Overview
Canal Grande is a two-player card game based on San Marco, designed by Alan R. Moon and Aaron Weissblum and published by Adlung-Spiele. Players compete for influence in the districts of Venice using a “divide and choose” mechanism: one player splits a set of cards into two piles, and the other player chooses who gets which pile. Cards represent influence in districts, special actions, or negative points. The game ends when a player wins scoring in the same district 4 times or wins in all 6 districts.
Components
- Deck of cards showing:
- District cards (6 different districts of Venice)
- Action cards
- Negative point cards
- Score tracking tokens or method
Setup
- Shuffle the deck of cards.
- Determine which player will be the first “divider.”
- Each player starts with no cards in hand and no district influence.
Turn Structure
Each round follows the “I split, you choose” pattern:
- Draw Cards: A set number of cards is drawn from the deck.
- Divide: The dividing player examines the drawn cards and splits them into exactly two piles. The piles do not need to be equal in size.
- Choose: The choosing player selects one pile to keep. The divider takes the other pile.
- Play Cards: Both players play the cards they received (gaining influence in districts, using action cards, or suffering negative points).
- Roles Swap: The divider and chooser roles alternate each round.
Actions
District Influence Cards:
- Cards showing a district are played to your personal area and represent your influence in that district.
- Unlike San Marco (where cubes stay on the board), district cards in Canal Grande are held and discarded after scoring, creating a memory element.
Action Cards:
- Perform special actions such as removing opponent’s influence, moving influence between districts, or other effects.
Negative Point Cards:
- Some cards carry negative points. When received, they penalize the player.
Scoring a District:
- A district is scored when certain conditions trigger it (typically through card play).
- The player with more influence cards in that district wins the scoring.
- Winning is tracked; cards played for scoring are discarded.
Scoring / Victory Conditions
The game can end in two ways:
- District Dominance: A player wins scoring in the same district 4 times. That player wins the game.
- Breadth of Control: A player wins scoring in all 6 different districts at least once. That player wins the game.
- If the deck runs out, the player who has won the most district scorings wins.
Special Rules & Edge Cases
- Divide and Choose Tension: The dividing player faces a dilemma: they must split the cards such that both piles are roughly equal in value, or the choosing player will take the clearly better pile.
- Memory Element: Since influence cards are discarded after scoring (unlike San Marco where cubes remain), players must remember what influence they and their opponent have accumulated.
- No Board: Unlike San Marco, there is no game board. District influence is tracked through cards held by each player, making this a compact, portable game.
- No Adjacency: There is no concept of bridges or adjacency between districts (unlike San Marco).
- Negative Card Distribution: Including negative cards in a pile creates additional tension during the split — putting too many negatives in one pile makes the choice obvious.
- Two-Player Focus: Designed exclusively for 2 players, unlike San Marco which plays 3-4.
Player Reference
| Card Type |
Effect |
| District card |
Adds influence in that district |
| Action card |
Special effects (remove, move influence, etc.) |
| Negative point card |
Penalizes the receiving player |
Core mechanic: “I split, you choose” — divider makes 2 piles, chooser picks one
Win conditions:
- Win 4 scorings in the same district, OR
- Win at least 1 scoring in all 6 districts