RulesPal
Chat
Rulebook
Grasse (Second Edition) thumbnail

Grasse (Second Edition)

Grasse (Second Edition) Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Objective
  • Grasse Icons
  • Setup
    • Board areas
  • How to Play
    • a) Placement
    • b) Movement
    • End-of-Track Bonus
    • Experienced Workers
    • Free Conversions
    • End of Round Maintenance
  • Game End and Scoring
  • Placement Locations - Fixed
    • Factories
    • Bank
    • Perfumery
    • Town Hall
    • Fair
    • Laboratory
  • Placement Locations - Variable
    • Palace
    • Enfleurage
    • Market
    • Bridge
    • La Grande Usine
    • Mansion
    • Shortcut
    • Alley
    • Royal Bank
    • Lane
  • Contract Cards
  • Movement Cards
  • Technique Cards
  • Grasse Expansions
    • Events
    • Boutiques
    • Helpers
    • Master Perfumers
    • Tax Collectors
    • Thief
    • Variable Scoring
    • Secret Formula
    • Royal Perfumes
    • Production Bonus
    • +5 Production and +5 Sales Tokens (Royal Perfumes expansion)
  • Solo Mode
    • How Pierre Works
    • Pierre's Actions on Placement Spaces
    • Pierre's Collection
    • Movement Card Bonuses
    • End-of-Track Bonus
    • End of Game
    • Difficulty Levels

Components

  • 1 Board
  • 4 Screens
  • 1 First player marker
  • 30 Coins
  • 10 Variable location tiles
  • 4 Collectors
  • 1 Bag
  • 16 Common workers
  • 8 Experienced workers (2 in each of 4 colors)
  • 30 Perfume vials
  • 15 Essences
  • 44 Bases
  • 48 Small tokens (12 in each of 4 colors)
  • 12 Collection tokens (3 in each of 4 colors)
  • 8 Neutral collection tokens
  • 6 Factory markers
  • 15 Fashion/avant-garde cards
  • 32 Technique cards
  • 16 Contract cards
  • 24 Movement cards
  • 20 Helper cards
  • 19 Location cards
  • 1 Boutique board
  • 14 Boutique tokens
  • 1 Thief
  • 4 Tax Collectors
  • 20 Boutiques
  • 8 Perfume cards of the royalty (Catherine de' Medici)
  • 15 Event cards

Game Objective

In this game, you take the role of a master perfumer of the small French town of Grasse, known as the world capital of perfume. To do so, you must collect resources (bases and essences), produce classic, exotic or avant-garde perfumes, export them and sell them. All of your skills will be rewarded, whether as the most versatile producer, the most specialized, the one with the most refined technique, or as the best seller. But there are opportunities outside Grasse: many export contracts will be available to ambitious players. At the end of the game, the player with the most points wins.

Grasse Icons

  • Produce perfume
  • Sell perfume
  • Contract card
  • Technique card
  • Essence of any type
  • Base of any type
  • Movement card
  • Experienced worker
  • Coins ($)
  • Points
  • "Floral" type essence
  • "Herbal" type essence
  • Look before choosing
  • Choose without looking
  • "Fruity" type essence
  • "Spices" type essence
  • Perfume
  • Movement on the collection track
  • "Woody" type essence
  • Expansion components

Setup

a) Open the board in the center of the table, within reach of all players.

b) Give each player:

  • 1 Collector of the player's chosen color;
  • 4 Common workers of the player's chosen color;
  • 8 Small tokens of the player's chosen color;
  • 3 Collection tokens of the player's chosen color;
  • 3 coins of $1 value;
  • 1 set of bases -- water (blue), alcohol (white), thinner (lilac) and fixative (black);
  • 1 screen.

Note: Coins and bases must stay behind the player's screen.

The starting components of players who are not in the game must be returned to the game box.

c) Place inside the bag 3 sets of essences (3 floral, 3 herbal, 3 fruity, 3 spices, 3 woody) and 7 sets of bases (7 water, 7 alcohol, 7 thinner, 7 fixative).

Randomly take resources from the bag and place 3 on each field space of the collection track on the board. One resource will be left over in the bag; show it to the players and return it to the game box. It will not be used in this game.

d) Separate the location tiles according to the number of players in the game. With 4 players, all location tiles are used. With 3 players, remove the tiles marked "4p". With 2 players, remove the tiles marked "3p" and "4p". Removed tiles must be returned to the game box.

Place the tiles that will be used in the bag. Draw from it a number of tiles equal to the number of players minus 1 (1 tile in a 2-player game; 2 tiles in a 3-player game; 3 tiles in a 4-player game) and place them on the spaces indicated on the board with "2p", "3p", "4p", according to the number of players in the game. Then draw one more tile from the bag and place it on space "I" (spaces II, III and IV will be filled later, at each new round).

Leave the bag with the location tiles next to the board.

e) Shuffle the contract cards and place them on the space for the contract deck on the board. Open 3 cards and place them in the appropriate space.

f) Build the technique deck with cards 01 to 32. The other cards should only be used if some expansion is in play (check "Grasse Expansions" on page 12). Shuffle the cards you will use and form a pile, placing it on the designated space on the board. Open 3 cards in the appropriate spaces.

g) Shuffle the avant-garde/fashion cards. Leave the deck with the "avant-garde" side (lilac) face up in the appropriate space. Take the top card, flip it to the "fashion" side (green) and place it in the space indicated on the board.

h) Randomly place the factory tiles in the places indicated on the board.

i) Shuffle the movement cards and place 3 in the spaces indicated on the board. Leave the deck in the indicated place. If playing with 4 players, remove the movement cards "2p" and "2p/3p" from the movement deck. If playing with 3 players, remove only the "2p" cards. If playing with 2 players, do not remove any movement card.

j) Place the experienced workers near the sign at the start of the resource collection track on the board.

k) Place each player's collector on the sign at the start of the resource collection track.

l) Place a small token of each player's color next to the 1 point space of the scoring track.

m) The player who most recently bought or received a perfume gets the first player marker.

n) Players place their collection tokens on the round markings at the edges of the collection fields. Choose one of the modes to do the placement:

Beginner mode:

  • Place the players' collection tokens in the bag.
  • Add to the bag the neutral tokens according to the number of players: 2 players - all tokens; 3 players - use 5 neutral tokens; 4 players: use 2 neutral tokens. What is removed must be returned to the game box.
  • Randomly place the tokens from the bag on the spaces of the collection track, starting from the first space to the last.

Standard mode:

  • The last player (the player to the right of the player with the first player marker) starts by choosing a space on the collection track and places a collection token of their color on the desired space;
  • Following counter-clockwise, the next player to the right does the same;
  • If the next player is the player with the first player marker, they must now place 2 tokens instead of one, in two spaces of their choice;
  • Then, each player places 2 tokens instead of one, in two spaces of their choice;
  • When it returns to the first player, they will place their last token on the board;
  • Fill the empty spaces with neutral collection tokens.

o) Place the coins and perfume vials near the board, within reach of all players.

Now everything is ready to start the game!

Board areas

Variable locations area; fixed locations area; movement cards; collection track; scoring track; factories area; contract cards; production track; avant-garde perfume cards; scoring criteria; technique cards; fashion perfume cards; sales track.

How to Play

Grasse is played over 4 rounds. Each round consists of 4 turns for each player, which are played alternately.

On their turn, the player places a worker on a location on the board, performs the action of that space and then chooses a movement card to move their collector along the collection track. As soon as the player finishes collecting, their turn ends and the next player's turn begins.

