before or after taking the main action, you can also send a dancer to a ballroom by paying the normal cost. Additionally, you get 1 krone. You may not take any additional actions between the main action and sending the dancer.
120ViolinistImmediately (and only once), you get 3 champagne.
121ConcertmasterEach time you take a die showing 1, after performing the action as normal, you get 1 champagne and score 1 VP. The additional champagne has no impact on the minimum quantities of strudel and cake.
122SymphonistOnce per round, you can spend exactly 1 champagne from your kitchen to score 5 VP.
123UsheretteOnce per round, you can spend exactly 2 krones to get 1 champagne and score 3 VP.
124ConductorEach time you take a die showing 4, you also get 1 champagne and 1 krone.
125

Appendix: Guest Cards

The following table explains all guest cards from this expansion in detail, in ascending order by card number:

#NameDescription
134DebutanteYou get 1 champagne.
135Lady CompanionYou can advance 1 space on the Emperor track. Additionally, you can play a staff card from hand at no cost.
136GovernessYou get 1 champagne.
137Prima BallerinaYou get 2 krones. Additionally, you can send up to two dancers to the same or different ballrooms by paying the normal cost. The Prima Ballerina can book a room or go dancing; in either case, her two friends definitely go dancing.
138MannequinYou get 1 champagne. Additionally, you can play a staff card from hand for up to 3 krones less.
139DivaYou get 2 champagne.
140Waltz QueenNo effect. But she is worth 15 VP!

Appendix: Objective Cards

The following explains the requirements of the six objective cards included in this expansion. Three of these are part of module 1, marked with a music-note symbol; the other three are part of module 5, marked with a plus symbol.

#Requirement
163You have at least 7 champagne in your kitchen. (Module 1)
164You have at least 7 dancers across any number of ballrooms (including the balcony). (Module 1)
165You have completed the orders of at least 4 green guests.* (Module 1)
180You have at least 3 strudel, at least 3 cake, at least 3 wine, and at least 3 coffee in your kitchen. (Module 5)
181At least 3 rooms (of any color) in the top floor of your hotel are occupied. (Module 5)
182You have completed the orders of at least 5 guests who each ordered 3 or more items.* (Module 5)

*To keep track, do not discard the guests relevant to this objective, but keep them in a personal face-down pile, until you complete this objective. Only then place them in the discard pile. When using module 3, as the Kaufman player, you need to keep two separate piles: one collecting the guests whose order you completed this round and another one collecting the guests relevant to this objective. At the end of a round, you score VP only for the guests in the first pile, before moving any relevant guests to the second pile and discarding the rest.

Note: The module labels in the table above are added here to show which module each objective belongs to; the source marks them with icons on the card art.

Appendix: Emperor Tiles

The following explains the rewards and penalties of the six Emperor tiles included in this expansion. Three of these are part of module 1, marked with a music-note symbol; the other three are part of module 5, marked with a plus symbol.

Module 1 tiles (marked with a music-note symbol)

TileRewardPenalty
AYou get 2 champagne.Return 2 champagne from your kitchen to the supply. If you have less than 2 champagne in your kitchen, lose 5 VP instead.
BYou can send a dancer to a ballroom at no champagne cost, with all the usual benefits, if any.Remove one of your dancer tokens from the middle ballroom and return it to the game box.¹ If you have no dancer in the middle ballroom, lose 7 VP instead.
CScore 2 VP for each dancer you have across all ballrooms.³Remove two of your dancer tokens from the rightmost ballroom and return them to the game box.¹ If you have at most one dancer in the rightmost ballroom, lose 10 VP instead.³

Module 5 tiles (marked with a plus symbol)

TileRewardPenalty
AYou get 2 krones and 1 dish or drink of your choice (no champagne).Pay 2 krones and return 1 dish or drink of your choice (no champagne) from your kitchen to the supply. If you have less than 2 krones or no dishes or drinks in your kitchen, lose 5 VP instead.
BDraw 3 staff cards from the deck and add them to your hand. Additionally, score 4 VP.Return 3 staff cards from hand to the bottom of the deck. If you have less than 3 staff cards in hand, lose 7 VP instead.
CScore 5 VP for each of your markers placed on any objective cards.²Lose all of your money and remove all items (dishes, drinks, and champagne) from your kitchen.

¹ This is the ballroom that is about to be scored after this Emperor scoring.

² When using module 3, as the Ninas Melange player, you do not score these 5 VP for the personal objectives you completed.

³ Remember that dancers on the balcony count as being in the top row of the rightmost ballroom.

