Grand Austria Hotel
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Details
Sourced from: https://jmo.name/games
Player Aid Author: Jarrod Moore
Description
Serve guests and prepare rooms to be the best hotelier in the Viennese modern age
Expansions in Use
- Let's Waltz
Shuffle the Let's Waltz guest cards, staff cards, objective cards, and Emperor tiles into the respective base-game stacks before setup begins — they are marked with a music-note symbol so you can separate them again after the game.
Common Play Area
Place the main game board and the action board in the middle of the table. When playing with Module 1 (Vienna Ballrooms), flip the action board to the side showing the music-note symbol (or fit the overlay over the dish and drink spaces), and place three randomly selected ballroom boards above the game board in any order. Place the Round indicator tiles above the ballrooms from left to right in ascending order, and place the balcony board to the right of the rightmost ballroom.
Place the dustbin marker next to the action board and the resource cubes nearby. When playing with Module 1, also place the champagne tokens next to the dishes and drinks.
Prepare the decks:
- Shuffle the guest card deck and place it face-down next to the main game board. Draw 5 cards and place them face-up in the queue on the game board.
- Shuffle the staff card deck and place it face-down next to the main game board.
- Place one random card from each of the A, B, and C objective card stacks onto the matching spaces on the main game board.
- Place one random tile from each of the A, B, and C Emperor tile stacks onto the matching spaces on the main game board.
Place the dice next to the action board according to the player count:
When playing with Module 2 (Celebrities), replace three of these white dice with the three colored dice (red, blue, yellow). Place the lounge board beside the action board, shuffle the celebrity tiles (removing any marked with a music-note symbol if you are not also playing Module 1) into a face-down stack, and draw three celebrities face-up onto the lounge from left to right. Place the victory point chits nearby.
When playing with Module 4 (Start Player), place the action board extension to the left of the action board and put the skeleton key on it.
Personal Play Area
Each player takes the following:
- 1 overview card
- 1 hotel board (choose the day or night side together before play begins)
- 6 wooden discs in your chosen colour
- 1 coffee (black), 1 wine (red), 1 strudel (brown), and 1 cake (white) cube placed in your kitchen
- 6 staff cards drawn from the deck as a starting hand — you may optionally perform a draft with these
- When playing with Module 1, 1 champagne token placed in your kitchen
- When playing with Module 3 (Unique Hotels), skip the four starting dishes and drinks above. If you are playing both modules 1 and 3, still take the 1 champagne
Each player places one disc on each of the following:
- The 0 space of the Emperor track on the main game board
- The 0/75 space of the victory point track on the main game board
- The 10 space of the money track on your player board — except when playing Module 4, in which case place it on 9, 10, 11, or 12 according to your turn order position (1st through 4th)
Place the remaining three discs beside your player board for later use.
Place the round marker on the 1 space of the round track.
Randomly determine a start player and distribute the turn order tiles accordingly. When playing Module 4, use the nine new turn order tiles in place of the base-game ones.
Starting Guests, Rehearsal Rooms, and Rooms
When playing Module 1, in counter-clockwise order starting with the player to the right of the start player, each player takes one rehearsal room board at random and places it to the left of their hotel board. Place 10 dancer tokens in your colour on the marked spaces.
When playing Module 3, auction off the hotel entrances before continuing:
- Lay out one random hotel entrance per player. Note the extra setup for Hotel Dove (5 bonus tokens placed nearby), Ninas Melange (3 random A/B/C objective cards), and The Grand Wray Hotel (6 random A/B/C Emperor tiles) if they are among those drawn
- The start player puts one entrance up for auction with a bid of 0 or more krones. Clockwise, players must raise or pass; passing excludes you from that auction only. The winner pays their bid, takes the entrance, places it to the left of their hotel board, and collects the depicted starting items
- If the start player did not win, they start the next auction. Otherwise, the next clockwise player who has not yet won starts it. Continue until only one player is left without an entrance — they take the final one at no cost
Starting with the player to the right of the start player and proceeding in counter-clockwise order, each player takes one guest from the queue at no cost, refilling the queue after each pick.
Finally, each player prepares 3 rooms on their hotel board, beginning with the bottom-left room and paying the cost printed at the start of each floor. Every subsequent room must be placed orthogonally adjacent to an already-placed room. When playing Module 3 with the Chateau Paulwei entrance, you may prepare up to 5 rooms instead (still paying each floor's cost).
The game will be played over 7 rounds, with Emperor scoring at the end of rounds 3, 5, and 7. When playing with Module 1 (Vienna Ballrooms), each Emperor scoring will also be followed by a ballroom scoring. After round 7, a final scoring will determine the winner.
At the start of each round, the start player (whoever has the lowest-numbered turn order tile) will take and roll all of the dice, then sort them onto the action board spaces according to the rolled values. When playing with Module 2 (Celebrities), the start player rolls the white and colored dice together, distributing them on the action board as normal.
Players will then each take two turns across the round, in the order indicated by the turn order tiles. On your turn, you may either take an action or pass.
Turn Order
In the base game, turn order follows a snake-like pattern determined by the turn order tiles. When playing with Module 4 (Start Player), turn order is instead strictly clockwise, and you may actively bid for start-player position by taking the Start Player action (see Additional Actions).