When all players have used all of their 4 workers, the round ends. The maintenance phase is carried out and then a new round begins (or, if it is the fourth round, the game ends).

a) Placement

Placement must always be the first thing done on the player's turn. They take one of their 4 free (not yet placed) workers and place it on one of the locations available in the game, performing the corresponding action.

If there are worker(s) already placed on the chosen location, even from this same player, they may have to pay a cost in coins to the bank to place.

Number of players2 players3 or 4 players
Placement cost= number of workers already at the location + 1= number of workers already at the location

Example 1: In a 3 or 4 player game, Louis wants to place a worker at a location where there are 3 workers already placed. To do this, he will have to pay 3 coins to the bank.

Example 2: In a 2 player game, Anne wants to place a worker at a location where there are 2 workers already placed. To do this, she will have to pay 3 coins to the bank.

Note: Spaces without workers, that is, empty, have no placement cost. Experienced workers have the same placement cost as common workers.

Exceptions:

  • Bank: to place at this location, there is no placement cost, regardless of the number of workers already placed.
  • Fair: this location has 4 specific placement spaces; each of these 4 spaces holds only a single worker. Thus, there is no placement cost to place at this location.

The effects of the placement locations will be explained later.

b) Movement

Except for the Factories (where no movement is made after producing perfumes), all other placement actions are followed by the movement of the collector. This happens as follows:

(1) Choose one of the 3 open movement cards or draw the top card of the movement deck (if you do so, you must use the card drawn);

(2) Move your collector along the collection track exactly the number of spaces indicated on the chosen card, skipping any space occupied by opponents' collectors (skipped spaces are not counted);

Example: Jacques, who is playing yellow, chooses a movement card "3" and moves his collector to the next blue collection token.

(3) Collect on the track where your collector ended its movement according to the color of the collection token present on that space:

  • Token of your own color: choose 2 resource colors present there and take them from that space, placing them behind your screen.

Example: Jacques, who is playing yellow, ends his movement on a yellow collection token, that is, of his color, which contains 2 units of water, 1 herbal essence and 1 thinner. He decides to take water (blue) and herbal essence (green), so he takes the 2 units of water and 1 unit of herbal essence present there.

  • Neutral token (gray): choose only 1 resource color from that space, placing it behind your screen.

Example: Jacques ends his movement on a neutral token that contains 2 units of alcohol, 1 fruity essence and 1 fixative. He decides to take white, so he takes the 2 units of alcohol base present there.

  • Token of an opponent's color: works the same way as neutral ones, however, to take 1 resource color, you must pay $1 to the opponent who owns the color of the indicated collection token. If you do not want to take a resource, you pay nothing to the player.

Example: Jacques, who is playing yellow, ends his movement on a blue token, which contains 2 woody essences and 1 fruity essence. He decides to take brown, so he pays $1 to Louis, the blue player, and takes the 2 units of woody essence present there.

(4) Receive the movement card's bonus (if any). The bonuses will be detailed in the explanation of the movement cards on page 10.

(5) Discard the movement card used.

(6) At the end of the movement, replenish the card(s) until there are 3 new cards available. If the deck runs out, reshuffle the discard cards and form a new deck.

If the three available movement cards have the same value, the current player may discard them, open new cards in their place and then choose a card to use.

Attention: The last space of the collection track is considered adjacent to the first space of the track for any and all effects.

End-of-Track Bonus

If the player passes the sign at the end of the collection track, they may collect one of these 3 bonuses:

  • Train a worker: the player puts in the game box one of their common workers and replaces it with an experienced worker. The experienced worker must be placed in exactly the same place from which the player took the other one (player's reserve, in which case it can be used in this same round, or board, in which case it can only be used in the next round).
  • Gain 2 points: the player marks 2 points immediately.
  • Immediately take 1 technique card at no cost: choose between the open cards or the top card of the deck without looking.

Experienced Workers

Experienced workers can perform the effects of a placement action 2 times.

Example 1: Justine places her experienced worker at the Perfumery. She may sell 2 perfumes instead of 1. She decides to sell one herbal and one fruity perfume, receives her points, marks the two transactions on the sales track and ends her turn by making her movement and collecting her resources.

Example 2: Justine chooses to place her experienced worker at the Factory. She may produce 2 perfumes instead of 1, but must hand over the resources needed for both productions. She hands them over, marks the 2 transactions on the production track and ends her turn without making her movement on the collection track.

If the player does not want to or cannot do 2 actions, they may still do a single action as if they were a common worker.

Free Conversions

Some conversions of resources and coins can be made when a player is producing a perfume. They are printed in the upper left corner of the board.

When the player needs to spend a resource, they may use $10 as if it were an essence and/or $5 as if it were a base.

Example: Justine places her worker at the Factory, but she lacks 2 bases to produce a perfume. She hands over the resources she has, returning them to the collection track, and announces that she is paying $10 ($5 for each missing base) to produce a perfume.

Likewise, when the player needs one and does not have it behind their screen, an essence can be used as if it were a base and a base can be used as if it were a $1 coin.

Example 1: Jacques needs to place at a location where there are already two workers placed. However, he only has $1 behind his screen. Jacques returns 1 base to the collection track, announcing that he is converting it into a $1 coin (to complete the total cost of $2 for the placement).

Example 2: Anne ends her movement on a blue collection token, of her opponent Louis, and wants to collect. However, she has no coins behind her screen. Anne returns 1 base to the collection track, announcing that she is converting it into 1 coin, takes $1 from the common pile of coins and pays Louis. Then, Anne collects.

Note: Resources converted into money are returned to the collection track, to any desired space, respecting the maximum limit of 4 resources per space. If the money is used to pay another player, take it from the common coin reserve.

Resources replaced by money are virtual; do not remove them from the collection track. These virtual resources must be used immediately.

End of Round Maintenance

As soon as all players have made their 4 placements, the end of round maintenance phase occurs, following these steps:

  1. Players must collect all of their workers. The collectors stay where they are;

  2. Take a new location tile from the bag and place it on the number of the round that is starting (II, III or IV);

  3. Flip the avant-garde perfume card of the round that just ended, and place it with the green side up, overlapping the fashion perfume card in effect until then;

  4. Remove from the game the contract card and technique card located in the rightmost spaces with the "X" sign, if any, and shift all remaining cards to the right. Open new cards from the respective decks in the empty spaces;

  5. If finishing round IV, ignore all the steps above and proceed to GAME END.

Game End and Scoring

At the end of the game, players may earn additional points for each scoring criterion on the right side of the board. The criteria are:

  • Specialist: the players who produced the most types of the same perfume.
  • Versatile: the players who produced the most different types of perfume.
  • Technical: the players who have the most technique cards.
  • Seller: the players who sold the most perfumes.

Place the players' workers in the positions to make the marking easier. In case of a tie, add the points of the tied positions and divide by the number of tied players, rounding the result down.

In addition to the criteria points, also add:

  • Technique cards with end-of-game scoring (if any);
  • 1 point for every 10 resources (bases, essences and coins);
  • 1 point if holding the first player marker.

The player with the most total points wins.

In case of a tie, the tied player with the most perfume vials behind the screen wins.

If the tie persists, whoever has the most remaining resources (after conversion) is the winner.

Example: After counting, Jacques and Anne are tied, both with 62 points. Both have 1 perfume vial behind the screen, however, Anne finished the game with 12 resources (bases, essences and coins) and Jacques with 10. After converting 10 resources for 1 point, Anne was left with 2 resources remaining, and Jacques with none. Anne, therefore, is the winner.

If you reach the end of the scoring track, take a 50 point token and place your point marker at the start of the track. If it happens again, flip the token to the "100" side and return to the start of the track.

