Hot answers tagged saboteur-2
There's no such concept. The following are the win conditions for the red and blue teams from the rules: A team wins if a dwarf from that team creates the connection to the treasure and the way there isn't blocked by a door of the other color. A team wins if a dwarf from the other team creates the connection to the treasure, but the way there for his or ...
Player A should not draw. The player the card was played on is the one who draws. Another way to think about it: Before the swap turn, Player A has X cards and Player B has Y cards. Player A plays a swap on Player B. Assuming the deck has cards in it, afterward Player A should have Y cards and Player B should have X cards. Another way to think about ...
This was answered by the Designer, Frederic Moyersoen on BoardGameGeek: Any card you place in the gallery must match with an existing corridor. There is no exception for placing a card with a ladder. And here: As the ladder is always connected to the start card, you can place this card when the connection is interrupted. Taken together, the ...
The game designer, Frederic Moyersoen, discusses the answer to that question on BGG. Essentially, only the Boss wins If there is a path with a blue and green door, the boss is the only player who can win through this path (4 points). This can be a winning strategy for the boss.
I agree the the rules are poorly phrased in the "A team wins if:" section. It provides an outcome tree, but clearly fails to provide a branch for what happens if a dwarf from the other team creates a connection to the treasure, and the way is not blocked for that team by a door of the wrong colour. Later in the rules, under "Splitting The Treasure" it ...
As far as I can see, in Saboteur 2 you never change the available roles based on the number of players. So in your 4 player game, you could have 3 Saboteurs and 1 Geologist, and a completely ridiculous mine in the end. The rules just say "Shuffle the 15 role cards together".
It's clear that the rules are a little badly worded. They say: The Boss builds tunnels for both the Green and the Blue Team and wins every time one of the teams wins. However, the game's creator has made it clear that in the corner case, where the path is completed but both the Blue and Green teams are blocked by a door, the Boss wins anyway (even ...
The game designer, Frederic Moyersoen, discusses the answer to that question on BGG (emphasis mine). If there is a path with a blue door, the blue gold-diggers win (and not the green). If there are no blue gold-diggers, no profiteur and no boss, nobody wins.
No. The geologist does not count as a winner. As noted in the rules, they are indifferent as to who wins and loses, caring only about the crystals.
Yes, There is no reason per the rules to suspect that Theft does not work for someone who is trapped. As one exception for Theft is explicitly listed (Trapped!), someone would need to make a compelling argument as to why broken equipment should keep Theft from working.
In a 4-player game, all 15 new Dwarf Cards are used. All 15 dwarf cards (4 green and 4 blue Gold Diggers, 1 Boss, 2 Geologists, 1 Profiteer, and 3 Saboteurs) are used, regardless of the number of players in the game. From the rules, under Set-Up [...] Then shuffle all 15 new Dwarf Cards and deal one face-down to each player. Again, it does not matter ...
It does not. Note that this rule is optional in the original rule set. Answered by the Designer, Frederic Moyersoen on BGG: The broken tools variant was introduced to have some competition between the gold-diggers. The extension provides more chaos and competition. Therefore, this variant rule has been skipped during the design of the game. ...
Only top voted, non community-wiki answers of a minimum length are eligible