Solo Variant: Dinner for One

The following rules allow you to play GRAND AUSTRIA HOTEL and the LET'S WALTZ! expansion, except module 4 (Start Player), on your own. You will be playing against a virtual opponent, whose actions are determined by a deck of 20 cards. In fact, there are two such decks: one is used with the base game and modules 3 and 5 of the expansion; the other is used with modules 1 and 2. In the former case, your virtual opponent will be Leopold; in the latter case, Elisabeth. You can play against them on three levels of difficulty.

We recommend you start with the base game only, before adding any of the expansion modules. You need to familiarize yourself with the base game solo rules anyway, as they are the foundation for the expanded solo game. This rule book will focus only on the changes introduced by the solo variant. If a rule is not mentioned, that rule has not changed.

This solo variant is a companion rulebook ("Dinner for One") to the expansion. It lists only the changes from the base game solo rules, so it is a supplement to the base game's solo rules.

Transcription note: the source prints many of its symbols (instruction-card icons, borders, hand symbols, card icons) as artwork. Where the rules text names a symbol, that wording is kept; where the text refers only to a picture, the sentence says "symbol" or "icon" and the artwork is not reproduced. The publisher's credits block and the original fan-project credit are not transcribed.

Solo Components

  • 20 instruction cards with a light brown back side, for the base game and modules 3 and 5 (numbered 193-212 on the front). This is the "Leopold deck".
  • 20 instruction cards with a dark brown back side, for modules 1 and 2 (numbered 213-232 on the front). This is the "Elisabeth deck".
  • 20 cogwheel tokens, only used with module 3.

Solo: The Base Game

The following explains the solo variant when playing the base game without using any of the expansion modules. You will be playing against Leopold.

"It's an honor to play with you, milord!"

Components

  • Everything needed for the 2-player base game, and
  • the 20-card Leopold instruction deck (with a light brown back).

Setup

Set up the game for 2 players, as described in the base game rules, applying the following changes to Leopold's and, if mentioned, to your personal display:

  1. Leopold gets the "1/4" turn order tile, i.e., he always takes the first turn. (Conversely, you get the "2/3" turn order tile at the start.)

  2. Leopold always uses the night side of a random hotel board. You can turn your hotel board to whichever side you prefer.

  3. Shuffle the instruction deck and place it face down beside Leopold's hotel board.

  4. Leopold does not need a money track nor money marker. In fact, Leopold never has any money.

    "The payment may be poor, but I'm treated very well here and I really like my job! I do use my markers on the victory point track and on the Emperor track as normal, though, and I keep three markers in my color to claim objectives."

  5. Leopold does not start with any items in his kitchen. In fact, he never gets any items into his kitchen.

  6. Before drawing your initial hand of staff cards (see next step), look through the deck and retrieve all cards with the symbol. Shuffle these cards, draw 5 cards without looking at them, and place them in a face-down stack beside Leopold's hotel board, as his private deck. Shuffle the remaining cards back into the common deck. Leopold does not draw any staff cards, nor does he reveal any cards in his private deck at this point.

  7. Draw 10 staff cards from the common deck and select 6 of them for your initial hand. Return the other 4 to the bottom of the common deck, in any order.

  8. Leopold does not draw an initial guest and he does not prepare three rooms at the start (only you do these things).

Course of Play

Before you start, decide on which level of difficulty you want to play against Leopold (see the box below). There are three levels: easy, medium, and hard. The higher the level, the more actions Leopold will take on his turns.

The game is played as a normal 2-player game, with you and Leopold taking turns according to your turn order tiles. Leopold never passes. When it is his turn, draw an instruction card from his deck and carry out the effects from top to bottom (as detailed below). You take your turns normally. You may pass, if you wish, with all the normal consequences (i.e., waiting until Leopold takes both of his turns, removing one die, and re-rolling the rest).

Leopold's Turn

When it is Leopold's turn, draw the top instruction card from the deck and place it face up beside the draw deck. Then carry out the effects on the card, from top to bottom, according to the chosen difficulty (see box).

Levels of Difficulty

You can play against Leopold on three levels of difficulty:

  • Easy: Ignore any symbols on the instruction card with a silver (single-edged) or gold (double-edged) border.
  • Medium: Ignore any symbols on the instruction card with a gold (double-edged) border.
  • Hard: Apply all symbols on the instruction card.

(Symbols with no border apply on all levels; symbols with a silver border apply on medium and hard; symbols with a gold border apply on hard only.)

Each card is divided into three sections and shows a hand symbol at the bottom:

  • The top section shows which guests Leopold is going to take from the queue.
  • The middle section shows which die Leopold is going to take from the action board.
  • The bottom section shows one or two additional symbols that may indicate how many spaces Leopold advances on the Emperor track, which objective he tries to achieve, and whether or not he puts one of his staff cards into play.
  • The hand symbol at the bottom of the card is used when Leopold needs to choose between one or more equal options.

