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The El Grande Expansions

Expansion for El Grande

The El Grande Expansions Rulebook

Table of Contents

Table of Contents

  • Part I: King and Intrigue
    • Additional Components and Setup
    • Game Sequence
    • Action Card Clarifications: King and Intrigue
    • Player's Edition
    • Special Cards
  • Part II: Grand Inquisitor and Colonies
    • Additional Components and Setup
    • Game Sequence
      • The New Regions
      • Francia
      • Ship
      • Captain's Space
      • América and África
      • The Viceroy of América
      • Gold and Wares
      • Taking Gold and Wares
      • ... and Bringing Them to Spain
      • Special Cases

Part I: King and Intrigue

Additional Components and Setup

King and Intrigue (90 Power cards, 18 per color; 3 Intrigue cards; 3 Caballero cards; 3 King's Cards; 2 Action markers, the Double Scoring markers)

Player's Edition (55 Power cards, 11 per color; 5 Action markers: 2 alliance markers, 1 bridge, 1 quarantine marker, and 1 risk of collapse tile)

Special cards (50 Power cards, 10 per color; 4 Action markers: 1 King's Guard, 3 limit tables)

The reverse of each King and Intrigue card is marked with a crown symbol. The face of each card shows one of three symbols, identifying whether it belongs to King and Intrigue, the Player's Edition module, or the Special cards module.

Setup is identical to the base game with the following exceptions:

  1. The Action cards of the base game are not used. Instead, you will use the Intrigue, Caballero, and King's Cards whose reverse side is marked for the corresponding number of players. Place the Intrigue card on the left. Place the Caballero cards to the right of the Intrigue card. And then place the King's Card furthest to the right. There should be as many cards as there are players.

    Instead of the Action cards from the base game, use the cards pictured. Reverse side with player count. Setup for 4 players.

  2. After all players have determined their home region, each of them will place 1 Caballero on the board. All players choose a region on their secret disc (not the King's region) and reveal their choice simultaneously. Each player places 1 Caballero from the Province in their chosen region.

    Setup for 4 players: each player places 1 additional Caballero from the Province into their secretly chosen region.

  3. Instead of using the Power cards from the base game, each player will be given a complete set of "King and Intrigue" Power cards in his color. Of these 18 cards, each player will secretly choose 13 of them with which he will play the game. Each player then puts the 5 cards he chose not to use back in the box, without showing the other players.

    The King and Intrigue cards for the blue player. Of these 18 cards, the blue player has chosen the 13 below with which to play the game. The remaining 5 cards are removed from the game.

Game Sequence

The game sequence is very similar to that of the base game.

Each player has their own set of cards. These cards combine the Power cards and the special actions of the Action cards in the base game. In this rulebook, these cards are referred to simply as Power cards. Additionally, the Action cards of the base game have been replaced with 1 Intrigue card, 1 King's Card, and as many as 3 Caballero cards. These are referred to simply as Action cards.

As in the base game, each player plays a Power card from his hand (clockwise, starting with the player with the start player marker). Each player must play a different numbered Power card (i.e., 2 cards with the same number may not be played in the same round).

Example: Benita begins by playing Power card 40. The other players follow in clockwise order.

The Action cards for a 4-player game: King's card, Caballero card, Caballero card, Intrigue card.

After all players have played a Power card, the player who played the highest numbered card takes the King's Card. Then the other players in descending Power card order each take the Action card offering the most Caballeros from those remaining. The player with the lowest numbered Power card takes the Intrigue card. Then each player takes their turn, starting with the player who has the King's Card, and proceeding in descending Power card order.

On his turn, a player first takes a number of Caballeros from the Province into his Court equal to the number of Caballeros depicted on his Power card (as in the base game, a player may choose to take fewer Caballeros). Then, in the order of his choice, the player executes his special action and places a number of Caballeros from his Court onto the board (as in the base game, a player may choose to place fewer Caballeros).

Example: Benita takes 4 Caballeros from the Province into her Court. The Veto stays in front of her. The Caballero card allows her to place 2 Caballeros in Spain.

Normally a player will execute the special action on his Power card.

