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Saboteur 20th - en

The document details the 20th anniversary edition of the board game Saboteur, where players take on the roles of Gold Miners and Saboteurs in a quest for gold. It includes the base game, an expansion, special action cards from the World Championships, and new mini expansions. The game accommodates 2 to 12 players and involves strategy, deception, and teamwork to achieve victory by either finding gold or sabotaging others' efforts.
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0% found this document useful (0 votes)
271 views28 pages

Saboteur 20th - en

The document details the 20th anniversary edition of the board game Saboteur, where players take on the roles of Gold Miners and Saboteurs in a quest for gold. It includes the base game, an expansion, special action cards from the World Championships, and new mini expansions. The game accommodates 2 to 12 players and involves strategy, deception, and teamwork to achieve victory by either finding gold or sabotaging others' efforts.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

Frederic Moyersoen Andrea Boekhoff

8 and up 2 – 12 players about 30 minutes

For 20 Years ...


… the dwarves have been searching the tunnels and caves for precious
gold while saboteurs have tried to prevent them from achieving their
goal. Place path cards into the tunnel network and explore the mines,
hoping to find the great golden treasure. Block those you think are
working against you, but keep your own intentions secret unless you
want to become the target of some sabotage. Stay vigilant and consider
well whom you want to trust—because in the end, only the gold counts!
Besides the Saboteur base game and the Saboteur 2 expansion, this
anniversary edition also contains the special action cards from the
Saboteur World Championships 2016-2023 and the mini expansions
Tunnel Toll, Costume Department, and Tunnel Party, as well as two brand-
new mini expansions: New Goals and Treasure Chests.

Table of Contents
Saboteur – Base game....................................................................... Page 4
Saboteur 2 – Expansion..................................................................... Page 10
Special Cards – Saboteur World Championships ............................ Page 18
Mini Expansions ................................................................................ Page 20
Tunnel Toll....................................................................................... Page 20
Costume Department...................................................................... Page 21
Tunnel Party.................................................................................... Page 21
New Goals NEW ............................................................................. Page 22
Treasure Chests NEW...................................................................... Page 23
Variants .............................................................................................. Page 25

2
Components
Base Game:

44 Path 27 Action 28 Gold Cards 11 Dwarf Cards


Cards Cards (7 Gold Miners, 4 Saboteurs)

Expansion:

30 Path 21 Action 15 Dwarf Cards 33 Gold Nuggets


Cards Cards (1 / 2 / 5 Gold)

20 Year Anniversary Exclusives:


! !

NEW!

9 World Championship Tunnel Toll Mini Expansion New Goals


Cards 2016–2023 (2 Dwarves, 2 Dwarf Tokens) Mini Expansion
(8 Cards)

NEW!
1 Postcard with Costume Department Treasure Chests
and Tunnel Party Mini Expansions Mini Expansion
(17 Cards)
3
Base Game (3–10 Players)

The Idea of the Game


You’re all out seeking precious gold. However, not all dwarves are
working together. As a Gold Miner, you try to create an unbroken
connection between the start card and the goal card with the golden
treasure. As a Saboteur, your goal is to prevent this. Make sure you don’t
act too obviously, though, or the other players will be able to stop your
plans!

Setup
Take the 44 path cards, 27 action cards, and 11 dwarf cards for the base
game (no markings on the cards’ fronts).
Depending on the number of players, you need a certain mix of Gold
Miners and Saboteurs on the dwarf cards:
• 3 players: 1 Saboteur + 3 Gold Miners
• 4 players: 1 Saboteur + 4 Gold Miners
• 5 players: 2 Saboteurs + 4 Gold Miners
• 6 players: 2 Saboteurs + 5 Gold Miners
• 7 players: 3 Saboteurs + 5 Gold Miners
• 8 players: 3 Saboteurs + 6 Gold Miners
• 9 players: 3 Saboteurs + 7 Gold Miners
• 10 players: all dwarf cards
Put any dwarf cards you don’t need back in the box.
Shuffle the dwarf cards and deal 1 of them to each player. Look at your
own card in secret and put it in front of you, face down. Put the one
left-over dwarf card aside, face down. You’ll only reveal the dwarf cards
at the end of the round.