Top Section: Guests

Selecting Guests

At the start of his turn, Leopold takes one or two guests from the queue, matching the color(s) depicted in the top section of the current instruction card. If he takes two guests, he first takes the guest shown on the left and then the guest shown on the right, replenishing the queue after each selection. Leopold does not pay for guests.

"You heard it, milord! I can take one or two guests on my turn. You, on the other hand, can take at most one guest as normal."

  • If there are multiple guests of the depicted color, Leopold always takes the one that provides the most victory points.
  • If there is no such guest, or if the symbol does not specify a color, Leopold chooses the guest in the queue that provides the most victory points.
  • If all rooms of the respective color are occupied in Leopold's hotel, he chooses the guest that provides the most victory points of any color that can still be moved into his hotel.
  • If there are multiple eligible guests worth the same number of victory points, Leopold chooses them in the order indicated by the hand symbol, which is depicted at the bottom of the instruction card.

Important! Only in the very unlikely event that all guests in the queue have a color that is no longer available on Leopold's hotel board (i.e., all rooms of those colors are occupied), Leopold does not take a guest. Otherwise the above list of cases will always resolve to a single guest.

Resolving Ties with the Hand Symbol (box in the source)

  • Hand pointing right: resolve the tie from left to right.
  • Hand pointing left: resolve the tie from right to left.

(The source shows a grey cylinder for the case where no color is specified.)

Example:

  1. Leopold wants a yellow guest and there are two in the queue—both worth 0 VP.
  2. The hand symbol pointing left tells you to choose the rightmost of the tied guests; so, he takes the yellow guest that is furthest right.
  3. If all yellow spaces in Leopold's hotel were occupied, he would choose the blue guest instead, because it is the guest that provides the most victory points (out of all the remaining guests, regardless of color).

Accommodating Guests

When Leopold takes a guest card, he does not place it in his café. Instead, he immediately scores the victory points printed on the card and occupies a matching room in his hotel, as follows:

  • For Leopold, all rooms in his hotel are considered prepared. He never places vacant rooms in his hotel; he only places occupied rooms, straight away.
  • Leopold does not follow the adjacency rule and he does not need to place his first room in the bottom left corner. Instead:
    • When Leopold accommodates a blue, red, or yellow guest, he selects the first matching space from the left in the bottommost possible row, placing a matching room—with the "occupied" side facing up—on that space.
    • When Leopold accommodates a green guest, he selects the first empty space from the bottom in the rightmost possible column, placing a matching room—with the "occupied" side facing up—on that space.
  • If the covered space shows a victory point symbol, Leopold immediately scores that many victory points.
  • Leopold does not pay for any rooms he places in his hotel.
  • Leopold does not get an occupancy bonus, when he completes a group in his hotel.
  • Leopold does not get the reward printed on the bottom of the guest card.

Finally, place the guest card in the discard pile.

Example: Leopold's first seven guests are, in this order: 1 yellow, 2 blue, 3 yellow, 4 green, 5 red, 6 green, 7 blue. (The source shows the resulting hotel board as a diagram, numbered 1 to 7 in that order.)

Middle Section: Die

Leopold takes the depicted die from the action board, placing it on his turn order tile as normal. He does not carry out the associated action.

  • If the instruction card depicts two dice, Leopold chooses the die that has more dice (as compared to the other die) on the action board.
  • If the depicted die has a question mark, or there are no dice with the depicted values, Leopold chooses the die that has the most dice on the action board.
  • Resolve any ties according to the hand symbol (see the box above).

Example: It is Leopold's turn and the action board looks like this: 2×, 2×, 1×, 3×, and 2× (the die faces are printed as icons in the source and are not reproduced in the text). With the instruction card shown, Leopold would choose one of the two tied dice, because the two are tied and the hand symbol indicates "from the left". If the instruction card showed a question mark instead, he would choose the die with the most dice on the action board. (The source's example identifies the specific die faces by icon; see page 5 of the solo rulebook.)

Bottom Section: Additional Actions

Leopold carries out the one or two depicted actions (the order does not matter):

  • Emperor track: Advance Leopold's marker on the Emperor track by the indicated number of spaces. Leopold scores victory points as normal if his marker were to exceed the track.

  • Staff card: Draw the top staff card from Leopold's personal deck and place it face up beside it. During final scoring, Leopold will score points according to all of his face-up staff cards.

    "My instruction deck contains exactly five of these symbols across its 20 cards, which is why my personal deck is set up containing five cards: in case you draw all of them throughout the course of the game, which I hope you do."

  • Objective card: Check whether Leopold has a marker on the depicted objective card:

    • If he does not, place one of his remaining markers on "III" (literally covering the lettering). This will act as sort of a countdown, until Leopold claims this objective.
    • If he does, move his marker one space to the left (from "III" to "II", or from "II" to "I"). The moment his marker moves onto "I", he immediately claims the objective by moving his marker on the highest available victory point spot, scoring that many victory points.

