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	<updated>2026-10-06T13:31:12Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_alhambra&amp;diff=8073</id>
		<title>Tips alhambra</title>
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		<updated>2021-04-25T12:24:40Z</updated>

		<summary type="html">&lt;p&gt;Doubleshoe: added a &amp;quot;d&amp;quot; in the word &amp;quot;and&amp;quot; in the final sentence.&lt;/p&gt;
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&lt;div&gt;Strategy in Alhambra revolves mostly around using your money wisely and prescient placement of building tiles into your Alhambra.&lt;br /&gt;
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Wise use of money&lt;br /&gt;
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1. It is often wise to forego the purchase of a building tile when you do not have the exact price.   Waiting until you have the exact price enables you to take another action.&lt;br /&gt;
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2. It can be helpful to collect a significant number of different denominations of the same type of money.  This will help you to be the first to act when a new building becomes available for the monetary type.&lt;br /&gt;
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Some tips (learning players)&lt;br /&gt;
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1. Plan the next turn in advance.  Pick the money that sets up an exact purchase.&lt;br /&gt;
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2. If given a choice, aim toward the purple, green, and white.  Those are more expensive but score higher.&lt;br /&gt;
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3. A couple of small money (Less than 5) can be stronger than a 9 because it sets up for an exact purchase or two.  The bigger money is still needed for the bigger costs, but small money provides flexibility.&lt;br /&gt;
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4. If way ahead in a color, look to buy a different color.&lt;br /&gt;
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Next level tips:&lt;br /&gt;
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1. First scoring is not very important.  Players score 3 - 10 pts.  Winning scores are 120 - 150.  So early on, there is no need to focus on a specific color.&lt;br /&gt;
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2. Walls are good and bad.  Good because they continually score.  Bad because they limit expansion.  Flexibility is often recommended.&lt;br /&gt;
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3. After the second scoring (or about 15 tiles) remaining, look to see what is left and what to buy to ensure a first or second.  Sometimes, a building type will only have one tile left -- if players are competing for that type.  Buy quick -- even if it is not exact.  (one exception to the pay exact rule).&lt;br /&gt;
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4. A small price building (4 or less) can block activity in that color of money, since players may not buy that building (not exact money).  Collecting more than 3 or 4 cards in this color is not productive.  Focus on other money until the &amp;quot;log jam&amp;quot; clears.&lt;br /&gt;
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4b. Another exception to pay over rule is to break a log jam as described, especially if the player has a lot of cards in that currency.&lt;br /&gt;
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5. Controlling the end of the game can make a difference in the gain of a tile or two.  Knowing which of the three last tiles are likely to be gained can make a difference.  Depending on cards on hand, it may be smart to initiate game end by overpaying.&lt;br /&gt;
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Some comments:&lt;br /&gt;
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1.  If more players simply paid exact more often, they would do better.  The extra action is worth the effort.&lt;br /&gt;
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2.  Sometimes the good cards and tiles just do not flip right and go to your opponents.  It is random.  Just smile and accept and offer to play again.&lt;/div&gt;</summary>
		<author><name>Doubleshoe</name></author>
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