4
Separate the start card (ladder on both sides) and the 3 goal cards (brown
back) from the other path cards. One of the goal cards has the golden
treasure on its front, the other two each show a black rock. Shuffle the
goal cards and place them on the table with the start card as shown below:

Face-Down Goal Card

1 Card’s
Length Space
1
Start Card 7 Cards’ Widths Space

1 2 3 4 5 6 7

Face-Down Goal Card


Shuffle the remaining 40 path cards 1
together with all the action cards. Deal
the following cards from this deck to each
player:
• 3–5 players: 6 cards each Face-Down Goal Card
• 6–7 players: 5 cards each
• 8–10 players: 4 cards each

The cards you haven’t dealt make up the face-down


draw deck. Leave some space next to it for a face-
down discard pile.

Shuffle the gold cards and get them ready for the
end of the round in a face-down deck.

5
Playing the Game
The youngest player goes first. After that, you take turns in a clockwise
direction. On your turn, you must play exactly 1 card from your hand.
You have the following options:
• Play 1 path card
• Play 1 action card
• Pass and put 1 card on the discard pile, face down
After that, you must draw 1 card from the draw deck and add it to your
hand. This ends your turn and the player to your left goes next.
Note: If the draw deck runs out, stop drawing cards. Don’t reshuffle the
discard pile.

Playing a Path Card


Over the course of the game,
you’ll create a network of
G
N
O

tunnels using your path cards


R
W

that will lead from the start


card to the goal cards. You can
place the path cards next to
each other as far as you want
G
N

in every direction.
O
R
W

When you play a path card, you must follow these


rules:
• The new path card must be placed directly adjacent to one that’s already
on the table.
• All paths on all sides must match up with each other exactly.
• You can’t place path cards horizontally.
• Important: A newly placed path card must always have an unbroken
connection with the start card.

Playing an Action Card


Depending on its function, you place an action card either in front of
yourself or another player. Action cards allow you to block other players,
remove blockades, take cards from the tunnel network, or gain information
about the goal cards.

6
Sabotage cards (red symbol) go in front of other
players, face up. If you have one of these cards in
front of you at the start of your turn, you can’t play
a path card this turn. Instead, you can only play an
action card or pass.
Note: A player can have more than 1 sabotage card
in front of them, but never more than 1 of the
same kind.
Repair cards (green symbol) remove 1 sabotage
card with the matching symbol from in front of you
or another player when you play them. Place both
cards on the discard pile.

You can play repair cards with 2 symbols to remove


1 matching sabotage card, not 2. Again, both cards
go on the discard pile.
Note: You can’t play repair cards in front of a player
to protect them preemptively. The sabotage card
you want to remove must be face up on on the
table when you play your repair card.

When you play a rockfall, remove 1 path card of your choice


from the tunnel network immediately. Place the card you’ve
removed and the rockfall on the discard pile. The resulting gap
can be refilled with a matching card as the game continues.
Note: You can’t remove the start card or any of the goal cards
with a rockfall.

When you play a treasure map, pick 1 of the face-down goal


cards, look at it in secret, and put it back exactly where you
took it from. Take care not to let the other players see what’s
on the card. Then, put the treasure map on the discard pile.

7
Passing
If you can’t play a card or choose not to, you must pass. Place any 1 card
from your hand on the discard pile face down.

The End of a Round


If you play a path card that both reaches one of
Face- the goal cards and has created an unbroken tunnel
Down from the start card to that goal card, reveal the
Goal goal card.
Card • If it shows the gold, the round ends.
• If it shows a black rock, the round continues. The
goal card remains in its position so that the paths
on all its sides match up again.
Note: In rare cases, not all paths on a goal card may
match up. As an exception, that’s okay, but only for
a goal card.
The round also ends when you all run out of cards
in your hands to play.
Goal Card
with Gold Reveal your dwarf cards: Who was a Gold Miner,
who was a Saboteur?