Placement Locations - Fixed

Factories

There are 3 factory spaces, and each of them is able to produce 2 types of perfumes. (The factories are: Classic Perfume Factory - Herbal; Classic Perfume Factory - Woody; Classic Perfume Factory - Spices; Classic Perfume Factory - Fruity; Classic Perfume Factory - Floral; Exotic Perfume Factory.) When a worker is placed at one of the three factories, the player must hand over 4 different bases (1 water, 1 alcohol, 1 thinner and 1 fixative) and the essence indicated by one of the factories present on that space, drawn at game setup.

The player must return the resources used to any spaces of the collection track (of their choice, only not exceeding 4 resources per space).

Then, the player takes a vial of the perfume produced, scores for their production on the scoring track (2 points if it is a classic perfume or 3 if it is an exotic perfume) and places (or advances) a small token of their color on the lower part of the board, on the production track of the corresponding perfume.

Exotic perfume: The gray factory produces the exotic perfume. It is produced in the same way as the other perfumes, but the player must spend, in addition to the 4 bases, 2 different essences of their choice to produce it. Exotic perfumes give 3 points when produced and must also be marked on the lower part of the board in their respective production track.

Attention: Remember to check the avant-garde card (lilac) when producing. If the perfume produced is on the avant-garde, the player gains 1 additional point. Also pay attention to the technique cards, as some give 1 extra point for a certain type of perfume when produced. And remember that, unlike other actions, when producing the player does not move their collector on the collection track, ending their action after following the steps described above.

Note: If the perfume vial the player wants to produce is not in the reserve, they cannot produce that type of perfume at that moment.

Bank

When placing at this location, the player will gain $3. Remember that this space has no placement cost if already occupied by other worker(s).

Perfumery

The player may sell 1 perfume of any type for 3 points and $3. They return the perfume vial to the reserve and place or advance their marker on the sales track.

If the player sells a perfume that is in fashion (green card), they will gain 1 additional point.

Town Hall

At this location the player has two options: (1) fulfill an export contract card OR (2) swap tokens' positions on the collection track.

(1) Fulfill export contract:

The player must return to the reserve a pair of perfumes that fulfills one of the three contracts available on the board.

The player receives the points and coins indicated on the fulfilled contract card and must immediately perform (if able) the effect indicated at the foot of the card (the descriptions of the contract cards are on page 10).

Do not replenish the contract cards when someone fulfills one.

OR

(2) Swap collection token positions:

The player chooses 2 collection tokens from the track and swaps their positions with each other (only the tokens).

Fair

The player must choose a free bonus space to place their worker. They receive the indicated bonus.

The bonuses of the spaces are:

a) Take 1 technique card from the top of the deck;

b) Take the first player marker and a base from any position of the collection track;

c) Gain 2 points;

d) Take 1 essence from any position of the collection track.

Experienced workers placed in any space at the FAIR work as if they were common workers.

Laboratory

By paying $3, the player may take 1 open technique card or look at the top 3 cards of the deck and choose 1 of them (the cards not chosen must be placed at the bottom of the deck). Do not replenish technique cards when they are bought.

Placement Locations - Variable

Palace

Pay $1 and copy exactly the desired action of another location, with all its effects and implications, as if you were placing there. The placement cost, if any, will be based on the number of workers at this location (and not at the copied location).

Enfleurage

Take 1 essence from any collection space.

Market

Choose:

a) Exchange 2 bases for $5 + 1 point; OR

b) Exchange 1 essence for 2 bases; OR

c) Do a and b in that order.

The resources must be returned to the collection track (maximum limit of 4 resources per space).

Bridge

Choose a movement card and immediately move your collector. Collect and take the bonus indicated at the foot of the card, if any. Replenish the movement card. You may still make your usual collection movement.

La Grande Usine

Produce 1 perfume of any type. Follow the other rules of a regular Factory. Do not move your collector after producing. An experienced worker produces 2 perfumes of any types.

Mansion

Sell 1 perfume for 3 points + $5.

Shortcut

Swap all the resources of one space of the collection track for all the resources of another space, including if one of them is empty.

Alley

Collect 2 bases of your choice from any of the spaces of the collection track adjacent to your collector.

Royal Bank

Gain 1 point + $5.

Lane

Choose a movement card and immediately move your collector in the reverse direction. Collect and take the bonus indicated at the foot of the card, if any. Replenish the movement card. You may still make your usual collection movement.

Note: If, to move backward, your collector would have to go past the sign at the start of the track, you cannot perform this action.

Contract Cards

To conquer the world with your perfumes, in Grasse you may fulfill Export Contracts.

To do so, the player may only choose one Contract Card at a time, as soon as they have the requirements and want to fulfill it.

The player receives the points and coins of the card and may use the bonus indicated on it, if able. After fulfilling the contract, the player must place the card in their play area face up (only for possible end-of-game effects that take fulfilled contracts into account).

  • 1 - Gain 9 points + $5. Bonus: Swap two tokens' positions with each other.
  • 2 - Gain 9 points + $5. Bonus: Buy 1 technique card for $3.
  • 3 - Gain 9 points + $5. Bonus: Perform a sell action.
  • 4 - Gain 9 points + $5. Bonus: Collect 2 bases of your choice from any collection track space adjacent to your collector.
  • 5 - Gain 9 points + $5. Bonus: Swap all resources of one space of the collection track with another, including if one of them is empty.
  • 6 - Gain 9 points + $5. Bonus: Immediately move your collector using an available movement card. Collect normally.
  • 7 - Gain 9 points + $5. Bonus: Swap 1 essence for any 2 bases + 1 point. (1x)
  • 8 - Gain 9 points + $5. Bonus: Swap any 2 bases for 1 point + $5. (1x)
  • 9 - Gain 9 points + $5. Bonus: Choose a movement card and immediately move your collector in the reverse direction. Collect and take the bonus indicated at the foot of the card. Replenish the movement card. You may still make your usual movement. Note: If, to move backward, your collector would have to go past the sign at the start of the track, you cannot perform this action.
  • 10 - Gain 9 points + $5. Bonus: Take 1 essence from any space of the collection track.
  • 11, 12, 13 and 14 - Gain 7 points + $5. Bonus: Collect 1 base of your choice from any collection track space adjacent to your collector.
  • 15 and 16 - Gain 8 points + $5. Bonus: Perform a production action of any type of perfume, spending the resources normally. If you do this action, do not make the collection movement.

Movement Cards

  • 1 and 2 - No bonus.
  • 3 and 4 - Gain $1.
  • 5 and 6 - Gain $1.
  • 7 and 8 - Collect 1 base of your choice from any space adjacent to your collector, if any.
  • 9 and 10 - Gain $2.
  • 11 and 12 - Collect 1 base of your choice from any space adjacent to your collector, if any.
  • 13 - Gain 1 point.
  • 14 - Collect 2 bases of your choice from any space adjacent to your collector, if any.
  • 15 - Collect 1 essence of your choice from any space adjacent to your collector, if any.
  • 16 - Gain $3.
  • 17 - Collect 1 base of your choice from any space adjacent to your collector, if any, + gain $1.
  • 18 - Gain 1 point.
  • 19 - Collect 2 bases of your choice from any space adjacent to your collector, if any.
  • 20 - Collect 1 essence of your choice from any space adjacent to your collector, if any.
  • 21 - Collect 2 bases of your choice from any space adjacent to your collector, if any, + gain $2.
  • 22 - Gain $4.
  • 23 - Choose to move 1 or stay where you are. Collect 1 essence of your choice from any space adjacent to your collector, if any.
  • 24 - Choose to move 1 or stay where you are. Gain 1 point.

Technique Cards

Develop perfumes with mastery using the Technique Cards! Each card brings a different dynamic to the players, who may acquire as many cards as they want during the game. After acquiring them, the cards stay in front of the player's screen, visible to all.

