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11

One technique we've used is to ensure that the saboteurs know each others's identities before starting the game. After everyone has checked their role cards, everyone puts their heads down. One player calls out for the saboteurs to put their heads up and identify each other. They put their heads back down, then everyone puts their heads up and starts ...


8

All new tunnels must connect to the ladder. This was answered by the Designer on Boardgamegeek. when you play a path card it must be able to trace a path back to the start card.


7

(8 players) Move the gold farther away My group plays Saboteur most frequently with 8 players, and we've developed some house rules for that size that are probably not applicable for smaller groups. We were already playing with a guaranteed 3 Saboteurs in an 8-player game and with the Saboteurs having knowledge of each other, but wins for the Saboteurs ...


6

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 ...


4

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 ...


4

When I have just looked a destination card I often afterwards put a road card that either: Obviously leads towards the destination card that I just looked at, or Obviously leads away from that card. It is then up to my fellow players to decide whether they trust my obvious move or not, based on whether they think I am a digger or a saboteur. I noticed ...


3

Obviously, if you are a digger and someone is continuously destroying your tools, you might expect them to be a saboteur. A less obvious way is to detect who are diggers and use deduction. You know ahead how many saboteurs there can be in your game so if you can eliminate some players the chances for others to be saboteurs are getting higher. Look at who ...


3

See Pat Ludwig's answer - you can't play cards on a disconnected path. However, my group has always played that you can still continue the "disconnected" portion of the tunnel. Of course, you can't win until it's reconnected to the start. We've always justified this by explaining that some dwarves were trapped in the disconnected portion of the tunnel ...


2

Saboteur 1 does seem to be biased towards the "good dwarves" if you don't play it in really cutthroat fashion. If the good dwarves just cooperate and go for the gold, they will win most of the time. However, if the good dwarves break each OTHER in order to keep competitors from getting gold, it gives the Saboteurs a much better chance, obviously. I think ...


2

You are not missing any. As you can see, the treasure card ("la carte Arrivée avec le trésor") and the rock cards ("les cartes Arrivée avec des pierres") and the starting card ("carte de départ") are not listed in the contents. There are 40 "normal" path cards, or 44 when you include those four.


2

Another way not mentioned by @Bazzz is to keep an eye out for when people make rockfall spots. As a Saboteur, it's useful to place paths in a way which you can claim to be good for the diggers, but with the real reason being that with a correctly timed and placed rockfall, the gap is harder to fill. Call out people who create these spots and encourage actual ...


1

I think there is no clear answer to that. If your group tends to be suspicious, no matter what you say, they will not believe it, doesn't matter what you say. If you have been a saboteur before, the first reaction is not to trust what you say. If you say something, and then somebody else checks the same card and says something different, usually it's ...


1

EndersGame has a post on BGG talking about a teams chances of winning a particular round. It doesn't take into account the fact that the game is played over multiple rounds for points, so you would have to take into account ACT points for each player when they win, and self sabaotague from teammates trying to get the most points by finding the gold. There ...


1

Although I agree with the ways @lilserf listed to make it less difficult for the saboteurs to win, the game is intended to be difficult for the saboteur team. From my experience, the saboteurs shouldn't be able to win any more than a third of the time. It is because of the difficulty that if the saboteurs win, each saboteur gets 3 gold. A win by the good ...



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