Exception: In a 4- or 5-player game, the players with the King's Card and Intrigue card will only perform the action specified on that Action card. The special actions depicted on their Power cards are ignored. They will still take the Caballeros depicted on their Power card.

In a 2- or 3-player game, the King's Card and Intrigue card offer a choice between two actions.

Side note on page 2: In a 4- or 5-player game, the player with the King's Card only executes the action on the King's Card itself. The special action on his Power card is ignored. In a 2- or 3-player game, the player with the King's Card has a choice between two actions. The same is true of the Intrigue card.

After all players have completed their turns, each player discards their Power card to his facedown discard pile.

The rules for this expansion are otherwise identical to the base game.

You may choose to add cards from the Player's Edition and/or Special Cards modules. This will increase the selection of Power cards and introduce new facets of the game to discover.

The Player's Edition module consists of 55 additional Power cards (11 per color) and is marked with its own symbol. The Special cards module consists of 50 additional Power cards (10 per color) and is marked with its own symbol.

Action Card Clarifications: King and Intrigue

Each entry is keyed to the card's printed number.

Intrigue card. You must choose one of the two possible actions:

  • You may move 1 of your own or 1 foreign Caballero.
  • OR: You move all of your Caballeros from one region to another region.

The King's region is always taboo!

King's Card. You may move the King before or after you place Caballeros. You may not place the King in the Castillo.

Intrigue Power card 10. This is the Power card with the lowest value. You are therefore the player that takes the Intrigue card and executes its action.

Power card 20. You may place Caballeros in the region of your choice, instead of only in regions neighboring the King's region. The King's region itself is always taboo!

Power card 30. This does not affect you. It only affects your opponents.

Power card 40 (Veto). The Veto action is explained in detail in the base game rules (stack 2, page 10).

Power card 50. In clockwise order, your opponents (not you) choose which 3 of their Caballeros to return to the Province.

Power card 70. You choose 1 Caballero belonging to each opponent (not your own) and place them in the Province.

Power card 80. You may not take your Grande or Caballeros from the King's region. You may not place your Grande in the King's region or the Castillo.

Power card 90. The mobile scoreboard action is explained in detail in the base game rules (stack 4, page 12).

Power card 130. The double scoring only occurs during the next general scoring. If a special scoring occurs in the region before the next general scoring, the score is not doubled. After the next general scoring, return the Region card and the 2x marker to the supply.

Power card 140. You may choose to forfeit this action entirely. However, if you move any foreign Caballeros to the Castillo, you must also move 2 of your own Caballeros to the Castillo. You may not take any Caballeros from the King's region.

Power card 160. Before or after you place Caballeros, you may move the King to an adjacent region.

Power card 180. This is the Power card with the highest value. You are therefore the player that takes the King's Card and executes its action.

The 60, 100, 110, 120, 150, and 170 cards trigger a special scoring and are identical to those found in the base game (stacks 3 and 4, pages 11-12).

Player's Edition

Joker. When you play this card, you will wait for all of your opponents to play a Power card. Once all have done so, you play another Power card out of your hand. You may not play a number that has already been played.

Field Day. If an opponent's Grande is in the King's region, they do not participate. If an opponent chooses the King's region, their Grande remains where it is.

Relocate. You may not place the Castillo in the King's region. You may move the Castillo and its contents without revealing the Caballeros within. Once the Castillo has been relocated, move all Caballeros in the region that the Castillo now occupies into the Castillo itself. From now on, players may choose to place/move Caballeros in/to the region (next to the Castillo) or in the Castillo itself. If the King is moved to the region where the Castillo is located, it has no effect on the Castillo. During general scoring, you will empty and score the Castillo first, as usual (take special care not to mix the Caballeros in the Castillo with the Caballeros in the same region). Then score the Castillo according to the scoreboard in the region it occupies (including any relevant King or home region bonuses). Finally, return the Castillo to its normal position on the board.

Civil War. You may not choose the King's region. If you have Caballeros in the chosen region, they remain there. If you do not have any Caballeros in your Court, you may not execute this action.

Alliance. You may not place either of the markers in the King's region. During general scoring, all players count and combine the number of Caballeros they have in the two marked regions. The rewards for each region are combined (e.g., the player with the most Caballeros scores first place points according to the scoreboards of both regions, etc.). If one of the regions is the King's region, or a player's home region, bonus points are awarded accordingly. After general scoring is completed, remove the alliance markers. If another player plays the Alliance card before the next general scoring, they may move the Alliance markers to different regions.