Taking a Turn
On your turn, you will:
- Optionally, take a guest from the queue:
- Pay any cost printed below the space the guest was taken from
- Place the guest in a free space in your café. If every café space is occupied, you cannot take a guest
- Slide the remaining guests to the right and draw a new guest card into the leftmost space
- Take a single die from a space on the action board and carry out the associated main action:
- The strength of the main action is equal to the total number of dice on that space, including the die you took
- You may boost the main action by paying 1 krone to add a virtual die (an extra +1 strength). You may only boost once per turn
- You may only take a die from a space that has at least one die on it
- Remove the chosen die from the action space and place it on the lowest visible number of your turn order tile
- Optionally, take any number of additional actions (see Additional Actions). These may be taken before, between, or after the main action, in any order
During your turn, whenever you meet the condition shown on an objective card, you may place one of your discs on the highest available space of that card and immediately gain the depicted reward. You may only place one disc per objective card.
Passing
If you pass instead of taking a turn, you must wait until the other players finish both of their turns before doing anything else — you cannot take any further turns this round.
Between Turns
After all players have either taken both turns or passed, the player whose turn order tile shows the lowest unused number will:
- Take the remaining dice from the action board
- Place one of them on the dustbin (in Module 2, you must choose a white die if any are present)
- Re-roll the rest and sort them onto the action board spaces as normal
Players will continue taking turns in this fashion until either everyone has taken two actions or no dice are left.
When you take a die from an action space, you carry out that space's main action with a strength equal to the total number of dice on that space (including the die you took, plus any virtual die from boosting for 1 krone).
Space 1: Strudel / Cake (and Champagne)
For each die on the space, take 1 strudel, 1 cake, or — when playing with Module 1 — 1 champagne from the supply.
You may take any combination of the three, but you must take at least as much strudel as cake, and at least as much cake as champagne. You may place the items you took on guests in your café for free at this moment; otherwise, place them in your kitchen.
Space 2: Wine / Coffee (and Champagne)
For each die on the space, take 1 wine, 1 coffee, or — when playing with Module 1 — 1 champagne from the supply.
You may take any combination of the three, but you must take at least as much wine as coffee, and at least as much coffee as champagne. You may place the items you took on guests in your café for free at this moment; otherwise, place them in your kitchen.
Important: Champagne is considered neither a dish nor a drink. All other rules that apply to dishes and drinks still apply to champagne (including placing it on guests or in your kitchen).
Space 3: Prepare Rooms
For each die on the space, prepare one room in your hotel:
- Pay the cost printed at the start of the floor that the room is on
- The room tile's colour must match the room space colour
- Each prepared room must be orthogonally adjacent to an already-placed room
- Place the tile with the open-door side face-up
- If the covered space shows a victory point symbol, immediately score that many VP
Space 4: Emperor / Money Track
For each die on the space, do one of the following:
- Advance one space on the Emperor track
- Advance one space on the money track of your player board
Space 5: Play a Staff Card
Play one staff card from your hand, regardless of how many dice are on the space:
- For each die, reduce the cost of playing the card by 1 krone
- Pay the remaining cost (to a minimum of 0) and resolve the card
Space 6: Wild Action
Pay 1 krone, then choose any one of the other five main actions. The strength of that action is determined by the number of dice on the Space 6 action space, not the space you are copying.
Colored Dice (Module 2)
When playing with Module 2 (Celebrities), the colour of the dice on the action space does not affect the strength of the main action — strength is still the total number of dice on the space, regardless of colour.
- When you take a white die, carry out the main action as normal
- When you take a colored die, proceed as follows, in this order:
- Pay 1 krone for each other die on the space, regardless of colour
- Take the celebrity from the lounge matching the die's colour and place it face-up in front of you
- Immediately score 1, 2, or 4 VP as shown on the celebrity tile or the victory point chit currently on it
- Then carry out the associated main action as normal (including this die for strength)
You may use the celebrity's effect on any of your turns for the rest of the current round, including the turn on which you took it. Celebrities are collected and their chits are updated at the end of the round (see End of Round).
Additional actions may be taken before, between, or after your main action, in any combination and in any order you like.
Feed Guests
Pay 1 krone and move up to 3 items (dishes, drinks, or — when playing Module 1 — champagne) from your kitchen to guests in your café.
Claim an Objective
When you meet the condition on an objective card, place one of your discs on the highest available space of that card. Immediately gain the reward printed on that space. You may only place one disc per objective card.
Use a Staff Card
Some staff cards have a once-per-round effect. Turn the card sideways and resolve its effect. At the end of the round, these cards are turned upright again.
Move a Guest to a Room
When a guest's order is complete (all required items placed on their card), you may move them to a room in your hotel:
- Immediately score the victory points printed on the guest card
- Receive any reward printed on the card
- Flip a room tile in your hotel matching the guest's colour to its occupied side:
- Green guests may be placed in a room of any colour
- Discard the guest card
- If flipping that room completes a group (a colour region shown on your hotel board), immediately receive the group's occupancy bonus shown at the top of the board
Send a Dancer to a Ballroom (Module 1)
As an alternative to moving a completed guest to a room, you may instead send them to a ballroom. Resolve the steps in the following order — you may take steps 3, 4, and 5 in any order, but steps 1 and 2 must come first, so you cannot use champagne collected as a reward to pay for the dancer itself:
- Select a row (top, middle, or bottom) in a ballroom with at least one unoccupied space, and pay the row's champagne cost from your kitchen. If you cannot afford any row, you cannot use this action
- Take a dancer token from your rehearsal room board (in any order) and place it on the first unoccupied space of the chosen row from the left
- If you placed the dancer in the top or middle row, gain the row bonus shown at the start of that row (the bottom row gives no row bonus)
- Discard the guest card and gain its depicted reward and victory points as normal
- If removing that dancer emptied a section of your rehearsal room board, gain that section's room bonus
Guest colour does not matter when sending to a ballroom, and no room is flipped in your hotel.