Distributing the Gold Cards


The Gold Miners win if an unbroken path from the start card to the goal
card with the gold was created. Draw as many cards from the gold card
deck, face down, as there were Gold Miners in this round, e.g., 5 gold
cards for 5 Gold Miners. The Gold Miner player who reached the goal
card with the gold takes all of them, picks one, and passes the rest to
the next player in a counterclockwise direction. They also pick one, and
so on until all Gold Miners have received a gold card. The Saboteurs go
empty-handed this round.

8
Note: If a Saboteur creates the path to the gold, the Gold Miners still
win. Distribute the gold cards as described above, starting with the first
Gold Miner to the Saboteur’s right. Saboteurs go empty-handed in this
case, too.
The Saboteurs win if the round ends and no one has reached the goal
card with the gold. If there is only 1 Saboteur in the round, they receive
gold cards worth 4 nuggets. If there are 2 or 3, they each receive gold
cards worth 3 nuggets, and if there are 4, they each get 2 nuggets.
Note: If you play with 3 or 4 players, there can be rounds without a
Saboteur at all. If you don’t reach the goal card with the gold in this case,
no one gets any gold cards.
Keep your gold cards secret from the other players until the end of the
game.

Starting a New Round


After you’ve distributed the gold cards, prepare the next round as
described under Setup above: Reshuffle the dwarf cards and deal them
out, place the start and goal cards to begin the tunnel network as before,
shuffle all path and action cards, and deal new cards to each player. Of
course, you’ll all keep the gold cards you won in the last round until the
end of the game.
The player to the left of the one who played the last card of the preceding
round starts the new round.

The End of the Game


The game ends after the third round. Add the gold nuggets on your gold
cards together. The player with the most gold nuggets wins the game. If
there is a tie, all players involved share the victory.

9
Expansion (2–12 Players)
The rules of the Saboteur base game still apply generally.
The following describes additions and changes
to the base game rules.

Note: To play, you’ll need the expansion components as well


as all path and action cards from the base game.

The Idea of the Game and the New Dwarf Cards


Once again, you go out in search of the coveted gold. However, this time,
the Gold Miners among you go out in teams—or they’re just looking out
for number one. New dwarf cards change victory conditions and new
path and action cards make for a more varied tunnel life. Suddenly, your
hard-won gold may not be as safe as you thought, dwarves change their
intentions, or you’re forced to swap cards with each other.

The New Dwarf Cards and their Victory Conditions


Blue and green Gold Miners (4 each)
Both teams want to reach the golden treasure, but they
compete with each other.
As a Gold Miner, you win if your own team creates the connection
to the treasure and the way there isn’t blocked by a door (see
New Path Cards: Path with Door).
Both teams win if the Boss, the Profiteer, a Geologist, or a
Saboteur has created the connection to the treasure and the
way there isn’t blocked by a door.

10
SPECIAL CASE: A team also wins if the other team has created the
connection to the treasure, but the way for that team is blocked by a
door.

The Boss (1x)


You build pathways for both the blue and the green Gold
Miners. If one or both of these teams win, you win with them.
However, when the treasure is distributed, you always get
1 gold less.
As the Boss, you win by yourself if the connection to the
treasure was created but neither team can get to it due to the
corresponding doors and there is no Profiteer in the game. In
this case, you get 4 gold.

The Profiteer (1x)


You’re always with the winning group, whether it’s the Gold
Miners or the Saboteurs who reach their goal. However, when
the treasure is distributed, you always get 2 gold less.
As the Profiteer, you win by yourself if the connection to the
treasure was created but neither team can get to it due to the
corresponding doors and there is no Boss in the game. In this
case, you get 3 gold.
You also win by yourself if the round ends without a
connection to the treasure and there are no Saboteurs in the
game. In this case, also, you get 3 gold.