Whenever a player is going to buy a technique card, they may take 1 open card or look at the top 3 cards of the deck and choose 1 among the 3, placing the cards not chosen at the bottom of the deck (except for the "Fair" location, where the player takes the 1st card from the top of the deck, or where marked otherwise).

  • 1 - Permanent - Produce herbal perfumes without spending alcohol. Gain 1 more point whenever you produce this type of perfume. Gain 2 points immediately.
  • 2 - Permanent - Produce floral perfumes without spending fixative. Gain 1 more point whenever you produce this type of perfume. Gain 2 points immediately.
  • 3 - Permanent - Produce woody perfumes without spending water. Gain 1 more point whenever you produce this type of perfume. Gain 2 points immediately.
  • 4 - Permanent - Produce spices perfumes without spending thinner. Gain 1 more point whenever you produce this type of perfume. Gain 2 points immediately.
  • 5 - Permanent - Produce fruity perfumes without spending water. Gain 1 more point whenever you produce this type of perfume. Gain 2 points immediately.
  • 6 - Permanent - Whenever you use a movement card, collect 1 more base (if available) on the space where you stopped.
  • 7 - Permanent - You may pay $1 instead of 1 base (and only 1) every time you produce.
  • 8 - Permanent - You may pay 1 base instead of 1 essence (and only 1) every time you produce exotic perfumes.
  • 9 - Permanent - Whenever you use a movement card, you may add 1 to the card's value for movement purposes.
  • 10 - Permanent - For you, avant-garde is equal to fashion and vice versa.
  • 11 - End of each round - Gain $3 if you are the player with the fewest points.
  • 12 - Permanent - When receiving the end-of-track bonus, choose 2 different bonuses instead of one.
  • 13 - Permanent - When your collector stops on a collection token of an opponent's color, do not pay the cost and collect 1 resource color.
  • 14 - End of each round - Pay $4 to perform any action, except production. Do not move your collector at the end of the action performed this way.
  • 15 - Permanent - If there is a placement cost, pay $1 less.
  • 16 - Permanent - Gain $1 whenever your collector passes an opponent's collector. In 2-player games, gain $2.

Grasse Expansions

The Grasse expansions are ideal for players who have tried the base game at least once and are looking for more layers of strategy and complexity. We recommend using 2 to 3 expansions at most simultaneously, but feel free to combine them however you prefer.

Events

The "Events" expansion introduces new dynamics to the base game, adding 15 event cards that change each round unpredictably. Each event can provide advantages or challenges, enriching the play experience and demanding strategies adjusted to each new situation. The official variants, which you can consult on page 13, offer different ways of using the cards, further increasing diversity and replayability. Get ready for surprises and an extra dose of excitement in each game!

Components:

  • 15 event cards

Setup:

  • Shuffle the event deck and leave it near the game board.

How to play:

At the start of each round, from the second round on, reveal an event card.

Most event cards have an immediate effect; others have effects that last throughout the whole round.

At the end of the round, discard the current event card.

Event cards:

  • 1 (Immediate) - Each player, in turn order, may collect 1 base and 1 essence of their choice from any space of the collection track.
  • 2 (Immediate) - Each player, in turn order, must return 1 essence to the collection track. If they have none, the player must reveal their screen and prove they have no essences. In that case, they hand over nothing.
  • 3 (Immediate) - Each player, in turn order, must return 2 bases to the collection track. If they have none, the player must reveal their screen and prove they have no bases. In that case, they hand over nothing.
  • 4 (Immediate) - Each player, in turn order, may collect up to 2 bases of their choice from any space of the collection track.
  • 5 (During the whole round) - During this round, collectors may take 2 resource colors from the space where they end their movement, even if they are neutral spaces or those of other players. Players must still pay $1 to take resources if they stop on other players' tokens.
  • 6 (During the whole round) - During this round, collectors may only take 1 resource color (instead of 2 colors) when they end the movement on a space of their own color on the collection track.
  • 7 (Immediate) - Discard all current technique cards and do not replenish them this round. Players may still buy closed technique cards (they take 3, choose 1 and the others must be placed at the bottom of the deck).
  • 8 (Immediate) - Discard the 2 rightmost contract cards on the board. This round will have only 1 contract card available.
  • 9 (Immediate) - All players receive $5.
  • 10 (Immediate) - All players pay $5 (make conversions of resources into coins, if necessary). Players must pay as much as possible, or reveal their screen and prove that they do not have enough coins/resources to pay (if this is the case, they pay nothing).
  • 11 (Immediate) - The current avant-garde perfume card becomes the fashion perfume card, with the green side up. After that, the avant-garde perfume card that becomes visible will be the current one.
  • 12 (Immediate) - Each player, in turn order, may immediately fulfill an available contract card by handing over the respective perfumes. Apply the card's effects normally. Replenish the empty contract card spaces.

Official variants:

Variant 1 - "Initial Surprise" - Open an event card already in the first round of the game. Variant 2 - "Calculated Risks" - Leave the event cards corresponding to each round revealed since the start of the game. Variant 3 - "Busy Grasse" - Open 2 event cards instead of 1 per round. Execute one card at a time, in the order they are revealed. Variant 4 - "Chaos in Grasse" - Use all of the first 3 variants together and good luck.

Boutiques

The "Boutiques" expansion adds a new strategic layer to the base game, where players can open their own boutiques in specific regions of the map of France. Each player receives boutique markers and, when performing the open boutique action, can obtain bonus tokens that grant various advantages.

In addition, the boutiques are worth extra points at the end of the game, increasing competition for the lead. Get ready to explore France and expand your perfumer empire!

Components:

  • 1 France map board
  • 20 boutique markers (5 for each player)
  • 14 boutique tokens
  • 1 "Boutique" technique card (33)

Setup:

  • Give each player a set of 5 boutique markers.
  • Place the France map board near the main board.
  • Shuffle the 14 tokens and place 1 in each region of France on the map, face up with the bonus showing.
  • Include the "Boutique" technique card before shuffling the cards and placing them on the board.

How to play:

On the "Map of France" board, there is only one location for placing workers, the "Boutique". This location has the same rules as the other placement spaces of the game.

When placing their worker at this location, the player must spend a perfume of any type that they have produced to:

  1. open a boutique in one of the available regions, of their choice;

  2. receive the bonus token of the chosen region.

Each region can have only one boutique.

Experienced workers can open two boutiques (in different regions) by paying 2 perfumes of any types.

Boutique bonus tokens:

  • Gain 1 point immediately. Remove the token from the game.
  • Counts as 1 herbal essence. Do not collect an essence on the board; use this token as if it were 1 herbal essence. This token must be removed from the game after its use.
  • Counts as 1 floral essence (same text, floral).
  • Counts as 1 woody essence (same text, woody).
  • Counts as 1 fruity essence (same text, fruity).
  • Counts as 1 spices essence (same text, spices).
  • Counts as 1 unit of alcohol + 1 unit of fixative. Do not collect these bases on the board; use this token as if it were these bases (together). This token must be removed from the game after its use.
  • Counts as 1 unit of alcohol + 1 unit of water (same text).
  • Counts as 1 unit of alcohol + 1 unit of thinner (same text).
  • Counts as 1 unit of thinner + 1 unit of fixative (same text).
  • Counts as 1 unit of fixative + 1 unit of water (same text).
  • Counts as 1 unit of thinner + 1 unit of water (same text).
  • Receive $3 immediately. Remove the token from the game.
  • Take 1 technique card at no cost, immediately. Remove the token from the game.