The Balcony: The top row of the rightmost ballroom (with the "7" round indicator) is considered unlimited. Once every numbered space in its top row is occupied, you may pay 3 champagne to place a dancer on the balcony board instead. Balcony dancers count as being in the top row of the rightmost ballroom. The discount icon on certain guest rewards may reduce this cost.
Notes:
- Once placed, a dancer token stays on its space for the rest of the game (unless removed by an Emperor penalty)
- You may place a dancer in a ballroom that has already been scored
- On the 3/4-player side, spaces reserved for 4-player games (marked with a player-count icon) are not used in 3-player games
- You may send the Flamenco Dancer base-game guest (#53) to a ballroom despite her name
Start Player Action (Module 4)
On your turn, if the skeleton key is still on the action board extension and you have not passed this round, you may take it instead of a die. To do so:
- Take the skeleton key and place it on your turn order tile, covering the lowest visible number. You will be the start player next round
- Take 1 dish or drink of your choice (no champagne) from the supply
- Carry out any main action (Space 1 through Space 6) with a strength of 1. You do not take a die from any action space, you may not boost the action for 1 krone, and any staff cards that trigger on taking a particular die do not activate
The players who were pushed back in turn order as a result of your taking the skeleton key gain compensation:
- In a 4-player game: the player to your left gains nothing, the next player clockwise gains 1 krone, and the player to your right gains 2 krones
- In a 3-player game: the player to your left gains nothing, the player to your right gains 1 krone
- In a 2-player game: your opponent gains nothing
You may only take the skeleton key on your first or second turn of the round, and not after you have passed (even if it is still available after a re-roll).
Use a Bell Staff Card (Module 5)
Some Module 5 staff cards carry a bell symbol. They do not activate immediately when played. Instead, when you first meet the requirement printed to the left of the colon on that or a later turn, you may take the reward printed to the right and then turn the card face down to show it has been resolved. Face-down staff cards still count as "played staff" for any effects that care about that.
If meeting the requirement is inconvenient for you at that moment, you may choose to skip activation — but you will have to wait until you meet the requirement again before you can claim the reward. Once a bell card is face-down, it stays face-down for the rest of the game.
Once every player has either taken their two turns or passed, and no further turns can be taken, the round ends. Resolve the end of the round in the following order:
- Celebrity cleanup (Module 2 only) — before Emperor scoring
- Emperor scoring — on rounds 3, 5, and 7 only
- Ballroom scoring (Module 1 only) — after Emperor scoring, on rounds 3, 5, and 7
- End-of-round cleanup — every round except 7
On round 7, after the Emperor scoring and the final ballroom scoring, proceed directly to final scoring (see End of Game Scoring).
Celebrity Cleanup (Module 2)
Before the Emperor scoring, resolve the lounge:
- Collect every player's celebrities and place them in the celebrity discard pile
- Update the celebrities still on the lounge:
- A celebrity with no chit gains a chit with the 2 VP side face-up (covering the printed "1 VP")
- A celebrity showing 2 VP flips to show 4 VP
- A celebrity showing 4 VP is moved to the discard pile and its chit returns to the supply
- Refill the lounge by drawing new celebrities from the stack, left to right. If the stack runs out, shuffle the discard pile to form a new face-down stack
Emperor Scoring
Each player scores the victory points shown under the space their Emperor marker currently occupies.
Each player then moves their Emperor marker back a number of spaces equal to the current round:
Based on the space the marker ends on, the player gains or loses according to the Emperor tile for this round:
- Grey (spaces 1 and 2): no reward and no penalty
- Yellow (spaces 3+): receive the reward shown on the top half of the Emperor tile
- Black (space 0): suffer the penalty shown on the bottom half of the Emperor tile
Ballroom Scoring (Module 1)
After the Emperor scoring, score one ballroom based on the round:
- End of round 3 — score the leftmost ballroom (under the "3" indicator)
- End of round 5 — score the middle ballroom (under the "5" indicator)
- End of round 7 — score the rightmost ballroom (under the "7" indicator, including dancers on the balcony)
Each ballroom scores in its own specific way — see Ballroom Effects in the References section for the formulas for each of the five ballroom boards. In every case, any player who has no dancers in the scored ballroom loses 5 VP.
Dancers remain in the ballroom after scoring (they are not collected). Once scored, a ballroom may continue to receive new dancers, but it will not score again.
