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Files
May 15, 2010
SoloPlay-Alhambra.pdf (3.05 MB) (Log in or Register to download.)
File contains rules to play Alhambra in a solo format. The variant will challenge an intermediate to experienced Alhambra player. A player's aid is included to aid with the primary mechanics of the variant.

Available separately are SoloPlay rules to work with the 20 expansions currently available. Expansion download is available using the following link:
Alhambra 20 Expansion Modules

More game files available here on the Geek can be accessed from the following Geeklist:
SoloPlay Variants Posted on the Geek
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SoloPlayGames
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FAQ Section:

Q1: When the game gains a "matching" tile is the money discarded?

Answer1: No. The tile is added to the game's alhambra (if it can't be you lose the game). The stack does not have its top tile turned up which limits your options for a while. This is penalty enough.
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  • Edited Sat Sep 3, 2011 4:10 pm
  • Posted Tue May 18, 2010 2:03 am
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Dan C
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Looking forward to trying this one out - was just looking over the rules:

1. Playing the Game #1 "...take a money card(s) (single card or up to 5 total value, minimum of 1 card)." So the taking money action is just like the regular game?

2. Playing the Game #1 "The game will react based on the last and # of actions that the player takes." Is there a missing word after "last". Last what?

3. Uner 1st Action a iii. Limited Cleanup "Refill the building market from the appropriate stack drawn from but do not turn a tile faceup on the stack drawn from." But in Setup it says "Turn the top tile on each future building draw stack faceup." So is it only face-up at game start, but from then on you don't get to see the top of each pile?

4. in Game Setup 1b "Randomly remove 2 tiles without looking at them" - I guess these are removed from the game entirely (don't come back into play).

That's all I can see right now before playing. Thanks for sharing!
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  • Posted Tue May 18, 2010 8:58 pm
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SoloPlayGames
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jedimusic wrote:
1. Playing the Game #1 "...take a money card(s) (single card or up to 5 total value, minimum of 1 card)." So the taking money action is just like the regular game?

Answer:Yes, with a little twist. How often would you choose only to take a single 2 when you could take 5? This is a real consideration here or it should be. You are not "required" to take 5 value hence the "up to" comment. You must take at least 1 or a remodel action if required.

jedimusic wrote:
2. Playing the Game #1 "The game will react based on the last and # of actions that the player takes." Is there a missing word after "last". Last what?

Answer: ... action. I struggled on the wording on this and came up with that line. You may take only 1 action but depending on what it is the game reacts differently. Additionally, you may take 2 actions but it is the combination of the # of actions and the last action that changes how the game reacts. Saying "... lact action and # of actions taken" sounded redundant to me.

jedimusic wrote:
3. Under 1st Action a iii. Limited Cleanup "Refill the building market from the appropriate stack drawn from but do not turn a tile faceup on the stack drawn from." But in Setup it says "Turn the top tile on each future building draw stack faceup." So is it only face-up at game start, but from then on you don't get to see the top of each pile?

Answer:Basically if you don't purchase a tile you will lose some of your ability to look ahead as the game goes forward. If the 1st stack is left face down due to a money/remodel action only, you only have to buy the 1st (yellow) market tile and the future stack will be turned up again as will any others that were used to replenish in the current round. If a stack was not used to replenish it remains in its current state (faceup or facedown). You will determine through your actions what you know about the future. It makes a big difference. I do not like being left to fate. You want the top tiles faceup as much as possible.

jedimusic wrote:
4. in Game Setup 1b "Randomly remove 2 tiles without looking at them" - I guess these are removed from the game entirely (don't come back into play).

Answer:Correct, you will not have perfect knowledge about how many of each color will be available during the game. This adds a replayability factor to the game.
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  • Posted Tue May 18, 2010 10:28 pm
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Dan C
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Thanks for the clarifications. I played last night and of course lost horribly (by 70 points) - but I had a few more rules questions.

Under Preface (and elsewhere):
Quote:
The game opponent will score extra points if its Alhambra grows beyond a 5x5 grid with the fountain in the center before the 2nd scoring and beyond a 7x7 grid before final scoring.