End of game:

At the end of the game, each boutique grants 3 points to its owner, plus 1 additional point for each boutique that is adjacent to another boutique of the same player, in the largest group of adjacent boutiques.

Majority bonus: The player(s) with the most boutiques will receive 4 points per boutique, instead of the standard 3 points. In case of a tie, all tied players will receive 4 points per boutique.

Example: Justine (red) ends the game with 4 boutiques, of which 3 are adjacent to each other. Louis (blue) has 2 boutiques, also adjacent.

  • Justine: 4 boutiques x 4 points = 16 points, +3 points for adjacencies = 19 points
  • Louis: 2 boutiques x 3 points = 6 points, +2 points for adjacencies = 8 points

Helpers

The "Helpers" expansion introduces 20 helper cards that add new strategies and abilities to the game.

At the start of each round, players take part in a closed auction to select helpers, using their coins. These helpers provide immediate help or special abilities that last for the whole round, such as not paying placement cost, producing additional perfumes or collecting more resources. Get ready to adapt your strategies and make the most of the helpers' abilities in this exciting expansion!

Components:

  • 20 Helper cards
  • 1 "Helpers" technique card (34)

Setup:

  • Shuffle the helpers deck and leave it near the game board.
  • Include the "Helpers" technique card before shuffling the cards and placing them on the board.

How to play:

At the start of the round, open a number of helper cards equal to the number of players plus one, that is:

  • 3 helper cards in 2 players;
  • 4 cards in 3 players;
  • 5 cards in 4 players.

The choice of helper cards will be made through a closed auction. For this, players will bet as many coins as they want (or none), hiding the amount in their closed fist. All must then reveal the amount bet at the same time. The player who bet the most coins will choose first, followed by the second player who bet the most coins, and so on. Players who do not bet coins will still take part in the choice of helpers, however, they will be the last to choose. Every tie is resolved based on turn order, starting from the 1st player. There will always be one helper card left at the end of the choice; it must be removed from the game. The coins used in the auction go to the bank.

Note: The conversion of resources into coins must be done before the auction bids. Players may not use bases or essences for bids.

The helper cards will provide immediate help or some ability in effect throughout the round. At the end of the round, the acquired helper cards must be removed from the game.

Helper cards:

  • 1 (During the whole round) - Do not pay the placement cost.
  • 2 (Immediate) - At the start of the round, choose 2 movement cards and move your collector on the collection track. Collect normally after each movement.
  • 3 (Immediate) - At the start of the round, you may produce 2 equal perfumes paying only 1 set of bases + essence.
  • 4 (Immediate) - At the start of the round, you may sell 2 perfumes. If you do, mark the sale on the track.
  • 5 (During the whole round) - Whenever another player is going to pay a placement cost to the bank, receive those coins.
  • 6 (During the whole round) - Do not pay the cost to collect resources on opponents' spaces on the collection track.
  • 7 (During the whole round) - When making movements on the collection track, you may choose to move other players' collectors and collect resources from that space for yourself. If you pass the sign of the track, the owner of the collector gains the bonus.
  • 8 (Immediate) - Before the start of the round, look at 3 technique cards from the top of the deck, choose one and take it for yourself. Place the cards not chosen at the bottom of the pile.
  • 9 (Immediate) - Before the start of the round, look at 3 contract cards from the top of the deck and choose one; the chosen card will stay with you until you perform the export action. If you finish the game without fulfilling it, nothing happens. Place the cards not chosen at the bottom of the pile.
  • 10 (Immediate) - Choose the avant-garde and fashion perfume card of this round + gain 1 point.
  • 11 (During the whole round) - Counts as a fifth worker (use any component, if you think it necessary). It is still a simple worker and pays placement costs, if any.
  • 12 (During the whole round) - Receive +2 points for each perfume produced this round (other bonuses are added normally).
  • 13 (During the whole round) - Collect up to 3 resource colors on the space of your color.
  • 14 (During the whole round) - Receive +$3 for each perfume sold this round (other bonuses are added normally).

Master Perfumers

The "Master Perfumers" expansion introduces 5 master perfumer cards, each granting special abilities that last for the whole game. At the start of the game, players choose their master cards strategically, receiving experienced workers that provide bonuses when activated. This expansion adds new layers of strategy and personalization, allowing each player to make the most of the unique abilities of their master perfumer.

Components:

  • 5 master perfumer cards

Setup:

  • Shuffle the master perfumer deck and open a number of cards equal to the number of players plus 1, that is:
    • 3 cards in 2 players;
    • 4 cards in 3 players;
    • 5 cards in 4 players.
  • The player to the right of the starting player begins by choosing one of the master perfumer cards, then, counter-clockwise, each player chooses a card. The card that is left over must be removed from the game.
  • Players must leave the chosen card near their play area, visible to all, and place the two experienced workers "lying down" on the corresponding spaces of the card.

How to play:

Each master card grants a special ability that can be used throughout the game, even before unlocking experienced workers.

In addition, when a player passes the sign of the collection track and chooses to receive an experienced worker, they must take that worker from the master perfumer card (first the one on the left and then the one on the right) and place it in place of a simple worker, receiving the revealed bonuses.

Note: Remember to remove the simple worker from the game.

Master perfumer cards (Master / Power / Immediate bonus when releasing the experienced worker, first worker / second worker):

  • 1 - Whenever you gain $, gain + $1, for all game effects (maximum 1 per turn). Coins paid by other players are not affected by this effect. Bonus: first worker - receive $5; second worker - gain 3 points.
  • 2 - Whenever you acquire or gain a technique card, you may choose one of the open cards or look at the top 5 cards of the deck and choose 1 of them. Bonus: first worker - receive 1 technique card; second worker - gain 3 points.
  • 3 - Whenever you make a movement, in addition to the bonus of the chosen movement card, collect +1 base adjacent to your collector, if any. If the chosen card has no bonus, you may still collect 1 base adjacent to your collector, if any. Bonus: first worker - collect 2 bases from any space of the collection track; second worker - gain 3 points.
  • 4 - Whenever you produce, you may choose not to advance the production marker. If you do, receive $5. Bonus: first worker - gain 1 point; second worker - gain 3 points.
  • 5 - Whenever you sell, you may choose not to advance the sales marker. If you do, gain 1 point. Bonus: first worker - collect 1 essence from any space of the collection track; second worker - gain 3 points.

Tax Collectors

The "Tax Collectors" expansion introduces a new mechanic that increases the placement cost of locations and adds the need to pay wages to workers at the end of each round.

With 18 location cards and 4 tax collectors, this expansion adds an element of challenge and strategy. The collectors increase the cost of the locations where they are placed, and players must carefully manage their coins and resources to pay their workers' wages, on pain of losing victory points.

Components:

  • 1 wage cost card
  • 18 location cards
  • 4 tax collectors
  • 1 "Tax Collectors" technique card (35)

Setup:

  • If there are fewer than 4 players in the game, remove from the location deck the cards with markings of players not corresponding and return them to the game box.
  • Search for and remove from the deck the variable locations that are not yet available in the round.
  • Include the "Tax Collectors" technique card before shuffling the cards and placing them on the board.
  • Shuffle the location cards that will be used and add to the game a number of tax collectors according to the list below:
    • 2 players: 4 tax collectors
    • 3 players: 3 tax collectors
    • 4 players: 2 tax collectors
  • The collectors that are left over must be returned to the game box.
  • Place the wage cost card near the board.

How to play:

At the start of each round, open one location card for each tax collector in play. Place one collector on each location indicated on the cards. The tax collectors increase the placement cost of the locations where they are, in the same way as common workers.

At the end of the round, the tax collectors must be removed from the board.

