Saboteur 20th - en
Saboteur 20th - en
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
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Components
Base Game:
Expansion:
NEW!
NEW!
1 Postcard with Costume Department Treasure Chests
and Tunnel Party Mini Expansions Mini Expansion
(17 Cards)
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Base Game (3–10 Players)
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.
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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:
1 Card’s
Length Space
1
Start Card 7 Cards’ Widths Space
1 2 3 4 5 6 7
Shuffle the gold cards and get them ready for the
end of the round in a face-down deck.
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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.
in every direction.
O
R
W
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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.
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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.
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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.
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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.
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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.
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.
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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.
Then, your turn ends and the player to your left is up.
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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.
Some path cards show crystals. These don’t affect the network of
tunnels; they only matter to geologists.
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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.
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.
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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.
Note: You may only have 1 copy of each action card in front of you at
any one time.
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.
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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.
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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.
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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.
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.
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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.
! ! 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.
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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.
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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
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
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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
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.
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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.
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.
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.
+1 your turn. For the rest of this round, you have 1 more card
to play with.
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.
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!
www.amigo-spiele.de
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