take. When a player has the queen or the court jester in his court on his turn, he may execute the special action those characters allow, even on the turn he takes the character. A player may have both the queen and the court jester in his court.
Court Jester: When a player has the court jester in his court on his turn, he may give another player one of his Caballeros from the provinces. The other player must then place it somewhere on the board (his choice) at the beginning of his next turn.
Queen: When a player has the queen in his court on his turn, he may either move another Caballero to a region adjacent to the King from his court or move another Caballero from the provinces to his court.
Notes for the new special cards for the 6th stack:
Boycott: The player may only select from regions available. Some region cards may have been removed by other players' special actions.
Double turn: When the player takes the second card, he may decide which special actions to do now and which to save for later.
Free choice: The action of moving 2 Caballeros is taken after the Caballeros in the Castillo have been moved to the regions indicated on the players' secret disks and before scoring the regions.
Alliance: The player may only select from regions available. Some region cards may have been removed by other players' special actions.
Revolution: The new King's region takes on the characteristic of the old King's region until the old King returns after the next general scoring. This includes the King's bonus. Thus, a player may get both the King's and the Grande's bonus from the same region with the same figure: the Grande/King. After the next general scoring, the King returns to Portugal. The
Grand Inquisitor: The move of the extra Caballero by the black Caballeros is voluntary on the part of the player who "owns" the Caballero being taken. The Grand Inquisitor leaves your court just prior to the next general scoring. The black Caballeros belong to no one and are never considered in scoring a region.
As in the basic El Grande rules, the King's region is protected from all changes. Any action that specifies "any region" is assumed to exclude the King's region whether mentioned as an exception or not.
Please note that these new cards were not tested in all conceivable combinations and situations. If you discover any problems, feel free to develop house rules to govern them.
The
El Grande
Expansions
by Wolfgang Kramer and Richard Ulrich
for
These rules are for the supplemental material included with the El Grande game. The material offers you three new ways to play the game.
In Intrigue & the King, each player has 18 or 31 cards that replace the action and power cards from the basic game. Before the game
begins, each player chooses 13 cards to be his action/power card deck for the game. The players use these cards instead of the action and power cards in determining turn order and special actions.
Grand Inquisitor & the Colonies adds four new regions, the Grand Inquisitor, and new action cards to support these additions. The new action cards are in two new stacks, giving players seven options on each turn instead of the five from the basic game.
By combining the two, you can play The King & the Colonies. In this game, you use the action/power cards from Intrigue & the King, and the new regions, the Grand Inquisitor, and the new action cards supporting them from Grand Inquisitor & the Colonies.
Grandissimo adds a ship, jail, Portugal, the Grand Inquisitor, the Queen, the Jester, and new action cards in two new stacks to support these additions.
©1997 Hans im Glück graphics: Doris Matthäus
English translation/editing: Jay Tummelson
for questions, comments, or suggestions contact Rio Grande Games at PO Box 45715, Rio Rancho, NM 87174, at RioGames@aol.com, or at www.riograndegames.com.
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