End-of-Round Cleanup
Unless the round just ended was round 7:
- Turn any used (sideways) staff cards upright again
- Return the dice to the start player for re-rolling next round
- Advance the round marker one space to the right
- Pass turn order tiles to the next player on the left — except when playing Module 4 (Start Player), in which case:
- If a player took the skeleton key this round, redistribute the turn order tiles clockwise beginning with that player, and return the skeleton key to the action board extension
- Otherwise, pass the turn order tiles to the left as normal
After the round 7 Emperor scoring (and the final ballroom scoring, when playing Module 1), proceed to final scoring. Each player scores the following in addition to the points they have already accumulated on the victory point track:
- Victory points printed on any staff cards that score at the end of the game
- Victory points per occupied room in your hotel, based on the floor the room is on:
- 1 VP per krone remaining on your money track
- 1 VP per item (dish or drink) remaining in your kitchen
- When playing Module 1, 1 VP per champagne remaining in your kitchen
Each player then loses 5 VP for each guest card still in their café.
The player with the most victory points wins. In the event of a tie, the tied player with the largest combined total of dishes, drinks, and — in Module 1 — champagne in their kitchen plus krones on their money track wins. If the tie remains unbroken, the victory is shared.
The Dinner for One solo variant lets you play the base game and any combination of Let's Waltz modules (except Module 4, Start Player) against a virtual opponent, whose actions are dictated by a deck of 20 instruction cards.
Your opponent is either Leopold (using the instruction deck with the light-brown back) or Elisabeth (using the deck with the dark-brown back):
- If you are playing with Module 1 and/or Module 2, your opponent is Elisabeth
- Otherwise, your opponent is Leopold
The only mechanical difference is which instruction deck you use — the added symbols for modules 1 and 2 only appear on Elisabeth's deck.
Difficulty
Choose one of three difficulty levels before you begin. The higher the level, the more actions your opponent will take per turn:
- Easy — ignore any symbol on the instruction card with a silver (single-edged) or gold (double-edged) border
- Medium — ignore any symbol with a gold (double-edged) border
- Hard — apply every symbol on the card
Setup
Set up the game as a normal 2-player game (with any selected modules), applying the following changes to your opponent's personal display:
- Your opponent takes the "1/4" turn order tile — they always take the first turn. You take the "2/3" tile
- Your opponent uses the night side of a random hotel board. You may use either side of your own
- Shuffle the instruction deck and place it face-down beside your opponent's hotel board
- Your opponent does not use a money track or money marker — they never have any money
- Your opponent does not place starting dishes, drinks, or champagne in their kitchen — their kitchen always stays empty
- Before you draw your initial hand of staff cards, look through the deck and retrieve every card with the skeleton-key-through-clipboard symbol. Shuffle them, draw 5 at random without looking, and place them face-down beside your opponent's hotel board as their private deck. Shuffle the remaining skeleton-key staff cards back into the common deck. Your opponent does not draw any staff cards at setup, nor reveal any
- Draw 10 staff cards from the common deck, keep 6 for your hand, and return the other 4 to the bottom of the deck in any order
- Your opponent does not draw an initial guest or prepare any starting rooms — only you do these things
- Your opponent keeps three markers in their colour to claim objective cards, and they use their Emperor and VP markers as normal
See Module-Specific Changes for the additional setup required when you play with one or more Let's Waltz modules.
The game is played as a normal 2-player game, with you and your opponent taking turns in the order indicated by your turn order tiles. Your opponent never passes and never takes additional actions beyond what the instruction card dictates. You take your turns normally, and may pass if you wish (with the usual consequences of waiting until your opponent takes both of their turns).
When it is your opponent's turn, draw the top instruction card from their deck, place it face-up beside the draw pile, and carry out its effects from top to bottom at the chosen difficulty level.
Each instruction card is divided into three sections, plus a hand symbol at the bottom for breaking ties.
Top Section: Guests
At the start of their turn, your opponent takes one or two guests from the queue matching the colour(s) in the top section. If two, the left-most guest is taken first, then the right-most, replenishing the queue after each pick. Your opponent does not pay for guests.
Choose the guest as follows:
- If there are multiple guests of the depicted colour in the queue, your opponent takes the one providing the most victory points
- If there is no matching guest (or the symbol depicts no specific colour), your opponent takes the guest in the queue providing the most victory points
- If all rooms of that colour are already occupied in their hotel, your opponent takes the guest in the queue providing the most VP of any colour that can still move into their hotel
- In ties, the hand symbol at the bottom of the card decides the order: leftward-pointing resolves ties left to right, rightward-pointing resolves them right to left
- If, in the very rare case, every guest in the queue has a colour whose rooms in your opponent's hotel are all occupied, your opponent does not take a guest
Accommodating Guests
When your opponent takes a guest card, they do not place it in their café. Instead, they immediately score the card's printed victory points and occupy a matching room, as follows:
- For your opponent, every room in their hotel is considered prepared — they never place vacant rooms, only occupied ones, straight away
- Your opponent does not follow the adjacency rule and does not need to start in the bottom-left corner. Instead:
- Blue, red, or yellow guests — select the first matching space from the left in the bottommost available row, and place a matching room with the occupied side up there
- Green guests — select the first empty space from the bottom in the rightmost available column, and place a matching room with the occupied side up there
- If the covered space shows a victory point symbol, your opponent immediately scores that many VP
- Your opponent does not pay for rooms, does not earn an occupancy bonus for completing a group, and does not receive the reward printed on the guest card
Finally, place the guest card on the discard pile.