If the depicted objective card shows a question mark, or Leopold has already claimed that objective, check the objective card on which Leopold has made the least progress. Resolve any ties with the hand symbol (see the box above).

Example: The first time the "A" objective card symbol appears, Leopold (yellow) places his marker on "III". After another "A" symbol, Leopold moves his marker to "II". In the meantime, you have claimed this objective, scoring 15 VP. Finally, after the third "A" symbol, Leopold claims the 10 VP spot, as the 15 VP spot is taken.

End of Round

If there is an Emperor scoring, both of you score victory points for your position on the track and then reset your markers according to the current round, as normal. Then only you get the reward or suffer the penalty from your position on the Emperor track. (Leopold never gets an Emperor reward nor does he suffer any penalties.)

At the end of the round, swap your turn order tiles and turn your staff cards with the symbol upright. Unless this was the final round, proceed with the next, advancing the Round marker one space to the right, as normal.

Final Scoring

At the end of the game, score your tableaus as normal. Leopold scores victory points for closed rooms and the staff cards he revealed from his personal deck during the course of the game (see box). He does not score for leftover money or items in his kitchen (as he never has any) nor loses any victory points for remaining guests (as he never puts them in his café in the first place).

You win if you have more victory points than Leopold. Otherwise, Leopold wins.

"You have to be better than me to call yourself a winner, milord!"

Clarifications

Apply Leopold's face-up staff cards to his tableau as you would with a human player. The following four staff cards may require a clarification:

  • Secretary: Leopold chooses the staff card that scores him the most victory points. If you do not have any staff with the symbol, the Secretary scores nothing.
  • Assistant Manager: Only Leopold's face-up staff cards count, not the cards remaining in his personal deck.
  • Receptionist: Leopold has only occupied rooms. Spaces without a room tile do not count.
  • Marketing Director: Only claimed objectives count. Cards where Leopold's marker is still on "II" or "III" (or not present at all) do not count.

Rules Summary

  • Leopold never passes.
  • Leopold does not pay for guests or rooms, nor does he need items to complete an order.
  • Whenever Leopold takes a guest from the queue, he immediately places a matching room tile on his hotel board, with the "occupied" side facing up.
  • Leopold never gets any guest rewards nor occupancy bonuses.
  • Leopold never gets an Emperor reward nor does he suffer the penalty.
  • Leopold ignores the objective requirements; he claims them in his own unique way.
  • Whenever Leopold cannot decide between two or more equal things, resolve the issue in the order indicated by the hand symbol at the bottom of the instruction card.

Solo: Module 1 (Vienna Ballrooms)

The following explains the solo variant when playing the base game with module 1, Vienna Ballrooms. You will be playing against Elisabeth.

"Let's dance, milady!"

Components

  • Everything needed for a 2-player game with module 1, and
  • the 20-card Elisabeth instruction deck (with a dark brown back)

Setup

Set up the game for 2 players with module 1, as described in the base game and expansion rules. Apply the changes for the solo game, as detailed on page 2 of the solo rule book, adding the following steps:

"Needless to say, as you are playing against me and not my colleague Leopold, all of those changes need to be applied to my personal display, using my deck of instructions cards."

  1. Take a random rehearsal room board for yourself. (You do not get to choose one.)
  2. Elisabeth does not get a rehearsal room board, but she does get her 10 dancers, which she places beside her hotel board.
  3. Elisabeth does not get any champagne. Like Leopold's, her kitchen always remains empty.

Course of Play

Play according to the base game solo rules, as detailed on pages 2-6 of the solo rule book, and the normal rules for module 1, as detailed in the expansion rule book. Everything that applies to Leopold, of course, now applies to Elisabeth. The Elisabeth instruction deck is almost identical to Leopold's, but it now includes additional symbols for modules 1 and 2, explained below.

Placing a Dancer

If the top section of the instruction card shows a dancer symbol overlapping a guest symbol, Elisabeth will send that guest to a ballroom and not accommodate them in a room, as follows:

  1. After selecting the guest from the queue as per the normal rules, Elisabeth scores the victory points printed on the chosen guest card and places it in the discard pile. (As always, she does not get the guest reward.)
  2. She then places one of her dancer tokens in a ballroom, on an available space in the bottommost row:
    • If the dancer symbol shows one arrow, Elisabeth sends the guest to the ballroom that will be scored next, if spaces remain. Otherwise, she sends the guest to the next ballroom to the right that has spaces remaining. (Remember, the balcony has an unlimited number of spaces.)
    • If the dancer symbol shows two arrows, Elisabeth sends the guest to the ballroom that will be scored after the next. In rounds 6 and 7 or if that ballroom has no spaces left, she sends the guest to the rightmost ballroom. (Remember, the balcony has an unlimited number of spaces.)
  3. Elisabeth does not pay any champagne to place the dancer; in addition, she does not ever get a row bonus. Also, she does not place a room tile in her hotel when sending a dancer to a ballroom.