The Geologist (2x)


You don’t care about the golden treasure; you’re only interested
in glittering crystals. At the end of the round, you get as much
gold as there are visible crystals in the tunnel network.
If there are 2 Geologists in the game, they split the gold. If the
number of nuggets is odd, round down.

Also in the game are the Saboteurs (3x) that you know already. They win
if there is no connection to the golden treasure at the end of the round,
as usual.

11
Setup
You’ll need all path and action cards from the Saboteur base game. All
other cards from the base game can go back in the box–you won‘t need
them.
The setup for start and goal cards is the same as in the base game.
Shuffle all path and action cards from Saboteur and Saboteur 2
together. Put aside the top 10 cards of the deck: You won’t need them
until the next round. Then, deal 6 cards to each player, face down. The
remaining cards make up the face-down draw deck. Leave some space for
a face-down discard pile next to it.
Shuffle all 15 dwarf cards in this expansion and deal 1 to each player.
Look at your dwarf cards in secret and put them down in front of you,
face down. As usual, you’ll only reveal them at the end of the round. Put
aside the remaining dwarf cards as a face-down deck.
Finally, get the gold pieces ready.

Playing the Game


The youngest player goes first, then you take turns in a clockwise
direction. On your turn, you must pick exactly one of the following
options:

Action Draw Cards


Play 1 path card 1
Play 1 action card 1
Discard 2 cards and remove a card 1
from in front of you
Pass and discard 1 to 3 cards, face down 1 to 3

Then, your turn ends and the player to your left is up.

12
Note: If the draw deck runs out, don’t draw any more cards. Don’t
reshuffle the discard pile. On your turn, you still have to pick 1 of the 4
options. If you run out of cards, your turn is skipped over for the rest of
the round.

New Path Cards


The Bridge (2x)
The 2 paths that cross on this card are not connected to each
other, so you can’t make a turn here. Place the bridge into the
tunnel network so that at least 1 of the 2 paths is connected
to the start card.

The Double Bend (2x)


The 2 paths on this card are not connected. Place the double
bend into the tunnel network so that at least 1 of the 2 paths
is connected to the start card.

Path with Ladder (4x)


The ladder is a direct connection both to the start card and to
all other cards with a ladder. Place the ladder next to any other
path card, but not next to a goal card.
Note: When you play the ladder, it doesn’t have to be
connected to the start card in any other way.

Path with Door (3 per color)


Doors block the way for Gold Miners of the other color. At
the end of the round, blue doors are only open to blue Gold
Miners, and green doors can only be opened by green Gold
Miners. The Boss, the Profiteer, and the Geologists can pass
through any door unhindered.

Some path cards show crystals. These don’t affect the network of
tunnels; they only matter to geologists.

13
New Action Cards
Theft (4x)
Place the theft card face up in front of yourself when you play it.
At the end of the round, after the golden treasure has been
distributed, steal a gold piece worth 1 gold from any 1 other
player.
Note: You can’t use theft at the end of the round if you’ve
been Trapped.

Hands off! (3x)


Remove 1 theft card of your choice that’s face up on the table.
Place both cards on the discard pile.

Trapped (3x)
Place the trapped card in front of any other player. When you
have a trapped card in front of you, you can’t play path cards
on your turn. If the trapped card is still in front of you at the
end of the round, you don‘t get a share of the treasure and
you can’t carry out a theft.

Freedom (4x)
Remove a trapped card of your choice that’s face up on the
table. Place both cards on the discard pile.

Inspection (2x)
Look at the dwarf card of another player of your choice in
secret. Then, discard the inspection card.

14
Change Hats (2x)
Pick any 1 player including yourself. This player must swap
their dwarf card for a new one by drawing the top card from
the deck of unused dwarf cards and pushing their former card
under the deck. Then, discard the change hats card.