Middle Section: Die
Your opponent takes the depicted die from the action board and places it on their turn order tile as normal. They do not carry out the associated main action.
- If the instruction card shows two dice, your opponent takes the die whose value has the most dice on the action board (compared to the other depicted value)
- If the card shows a question mark, or no die of the depicted value is available, your opponent takes the die whose value has the most dice on the action board
- Resolve ties according to the hand symbol
Bottom Section: Additional Actions
Your opponent carries out the one or two depicted actions in any order:
Emperor Track
Advance your opponent's marker on the Emperor track by the indicated number of spaces. They score VP as normal if the marker would exceed the track.
Staff Card
Draw the top staff card from your opponent's private deck and place it face-up beside it. During final scoring, your opponent will score points according to every face-up staff card they have.
Objective Card
Check whether your opponent has a marker on the depicted objective card:
- If not, place one of their remaining markers on the "III" space (literally covering the "III" lettering). This acts as a countdown until the objective is claimed
- If they do, move the marker one space to the left ("III" → "II", "II" → "I"). When the marker reaches "I", they immediately claim the objective by moving a marker onto the highest available VP space on the objective card, scoring that many VP
If the card shows a question mark, or your opponent has already claimed the depicted objective, look instead at the objective card on which they have made the least progress, resolving any ties with the hand symbol.
When playing with one or more Let's Waltz modules, apply the following additional setup and ongoing changes. Your virtual opponent will be called Elisabeth when Module 1 or 2 is in play (using the dark-brown deck), and Leopold otherwise (using the light-brown deck); mechanically the two opponents are identical — the deck determines which extra symbols appear.
Module 1: Vienna Ballrooms
Setup changes:
- Take a random rehearsal room board for yourself — you do not choose
- Your opponent does not get a rehearsal room board, but she does take her 10 dancer tokens and places them beside her hotel board
- Your opponent does not gain any champagne at setup and never gains any during play — her kitchen stays empty
Ongoing changes:
Placing a Dancer
If the top section of the instruction card shows a dancer symbol overlapping a guest symbol, your opponent sends that guest to a ballroom instead of accommodating them in a room:
- Select the guest from the queue as per the normal rules, score the printed VP, and place the card in the discard pile (no reward as always)
- Place one of her dancer tokens in a ballroom, on an available space in the bottommost row:
- One-arrow dancer symbol — she sends the guest to the ballroom that will be scored next, if spaces remain. Otherwise, to the next ballroom to the right with spaces available (the balcony has unlimited spaces)
- Two-arrow dancer symbol — she sends the guest to the ballroom that will be scored after the next one. In rounds 6–7 (or when that ballroom has no spaces left), she sends the guest to the rightmost ballroom
- Your opponent does not pay champagne to place the dancer, does not gain any row bonus, and does not place a room tile in her hotel
If the bottom section shows a dancer symbol without a guest underneath, your opponent sends an additional dancer to a ballroom following the same rules, regardless of what the top section did, and without taking a guest card for it.
Selecting a Die
If the middle section shows a colored die, your opponent takes the die with the most dice on the action board — this symbol only matters in Module 2.
Ballroom Scoring
Ballrooms score as normal for your opponent.
Module 2: Celebrities
Whenever your opponent takes a die from the action board, if any colored dice are on the chosen space, she takes one of those instead of a white die:
- If multiple colored dice are on the space, she takes the one associated with the celebrity providing the most VP. Resolve ties with the hand symbol (applied to the order shown on the lounge tile)
- She takes the matching celebrity tile and immediately scores its VP
- Your opponent ignores the celebrity's printed effect and instead gains one of the following based on the die's colour:
- Red — advance on the objective card on which she has made the least progress (apply the same countdown logic as for bottom-section objective symbols; resolve ties with the hand symbol)
- Yellow — advance 2 spaces on the Emperor track
- Blue — score 2 VP
At the end of the round, your opponent's celebrity tiles go to the discard pile.
New Symbols
If the middle section shows a colored die, your opponent takes the die matching the celebrity with the most VP in the lounge. If no colored dice are available, she takes the die with the most dice on its action space. Resolve ties with the hand symbol.
When playing modules 1 and 2 together, ignore any dancer symbols on the instruction cards — resolve guest symbols with dancers as regular guest symbols.