If the bottom section of the card shows one of these dancer symbols (without a guest symbol underneath), Elisabeth sends an additional dancer to a ballroom according to the above rules (but without taking a guest card for this), regardless of what she did in the top section.

Selecting a Die

If the middle section shows a colored die, Elisabeth chooses the die that has the most dice on the action board. (This symbol plays a special role only in module 2.)

Ballroom Scoring

Elisabeth scores victory points as normal.

Solo: Module 2 (Celebrities)

The following explains the solo variant when playing the base game with module 2, Celebrities. You will be playing against Elisabeth.

"May the dice be ever in your favor, milady!"

Components

  • Everything needed for a 2-player game with module 2, and
  • the 20-card Elisabeth instruction deck (with a dark brown back)

Setup

Set up the game for 2 players with module 2, as described in the base game and expansion rules. Apply the changes for the solo game, as detailed on page 2 of the solo rule book.

"Needless to say, as you are playing against me and not my colleague Leopold, all of those changes need to be applied to my personal display, using my deck of instructions cards."

Course of Play

Play according to the base game solo rules, as detailed on pages 2-6 of the solo rule book, and the normal rules for module 2, as detailed in the expansion rule book. Everything that applies to Leopold, of course, now applies to Elisabeth. The Elisabeth instruction deck is almost identical to Leopold's, but it now includes additional symbols for modules 1 and 2, explained below.

Selecting a Die

Whenever Elisabeth takes a die from the action board, if there are colored dice present, Elisabeth takes one of those, as follows:

  • If there are multiple colored dice on the selected action space, Elisabeth takes the die associated with the celebrity that provides the most victory points. Resolve any ties according to the hand symbol (see the box in the base game solo rules); it applies to the order of dice shown on the lounge tile.
  • Elisabeth takes the corresponding celebrity tile, and immediately scores its victory points.
  • Elisabeth ignores the effect on the celebrity tile; instead, she immediately gains a bonus based on the color of the chosen die:
    • Red die: Advance Elisabeth's marker on the objective card on which she has made the least progress. (If there is an objective card without her marker, place one on "III". Otherwise move the marker one space to the left. Resolve a tie according to the hand symbol.)
    • Yellow die: Advance Elisabeth's marker on the Emperor track by 2 spaces.
    • Blue die: Elisabeth scores 2 victory points.

At the end of the round, Elisabeth places her celebrity tiles, if any, in the discard pile.

New Symbols

  • If the middle section shows a colored die, Elisabeth chooses the die associated with the celebrity that provides the most victory points. If no colored dice are available, Elisabeth chooses the die that has the most dice on its action space. Resolve any ties according to the hand symbol.
  • Unless you are playing modules 1 and 2 together, ignore any dancer symbols on the instruction cards. Resolve any guest symbols with dancers as regular guest symbols.

Solo: Module 3 (Unique Hotels)

The following explains the solo variant when playing the base game with module 3, Unique Hotels. You will be playing against Leopold, who will be using one of four special hotel entrances, specifically designed for him.

"I'm looking forward to this one-of-a-kind experience, milord!"

Components

  • Everything needed for a 2-player game with module 3,
  • the 20-card Leopold instruction deck (with a light brown back), and
  • the 20 cogwheel tokens (you will only ever need 15 at most but, for production reasons, there are 20 in the box).

Setup

Set up the game for 2 players with module 3, as described in the base game and expansion rules. Apply the changes for the solo game, as detailed on page 2 of the solo rule book, adding the following steps:

  1. Leopold does not get a regular hotel entrance. Instead, he uses one of the four hotel entrances printed on the following two pages. Select one at random (or just pick one you want to play against) and mark it with a cogwheel token on the designated space. Apply any additional setup instructions, if any, as printed in the description of that hotel entrance (under "Setup").
  2. Place the remaining cogwheel tokens in the supply.
  3. Draw three regular hotel entrance tiles and choose one of them for yourself.
  4. You start the game with 7 krones. Adjust the marker on your money track accordingly.

Course of Play

Play according to the base game solo rules, as detailed on pages 2-6 of the solo rule book, and the normal rules for module 3, as detailed in the expansion rule book. Like you, Leopold will have additional abilities, as detailed by his hotel entrance.

