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English language edition
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from 19 customer reviews
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In Granada, one of the most impressive building projects of the Middle Ages has begun: the construction of Alhambra. A palace, fortress, and a small city -- all-in-one -- Alhambra is made up of the world's most beautiful gardens, pavilions, chambers and towers.
Build the most splendorous Alhambra to be crowned the winner!
Players: 2 - 6
Time: 45 - 60 minutes
Ages: 8 and up
Weight: 1,055 grams
Language Requirements: This is an international edition or domestic edition of an imported item. Game components are language-independent. Manufacturer's rules are printed in English.
Average Rating: 4.4 in 19 reviews
This game is one of our favorite games to play with 2 players. The pieces are sturdy and the colors on the tiles are gorgeous. Since there are different ways to further your scoring points at the end of the rounds, you can play different strategies with each game. Each game is different and fun. I can imagine it will only get better when we play with 3 or 4 players too -- highly recommended. Also we suggest trying Acquire, Lost Cites, Cartegena, and Ta Yü if anyone is looking for some great 2-player games.
Alhambra is a fun light- to medium-weight game. Each player purchases buildings and adds them to their own palace complex. You get points for having the most of a type of building. You have to have the right kind of currency to get a building. And you have to fit the building into your complex in the right way, a bit like a puzzle.
I put off getting this game for a long time because frankly I thought it was little boring to look at. But finally after reading all the great reviews and realizing it got the 2003 Game of the Year Award, I decided to try it. I’m very glad I did. It’s not boring at all to play, and the artwork is actually nice too.
My wife and I have played this game four times so far, both with 2 and 4 players. Everyone that has played has really liked it. For the 2 player version, you have to use a dummy player, but it works well. I highly recommend this game.
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Compete to construct the biggest and best Alhambra. Everyone gets a starting tile, plus 20 units of each of four kinds of currency. Draw four building tiles to the supply board, and four money cards (valued 1 to 9). Each turn, either take one money card, take several cards of total 5 or less, or buy a building tile for its indicated cost. Each tile is next to a symbol showing the currency in which payment must be made. End a turn by placing any purchased tile, then replenish the tiles and money.
Tiles come in different colors and show up to three wall segments. When they're depleted, play ends. Score for having the most, second-most, or third-most of a color, and for each tile edge belonging to your longest wall. Most points wins. Alhambra, Germany's 2003 Spiel des Jahres (Game of the Year), is built for discerning gamers everywhere... in any currency!
That Alhambra won this year's Spiel des Jahres was not a surprise once it was identified as a top-three finalist. But prior to the voting, I would have had a hard time believing that the game would reach that lofty position. It is not a bad game by any stretch, but it is a direct derivative of the earlier Stimmt So and Al Capone games while adding some nice touches that clearly will appeal to both families and gamers alike.
Instead of buying Aunt Emma's stock certificates, this time players buy tiles showing buildings of six different styles in order to create their own Alhambra. The tiles are purchased in the Stimmt So format, meaning that the proper currency (from four types) must be used and if the player pays the exact price they can continue their turn. Once the 'master turn' is over, meaning that everything purchased is completed, the player must either add the tiles to their Alhambra using specified placement rules or put them into a reserve for later placement.
Also following its original, there are three scoring sessions and in each players score for their relative strength in each of the six building types. In the first scoring, only the lead player scores, in the second the first two score, and in the third the top three score. Only tiles that have been built into your personal Alhambra count for the scoring, so although keeping tiles in reserve can be a good strategy, it is one that must be used wisely else the value of the tiles will be lost.
Building the Alhambra is the new addition to the game, and this adds both a nice strategic element but unfortunately also a lot of down time. Each player begins with a central tile and all tiles laid must connect to this via a series of connected courtyards. The tiles have zero, one, two, or three walls on them and walls score when framing the outside of your city. When scoring happens, each player's longest connected wall scores one point per section, and this can be substantial. Interior walls do not score and they cannot be placed against the courtyard. Thus, choosing tiles to buy requires not only the evaluation of your relative standing by building type, but also how the tile will fit onto your display. This is what makes the down-time happen, as it takes longer for each player to decide what to buy and more importantly they then have to spend time orienting things properly in their display. In Stimmt So, you only need to think about the type of stock and then just stack it with the rest, so it plays much faster.
Money cards are available in the four currency types and in various values. When you take money, you can take any of the cards available. But in a very nice enhancement, you are also allowed to take multiple money cards as long as their total is not greater than five. Anyone who has played Stimmt So knows the frustration of having one's and two's available to you, then the card is refilled with a nine for the next guy. The multiple money card draw makes this much less of a problem.
On a turn, then, players can take money, purchase and place tiles, or change their Alhambra. Buying a building at its exact price gets you the choice of these three actions again, so theoretically you could buy four buildings in a turn and still take money. Tiles placed on the reserve, rather than the display, require an action to recover. The 'change Alhambra' action allows a player to move from the reserve to the Alhambra, remove a previously placed tile to the reserve (most likely for a revised wall strategy), or to exchange a placed tile with one from the reserve. This also adds to the strategy but increases the downtime.
The result is an interesting game that takes too long. All of the mechanics work well and this basic design has evolved well with the placement and building addition. But the downtime is a serous drawback since while your turn is more interesting, everyone else's seems to drag. The Queen/Dirk Henn connection continues to produce good output and Alhambra is a nice addition to their line, but consider yourself warned about the downtime.