Bridge Construction. Place the bridge between two adjacent regions. Neither of these regions may be the King's region. In the 3 Caballeros you will place this turn, you will also place a Caballero from your Court onto the bridge itself. As long as the bridge remains: directly before your turn in following rounds, you may freely move your Caballeros between these two regions. In each general scoring, the player who controls the bridge scores 1 point. If you remove the Caballero from the bridge, the bridge is returned to the supply. If another player plays the Bridge card, they take the bridge. If you have a Caballero on the bridge at this time, return it to your Court.

Revolt. When reversed, the 8/4/0 mobile scoreboard becomes a 0/4/8 scoreboard, meaning that the player with the fewest Caballeros (at least one) scores 8 points. The player with the second fewest Caballeros scores 4 points. The same applies to the 4/0/0 mobile scoreboard. If another player plays the Revolt card, they may return a mobile scoreboard to its original position or reverse the other scoreboard. When a player moves a reversed scoreboard, it remains reversed.

Risk of Collapse. Caballeros already inside the Castillo remain in the Castillo, and will be scored normally during general and special scorings.

Quarantine. Any region hosting the quarantine marker may not be changed in any way. It is taboo just like the King's region. For further details, see the base game rules (King's region, page 5).

Hurricane. You reveal your secret disc at the beginning of your turn.

Mistress. You may not place Caballeros in the King's region. If there is a special scoring in the King's region this round, the King's bonus will not be awarded. Also, if there is a general scoring directly following this round, the King's bonus will not be awarded. Home region bonuses score as usual.

Special Cards

Fiesta. You do not receive any Caballeros from the Province into your Court. In addition to the Caballeros your Caballero card allows you to place, you may also place another 5 Caballeros.

Espionage. This card has no effect on your use of the secret disc during a special action. After the next general scoring, discard this card.

Coup. You may not take a Grande from the King's region. During the next general scoring, any player whose Grande is found in the Castillo is relocated (along with his Caballeros) to the region chosen on that player's secret disc. In this way, it is possible for a player to score their home region bonus twice during a general scoring (once for the Castillo and once for the region to which the Grande is relocated).

Table for Six (66). You may not place the limit table in the King's region. A player using the Intrigue card may move Caballeros to or from the limit table. If (e.g., by secret disc) more Caballeros are placed in the region than there is space on the limit table, these newer, excess Caballeros are returned to the players' Courts.

Power card 75. Card text: "You may place a Caballero from the Province on this card. Immediately before a region is scored, you may move the Caballero on this card to that region. Keep this card in front of you until its effect is complete."

You may move the Caballero on this card to a region directly before a region is scored during a special or general scoring. You may not move this Caballero to the Castillo or the King's region.

King's Guard (95). Any region hosting the King's marker may not be changed in any way. It is taboo just like the King's region. For further details, see the base game rules (King's region, page 5). If the King's marker is placed in a round immediately preceding a general scoring, it remains on the board during general scoring, adding the King's bonus to the region it occupies.

Power card 125. Card text: "You may choose a card in front of a player featuring the phrase 'Keep this card in front of you until its effect is complete.' That card is discarded without effect. OR You may remove a limit table from the board."

With this card you may discard a 25 or 75 card placed in front of another player or remove a limit table. Optional rule: You may choose to allow this card to cancel effects represented by tokens and tiles (e.g., alliance markers, risk of collapse tile, the bridge).

Special Scoring (135). Card text: "Choose a region where you have one or more Caballeros, but not the most Caballeros. Score this region immediately."

You may only choose a region in which you have at least 1 Caballero.

Special Scoring (145). Card text: "Choose a region to be scored immediately. Afterwards, return all Caballeros in this region to the Province."

You may choose a region in which you have no Caballeros.

Special Scoring (155). Card text: "Choose 3 regions and 1 opponent. That opponent must choose 1 of these 3 regions. Immediately score the chosen region."

You give your opponent the choice of 3 regions. Of these 3 regions, your opponent chooses which will be scored.