Leopold's Hotel Entrances (Solo)

I. Hautel Couture

Setup: Add the following steps during setup:

  1. Before placing guests in the queue (step 1d of setup, as described in the revised base game rule book), shuffle the guest cards and draw cards from the top of the deck until you reveal three guests showing 5, 6, or 7 victory points, which—if also playing with module 1—do not require any champagne. Place these guests in Leopold's café. Then shuffle the rest and place five guests in the queue as normal.

    "These guests do not need to have all different values. I'm fine with you drawing me three 7-pointers."

  2. Starting from the top floor and from left to right, in the order in which the guests have been revealed, place three vacant rooms in Leopold's hotel matching the colors of these guests. Green guests are considered of any color, so place a vacant room on the first empty space from the left. These rooms are reserved for those specific guests. (If the covered space shows a victory point symbol, Leopold immediately scores that many victory points.)

  3. Take the items required to complete these guests' orders from the supply and place them, separate from the supply, beside the action board, as the so-called item pool. Add items from the supply to the item pool, until there are a total of 18 items in the pool. Take the additional items from the supply in this order: strudel, cake, wine, coffee, strudel, cake, wine, coffee, etc.

    "If you have an opaque bag, it's best you put the item pool in the bag. I hear our Scottish friends over at the Isle of Skye have one."

  4. Finally, for each action space on the action board, draw a random item from the item pool and place it on the space.

Ongoing effect: Each time you take a die from an action space, if there is an item on that space, you must immediately place that item on one of Leopold's guests, if possible. (When Leopold takes a die, nothing happens.) You may freely choose which guest receives the item. If you cannot place the item, return it to the supply. Replenish the action space with a random item drawn from the pool at the start of the next round.

As soon as you place the last item on one of Leopold's guests, thus completing the order, Leopold immediately scores that guest's victory points and moves the guest to their reserved room. (A green guest must go into the room that has been prepared for them during setup.)

Final scoring: Contrary to you, Leopold does not lose victory points if guests remain in his café. If vacant rooms remain in his hotel, they do count for Receptionist (card #34).

II. Nine Stars Inn

Setup: Place an objective card from those remaining (no matter which one) face up and sideways beside Leopold's hotel (see image below), as the so-called stars track. If Ninas Melange is among the three hotel entrances you can choose from, first draw three objective cards for Ninas Melange before placing an objective card as the stars track.

Ongoing effect: Each time Leopold's instruction card shows an objective card symbol, he will not only advance on an objective card, as normal, but also place a cogwheel token on the stars track beside his hotel board. For this purpose, consider the card to be divided into three rows ("III", "II", and "I") of three spaces each ("to the left of", "inside", and "to the right of" the requirement box), for a total of nine spaces. Leopold places cogwheel tokens onto these spaces from left to right, starting with the top row (filling the "III" row before the "II" row and the "II" row before the "I" row).

Each time you complete a floor or column of your hotel board, by occupying all rooms in that floor or column, immediately remove the latest cogwheel token from the stars track (i.e., the rightmost one in the bottommost row). If there are no cogwheel tokens on the track, nothing happens.

At the end of each Emperor scoring, Leopold scores the victory points printed at the right of the bottommost row of the stars track containing at least one token, i.e., 5, 10, or 15 victory points.

Example: In this situation, Leopold would score 10 victory points.

Note: In the unlikely event that there are nine tokens on the card already when Leopold is supposed to place another, nothing happens. (There can never be more than nine tokens on the card.)

III. Sushi Resort

Setup: Place 6 cogwheel tokens in Leopold's hotel as follows:

  • one each on the last two rooms on the first floor,
  • one each on the first three rooms on the second floor,
  • and one on the first room on the third floor.

Ongoing effect: Each time Leopold places a room tile on a space with a cogwheel token, he immediately moves that token onto the leftmost guest in the queue (after replenishing it). The cogwheel token remains on that guest, even when the guest is shifted to the right when replenishing the queue.

When you take a guest with a cogwheel token, you must pay an additional 1 krone for that guest and return the token to the supply. If you cannot pay, you may not choose that guest. (You must pay the additional 1 krone even if an effect allows you to take a guest at no cost.)

When Leopold takes a guest with a cogwheel token or that guest moves onto the rightmost space of the queue, he immediately scores an additional 8 victory points, returning the token to the supply. (In the latter case, only remove the token, but leave the guest in the queue.)

"Good sir, if you do not want me to score those additional victory points, you should take the guest yourself before it is too late."

IV. Toll Bridge Hotel

Setup: No additional steps.

Ongoing effect: Each time Leopold takes a die from an action space, he leaves a cogwheel token on that space. These tokens can accumulate on the space and they remain from round to round.