Maybe I'm missing something, but why not just say "Any time the game opponent's Alhambra grows beyond a 5x5 grid, it gets 3 bonus points per tile placed outside the grid."

"Before final scoring" is, well, the whole game. And you can't build outside the 7x7 without already passing the 5x5 anyway, right?

Under 1st action a.i.1.
Quote:
Future face up building matching 1 of the faceup money card values.

Do you add like currencies to determine this, or just single cards? For instance, if you have a yellow-3 card and a yellow-6 card showing, would I then be allowed to take a 3-tile, 6-tile OR a 9-tile (since 6+3). The reason I ask is, if only single card, then any number tiles over 9 can never be taken (which might be the intent, but wanted to check). Also, if there are multiple card/tile matches, is it up to the player's discretion which one to give to game player?

Under 1st action c.i.
Quote:
The game...takes 1 money card of more than 5 or any combination equaling 5, otherwise scores 2 points.

Most of the time the card condition is easy to satisfy... so is this an option for the active player? To let the game take the cards, or to let it score the 2 points? or do you have to give him the cards if able?

Under 2nd action c.ii.
Quote:
Discard 1 money card of at least 5 or any combination equaling at least 5.

Can you discard as many as you want? Say I am showing and 8, 9 and 7. Can I discard them all (because I don't like the color of the money, etc.)?

Under "specific building" 1st action c.i.1:
Quote:
The market needs to be split in 2 of the player's choosing... it does not matter which 2 stacks that the player chooses to link as long as it is consistent during the game.

When does this decision need to be made? The first time this option is used? After setup? And "consistent during the game" obviously means I cannot change at any point during the game at all.

This is probably a dumb question, but on Game Bonus Points:
Quote:
"If the game opponent gains a 3rd or 4th building of a color, add 5 points each to the game opponent's score. For a 5th or more, the game gains 10 points for each tile"...
of that color (correct?). In other words, for these bonuses (also the Poor Alh Construction Scoring), the bonus only happens when the tile placed is fulfilling the condition, not every subsequent tile after that regardless of what color/where it is placed.

It was fun, I had to constantly follow the printed rules logic of reactive moves by the game player - but I'm starting to catch on... there's only one "limited" cleanup reaction, the game player gets more traction if you only do one action (especially overpaying) etc. So might have a better go next time.

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  • Posted Wed May 19, 2010 3:41 pm
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SoloPlayGames
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jedimusic wrote:
Under Preface (and elsewhere):

Quote:

The game opponent will score extra points if its Alhambra grows beyond a 5x5 grid with the fountain in the center before the 2nd scoring and beyond a 7x7 grid before final scoring.

Maybe I'm missing something, but why not just say "Any time the game opponent's Alhambra grows beyond a 5x5 grid, it gets 3 bonus points per tile placed outside the grid."


"Before final scoring" is, well, the whole game. And you can't build outside the 7x7 without already passing the 5x5 anyway, right?

Answer#1:There are 2 distinct periods in the game with relation to the opponent Alhambra construction, before 2nd scoring and after. The implication in the instruction "before final scoring" = "after 2nd scoring". In an effort to "simplify" I lost a little clarity. This distinction is very important: Before 2nd scoring you have a 5x5 restriction and after 2nd scoring you have a 7x7 restriction.

Limiting to a 5x5 grid is generally not possible given the number of tiles that the game gains which usually fell around 26-28 which means you would need to build a perfect non-functional Alhambra. This is not realistic.

jedimusic wrote:
Under 1st action a.i.1.

Quote:

Future face up building matching 1 of the faceup money card values.


Do you add like currencies to determine this, or just single cards? For instance, if you have a yellow-3 card and a yellow-6 card showing, would I then be allowed to take a 3-tile, 6-tile OR a 9-tile (since 6+3). The reason I ask is, if only single card, then any number tiles over 9 can never be taken (which might be the intent, but wanted to check). Also, if there are multiple card/tile matches, is it up to the player's discretion which one to give to game player?

