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Tabletop games

Alhambra

Build the finest Alhambra by buying buildings with the right currency, to lead in each type of building and have the longest city wall at the three scoring rounds.

players
2–6
minutes
60

You’ll need the game box. Marquoir sums up the rules and keeps score.

Setup

  • Everyone takes a starting tile (the fountain), a reserve board and a marker placed on space 0 of the scoring track.
  • The 54 building tiles are shuffled face down; four are placed on the spaces of the building market. Each space is linked to a currency.
  • The money cards (four currencies, values 1 to 9) are shuffled. Everyone is dealt cards until they have at least 20, all currencies combined.
  • Four money cards are turned face up next to the board.
  • The rest of the deck is split into five piles: the first scoring card goes into the second pile, the second into the fourth, then everything is stacked back together.
  • The player with the fewest cards starts.

How to play

  • On your turn, take one of three actions.
  • Take money: one face-up card of your choice, or several if their total is no more than 5.
  • Buy a building from the building market, paying in the currency of its space. No change is given. Paying the exact amount gives you an extra action.
  • Redesign your Alhambra: place a building from your reserve, remove one, or swap one for the other in the same spot.
  • At the end of your turn, the buildings you bought are added to your Alhambra or go to your reserve.
  • Placement: all roofs facing the same way, matching shared edges (wall against wall, no wall against no wall), every tile reachable from the fountain without crossing a wall, and no gap enclosed on all four sides.
  • Then refill the face-up money and the building market.

Scoring

  • Three scoring rounds: at each of the two scoring cards, then at the end of the game.
  • For each type of building, the players with the most of it in their Alhambra (not in their reserve) score the points shown.
  • First scoring: only the leader scores. Second: the top two. Third: the top three, with higher values.
  • In case of a tie, add up the points for the places involved and share them, rounded down.
  • Everyone also scores 1 point per segment of their longest continuous outer wall; inner walls do not count.

End of the game

  • The game stops when the building market cannot be fully refilled.
  • The remaining tiles go free of charge to whoever holds the most money in their currency, then the third scoring takes place.
  • The highest total wins; a tie shares the win.
  • With two players, a dummy player receives random buildings and scores for majorities, but not for walls.

Frequently asked questions

Why keep buildings in your reserve?

When a tile cannot be placed legally, or would spoil your wall, the reserve keeps it aside. It does not count at scoring until it is placed.

When does scoring happen if a scoring card comes out?

As soon as the face-up money has been refilled, before the next player starts their turn.

The box

Released
2003
Age
Ages 8+
Designer
Dirk Henn
Publisher
Queen Games
Mechanics
Tile PlacementMajoritiesSet Collection

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