To use an action space containing one or more cogwheel tokens, you must pay exactly 1 krone. If you cannot pay, you may not use that action space. Only if you cannot use any action space (i.e., the marker on your money track is on 0 and all action spaces contain one or more tokens), you immediately lose 5 victory points; after, you can use any action space without paying 1 krone (this turn only). If you have at least 1 krone, you must pay; you may not choose to lose 5 victory points instead of paying 1 krone.

When you use an action space, Leopold immediately scores 1 victory point per cogwheel token on that space. Then return one token from that space to the supply. (It does not matter whether or not you were able to pay 1 krone for that space.)

Example: There are three cogwheel tokens on the action space, which you need to use next. 1 You pay 2 krones, one for the cogwheels and one to boost the main action. 2 Leopold immediately scores 3 victory points, after which you remove one cogwheel token from the space. 3 Then you take 5 drinks (3 wine and 2 coffee) due to the boosted strength.

Solo: Module 4 (Start Player)

"My deepest apologies, milady, but the solo variant is incompatible with the start player module."

Solo: Module 5 (Would You Like Some More?)

The following explains the solo variant when playing the base game with module 5, Would You Like Some More? You will be playing against Leopold.

"You can't get enough, can you, milord?"

Components

  • Everything needed for a 2-player game with module 5, and
  • the 20-card Leopold instruction deck (with a light brown back).

Setup

Set up the game for 2 players with module 5, as described in the base game and expansion rules. Apply the changes for the solo game, as detailed on page 2 of the solo rule book.

Course of Play

Play according to the base game solo rules, as detailed on pages 2-6 of the solo rule book, and the normal rules for module 5, as detailed in the expansion rule book.

Solo: Combining Modules

Except for the Start Player module, which is incompatible, you can combine any number of modules with the base game solo variant.

  • If modules 1 and/or 2 are in play, you will be playing against Elisabeth, using the Elisabeth instruction deck.
  • Otherwise, you will be playing against Leopold, using the Leopold instruction deck.

Apply all setup and rules changes as detailed in the individual modules. When playing against Elisabeth, all rules that apply to Leopold also apply to her.

Of course, there is no inherent mechanical difference whether you call the virtual opponent "Leopold" or "Elizabeth". The only thing that matters is which deck you use.