Answer:No, you do not add up the money cards. At one point I did this to increase the challenge and it was a disaster and added a moment of confusion each turn as you added up all of the possibilities. The time I played like that I was beaten horribly. Consider each money card individually. This actual helped to moderate the higher valued tiles since those are actually better for your opponent to have (fewer walls and many times easier to add on to).

jedimusic wrote:
Under 1st action c.i.

Quote:
The game...takes 1 money card of more than 5 or any combination equaling 5, otherwise scores 2 points.

Most of the time the card condition is easy to satisfy... so is this an option for the active player? To let the game take the cards, or to let it score the 2 points? or do you have to give him the cards if able?

Answer#3: This came up late in the design when the expansions came into play. There were times when due to expansion cards moving through the money cards that there would only be 3 or 4 value in money. This won't come up with only the base game unless the unusual 1/1/1/1 faceup money card situation happens. This was another decision point that the player needs to be aware of.

jedimusic wrote:
Under 2nd action c.ii.

Quote:

Discard 1 money card of at least 5 or any combination equaling at least 5.


Can you discard as many as you want? Say I am showing and 8, 9 and 7. Can I discard them all (because I don't like the color of the money, etc.)?

Answer#4 No. 1 money card (5 or higher) or any combination that equals at least 5. I see where the confusion is. I had in my mind a 4/3/5/9 sitution where the player could choose to dump the 4 and 3 instead of the 5 or 9. It was not meant to permit the dumping of all the cards. This could be seen as a loophole to those creative players. A good one for the FAQ.

jedimusic wrote:
Under "specific building" 1st action c.i.1:

Quote:

The market needs to be split in 2 of the player's choosing... it does not matter which 2 stacks that the player chooses to link as long as it is consistent during the game.


When does this decision need to be made? The first time this option is used? After setup? And "consistent during the game" obviously means I cannot change at any point during the game at all.

Answer#4: This should be decided after setup but I don't see that if you get 1 little bonus that it would have a big affect on the game. It is not suppose to be a decision point but more of a setup one. I would play the same way every time, top down (1 with 3 and 2 with 4) it was just easier that way. And no, you can't change this during the course of the game.

jedimusic wrote:
This is probably a dumb question, but on Game Bonus Points:

Quote:
"If the game opponent gains a 3rd or 4th building of a color, add 5 points each to the game opponent's score. For a 5th or more, the game gains 10 points for each tile"...
of that color (correct?).
In other words, for these bonuses (also the Poor Alhambra Construction Scoring), the bonus only happens when the tile placed is fulfilling the condition, not every subsequent tile after that regardless of what color/where it is placed.

Answer#5:If I am understanding this correctly you are asking how often the bonus applies to the opponent. The answer is: each time the rule restriction is violated. If you build 3 "rings" out from the starting fountain before 2nd scoring with a tile (3 point penalty). if with the next tile you place another tile 3 "rings" out (3 point penalty) etc. The # of building tiles changes after each scoring but works similarly:

Before 1st scoringrefer to player's aid)
Game scores 0/0/5/5/10/10/10 for the 1st/2nd/3rd/4th/5th/6th/7th of a color

After 1st scoring but before 2nd scoring: (refer to player's aid)
Game scores 0/0/0/5/5/10/10 for the 1st/2nd/3rd/4th/5th/6th/7th of a color built since the game began.

After 2nd scoring: (refer to player's aid)
Game scores 0/0/0/0/5/5/10 for the 1st/2nd/3rd/4th/5th/6th/7th of a color built since the game began.

Example: Say you allowed the game to build 3 blue tiles before the 1st scoring; the game gets a 5 point bonus. For the 2nd scoring period you add no additional blue tiles. After the 2nd scoring the game gains a 4th, 5th and 6th blue tile; the game scores 0/5/5 points or 10 points total. Had the buildings been gained before the 2nd round scoring it would have been 5/5/10 or 20 points (ouch - not good)

I included this on the player's aid so that you can visualize it a bit better.