Swap Hands Cards (2x)


Pick 1 other player and swap all of your hand of cards with
them. The number of cards you each have is irrelevant. Then,
discard the swap hands card. The other player draws 1 card at
the end of your turn.

Note: You may only have 1 copy of each action card in front of you at
any one time.

Discarding Two Cards


Take any 2 cards from your hand and put them on the discard pile. Then
remove 1 action card of your choice from in front of you. At the end of
your turn, you draw 1 card and continue playing with 1 less card in your
hand than before.

Passing
If you can’t play a card or choose not to, you must pass. Put 1 to 3 of your
cards on the discard pile, face down. Then, draw the same number of
cards from the draw deck and take them into your hand.

The End of a Round


The round ends immediately when you’ve created a connection between
the start card and the goal card with the gold. The round also ends when
none of you have any cards left to play in your hands.

15
Distributing the Treasure
Depending on whether you managed to create an unbroken path from
the start card to the goal card with the gold or not, either the Gold
Miners or the Saboteurs win. If the path to the gold is blocked by a door,
only the Gold Miners of the corresponding color win.
Check which dwarves are part of the winning group, including the Boss
and the Profiteer if they are in the game. Depending on the number of
dwarves in the group, each dwarf gets as many gold pieces as the table
below shows.
Note: The Boss and the Profiteer get 1 or 2 gold fewer than the rest,
depending on their role.

1 dwarf 5 gold
2 dwarves 4 gold each
3 dwarves 3 gold each
4 dwarves 2 gold each
5 or more dwarves 1 gold each

Place your gold pieces in front of you, face down. You can swap out your
gold for other pieces of the same value but different denominations at
any time.
Next, deal with Theft cards. If more than one of you have a theft card in
front of you, start with the last player to play their Theft card. The other
players follow in a clockwise direction.
Note: If a player is still Trapped at the end of the round, they are not
considered when it comes to distributing the treasure, no matter what
dwarf card they have. They don’t count towards the winning group, and
they can’t carry out a Theft, either.

16
Example of distributing the treasure—These dwarves are in play:
1 blue Gold Miner, 2 green Gold Miners, 1 Boss, 1 Profiteer, 2 Saboteurs.
The Boss completes the path to the goal card with the treasure. The way
is blocked by a blue door. Both Saboteurs have a Theft card in front of
them. One Saboteur is Trapped (i.e., they have a “trapped” card in front
of them).
This leads to the following gold distribution: The blue Gold Miner has
won, along with the Boss and the Profiteer. The winning group thus
consists of 3 dwarves. The blue Gold Miner receives 3 gold, the Boss gets
3-1 = 2 gold, the Profiteer gets 3-2 = 1 gold. The Saboteur with the Theft
card takes 1 gold from any other player of their choice. The other Saboteur
with the same card gets nothing because they’re Trapped.

Starting a New Round


After you’ve distributed the gold, prepare the next round as described
under Setup above: reshuffle the dwarf cards and deal them out, place
the start and goal cards to begin the tunnel network as before, and
shuffle all path and action cards, including the 10 you removed before
the last round. Put aside the top 10 cards of the deck again and deal 6
new cards to each player. Of course, you’ll all keep the gold you won in
the last round.
The player to the left of the one who played the last card of the
preceding round starts the new round.

The End of the Game


The game ends after the third round. The player with the most gold wins
the game. In case of a tie, all involved players share the victory.

17
Saboteur World Championships 2016-2023
Since the Saboteur World Championships in 2016, all participants in the
tournament have received a special card for the game each year. These
special cards can be used on their own or in any combination with the
Saboteur base game and the Saboteur 2 expansion (with the exception
of the one from 2016, as noted below).
This anniversary edition contains reprints of the special cards from 2016
through 2023.
2016 – Greedy Dwarf (2x)
You can only combine the Greedy Dwarf with the Saboteur base
game. During setup, replace 1 of the Gold Miners with the Greedy
Dwarf. Then give 1 dwarf card to each player as usual. The rest of
setup and gameplay remains unaffected.