At the start of the following rounds, add to the locations deck the card corresponding to the new variable location opened in that round. Reshuffle all the cards, including the new location card and the cards used in the previous round, with the cards not yet revealed, before revealing new cards and positioning the tax collectors in that round.

In addition, also at the end of the round, players must pay the wages of their workers.

Players must use all of their available coins and resources (through free conversions) to pay the wages. If it is still not possible, they must pay with points (1 point for each unpaid coin), and it is not possible to end up with negative score.

The amount to be paid depends on the round number, according to the table below:

RoundAmount to be paid per worker
I$1 per common worker
II$1 per common worker
III$2 per common worker
IV$3 per common worker

ATTENTION: Each experienced worker costs $1 more than the value of the round.

Example: At the end of round III, Jacques has 2 simple workers and 2 experienced workers. He must pay a total of $10 ($2 for each common worker and $3 for each experienced worker). However, Jacques only has 4 coins and 4 bases, which gives a total of $8. He returns his bases to the collection track and the coins to the bank. Jacques loses 2 victory points, because $2 were missing to complete the $10 owed.

Official variants:

Variant 1 - "Sun King": Use 4 collectors in games of 3 or 4 players. Variant 2 - "Exemption": Do not use the tax collectors, only the payment of wages at the end of the round.

Thief

The "Thief" expansion adds an element of risk and tension to the game. With a thief and 18 location cards, this expansion puts players in situations in which they may be forced to hand over valuable resources or victory points to the player with the fewest points. In addition, the thief increases the placement cost of the spaces where he is, requiring careful strategy from players.

This expansion requires participants to balance their resources and avoid the thief, while making the most of the opportunities that arise. Get ready to face new challenges and adjust your tactics in this scenario of a not-so-safe Grasse.

Components:

  • 1 thief
  • 18 location cards (same deck as the "Tax Collectors" expansion)
  • 1 "Thief" technique card (36)

Setup:

  • If there are fewer than 4 players in the game, remove from the location deck the cards with markings of players not corresponding and return them to the game box.
  • Search for and remove from the deck the variable locations that are not yet available in the round.
  • Include the "Thief" technique card before shuffling the cards and placing them on the board.

How to play:

At the start of each round, open a location card and place the thief on that location.

When a player places a worker at a location where the thief is, they must choose between handing over to the player with the fewest points at that moment of the game:

  • $3; or
  • 2 bases; or
  • 1 essence; or
  • 1 technique card; or
  • 1 perfume vial; or
  • 1 point (it will take back 1 point from you and advance 1 point for the other player).

In case of a tie for last place, the player who made the placement decides who will benefit.

If the player with the fewest points places a worker where the thief is, they hand over nothing and may move the thief to any other location, without triggering any action.

In addition to the effect mentioned, the thief must be considered when calculating the placement cost at that location, even if it is the player with the fewest points.

Example: In this 4-player game, the placement cost at this location will be $3.

At the end of the round, remove the thief from the board.

At the start of the following rounds, add to the locations deck the card corresponding to the new variable location opened in that round. Reshuffle all the cards, including the new location card and the cards used in the previous round, with the cards not yet revealed, before revealing the new card and positioning the thief in that round.

ATTENTION: If playing with the "Tax Collectors" expansion, the location where the thief will go must be revealed after the tax collectors are positioned.

Note: The player affected by the thief cannot make free conversions to satisfy him. If they do not have 3 coins, they must choose between: 2 bases, 1 essence, 1 technique card, 1 perfume vial or 1 victory point and hand it over to the player with the fewest points.

Variable Scoring

The "Variable Scoring" expansion introduces a new way of counting points, adding 5 scoring tokens and 3 scoring criteria tokens. Players must choose or draw the scoring tokens that will be used. The scoring criteria can be adjusted, including categories such as fulfilled contracts, accumulated money and boutique markers on the board. This expansion provides a different dynamic in the way of scoring, requiring players to adapt their strategies according to the chosen criteria, making each game unique and full of possibilities.

Components:

  • 5 scoring tokens
  • 3 scoring criteria tokens

Setup:

  • Choose or draw the scoring tokens. Take 4 and place them over the scoring on the board, below each criterion. The scoring token that is left over must return to the game box.
  • If desired, replace the scoring criteria printed on the board with new criteria, placing the chosen tokens in the indicated places.
  • You may replace up to 3 criteria.

End of game:

At the end of the game, consider the new variable scoring values and calculate the scoring criteria based on the replacements.

Scoring criteria:

  • Exporter - Players with the most fulfilled contracts (keep the fulfilled contract cards in your play area during the game).
  • Saver - Players with the most money accumulated at the end of the game (before the final conversion of resources into coins).
  • Expansionist - Players with the most boutique markers on the boutiques board (requires using the "Boutiques" expansion).

Secret Formula

The "Secret Formula" expansion adds a touch of strategy and creativity to your game. Combine fragrances, complete unique formulas and create exclusive perfumes while competing for valuable points.

Components:

  • 5 secret formula cards
  • 15 fragrance tokens (1 of each type)

Setup:

  • Draw and give each player a secret formula card, which must stay behind the players' screens. Return the remaining cards to the game box.
  • Randomly place a number of fragrance tokens on the collection track on the spaces with neutral tokens, according to the table:
PlayersFragrance tokensPlacement rules
28Place 1 fragrance token on each space with a neutral token.
310Place 2 fragrance tokens on each space with a neutral token.
48Place 4 fragrance tokens on each space with a neutral token.

The remaining fragrance tokens must be temporarily placed next to the board.

How to play:

Whenever a player stops on a space with one or more fragrance tokens, they may take one of them instead of receiving the movement card bonus (if the card has no movement bonus, they may take it anyway). If there is more than one token on the collection space, the player chooses which one they want to take.

After taking the fragrance token, the player may place it on their secret formula card:

  • On the corresponding space (2 points);
  • In place of another fragrance (0 points);
  • On the empty space (0 points).

If they do not want to place it on the card, the player may simply keep it behind their screen.

In the preparation for round III, new fragrance tokens are placed on the neutral spaces according to the table:

PlayersFragrance tokensPlacement rules
27Place 1 fragrance token on each space with a neutral token, starting with the neutral token closest to the start of the track.
35Place 1 fragrance token on each space with a neutral token.
47Place 4 fragrance tokens on the first neutral token and 3 fragrance tokens on the second neutral token, starting with the neutral token closest to the start of the track.

Completing the secret formula card is a free action that can be performed at any time on the player's turn. The player must reveal their card when completing it and receive all of its bonuses, which are:

  • 2 points for each fragrance token placed on the corresponding space (except wild fragrance);
  • 2 points for each completed column;
  • 1 perfume, of the player's choice, available in the general stock (do not advance on the production track).

(Card illustration labels: completed column - 2 points per fragrance; wild fragrance (any type); completed card.)

Example: Jean performs his placement action and chooses a movement card that allows him to move his collector by 2 spaces, in addition to granting a bonus: collect 1 adjacent essence. He ends his movement on a neutral token that contains 1 thinner and 2 units of water. In that same space, there are also 2 fragrance tokens -- one peach and another cardamom.

Checking his secret formula card, Jean realizes there is still room for one more fragrance, and precisely the one missing is peach! He then decides to collect the 2 available units of water and, instead of using the movement card bonus to take an adjacent essence, chooses to collect the peach fragrance.

With this, Jean completes his secret formula and reveals it. As a reward, he chooses a perfume from the reserve and picks the floral type. The card's score is 8 points: 4 points for the two specific fragrances that match the required formula, and 4 more points for having filled two columns.

After completing a secret formula card, the tokens used by the player who completed it return to the game box. The player may not take a new card.