Module 3: Unique Hotels
Setup changes:
- Leopold does not get a regular hotel entrance. Select one of the four special solo hotel entrances at random (or pick one), mark it with a cogwheel token on the designated space, and apply any extra setup listed in the description of that entrance
- Place the remaining cogwheel tokens in the supply
- Draw 3 regular hotel entrance tiles and choose one for yourself
- You start the game with 7 krones instead of 10
The four solo hotel entrances and their effects:
I. Hautel Couture
- During setup, shuffle the guests and draw cards until you reveal 3 guests showing 5, 6, or 7 VP. Place these in Leopold's café (straight away, no preparation needed). Shuffle the rest and place 5 random guests in the queue
- From the top floor and from left to right (in the order the guests were revealed), place 3 vacant rooms in Leopold's hotel matching the colours of these guests — green guests count as any colour, so place a vacant room on the first empty space from the left. These rooms are reserved for those specific guests
- Take the items required to complete these guests' orders and, from the supply, build an item pool of 18 items total (filling out with strudel/cake/wine/coffee/strudel/cake/wine/coffee/... as needed)
- For each action space on the action board, draw a random item from the item pool and place it on the space
- Ongoing effect: Each time you take a die, you must place the item on that space (if any) on one of Leopold's guests, if possible — you freely choose which. If you cannot place it, return it to the supply. When Leopold takes a die, nothing happens to the item. Replenish action spaces with a new random item from the pool at the start of the next round
- When the last item on one of Leopold's guests is placed, he completes that order and immediately scores the guest's VP and moves them into the reserved room
- Final scoring: Leopold does not lose VP for guests remaining in his café. Vacant rooms in his hotel still count for Receptionist (card #34)
II. Nine Stars Inn
- During setup, place one objective card face-up and sideways beside Leopold's hotel as the stars track. If Ninas Melange is among the hotel entrances you are choosing from, draw the three objective cards for Ninas Melange before picking this one
- Ongoing effect: Each time Leopold's instruction card shows an objective card symbol, he advances on an objective card as normal and places a cogwheel token on the stars track beside his hotel board
- The stars track is divided into 3 rows of 3 spaces each — for a total of 9 spaces. Leopold places tokens from left to right, starting with the top row ("III" before "II" before "I")
- Each time you complete a floor or column of your hotel, immediately remove the latest cogwheel token from the stars track (the rightmost one in the lowest row that has any). If none are there, nothing happens
- At each Emperor scoring, Leopold scores the VP printed at the right of the bottommost row that contains at least one token — 5, 10, or 15 VP
- There can never be more than 9 tokens on the card — if the track is full when Leopold would add another, nothing happens
III. Sushi Resort
- During setup, place 6 cogwheel tokens in Leopold's hotel: one each on the last 2 rooms of the first floor, one each on the first 3 rooms of the second floor, and one on the first room of the third floor
- Ongoing effect: Each time Leopold places a room tile on a space with a cogwheel token, he immediately moves that token onto the leftmost guest in the queue (after replenishing). The token stays on that guest even when the queue shifts
- When you take a guest with a cogwheel token, you must pay an additional 1 krone and return the token to the supply. If you cannot pay, you may not take that guest (even effects that would let you take a guest for free do not skip this)
- When Leopold takes a guest with a cogwheel token — or a cogwheel-token guest is shifted off the right end of the queue — he immediately scores an additional 8 VP and the token returns to the supply. In the shift-off case, remove only the token; the guest stays in the queue
IV. Toll Bridge Hotel
- No extra setup
- Ongoing effect: Each time Leopold takes a die from an action space, he leaves a cogwheel token on that space. Tokens accumulate across rounds
- To use an action space containing one or more cogwheel tokens, you must pay exactly 1 krone. If you cannot pay, you may not use that space. Only if you cannot use any action space (you are on 0 krones and every available space contains tokens) may you use any space without paying, but you immediately lose 5 VP and may only do this for that turn
- When you use the action space, Leopold immediately scores 1 VP per cogwheel token on it, then remove one token from the space. It does not matter whether you paid the 1 krone or suffered the 5 VP penalty
Module 4: Start Player
Not compatible with the solo variant.
Module 5: Would You Like Some More?
No changes to the solo rules — simply shuffle the Module 5 staff cards, objective cards, and Emperor tiles into the respective stacks as normal and play per the base game solo rules.
Combining Modules
Except for Module 4, any combination of modules is allowed. When Module 1 and/or 2 is in play, all rules referring to Leopold apply to Elisabeth instead. Apply every setup and rules change listed above for each module in play.
End of Round
If there is an Emperor scoring at the end of this round, both of you score the VP for your positions on the Emperor track and reset your markers by the usual number of spaces for the current round. However, only you gain any reward or suffer any penalty from your position on the Emperor track after the reset — your opponent never gets the Emperor reward, and never suffers the penalty.
At the end of every round (except round 7), swap turn order tiles with your opponent and turn any of your used staff cards (with the once-per-round symbol) upright again. Then advance the Round marker one space to the right.
When Module 1 is in play, ballroom scoring applies to both you and your opponent as normal after the Emperor scoring.
When Module 2 is in play, resolve the celebrity cleanup (collect tiles, update chits, replenish the lounge) before the Emperor scoring as in a 2-player game.
Final Scoring
At the end of the game, score your tableau as normal. Your opponent scores VP for:
- Closed rooms in their hotel (using the same row-based scoring table as a human player)
- Every face-up staff card they revealed during the game (from their private deck)
Your opponent does not score for leftover money or items (they never have any), does not lose VP for guests in their café (they never place any there), and does not score 1 VP per leftover champagne (they never gain any).
You win if your total exceeds your opponent's. Otherwise, your opponent wins.