Gold Card Distribution:


If you are the Greedy Dwarf, you only win the round if it was you who
created the connection from the start card to the gold. In this case, you
receive 4 gold. Otherwise, you remain empty-handed for this round.
Note: You’ll only need the second Greedy Dwarf if you’re playing the
tournament variant (see page 26).

All other special cards are action cards. If you want to use them, shuffle
them into the deck of path and action cards during setup, and play them
as usual (exception: the veto card). Once you’ve carried out their actions,
these cards go on the discard pile.
The special cards allow you to take the following actions:
2017 – Goal Card Swap
Pick 2 face-down goal cards and take them without looking at
their fronts. Decide whether you want to swap the 2 cards or
not, then put them back.

18
2018 – Treasure Trove
Instead of drawing a card from the draw deck, take the top 5
cards from the discard pile. Look at the cards, take 1 of them
into your hand and return the remaining cards to the discard
pile, face down.
Note: If there are fewer than 5 cards in the discard pile, take
all there are and pick 1 of them.
2019 – Veto
Play the veto during another player’s turn as a reaction to the
path or action card they’ve just played. Remove the other player’s
card before it takes effect and place it on the discard pile along
with the veto card. Next, the other player draws a card from the
draw deck (ending their turn), then you do so yourself.

2020 – Change of Direction


Starting immediately, the turn order is reversed for the rest of
the round. If you’ve played in a clockwise direction up to now,
you’re now going counterclockwise, and vice versa.
In the base game, you’ll also consider the changed direction
when you’re distributing the gold cards.
2021 – Master Crafter
The master crafter is a repair card with 3 symbols. Use it to
remove 1 sabotage card (broken axe, broken cart, or broken
lantern). Place the removed sabotage card and the master
crafter on the discard pile.

! ! 2022 – Pathfinder
Play 2 path cards one after the other this turn. Place them in
the network of tunnels according to the usual rules. At the
end of your turn, draw 2 cards, which means that you’ll play
with 1 card less for the rest of the round.

2023 – Diversion
Move the last path card played into the network of tunnels to
a new position—according to the usual rules.

19
Tunnel Toll
This mini expansion came out in 2016 in a boardgame advent calendar
by Frosted Games. To use it with Saboteur or Saboteur 2, you’ll need the
2 dwarves, the 2 dwarf markers, and the gold pieces from Saboteur 2.
Setup:
Place the dwarves in their bases and get them ready
alongside the dwarf markers. Take 1 gold piece each.
Playing the Game:
On your turn, you get another action to choose from:
- Discard any 1 card from your hand to put a dwarf in
play.
This action can be used exactly once per dwarf each round.
Putting a dwarf into play: Discard 1 card from your hand on the discard
pile, face down. Take 1 of the 2 dwarves and the
corresponding marker. Place the dwarf at the open
end of a path. The dwarf blocks this path, so no
player can put any path cards there. Put the dwarf
marker in front of you to indicate that you’ve put
that dwarf into play.
Note: After this action, you don’t draw a card from the draw deck; you’ll
have 1 less card to play with for the rest of this round.
Paying and removing the dwarf: If you want to place a path card in the
place where the dwarf is, you must pay 1 gold to do it. Give the gold
to the player who put that dwarf into play. Then, put the dwarf and its
marker aside. They can’t be used again this round.
Note: You may ask another player to pay the gold for you.
The Next Round:
Get the dwarves and their markers ready again. They’re at your disposal
again for the new round. Starting with the second round, you can also
pay the dwarves with gold you’ve won in previous rounds.