Part II: Grand Inquisitor and Colonies

Pages 1-8 of the Grand Inquisitor and Colonies insert. Its cover page (page 1) is a title and contents page and is not transcribed.

Additional Components and Setup

Components:

  • 1 Grand Inquisitor card
  • 12 new Action cards (1 "Stack 6" card, 11 "Stack 7" cards)
  • 4 black Caballeros
  • 1 limit table (front: 6 spaces, reverse: 10 spaces)
  • 30 additional Caballeros in 5 colors (6 per color)
  • 11 Ware tokens
  • 6 Gold tokens
  • 1 Special Scoring token

The reverse of each Grand Inquisitor card is marked with a ship symbol. The reverse side of each stack 6 and stack 7 Action card is marked with a ship symbol as well.

Setup is identical to the base game with the following exceptions:

  1. The game board is placed so that the side with the ship symbol in the lower left corner is faceup.
  2. The Grand Inquisitor card is placed next to the game board.
  3. The "Holy Inquisition" card is placed as the only card in stack 6.
  4. The 11 Action cards marked with a 7 on their back are shuffled and placed as stack 7.
  5. After a region has been chosen as the King's region, two additional Region cards are revealed. Place 2 black Caballeros in these two drawn regions. The black Caballeros belong to the Grand Inquisitor.
  6. Reveal yet another Region card and place the limit table in that region. In a 2- or 3-player game, use the side with 6 spaces. In a 4- or 5-player game, use the side with 10 spaces.
  7. There are an additional 6 Caballeros for each player in the Province. After all players have determined their home region, they will each place 2 additional Caballeros on the board: all players choose a region on their secret disc (not the King's region) and reveal their choice simultaneously. Each player places 2 Caballeros from the Province in their chosen region.
  8. Place 2 Ware tokens in "África" and 1 Gold token in "América." The remaining Ware and Gold tokens form a supply near the board.

Game Sequence

The game sequence is identical to the base game. However, there are a number of new elements.

The New Regions

There are 4 additional regions on the game board: Francia, the Ship, América, and África. The new regions are used in the same manner as the other regions. Note the following:

  • During a general scoring, Caballeros may not be moved from the Castillo to these new regions.
  • The King may not leave the mainland. Except for Francia, the King may not enter the new regions.
  • The mobile scoreboards may be placed in any of the new regions.

The specific rules regarding each region are described below.

Francia

No more than 3 Caballeros can occupy Francia.

  • Caballeros may be placed from your Court into Francia when the King is in "Aragón" or "Cataluña."
  • Caballeros may be moved to Francia, for example by using Intrigue cards (movement cards in stack 1) or from the Ship (see below).

Each Caballero that you bring to Francia must be placed in one of the 3 spaces. If all 3 spaces are occupied, you may no longer bring Caballeros to Francia. Only when one or more of these spaces is free may a new Caballero be brought to Francia. (Those Caballeros in the second and third spaces of Francia do not automatically move up when better spaces are available.)

You may move your Grande to Francia, but it can not occupy one of the spaces.

During a general scoring, the player with the most Caballeros in Francia scores 3 points. The player with the second most scores 1 point. Also, the player whose Caballero occupies the ambassador (left) space scores an additional 2 points. The player whose Caballero occupies the envoy (middle) space scores an additional 1 point. One player can score both of these bonuses.

For example, one player occupying both the ambassador and envoy spaces will score 6 points during general scoring: 3 points for majority, 2 points for the ambassador space, and 1 for the envoy space.

Ship

The Ship represents merchants shipping in and out of Spain. It is treated as a normal region. However, it is usually only used as a transitional region to travel to África and América.

  • Caballeros may be placed from your Court onto the Ship when the King is in a coastal region. (Coastal regions are those that are directly next to water: Cataluña, Valencia, Granada, Sevilla, Galicia, País Vasco, and Francia. The Spanish coastal regions are each marked with an anchor symbol.)
  • Caballeros may be moved to the Ship, for example by using Intrigue cards.

If you have Caballeros on the Ship from a previous round, you may move these at the beginning of your turn to América, África, or to any coastal region of Spain (see above). This does not cost a place or move action.