Rules Summary
- Your opponent never passes
- Your opponent does not pay for guests or rooms, nor does she need items to complete an order
- Whenever your opponent takes a guest, she immediately places a matching occupied-side-up room on her hotel board
- Your opponent never gets any guest rewards or occupancy bonuses
- Your opponent never gets an Emperor reward and never suffers the penalty
- Your opponent ignores objective requirements — she claims them through the instruction-deck countdown
- Whenever your opponent cannot decide between two or more equal options, resolve the tie using the hand symbol at the bottom of the instruction card
Staff Card Clarifications
Apply your opponent's face-up staff cards to her tableau as you would for a human player, with four special cases:
- #29 Secretary — your opponent chooses the staff card that scores her the most VP. If you have no staff with the skeleton-key-through-clipboard symbol, the Secretary scores nothing
- #32 Assistant Manager — only your opponent's face-up staff cards count, not the ones remaining face-down in her private deck
- #34 Receptionist — your opponent only scores for occupied rooms. Empty spaces without a room tile do not count
- #40 Marketing Director — only claimed objectives count. Cards where your opponent's marker is still on "II" or "III" (or not present at all) do not count
The expansion includes 5 ballroom boards, each with its own row bonuses and scoring formula. Three are selected at random during setup and placed above the game board from left to right. In every case, a player with no dancers in the ballroom when it is scored loses 5 VP. Dancers on the balcony count as being in the top row of the rightmost ballroom.
Apollosaal
- Top row bonus — gain 3 krones
- Middle row bonus — gain 2 krones
- Scoring — multiply the total number of dancers you have in this ballroom by the highest row they occupy (bottom = 1, middle = 2, top = 3) and score that many VP
Goldener Strauß
- Top row bonus — advance 3 spaces on the Emperor track
- Middle row bonus — advance 1 space on the Emperor track
- Scoring — score each row individually. In each row, the player with the most dancers scores 7 VP; the player with the second-most scores 2 VP. You must have at least one dancer in a row to score for it. Ties are shared — the tied players combine the VP of their shared rank and the skipped ranks, divide by the number of tied players rounded down, and score that many each
- (Note: there is no middle row in a 2-player game)
Odeonsaal
- Top row bonus — occupy one room of any colour in your hotel by flipping it to the occupied side, and score 3 VP
- Middle row bonus — occupy one room of any colour in your hotel. You must choose a room in the bottom three floors of your hotel board
- Scoring — total your dancers in this ballroom and score according to the table:
Zum Sperl
- Top row bonus — gain 1 strudel, 1 wine, and 1 coffee
- Middle row bonus — gain 1 cake
- Scoring — total your dancers in this ballroom across all rows, then score based on rank:
- 2-player game — the player with the most dancers scores 10 VP. The other player scores 3 VP if they have at least one dancer in the ballroom
- 3/4-player game — the player with the most scores 15 VP, the second-most 10 VP, and the third-most 5 VP. The fourth player scores nothing
- Ties use the same shared-rank rule as Goldener Strauß
Zur Kettenbrücke
- Top row bonus — score 5 VP
- Middle row bonus — score 2 VP
- Scoring — score 7 VP per second dancer you have in this ballroom, rounded down. One dancer scores 0 VP; two dancers score 7 VP; three dancers score 7 VP; four dancers score 14 VP; five dancers score 14 VP
When playing Module 2 (Celebrities), 12 celebrity tiles are shuffled into a face-down stack during setup. Celebrities marked with a music-note symbol — Giacomo Puccini, Mata Hari, and Pablo Picasso — are only used when you are also playing Module 1.
A celebrity's effect may be used on any of your turns for the rest of the round in which you took it. Each celebrity scores 1, 2, or 4 VP when taken, as indicated by the tile or the VP chit currently on it.
When playing Module 3 (Unique Hotels), one hotel entrance is auctioned to each player during setup. Only the owner of an entrance may use its effect. The entrance marked with a music-note symbol — The Ren — is only used when you are also playing Module 1.
Chateau Paulwei
- When gained: Place 1 cake, 1 wine, and 1 coffee in your kitchen. During initial room preparation, you may prepare up to 2 additional rooms (paying each floor's cost)
- Ongoing effect: Replaces the occupancy bonus charts on your hotel board:
- Complete a group of 1, 2, 3, or 4 blue rooms → score 4, 8, 13, or 20 VP
- Complete a group of 1, 2, 3, or 4 red rooms → gain 2, 4, 8, or 13 krones
- Complete a group of 1, 2, 3, or 4 yellow rooms → advance 2, 4, 8, or 13 spaces on the Emperor track
Corogari Zant-Mainz
- When gained: Place 1 strudel and 1 wine in your kitchen
- Ongoing effect: Each round, as soon as you take your second die (before carrying out the main action), gain a bonus based on the combined value of your two dice:
- 7 — nothing
- 6 or 8 — immediately play a staff card from hand for 1 krone less
- 5 or 9 — gain 1 strudel and 1 wine
- 4 or 10 — gain 1 krone and advance 1 step on the Emperor track
- 3 or 11 — gain 1 cake and 1 coffee
- 2 or 12 — prepare 1 room of any colour at no cost and score 1 VP
- (If Modules 3 and 4 are both in play, the skeleton key copies the value of your one remaining die, effectively doubling it to determine the bonus)
Hotel Dove
- Setup: Place the 5 bonus tokens face-up beside this hotel entrance
- When gained: Place 1 strudel and 1 wine in your kitchen. After preparing the initial three rooms, you may prepare a 4th room at no cost (still adjacent to an existing room)