20
Costume Department
The Costume Department came out in 2016 on the Christmas card for the
podcast “Bretterwisser”. To use it with Saboteur or Saboteur 2, you’ll only
need the postcard from this anniversary edition.
Setup:
Place the postcard with the Costume Department into the
network of tunnels during setup as shown.
Playing the Game:
If you’re the first player to connect the 1 2 3 4 5 6 7

Costume Department with the start


card, you must immediately swap out
your dwarf card. Swap it to the card you put aside during setup
(Saboteur) or draw the top card from the deck of remaining dwarf
cards and put your old one under the deck (Saboteur 2).

Tunnel Party
The Tunnel Party first came out on an AMIGO postcard in 2019. To use
it with Saboteur or Saboteur 2, you’ll only need the postcard from this
anniversary edition.
Setup:
Place the postcard with the Tunnel Party into the network of
tunnels during setup as shown.
Playing the Game:
If you’re the first player to 1 2 3 4 5 6 7

connect the Tunnel Party to the start


card, collect all players’ dwarf cards
without looking at them. Shuffle them and deal
them back out face down (each player may look at
their own card). Continue playing the rest of the
round with your new dwarf cards.

21
NEW!
New Goals
New goals await you in the network of tunnels! Find
additional gold or encounter evil creatures who wish
you ill. To use New Goals with Saboteur or Saboteur 2,
you’ll need the 8 new goal cards and the gold pieces from
Saboteur 2.
Setup:
Replace the usual goal cards in the Saboteur base game with
the 8 new ones. Take the goal card with gold and 4 random
of the remaining 7 goal cards.
Shuffle all 5 cards and prepare
the setup as shown. Put aside
1 2 3 4 5 6 7

the remaining 3 goal cards; you’ll


need them for the next round.
Playing the Game:
When you reach one of the goal cards, reveal it as usual and
add it to the tunnel network so it matches up. Then carry out
the effect that’s shown on the card:
Gold Sack: Take 1 Dragon: Pay 1 gold piece
or 2 gold pieces as immediately, if you already
shown on the card have any.
immediately.

Giant Spider: The round ends immediately, and the Saboteurs


have won.

On other goal cards, you’ll find the black rocks (no effect) you already
know and the gold (the round ends and the Gold Miners win).
Note: If you place a new path card that connects the start card to 2 face-
down goal cards at the same time, reveal 1, carry out its effect, and then
reveal the other. You choose the order.
The Next Round:
Take all 8 goal cards and prepare the setup as described above.

22
NEW!
Treasure Chests
Word got out quickly when Treasure Chests were discovered in the
tunnel network. Curious as dwarves tend to be, you don’t want to miss
out on those! However, they don’t always hold what you wish them to.

To use Treasure Chests with Saboteur or Saboteur 2, you’ll


need the 17 special cards in this mini expansion.
Setup:
Shuffle the 7 path cards (dark back) and the 10 treasure chests (dark back
with treasure chest) separately. Place 4 treasure chests in the network of
tunnels during setup, face down. Then cover each of them with a face-
down path card. Put the remaining 6 treasure chests and the 3 path cards
aside; you’ll need them again for the next round.
Examples of possible setups:

1 2 3 4 5 6 7 1 2 3 4 5 6 7

Note: You can place the treasure chests into the tunnel network any way
you choose, you just can’t place them directly adjacent to each other.
Playing the Game:
When you connect a face-down path card with the start card, take it and
the treasure chest beneath it. Place the treasure chest face down in front
of you for now. Reveal the path card and put it back in its original posi-
tion, taking care to match up its pathways on all sides. Then, reveal the
treasure chest and carry out its effect (see Treasure Chest Effects). Finally,
put the treasure chest aside.

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Rockfall: If you play a Rockfall, you may either remove a
revealed or a face-down path card. If you remove a face-
down path card this way, you also remove the treasure chest
beneath it.

Treasure Map: If you play a Treasure Map, you may look at


a treasure chest and the corresponding path card in secret
instead of a goal card. Then, return both cards back to their
original position, face down.