Scoring at the end of the game:

  • Partial scoring: incomplete cards grant 2 points per completed column and/or corresponding fragrances.
  • Excess tokens: gain 1 point for each unused token behind your screen.

Important: fragrance tokens do not count as a resource for the final game scoring.

Royal Perfumes

Relive the elegance of the court of Catherine de' Medici with the "Royal Perfumes" expansion. Satisfy the desires of the most demanding nobles, win their sympathy and shine as the royalty's favorite perfumer!

Components:

  • 8 royalty cards
  • 16 small tokens (4 per player)

Setup:

  • Shuffle the cards of the "Royal Perfumes" expansion and position them next to the game board, face down.
  • Reveal the first card and place it near the board.

How to play:

Whenever a player performs the action of selling a perfume, whether in one of the locations or by the bonus of some card, they may hand over a perfume of the type desired by some noble on an open royalty card. To do so, they must:

  • Place a token of their color on the corresponding space of the card (as long as they do not already have a token there).
  • Receive, in addition to the points and coins for the sale action, the bonus of the chosen space printed on the card, which vary between coins, technique cards (take 1 open or look at 3 from the top and choose 1) and points.

When a royalty card is completely filled with player tokens, scoring happens:

  • The player with the most tokens gains the points printed on the card.
  • The second player with the most tokens receives the score indicated for second position (if any).

If the card has only one value, only the player with the most tokens scores.

If there are ties, add the points of the tied positions and divide equally among the players, rounding down.

Example: Jacques, the yellow player, handed over 2 perfumes to Isabel de Valois, a woody one and an exotic one. During the game he gained $5 + 1 bonus point. Louis, the blue player, handed over a woody perfume, gained a technique card and completed the card. At this moment, Jacques will gain 4 points and Louis, 1 point.

After the scoring is resolved, the players' tokens are returned and the royalty card is removed from the game.

If all 4 of the player's tokens are already placed on incomplete cards, they cannot hand over new perfumes to the royalty, but may still sell normally.

At the end of each round, reveal a new royalty card.

At the end of the game, if there are incomplete royalty cards, they are scored as if they were complete. It is not necessary to fill the empty spaces. Assign the points according to the number of tokens of each player.

Production Bonus

The "Production Bonus" expansion adds an extra layer of competition and reward to the game. With 6 level 3 production markers and 6 level 5 markers, players can gain bonuses immediately upon reaching certain production levels on the board. These bonuses vary from bases and essences to points and coins, offering valuable incentives to advance in the game.

Components:

  • 6 level 3 production markers
  • 6 level 5 production markers

Setup:

  • Shuffle the level 3 production markers and randomly place them on the perfume production space of the board over the numbers 3, face up.
  • Shuffle the level 5 production markers and randomly place them on the perfume production space of the board over the numbers 5, face up.

How to play:

When the 1st player reaches one of the markers, they will gain the bonus immediately. Then, the marker must be removed from the game.

Level 3 production markers:

  • 2 bases of any kind (collect from the resource track) (two markers)
  • 1 essence of any kind (collect from the resource track) (two markers)
  • $5
  • 2 points

Level 5 production markers:

  • 5 points (two markers)
  • 2 technique cards (open ones or look at the top 3 cards of the deck and choose 2) (two markers)
  • $15 (two markers)

+5 Production and +5 Sales Tokens (Royal Perfumes expansion)

Production +5 token: If you produce a sixth perfume of the same type, take the +5 token of the respective color and leave it in front of your screen. Return your small token to space 1, indicating that this is your sixth perfume produced of that type. If you produce more, keep advancing your player token.

Sales +5 token: If you sell a sixth perfume, take a +5 token and leave it in front of your screen. Return the small token to the first space of the sales track, indicating that this is your sixth perfume sold. If you sell more, keep advancing your player token.

Solo Mode

In Grasse, a city known as the heart of perfumery, aromas and essences turn dreams into fragrances. You are a talented perfumer who once had a memorable victory against Pierre, a clever and competitive opponent (if you played Grasse 1st edition, you will remember this envious fellow!). Marked by that defeat, Pierre returns thirsting for revenge, determined to prove he is the true master perfumer. The contest is now between you and him, in solo mode, where each move will be crucial to define who will be the greatest perfumer of Grasse.

Components:

  • 14 location cards (Expansion "Tax Collectors")

Setup:

Perform the game setup as you would in a 2-player game:

  • Choose your player color and the color of the non-human opponent, Pierre.
  • Distribute the players' tokens and the neutral tokens on the collection track, following the beginner mode in random positions.

Make the specific adjustments for solo mode:

  • Take from the locations deck the variable locations not yet revealed. Position the deck near the board.
  • Use 1 small token of a different color to block the bonus "take the first player marker and a base of any" at the Fair. The other Fair bonuses will be available normally.
  • Place the first player marker in Pierre's play area.
  • Remove Pierre's screen, which will not be necessary.
  • Remove technique card no. 24 that grants 3 points to the player who finishes with the first player marker.

If you wish to adjust Pierre's difficulty, see the "Difficulty Levels" section at the end.

Note: Do not use any other expansion, only the deck of the "Tax Collectors" expansion. You will not use the other components and rules of that expansion.

How to play:

You follow the same rules as the 2-player game, except:

  • The blocked Fair space remains inaccessible.
  • You will never be the 1st player. Pierre always starts the round.
  • At the start of each round, add to the locations deck the card corresponding to the new variable location opened in that round. Reshuffle all the cards, including the new location card and the cards used in the previous round, with the cards not yet revealed.

The goal is to defeat Pierre. If you manage to beat him, challenge yourself to surpass the score achieved in your last game.

How Pierre Works

Pierre, your non-human opponent, has his own play style:

  • He uses cards from the locations deck to place workers in different positions. Pierre always prioritizes his experienced workers when available.
  • He performs the location actions differently from human players, described in detail in the specific rules of each location. If the locations deck is empty, it must be shuffled and then a new card must be drawn.

Pierre never pays placement costs and his action choices follow defined criteria for each board space.

Pierre's Actions on Placement Spaces

  • 1 - Bridge: Pierre takes 1 closed movement card and executes it according to his collection rules and collection bonuses (see on page 22 how he collects).

  • 3 - Shortcut: Pierre does not make the swap. Instead, he gains 1 point.

  • 5 - Enfleurage: Pierre takes the first essence available counting from the start of the collection track (first space right after the sign at the start of the track). If there is more than one essence on the space, you choose which he will take. Exceptionally, if there is no essence available on the collection track, he gains 1 point.

  • 6 - Alley: Pierre takes up to 2 bases adjacent to his collector, with the following priority:

    • 1st - Takes from the position of the human opponent's token
    • 2nd - Takes from the position of a neutral token
    • 3rd - Takes from a token of Pierre's color. In case of tokens of the same type on adjacent spaces, you decide. If there are no bases adjacent to Pierre's collector, he gains 1 point.
  • 9 - Market: Pierre does not hand over resources, but receives 1 point and 5 coins.

  • 10 - Lane: Pierre takes a closed movement card and makes the movement in the reverse direction, then acts according to his collection rules and collection bonuses. Pierre cannot pass the sign at the start of the track, so in situations where this would occur, he stops on the first space of the track and collects on this space.

  • 11/12/13 - Factory: Pierre will try to produce the type of perfume of the factory according to the round. The perfume type markers on the left side of the factory will be the perfumes produced by Pierre in odd rounds (rounds I and III), and the perfumes on the right side of the factory will be Pierre's priority in even rounds (II and IV).

    Example: If at factory 1 (card 11) there is a fruity marker on the left and a floral one on the right, and this card appears in round III, Pierre will place his worker on the first factory and try to produce a fruity perfume.