Strategy tips are available within the rules and in the design thread in the Alhambra forum but here are a couple more:

1. Take note of the "exact 10 money" game reaction and what your requirements are to cause this. It is very important.

2. Overpaying is very situational but is sometimes necessary to break a grid lock in the building market. This can help you pounce on a new tile coming down and get your game going. You should not be overpaying regularly.

3. You need to consider building a strong money hand whenever possible even if you can buy a tile for exact money. A weak money hand is bad news.

4. A strong specialization in a single or even 2 colors is bad. This generally works well in the multi-player game but not here. Once you have more than 4 or 5 of a color you need to look for other colors. Having 6 blues when 4 was all you needed is a waste of actions and money.

5. You can get blown out badly early on if you don't focus on the bigger picture. The 1st scoring is small (you need to be close), the 2nd scoring is where it really matters and the 3rd scoring is where to hold on for dear life as you try to defend your majorities. If you are 15-20 points behind after the 1st scoring you may want to start again until you get more experienced. I have come back from as much as 15 points down (it may have been more) in one of my last playtests and was able to be only 2 points down after the 2nd scoring and then pulled out a 6 point win. It goes back to the fundamentals of this game design. Balance and take what appears to be a sub-optimal action to setup a better turn. I playtested this game to death and can assure anyone playing that you can win once you get a good grasp of the mechanics.

6. Learn how to build a poor Alhambra for the game opponent. This took some time for me to get a good grasp of. I now think pinwheel when I design the opponent's Alhambra. The fewer the walls on your opponents tiles the better.

7. You have got to keep the money cards flowing especially if including the expansions. Stagnation in the money cards is worse than stagnating the building market.

8. Optimally you want to have no more than 3 fewer tiles than your opponent by game end if they are distributed well, unless you have a really strong wall to offset it. I think I almost won a game with one of the expansions being down 9 tiles losing by somewhere around 5 points. Had I been able to stop the game from getting that last blue (I think) I would have made it and had a story to tell.

Maybe some of the suggestions are obvious but many times I found myself forgetting things and wondering how I got crushed so bad. I would then think that "I had to have that 12 purple tile at all costs". That was my undoing.

Hang in there. I am hoping to hear a victory story real soon.
 
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  • Edited Wed May 19, 2010 6:12 pm
  • Posted Wed May 19, 2010 6:08 pm
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Dan C
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Thanks for the responses and strategy tips! (Hopefully this will serve as a de facto FAQ for others wanting to try the variant out) - clarifications:

1. So over the 5x5 is a scoring "penalty"(i.e. points for the game player) only before the 2nd scoring. After that, you're okay, unless you go past 7x7.

From question #2
Quote:
Also, if there are multiple card/tile matches, is it up to the player's discretion which one to give to game player?


From question #3:
Quote:
so is this an option for the active player? To let the game take the cards, or to let it score the 2 points? or do you have to give him the cards if able?
 
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  • Posted Wed May 19, 2010 6:47 pm
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SoloPlayGames
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jedimusic wrote:
1. So over the 5x5 is a scoring "penalty"(i.e. points for the game player) only before the 2nd scoring. After that, you're okay, unless you go past 7x7.

Answer:Correct. You get the extra leeway after the 2nd scoring and at a point when you really need it. Often times I try to push towards the 2nd scoring to free up Alhambra construction and then go on a buying spree trying to prevent the game from taking the money card action. There is a very delicate balance to making this work.

jedimusic wrote:
From question #2

Quote:
Also, if there are multiple card/tile matches, is it up to the player's discretion which one to give to game player?

Answer:Yes, when going through a progression like the take only money/remodel action (with limited cleanup). You consider the future building tiles (you decide between the valid options available) then the current market (you decide between the valid options available) etc. There is no priority to a higher # money card etc.

jedimusic wrote:
From question #3:

Quote:
so is this an option for the active player? To let the game take the cards, or to let it score the 2 points? or do you have to give him the cards if able?

Answer:You must give money cards "otherwise" 2 points. The otherwise implies that the 2 points are the default action if the others are not possible.