Treasure Chest Effects:


Take 1 gold from the supply.
Note: If you’re playing the Saboteur base game, take a gold
card with 1 gold nugget.

From now on, all of you can’t use Treasure Maps to look
at face-down goal cards any more. Leave this card on the
table as a reminder.

Don’t draw a card from the draw deck at the end of your
current turn. For the rest of this round, you have 1 less card
to play with.

Draw 1 additional card from the draw deck at the end of

+1 your turn. For the rest of this round, you have 1 more card
to play with.

Push 1 face-down goal card 1 space further away from the


start card.

At the end of your turn, don’t draw a card from the draw
deck. Instead, draw 1 card from the hand of any other player
and take it into your hand. The other player has 1 less card to
play with for the rest of this round.

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Draw 3 cards from the draw deck at the end of your turn.
Look at them in secret, take 1 of them into your hand, and
discard the other 2, face down.

Look at another player’s dwarf card in secret.

Shuffle the discard pile. Draw the top 5 cards from it and
take 1 of them in your hand. If there are less than 5 cards
in the discard pile, you only draw the available ones. At the
end of your turn, you don‘t draw another card from the
draw deck.

Draw the top 5 cards from the draw deck and put them on
5 the discard pile, face down.

Sabotaged Dwarf
This is a variant you can play with the Saboteur base game. We recommend
it especially for games with a lower player count.
Distributing the Gold Cards:
If the Gold Miners win, any of them who have a Sabotage Card in front
of them do not receive any gold cards for this round.
Regardless, draw as many gold cards as there are Gold Miners in this
round, and distribute them as usual. Skip any players with sabotage
cards, though. This means that 1 or more players may receive more than
1 gold card.
Note: If all Gold Miners have sabotage cards in front of them, no one gets
any gold cards this round.

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Tournament Variant
This is a variant you can play with the Saboteur base game. It’s being used
at official Saboteur tournaments for games with 5–9 players. Besides the
Saboteur base game, you’ll need the gold pieces from Saboteur 2 and the
two 2 Greedy Dwarf World Championship Special Cards.
Setup:
Instead of the gold cards, use the gold pieces from Saboteur 2.
Depending on the number of players, use the following dwarf cards for
each round:
• 5 players: 1 Saboteur + 3 Gold Miners + 1 Greedy Dwarf
• 6 players: 2 Saboteurs + 3 Gold Miners + 1 Greedy Dwarf
• 7 players: 2 Saboteurs + 3 Gold Miners + 2 Greedy Dwarves
• 8 players: 3 Saboteurs + 3 Gold Miners + 2 Greedy Dwarves
• 9 players: 3 Saboteurs + 4 Gold Miners + 2 Greedy Dwarves
Set up the game as usual. In addition, draw 1 random path card and place
it exactly in the middle between the start card and the middle goal card,
face up. Then shuffle the deck of path and action cards to create the
draw deck. Deal the following cards from the draw deck:
• 5 players: 6 cards each
• 6–7 players: 5 cards each
• 8–9 players: 4 cards each
Distributing the Gold Cards:
In the tournament variant, you don’t distribute gold cards but gold
pieces. How many depends on who has won the round:
If the Gold Miners win, the player who reached the goal card with the
gold and ended the round gets 3 gold. All other Gold Miners get 2 gold
each.
If a Greedy Dwarf wins, they get 4 gold and everyone else gets nothing.
Note: To win, the Greedy Dwarf must be the player who created the
connection between the gold and the start card.
If the Saboteurs win, they each get 3 gold.
Exception: In a 5-player game, there is only 1 Saboteur in play: if they win
the round, they receive 4 gold.

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We’re looking forward
to meeting you!
Tunnel-tastic tournaments
in your area!

For more information on tournaments and games, visit:

www.amigo-spiele.de

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02402EAST2401

© AMIGO Spiel + Freizeit GmbH, D-63128 Dietzenbach, 2004–2024 Version 1.0

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