  • Dancer bonus (modules 1 and 2 only): Each time you send a dancer to a ballroom (for any reason), you also score 1 VP and you can advance 1 space on the Emperor track. If you send multiple dancers, you can apply this effect once for each dancer sent.
  • Champagne bonus (modules 1 and 2 only): Each time you get at least 1 champagne, you also get 1 dish or drink of your choice (no additional champagne) and 1 VP. If you get champagne from multiple sources (e.g., a guest reward and a room bonus), you get the bonus VP and dish/drink per source.
  • Order bonus: You can complete a guest's order ignoring any 1 item required for their order. You cannot apply this effect on guests that only order 1 item. After talking with them, they realized that they really didn't want that item in the first place.
  • Choirmaster
    Each time you take a die showing 5, before or after taking the main action, you can also send a dancer to a ballroom, paying 1 champagne less. You may not take any additional actions between the main action and sending the dancer.
    126Leading DancerDuring final scoring, score 2 VP for each dancer you have in all ballrooms (including the balcony).
    127HarpistImmediately (and only once) send up to 2 dancers to the same or different ballrooms, paying up to 2 champagne less for the first and 1 champagne less for the second. You may not take any additional actions in-between.
    128CellistOnce per round, you can spend exactly 1 dish or drink from your kitchen to send a dancer to a ballroom for 1 champagne less.
    129PianistOnce per round, you can use this card to get 1 champagne.
    130Ballet MasterEach time you send a dancer to a ballroom, you also get 1 krone and you can draw 1 staff card from the deck.
    131TrumpeterEach time you take a die showing 2, after performing the action as normal, you get 1 champagne and you can draw 1 staff card from the deck. The additional champagne has no impact on the minimum quantities of wine and coffee.
    132ArrangerEach time you place a marker on an objective card, you also get 2 champagne.
    133Danube Steamship CaptainOnce per round, after you play a staff card (except this one), you can send a dancer to a ballroom, paying 1 champagne less. You may not take any additional actions between playing the staff card and sending the dancer.
    166HandmaidAfter you advance 3 or more spaces on the Emperor track during an action, you can turn this card face down. If you do, you can immediately (and only once) prepare up to 2 rooms (of any color) at no cost and immediately occupy them by turning them to the occupied side.
    167ApprenticeAfter you complete a blue guest's order that required at least 3 items, you can turn this card face down. If you do, immediately (and only once) gain 3 strudel and 3 cake.
    168DishwasherAfter you complete a red guest's order that required at least 3 items, you can turn this card face down. If you do, immediately (and only once) gain 3 wine and 3 coffee.
    169TapsterAfter you complete a yellow guest's order that required at least 3 items, you can turn this card face down. If you do, immediately (and only once) gain 6 krones.
    170CoachwomanOnce per round, you can spend exactly 1 coffee from your kitchen. If you do, score 3 VP and you can take a guest from the queue at no cost.
    171BookkeeperOnce per round, you can spend exactly 1 cake from your kitchen. If you do, you can prepare one room (of any color), paying up to 2 krones less.
    172Chef de RangAfter you get 3 or more drinks (wine and/or coffee) from an action, you can turn this card face down. If you do, immediately (and only once) advance 5 spaces on the Emperor track.
    173InterpreterOnce per round, you can spend exactly 2 strudel from your kitchen to get 2 krones and score 2 VP.
    174BartenderAfter you get 3 or more dishes (strudel and/or cake) during an action, you can turn this card face down. If you do, you can immediately (and only once) take a guest from the queue at no cost and immediately fill their order by taking all of their required items from the supply.
    175Wagon MasterOnce per round, you can spend exactly 2 dishes and/or drinks (no champagne) from your kitchen to get 2 other dishes and/or drinks (different from those spent; no champagne) and score 2 VP.
    176Dog WalkerOnce per round, you can spend exactly 2 wine from your kitchen to score 2 VP and advance 2 spaces on the Emperor track.
    177HairdresserOnce per round, you can retreat exactly 2 spaces on the Emperor track to play a staff card from hand for up to 3 krones less.
    178JanitorAfter you fully occupy a group (of any color) comprising at least 3 rooms, you can turn this card face down. If you do, you can immediately (and only once) play up to 2 staff cards from hand at no cost.
    179EntertainerAfter you place a marker on an objective card, you can turn this card face down. If you do, you can immediately (and only once) fill up to two guests' orders by taking the required items from the supply.
    141KhanYou get 1 champagne.
    142TennoYou get 1 champagne. Additionally, you can prepare one room (of any color) for 1 krone less.
    143LairdYou get 2 dishes and/or drinks of your choice (no champagne). You can mix and match, e.g., take one cake and one coffee.
    144MaharaniYou get 1 champagne.
    145MarquisYou get 2 champagne.
    146ContessaNo effect. But she is worth 15 VP!
    147TsarinaYou can send a dancer to a ballroom for 1 champagne less. The Tsarina can book a room or go dancing; in either case, her spouse definitely goes dancing.
    148AmbassadorYou can send a dancer to a ballroom for the normal cost. The Ambassador can book a room or go dancing; in either case, her assistant definitely goes dancing.
    149AbbessYou get 5 krones.
    150ConsigliereYou get 1 champagne and 2 krones.
    151Admiral WinterbottomYou can advance 2 spaces on the Emperor track. Additionally, you can send a dancer to a ballroom by paying the normal cost. The Admiral can book a room or go dancing; in either case, his lieutenant definitely goes dancing.
    152ImpresarioYou get 1 champagne.
    153CardinalNo effect. But he is worth 14 VP!
    154MayorYou get 2 champagne. Additionally, you can send a dancer to a ballroom by paying the normal cost. The Mayor can book a room or go dancing; in either case, his secretary definitely goes dancing.
    155The BeastYou get 1 champagne. Additionally, you can prepare one room (of any color) by paying the normal cost. Note that you lose 1 VP for the Beast.
    156Kapellmeister PalfyYou get 2 champagne.
    157C. InderellaYou can send a dancer to a ballroom by paying the normal cost. Additionally, you can occupy a room (of any color) by turning it to the occupied side. C. Inderella can book a room or go dancing; in either case, one of her friends definitely goes dancing—the other goes to bed.
    158PhantomYou get 1 champagne. Additionally, you can take a guest from the queue at no cost. Note that you lose 2 VP for the Phantom.
    159The BeautyYou can send a dancer to a ballroom by paying the normal cost. The beauty can book a room or go dancing; in either case, her sister definitely goes dancing. Additionally, draw 3 staff cards from the deck and play one of them immediately, paying up to 3 krones less. Return the other two cards to the bottom of the deck, in an order of your choice. If all three cards are too expensive for you, or you don't want to play any of them, you must return all three to the bottom of the deck.
    160MediumYou get 2 dishes and/or drinks of your choice (no champagne). Additionally, you get 1 champagne. You can mix and match, e.g., take one cake and one coffee. And you get a champagne on top!
    161PartyerYou can send a dancer to a ballroom for up to 2 champagne less. The Partyer can book a room or go dancing; in either case, his plus one definitely goes dancing.
    162PopeThe Pope must move into a room; he cannot be sent to a ballroom. In return, you can occupy an additional room (of any color) by turning it to the occupied side. The Pope could use an additional room for his entourage.