- Ongoing effect: Each time you complete a column by occupying all 4 rooms in it, choose one remaining bonus token and claim the bonus printed at the top. Each time you complete a floor by occupying all 5 rooms in it, choose one and claim the bonus printed at the bottom. Either way, remove the token from play. You can claim at most 5 bonuses over the course of the game
Kaufman
- When gained: Place 1 strudel, 1 cake, 1 wine, and 1 coffee in your kitchen. After choosing your initial guest and replenishing the queue, immediately choose a second guest at no cost, replenishing the queue again
- Ongoing effect: Your café has a 4th table (instead of 3). Each time you take a guest as the optional turn action, you may take a second guest from the queue by paying its cost, replenishing the queue again. When you complete a guest's order, keep the card in a face-down personal pile instead of discarding it. At the end of each round, score 1, 3, 6, or 9 VP for having at least 2, 3, 4, or 5 guests in that pile, then move the cards to the common discard pile
Mayenfels
- When gained: Place 1 cake and 1 coffee in your kitchen. Draw a staff card and add it to your hand. Then play a staff card from hand for up to 3 krones less
- Ongoing effect: Each time after you play a staff card, gain 1 krone and draw a new staff card from the deck. This does not apply to the card played when gaining this entrance
Ninas Melange
- Setup: Before the auction begins, randomly select 1 each of the remaining A, B, and C objective cards and place them face-up beside this hotel entrance
- When gained: Place 1 strudel, 1 cake, 1 wine, and 1 coffee in your kitchen. Place the 3 objective cards that came with this entrance nearby — these are your personal objectives
- Ongoing effect: On your turn, when you complete a personal objective, immediately score 15, 10, or 5 VP if you do so in rounds 1–3, 4–5, or 6–7 respectively. Then turn the card face-down. Completing a personal objective does not place a marker on the board (so it does not activate staff cards #132/#179, nor count for the depicted Emperor tile)
- Final scoring: Score 3, 6, or 10 VP if you completed a total of 4, 5, or 6 objectives (personal plus common)
Stroup
- When gained: Place 1 strudel, 1 cake, 1 wine, and 1 coffee in your kitchen
- Ongoing effect: Each time you occupy the first room in a group (by any means), immediately gain a bonus based on its colour — blue = 3 VP, red = 2 krones, yellow = 2 spaces on the Emperor track
The Grand Wray Hotel
- Setup: Before the auction begins, randomly select 2 each of the remaining A, B, and C Emperor tiles and place them face-up beside this hotel entrance
- When gained: Place 1 strudel in your kitchen. Advance 2 steps on the Emperor track and place the 6 Emperor tiles that came with this entrance nearby
- Ongoing effect: Once per turn, you may retreat your marker on the Emperor track by 1, 2, or 3 spaces. If you do, immediately claim the reward (the top part) of any A, B, or C tile that came with this entrance. Remove the claimed tile from play afterwards
- (The "once per round" symbol on the tile is used here to indicate "once per turn" — apologies from the designers for the confusion)
The Kozi Palace, Vienna
- When gained: Place 1 cake and 1 coffee in your kitchen
- Ongoing effect: Each time you are about to use an action space, you may move one die from an adjacent action space to the action space you are about to use. Turn the die to the appropriate number. (Spaces 1 and 6 are not adjacent to one another)
- (If Modules 3 and 4 are both in play, you may not move a die when taking the skeleton key)
The Ren ♪
- (Only used when both Modules 1 and 3 are in play)
- When gained: Place 1 strudel, 1 cake, 1 wine, 1 coffee, and 1 additional champagne in your kitchen (giving you 2 champagne total at the start of the game — the base champagne from Module 1 plus this one)
- Ongoing effect: Each time you send a dancer to a ballroom, gain double the row bonus. Sending a dancer to the bottom row still yields nothing
- Each time a ballroom is scored, gain 4 VP if you alone have the most dancers in that ballroom. Being tied for most does nothing
The expansion adds 15 staff cards. Module 1 cards are marked with a music-note symbol (♪); Module 5 cards are marked with a plus symbol (+). Module 5 cards use the "bell" staff card mechanic — they trigger only when their printed requirement is met (see Additional Actions).
The expansion adds 29 guest cards from Module 1, plus 9 promotional guest cards. Cards with dancer-related rewards work alongside Module 1's "Send a Dancer to a Ballroom" additional action. Some guests must be sent to a ballroom or must occupy a room — these guests have no ordering cost because they are tied to a specific placement.
( Kickstarter exclusive promotional card; ** Promotional card)*
The expansion adds 6 objective cards — 3 from Module 1 (marked ♪) and 3 from Module 5 (marked +). They are shuffled into the existing A, B, and C stacks during setup.
As with base-game objective cards, each one has three VP spaces. The first player to claim it places their marker on the highest available VP value.
Green-guest and 3+-item tracking: Cards referencing these orders require you to keep the relevant completed guests in a personal face-down pile rather than discarding them — only move them to the common discard after the objective is claimed. When playing Module 3 as the Kaufman player, you must keep two separate personal piles (one for round-end VP scoring, one for this objective) — at the end of each round, score VP only for the first pile, then move any objective-relevant guests into the second pile and discard the rest.
The expansion adds 6 Emperor tiles — 3 from Module 1 (marked ♪) and 3 from Module 5 (marked +). They are shuffled into the existing A, B, and C stacks during setup.
Emperor tile rewards trigger for players whose marker ends on a yellow space after the Emperor scoring reset; penalties apply to players whose marker ends on the black "0" space.
Thumbnail courtesy of BoardGameGeek and the respective publisher.