Example: In the 1st round, the King was in Valencia, a coastal region. Gonzalo may place 3 Caballeros. He places 1 Caballero in a region neighboring the King's region, and 2 Caballeros on the Ship. In the 2nd round, Gonzalo moves 1 Caballero from the Ship to América, and the other to África. Afterward, he may place his Caballeros according to the normal rules.

The scoreboard of the Ship is blank. 1st, 2nd, and 3rd place each score 0 points when the Ship scores. However, points are scored by the player whose Caballero occupies the Captain's space (see below).

Exception: If a mobile scoreboard is on the Ship, points are scored according to the mobile scoreboard.

Note: You can score your home region bonus if your Grande is on the Ship.

Captain's Space

If the Captain's space is free, you may place one Caballero that you are placing or moving to the Ship on the Captain's space. The Captain may leave the Ship. The Captain's space does not need to be occupied. The Captain's space may be occupied by the movement supplied by stack 1 Intrigue cards. A Grande may not occupy the Captain's space.

The Caballero occupying the Captain's space does not count toward majority during scoring. However, the player whose Caballero occupies the Captain's space scores 3 points whenever the Ship is scored.

The scoreboard on the Ship awards no points. The Captain's space.

América and África

Caballeros may not be placed directly in these two regions. Caballeros may only be moved there. The Ship is the primary method of doing so. The King may never occupy either of these regions.

  • At the beginning of your turn, you may move Caballeros that were placed or moved onto the Ship in a previous round to América and/or África.
  • You may move Caballeros to América and/or África using stack 1 Intrigue cards.

The Viceroy of América

If the Viceroy's space is free, you may place one Caballero that you are moving to América on the Viceroy's space. The Viceroy may leave América. The Viceroy's space does not need to be occupied. The Viceroy's space may be occupied by the movement supplied by stack 1 Intrigue cards. A Grande may not occupy the Viceroy's space.

The Caballero occupying the Viceroy's space does not count toward majority during scoring. However, the player whose Caballero occupies the Viceroy's space scores 5 points whenever América is scored.

(Illustration: The Viceroy.)

Gold and Wares

The Action cards in stack 7 depict Gold and Ware symbols. Whenever a player chooses a card from stack 7, he immediately places the depicted Gold and/or Wares in their corresponding region (this is part of the card's special action). Gold is always placed in América, Wares are always placed in África.

The supply of Ware and Gold tokens is limited. If none of the appropriate tokens are available in the supply, then none are placed.

(Gold and Ware symbols on the Action cards in stack 7.)

Taking Gold and Wares

During your turn, you may take Gold and Wares.

  • You may do this at any time during your turn, and as often as you are able.
  • You must have 1 Caballero in the corresponding region for each token you wish to take.
  • Place the Caballero on top of the token. The Caballero now possesses that token.
  • This is not an action.
  • Each Caballero may only possess 1 token.
  • A Caballero and its token are attached and may not be freely separated.

... and Bringing Them to Spain

When you move a Caballero in possession of a token to Spain, that token is placed in the supply, and you immediately score points (4 points for a Ware token or 6 points for a Gold token).

To do so, you must move a Caballero in possession of a token to the mainland of Spain. This is usually done via the Ship.

Caballeros that were moved to América or África in a previous round may be moved to the Ship for free during your turn. This does not cost a move or place action.

At the beginning of your following turn, you may move your Caballeros on the Ship to any coastal region of Spain. Then you return the token to the supply and score the corresponding points. The Caballero remains in the region to which it was moved.

Important: These movements are "free actions" that may be performed in addition to your normal placement and special actions. However, it should be noted that, in most cases, it requires several turns to bring tokens to Spain.

You may move a Caballero in possession of a token using the movement supplied by the stack 1 Intrigue cards. This is quicker, but it requires that you choose a stack 1 card.

Example: Bringing an "unclaimed" token from América or África to Spain usually requires 4 steps (4 rounds).

1. Place a Caballero on the Ship (only when the King is in a coastal region). 2. Move the Caballero to América/África and claim the token. 3. Move the Caballero to the Ship. 4. Move the Caballero to one of Spain's coastal regions. You immediately score points (4 points for a Ware token or 6 points for a Gold token). The token is returned to the supply, and the Caballero remains in the coastal region.