After completing the placement action, Pierre moves his collector using the top movement card of the deck (except for Factory and Palace).

Pierre's Collection

When Pierre's collector stops on a space on the collection track, he follows these rules:

  • 1st Priority for Essences: Pierre always chooses to collect essences, regardless of type. If there is more than one option available, you choose the essence.
  • 2nd Priority Quantity: Pierre only collects bases when there are no essences available on the collection space. If there is more than one resource of the same color, Pierre will always choose the one with the greatest quantity.

Example: Pierre stops on a neutral space containing:

  • 2 fruity essences;
  • 2 units of water

In this case, Pierre will collect the 2 fruity essences. If there were 1 fruity essence and 1 floral essence and 2 units of water, the human player could decide which essence would be collected.

If Pierre stops on a collection space with a human player's token and there are resources available, he will always pay $1 to the human opponent and follow the rules described for collection. If Pierre has no coins, the human opponent will receive $1 from the game reserve.

Movement Card Bonuses

The bonuses of movement cards that allow the collection of essences or bases on spaces adjacent to the collector follow this order of priority for Pierre:

  • 1st Bonus resource from the human opponent's token.
  • 2nd Bonus resource from a neutral token.
  • 3rd Bonus resource from a token of Pierre's color.

If there are tokens of the same type on adjacent spaces, you decide from which of the two spaces the bonuses will be collected.

End-of-Track Bonus

If Pierre completes a full lap of the collection track, he will prioritize: 1st Gaining experienced workers. 2nd If he already has them, Pierre will choose the 2 points bonus.

End of Game

Pierre's score at the end of the game follows the normal rules, including 1 extra point for holding the first player marker, except that Pierre has an additional advantage in the remaining resources and coins criterion: he gains 5 points for each 10 resources/coins in his reserve, instead of 1 point per 10 units.

If you defeat Pierre, do the following:

  • Record your score.
  • Try to surpass your previous score in the next games.

Difficulty Levels

If you want to increase the challenge, adjust the difficulty as described below.

Before organizing the fashion and avant-garde deck, take cards according to the difficulty level and make the following adjustments. If there are repeated perfumes on the cards, mark again.

DifficultyInitial ProductionInitial Sales
StandardNo initial marking on the production trackNo initial sales marking
MediumTake 1 avant-garde card and mark the perfumes on the production track for PierrePlace Pierre at position 1 on the sales track
HardTake 2 avant-garde cards and mark the perfumes on the production track for PierrePlace Pierre at position 2 on the sales track
Very hardTake 3 avant-garde cards and mark the perfumes on the production track for PierrePlace Pierre at position 3 on the sales track

Example: These were the avant-garde cards taken in "Hard" mode: place a Pierre marker on the following spaces (as shown by the card illustration).

  • 5 Master perfumer cards
  • 5 Secret formula cards
  • 15 Fragrance tokens
  • 10 +5 production and sales tokens
  • 12 Production bonus tokens
  • 4 Tokens of 50/100 points
  • 8 Variable scoring tokens
  • 17 - End of game - Advance a production marker by 1 space (including if it is on 0).
  • 18 - End of game - Gain 2 points for each type of perfume that you did not produce in this game.
  • 19 - Permanent - Whenever you use a movement card, you may subtract 1 from the card's value for movement purposes.
  • 20 - End of game - Gain 1 point for every 5 coins (in addition to the normal end of game rule).
  • 21 - End of game - Gain 3 points if you are the player with the fewest resources (only bases + essences) before the final conversion of resources into points.
  • 22 - End of game - Gain 4 points if you finish the game without having replaced any of your common workers with experienced workers.
  • 23 - End of game - Gain 2 points if you have fulfilled 2 contracts or 4 points if you have fulfilled 3 contracts or more.
  • 24 - End of game - Gain 3 additional points if you finish the game with the first player marker. Otherwise, this card is worth 2 points.
  • 25 - End of each round - Choose the new location that will be revealed and gain 2 points when you do this.
  • 26 - Permanent - If after the movement the space where your collector stops is empty, collect 2 bases from any space of the collection track.
  • 27 - Permanent - When selling a perfume, you may sell 1 additional perfume.
  • 28 - Permanent - You may replace 1 perfume when fulfilling contracts; if you do this, decrease the contract's score by 2 points.
  • 29 - End of each round - Open a number of technique cards equal to the number of players in the game. You may take one of the cards at no cost. Then, following turn order, the other players may buy a technique card among them for $2.
  • 30 - Permanent - You pay $1 less to buy technique cards.
  • 31 - For you, the free conversion value for bases is $3 instead of $5.
  • 32 - End of game - Advance the sales marker by 1 (including if it is on 0).
  • 13 (Immediate) - Each player, in turn order, buys a technique card from the top of the deck at no cost.
  • 14 (Immediate) - Each player, in turn order, may sell 1 perfume from their reserve for 3 points + $3. If they do, they must mark the sale on the track.
  • 15 (Immediate) - Each player, in turn order, may produce 1 perfume of any type, spending the resources normally. If they do, they must mark the production on the track.
  • 15 (Immediate) - At the start of the round, you may swap all of your bases for other types of bases available on the collection track (keeping the same original quantity).
  • 16 (During the whole round) - Collect 2 resource colors on any space (including neutral spaces). You must still pay 1 coin to collect resources on spaces of the opponent's color.
  • 17 (During the whole round) - Produce perfumes of any type paying one less base of any kind (cumulative with technique card effects).
  • 18 (Immediate) - At the start of the round, gain 2 points.
  • 19 (Immediate) - At the start of the round, you may make conversions of bases and/or essences for $3 each.
  • 20 (Immediate) - Gain $2 for each victory point of difference between your position and the position of the player with the most points.
  • Pierre's production: Pierre may use any essence (or 2 essences if it is the exotic perfume) and any 4 bases for his production. The resources to be spent are chosen by you. Pierre, like you, may consider 1 essence as any base, and may also use 5 coins to replace 1 base or 10 coins to replace 1 essence. Hand over the perfume vials to Pierre, mark the production and his score for the production. If the perfume produced is on the avant-garde, remember to grant the extra point to Pierre.

    Resource delivery: Pierre's resource delivery happens randomly. Counting from Pierre's collector, randomly place 1 resource on each space of the collection track. If it is full (with more than 4 resources), skip to the next available space.

    If Pierre does not have enough resources and/or coins to produce, he gains 1 point. Do not move Pierre's collector.

  • 14 - Laboratory: Pierre pays $3 and buys the leftmost available technique card. Pierre gains 1 point and places the card face down in his play area. Technique cards have no effects for Pierre, but count for the end-of-game "technical" criterion. If Pierre does not have money to buy the card, he gains only 1 point.

  • 15 - Town Hall: Pierre hands over 2 perfume vials of any type that he has already produced (if there are more than 2, you choose), regardless of the type specified on the card, and fulfills the leftmost contract. Pierre gains the score and coins of the contract card and tries to execute the lower part of the card, in the same way as the other action spaces. If he cannot execute the bonus, he gains 1 point. If Pierre does not have 2 perfume vials to fulfill a contract, he gains only 1 point. Pierre never uses the effect of swapping the collection track tokens.

  • 16 - Bank: Pierre gains 3 coins.

  • 17 - Perfumery: Pierre sells 1 perfume vial. If he has any perfume vial that is in fashion, that perfume will have preference in the sale. He gains the score, the coins and marks the sale normally. If Pierre has no perfume to sell, he gains 1 point.

  • 18 - Fair: Pierre always tries to place on the essence space (collect as in Enfleurage), otherwise, on the 2 points space or the space to take a closed technique card. If the three spaces are occupied, Pierre must take another location card and execute its effect.