My apologies for leaving out those bits.
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  • Posted Wed May 19, 2010 8:48 pm
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Dan C
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Quote:
Discard 1 money card of at least 5 or any combination equaling at least 5.


If you discard more than one, do they have to be same color?
 
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  • Posted Mon Aug 2, 2010 3:51 am
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SoloPlayGames
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jedimusic wrote:
If you discard more than one, do they have to be same color?

Answer: No, they can be any combination of colors.
 
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  • Edited Tue Aug 10, 2010 10:45 pm
  • Posted Mon Aug 2, 2010 12:59 pm
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Shaun Mather
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Tie game my first time out! 152-152. Very cool game concept, as well as very challenging! Took about 6 readings of the rules and checking them after every play, but the cheat sheet sure came in handy. Also...the fact that if you pay exact and have no more money, you draw 2 more money and keep going! Alot of pre-planning to get that to work out perfectly though...
I am going back and give it another go, just to make sure it wasn't a fluke to tie on first play. Thanks for the rules, so many multi-player games need a solo conversion, and this one works out perfectly.
-------------------------------------------------------------------------
Ouch!!!! Yep, first game must have just been pure luck. I got whooped 248 to 151 this time. The money cards were not coming out in a good order, and I got stuck not being able to take what I wanted because the 'opponent' couldn't place the tile in its Alhambra. I couldn't keep it within the dimensions and it got too many of several colors...must have racked up at least 1/2 its points from penalties. Well, at least my score seems fairly even. Back to try it again!
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  • Edited Sat Oct 9, 2010 6:20 am
  • Posted Sat Oct 9, 2010 4:55 am
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I could have sworn I asked this earlier, but couldn't find it in the thread, so sorry if I am repeating, I am trying to remember what you said. Clarification on

"Important game note: The game cannot cause the end game condition unless it has no other option to or is required by game condition. In this case, the game opponent scores 10 points and you proceed to end game scoring"

So if I do 1st action of take cards/remodel and the game takes a tile that ends the game - does the game get 10 points?

If I do an overpay for a tile, and the game takes corresponding tile that ends game, does it get 10 points?

When exactly does the game NOT cause the end game condition? Only when you pay exact for the last couple of tiles on last turn(s) and the game takes no tiles?
 
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  • Edited Sun May 8, 2011 10:19 pm
  • Posted Sun May 8, 2011 10:19 pm
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Quote:
"Important game note: The game cannot cause the end game condition unless it has no other option to or is required by game condition. In this case, the game opponent scores 10 points and you proceed to end game scoring"


If the game is reacting to your action (corresponding tile) then 10 points are not awarded to the game.

Quote:
When exactly does the game NOT cause the end game condition? Only when you pay exact for the last couple of tiles on last turn(s) and the game takes no tiles?


If you took money/remodel only and the only tile choice for the game ends it, it gains the tile and 10 points.

If I remember correctly in playtesting there was a way to set this up to work in your favor and the 10 point penalty seemed appropriate as a response.

Therefore:
Quote:
So if I do 1st action of take cards/remodel and the game takes a tile that ends the game - does the game get 10 points?

Yes (I mistakenly answered No here contradicting my previous answer)

Quote:
If I do an overpay for a tile, and the game takes corresponding tile that ends game, does it get 10 points?

No

So if you are unable to pick up a tile and the game's only choice is to end it - 10 points.

 
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  • Edited Mon May 9, 2011 8:17 pm
  • Posted Sun May 8, 2011 11:34 pm
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Dan C
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Sorry if I'm being dense ... but it seems to contradict:

Quote:
If you took money/remodel only and the only tile choice for the game ends it, it gains the tile and 10 points.


So the game gets the 10 points, but then...


Quote:
Quote:
So if I do 1st action of take cards/remodel and the game takes a tile that ends the game - does the game get 10 points?

No


So it seems like the former contradicts the latter here. Describing the same thing, but the first time you said yes, then the second time no. So sorry I'm still confused...
 
