Grand Austria Hotel Gameplay Overview

2-4 players120 minby Virginio Gigli, Simone LucianiLookout Games
Grand Austria Hotel box art

Turn Structure

  1. On your turn, either take a turn OR pass:
  2. TAKE A TURN:
  3. 1. Take a Guest from the game board (optional)
  4. 2. Take a die and carry out the corresponding action (mandatory)
  5. 3. Take any appropriate additional actions (optional)
  6. PASS:
  7. Postpone your turn until after the dice are re-rolled. You must wait until all other players have passed or taken two actions — then the player with the lowest visible number re-rolls the remaining dice (removing one to the dustbin first).
  8. The player with the lowest visible number on their Turn Order tile always goes next.

Die 1 — Strudel / Cake

For each die on the 1-space, take 1 strudel OR 1 cake. You cannot take more cake than strudel in total.

  1. Count the number of dice on the 1-space — this is your action strength.
  2. For each point of strength, take 1 strudel OR 1 cake.
    • Any combination of strudel and cake is allowed.
    • You cannot end up with more cake than strudel in total.
  3. Whenever you receive dishes, you may immediately place them.
    • Place them directly on a Guest's order to fill it.
    • Store any excess in your Kitchen for later.
  4. Remove one die from the 1-space and place it on the lowest visible number of your Turn Order tile.

How this works

ACTION BOARD (SPACES 1-6)

CUSTOMER CARDS

YOUR KITCHEN

TURN ORDER TILE -- PLACE DIE HERE

1.

It is your turn. Dice are sorted onto the board by face value -- the dice showing 1 sit on the 1-space. Each die adds 1 strength, so with 2 dice the 1-space has strength 2.

2.

Resolve it: gain 1 dish per die. Strength 2 gives 2 dishes -- here a strudel (light)...

3.

...and a cake (brown). Store dishes in your Kitchen, or place them on a Guest's order in your Cafe.

4.

Finally, move ONE die from the space onto the lowest number of your Turn Order tile. Only one die leaves per turn -- the rest stay.

Die 2 — Wine / Coffee

For each die on the 2-space, take 1 wine OR 1 coffee. You cannot take more coffee than wine in total.

  1. Count the number of dice on the 2-space — this is your action strength.
  2. For each point of strength, take 1 wine OR 1 coffee.
    • Any combination of wine and coffee is allowed.
    • You cannot end up with more coffee than wine in total.
  3. Whenever you receive drinks, you may immediately place them.
    • Place them directly on a Guest's order to fill it.
    • Store any excess in your Kitchen for later.
  4. Remove one die from the 2-space and place it on the lowest visible number of your Turn Order tile.

Die 3 — Prepare a Room

For each die on the 3-space, you may prepare one room on your Hotel board.

  1. Count the number of dice on the 3-space — this is the number of rooms you may prepare.
  2. For each room you prepare, take a Room tile of your choice and place it on your Hotel board. A valid placement must satisfy ALL of the following:
    • It must be orthogonally adjacent to an already placed room tile.
    • The front (bellhop opening the door) side must be face up.
    • Its color must match the color of the room space.
    • Pay the cost shown for that row of your Hotel board.
  3. Immediately collect any bonuses triggered by the placement:
    • Placing a room in the top right of your Hotel board: receive the printed VP.
    • Flipping the last room in a group: receive the Occupancy bonus shown at the top of your Hotel board, based on the size and color of the group.
  4. Remove one die from the 3-space and place it on the lowest visible number of your Turn Order tile.

Die 4 — Emperor Track / Money Track

For each die on the 4-space, advance 1 space on the Emperor track OR your Money track. You can freely split advances between the two tracks.

  1. Count the number of dice on the 4-space — this is your action strength.
  2. For each point of strength, advance 1 space on a track of your choice:
    • Advance 1 space on the Emperor track, OR advance 1 space on your Money track.
    • You may split the total freely between the two tracks.
  3. Remove one die from the 4-space and place it on the lowest visible number of your Turn Order tile.

Die 5 — Play a Staff Card

Play exactly one Staff card from your hand. For each die on the 5-space, the card's krone cost is reduced by 1 (minimum 0).

  1. Count the number of dice on the 5-space — each die reduces the Staff card's krone cost by 1.
  2. Choose exactly ONE Staff card from your hand to play.
  3. Pay the remaining cost (original cost minus number of dice on the 5-space, minimum 0) by moving down on your Money track.
  4. Place the Staff card face-up in front of you to activate its ability.
  5. Remove one die from the 5-space and place it on the lowest visible number of your Turn Order tile.
  • You can play EXACTLY ONE Staff card.
  • The cost CANNOT be less than 0.

Die 6 — Wild (Any Action)

Pay 1 krone and carry out any one of the other 5 actions (1–5). The action strength is determined by the number of dice on the 6-space, not the chosen action space.

  1. Count the number of dice on the 6-space — this is your action strength for the chosen action.
  2. Pay 1 krone by moving down on your Money track.
  3. Choose any one of the other 5 actions (1–5) and carry it out using the strength from the 6-space die count.
  4. Remove one die from the 6-space and place it on the lowest visible number of your Turn Order tile.
  • Action strength is based on dice on the 6-space, NOT the chosen action's space.

Passing

Instead of taking a turn, you can pass. You may want to do this if there are dice left on spaces you do not want to use.

  1. Announce that you are passing. You do NOT forfeit your turn — you postpone it until after the dice are re-rolled.
  2. Wait until every other player has either passed or taken TWO actions (covered both numbers on their Turn Order tile).
  3. Once that happens, the player with the LOWEST number still showing on their Turn Order tile takes the remaining dice from ALL action spaces, removes ONE die to the dustbin, then rolls the rest — sorting and placing them as usual.
  4. That player can then take a turn or pass again. Play continues according to the visible numbers on Turn Order tiles.
  5. Repeat this process until all players have covered BOTH numbers on their Turn Order tiles OR there are no dice left.
  • Passing does NOT skip your turn — you still get to act after the re-roll.
  • One die is always removed to the dustbin before re-rolling.

Key Concepts