The placement in step 1 "costs" a "placement action." The movements in steps 2-4 are free actions.

Note: Using stack 1 Intrigue cards, you may move a Caballero directly between Spain and América/África (or vice versa), thereby bypassing the Ship.

If a Caballero in possession of a token is returned to your Court, the token is lost and returned to the supply, for which you score no points.

This is also true when a Caballero in possession of a token is moved into the Castillo.

Special Cases

  • A Caballero in possession of a token counts toward majority during scoring.
  • A Caballero in possession of a token may not occupy the Captain's space.
  • A Caballero in possession of a token may not occupy the Viceroy's space.

The Grand Inquisitor

When you choose the "Holy Inquisition" Action card, you execute and note the following:

  • Take the Grand Inquisitor card and place it in front of you.
  • Place up to 3 Caballeros from your Court into regions neighboring the King's region.
  • Move up to 2 of the Grand Inquisitor's (black) Caballeros.
  • All of the Grand Inquisitor's (black) Caballeros will count as yours during scoring.
  • In each round during which the Grand Inquisitor is placed in front of you, you may take 1 additional Caballero from the Province into your Court or place 1 additional Caballero from your Court into a region neighboring the King's region.

The Grand Inquisitor remains placed in front of a player until such time as another player takes the "Holy Inquisition" card, and thus the Grand Inquisitor card itself.

Example: Gonzalo chooses the "Holy Inquisition" card. First, he executes the actions on the card. He takes the Grand Inquisitor card and moves 2 black Caballeros. The Action card allows him to place 3 Caballeros. Here, Gonzalo uses the special ability of the "Grand Inquisitor," which allows him to place an additional Caballero. He has enough Caballeros to do so, and places 4 Caballeros on the board.

Example: Gonzalo has the "Grand Inquisitor" in front of him from the previous round. He chooses the King's Card this round, which allows him to place 5 Caballeros. Gonzalo only has 4 Caballeros in his Court. He uses the special ability of the "Grand Inquisitor" and takes an additional Caballero from the Province into his Court, and then places his 5 Caballeros on the board.

The Caballeros of the Grand Inquisitor

The Caballeros of the Grand Inquisitor are governed by the following rules:

  • The player who has the Grand Inquisitor card may move black Caballeros to regions or the Castillo, and may even claim Ware or Gold tokens, as if they were his own.
  • No player may remove the black Caballeros from the board. They can never be added to the Province or a player's Court.
  • During scoring, the black Caballeros count as Caballeros belonging to the player with the Grand Inquisitor card.
  • If no player has the Grand Inquisitor card, the black Caballeros belong to no player. They are not counted during scoring.

In certain cases, the player with the Grand Inquisitor card also determines which Caballeros occupy the limit table. Details are in the following section: "Limit Table."

Limit Table

The limit table is used to limit the number of Caballeros in a region that may be counted during scoring. Each space of the table may hold 1 Caballero. In a 2- or 3-player game, there are 6 spaces. In a 4- or 5-player game, there are 10 spaces.

The limit table begins the game in a randomly chosen region. The action card "Limit Table," that appears 3 times in stack 7, allows a player to move the limit table to a new region. The limit table may not be removed from the King's region. The limit table may not be placed in the King's region or Francia.

As long as there is room on a limit table, put Caballeros on it.

When you move or place Caballeros into the region with the limit table, your Caballeros are placed on the empty spaces of the limit table, as long as there are empty spaces available. You may place or move Caballeros into the region even if the limit table is full. These Caballeros are placed next to the table. Caballeros next to the table will not be counted during scoring. The order in which Caballeros were added to the limit table has no effect when determining majority.

When you wish to move the limit table to another region, you must first empty the Caballeros on the limit table into the region the limit table currently occupies. Then you place the empty limit table in a new region. If there are Caballeros in the new region, they are immediately placed on the limit table. If there is not enough room for all the Caballeros in the new region, you decide which Caballeros are placed on the limit table, and which are placed next to it (they will not be counted during scoring).

Movement. When you move Caballeros from the region with the limit table, you may move those Caballeros that occupy the limit table, as normal. When you move Caballeros to the region with the limit table, your Caballeros must be placed on the limit table (if there are empty spaces).