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  • Posted Mon May 9, 2011 7:23 pm
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SoloPlayGames
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jedimusic wrote:
So it seems like the former contradicts the latter here. Describing the same thing, but the first time you said yes, then the second time no. So sorry I'm still confused...


Sorry about that it is still yes; my mistake

Therefore:
Quote:
So if I do 1st action of take cards/remodel and the game takes a tile that ends the game - does the game get 10 points?

Yes

I have changed my previous post.
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  • Posted Mon May 9, 2011 8:16 pm
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Dan C
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Okay - thanks. So let me attempt to summarize:

If the game ends on a play where the active player has played exact cost to take tiles and the game takes no tiles as a result: The game does NOT get the 10 point bonus.

If the game ends because the active player drew cards/remodeled, and the game took the end-trigger tile as a result: The game gets the 10 point bonus.

If the game ends because the active player overpays for a tile and the game takes the corresponding tile causing the game to end: The game does NOT get the 10 point bonus.

Is that correct?
 
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  • Posted Mon May 9, 2011 8:59 pm
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SoloPlayGames
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Correct.
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  • Posted Mon May 9, 2011 9:03 pm
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Lochi Lochi
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Doing my first try of a SoloPlay without expansions, I have a question regarding money "matching" future or current tiles. When you have to give one tile to the game player, do you have to take into account both number and color of the money as if it was me paying for it? Or only number?
 
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  • Posted Thu Sep 1, 2011 6:34 pm
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SoloPlayGames
United States

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Lochi wrote:
Doing my first try of a SoloPlay without expansions, I have a question regarding money "matching" future or current tiles. When you have to give one tile to the game player, do you have to take into account both number and color of the money as if it was me paying for it? Or only number?

Short Answer: Only the number is considered.

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  • Posted Thu Sep 1, 2011 7:20 pm
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Lochi Lochi
Spain

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Thanks and one more question, whenever a face up money card matches a tile, is it considered paying? I mean, do I have to discard the money card? Or it is still in play as I thought at first.
 
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  • Posted Thu Sep 1, 2011 9:25 pm
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SoloPlayGames
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Lochi wrote:
Thanks and one more question, whenever a face up money card matches a tile, is it considered paying? I mean, do I have to discard the money card? Or it is still in play as I thought at first.

Answer: The money stays in play. Your opponent only gains a tile matching a money value.

Also, to add additional clarification, this only happens when you take money or a remodel action only on your turn. You may have implied this but I wanted to be sure that I reinforced that. This would make the game even tougher than it already is (at least in the early going).

I hope that you are finding success.
 
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  • Posted Fri Sep 2, 2011 1:05 pm
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Lochi Lochi
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GameRulesforOne wrote:
Lochi wrote:
Thanks and one more question, whenever a face up money card matches a tile, is it considered paying? I mean, do I have to discard the money card? Or it is still in play as I thought at first.

Answer: The money stays in play. Your opponent only gains a tile matching a money value.

Also, to add additional clarification, this only happens when you take money or a remodel action only on your turn. You may have implied this but I wanted to be sure that I reinforced that. This would make the game even tougher than it already is (at least in the early going).

I hope that you are finding success.


No success yet. I registered my play and it was quite awful: http://www.boardgamegeek.com/play/details/6267091
 
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  • Posted Sun Sep 4, 2011 11:28 am
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SoloPlayGames
United States

Alabama
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Quote:
No success yet. I registered my play and it was quite awful

The first plays can be quite harsh as you learn the mechanics. Early on in the design the game played "tough" or so I thought and then I figured out a way to get automatic wins each time.

I went into a different phase of development to increase the strategic potential and eliminate the "back door". This is where the upper level challenge came in and the "luck of the draw" went away (for the most part). It is a challenging variant for a relatively light game.

You will note in some comments in the threads that this has happened before until the "aha" moment occurs and then you can enjoy the tension and pull out those tight victories.

I still have that sample game I played and need to post it. I will put it on the list of things to do.
 
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  • Posted Mon Sep 5, 2011 2:19 pm
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