Free spaces. After each player's turn, if there are any empty spaces on the limit table, the Grand Inquisitor must fill those empty spaces with Caballeros remaining in the region. This can happen when an Intrigue card moves a Caballero from the limit table to another region.

Caballeros in the Castillo. If there is not enough room for all the Caballeros from the Castillo on the limit table, the Caballeros are first placed next to the limit table. Then, the Grand Inquisitor adds Caballeros to the limit table until it is full.

Move

When moving Caballeros (e.g., through the Intrigue card in this expansion or through a number of methods in the base game), you may:

  • Move Caballeros directly to or away from América or África; the Ship can be bypassed in this way. You may also move Caballeros in possession of Gold or Wares.
  • Move Caballeros on and off the limit table. You may even do this from within the same region. When you move 1 Caballero off of a limit table and replace it with another Caballero, this counts as 2 movements.
  • Occupy the Viceroy's space in América, the Captain's space on the Ship, or the Ambassador's space in Francia.
  • Move the Grand Inquisitor's Caballeros.

King and Intrigue

The Grand Inquisitor and Colonies expansion can be combined with the King and Intrigue expansion.

  • Instead of using the base game's Action cards, you will use the Intrigue, Caballero and King's Cards as described in the King and Intrigue rules. Place stacks 6 and 7 of the Grand Inquisitor and Colonies expansion directly to the right of them.
  • Instead of choosing an Intrigue, Caballero, or King's Card, a player may choose to take the visible card from stack 6 or 7. You must decide this when your turn begins. You then return that card facedown under the corresponding stack; it will not be available for the remaining players to choose.

Note: By combining these two expansions, it is possible for unusual game situations beyond the scope of this rulebook to occur. For this reason, the combination of these two expansions is not recommended. However, if you wish to try, we recommend deciding on a system by which you may settle any unusual rules disputes. Regardless of how you wish to play El Grande, we hope that you have fun doing so.

Action Cards: Stack 7

All stack 7 cards: When a player chooses a stack 7 card, he places the Gold and Ware tokens depicted on the card (Gold in América, Wares in África).

The stack 7 cards are as follows:

  • Execute Action Card (1x). You may use this special action in this round or any later round.
  • Copycat (1x). Directly after an opponent has completed his turn, you may execute the special action he executed during his turn (including the Gold and Ware symbols depicted on the card). You only execute the special action (you do not place the Caballeros as depicted on the card). In this way, you will execute two special actions in this round: your own and that of another player. However, you only place Caballeros based on the icons of your own card.
  • Free Choice (1x). After the Castillo has been scored and players have moved their Caballeros by secret disc, but before the regions are scored, you may move 2 of your Caballeros.
  • Special Scoring (1x): the new regions. All 4 of the new regions are scored. The active player decides the order in which they are scored.
  • Special Scoring (1x): the black Caballeros. All regions containing at least 1 black Caballero are scored. The black Caballeros count as yours. You may place your 2 Caballeros before scoring is executed. The active player chooses the order in which the regions are scored. If you choose to place Caballeros after scoring is executed, you may place 3 of them instead, as you now have the Grand Inquisitor.
  • Transport (1x). You may move your Caballeros directly onto the Gold or Wares just placed. If you already have Caballeros in América/África, you can claim the Gold or Wares and then move them to Spain in the same turn.
  • Limit Table (3x). You may move a limit table from one region to another region. You may choose to not move a limit table.
  • Special Scoring (1x): the marked region. The marked region will be scored at the end of the next round (not at the end of the current round). If there is a general scoring after the next round, this special scoring occurs before that general scoring. If this card is chosen in the 9th round, the special scoring will occur directly after the final general scoring.
  • The Grand Inquisitor
  • The Caballeros of the Grand Inquisitor
  • Limit Table
  • Move
  • King and Intrigue
  • Action Cards: Stack 7
  • Conspiracy (1x). You may not take a Grande from the King's region. During the next general scoring, any player whose Grande is found in the Castillo is relocated (along with his Caballeros) to the region chosen on that player's secret disc. In this way, it is possible for a player to score their home region bonus twice during a general scoring (once for the Castillo and once for the region to which the Grande is relocated).