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Game Info Components

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Game Info Components 1-2 36 path cards 18 action cards 18 goal cards 2 dwarf cards 8 dwarf counters 2 keys 2 dwarves ~30 8+ INTRODUCTION What do you do when your dwarves number two? You play Saboteur: The Duel, the two-player version of the smash hit Saboteur? You are still chasing after gold, but there are new obstacles to face (including a very greedy troll)! There’s also a solitaire mode for players to try as well! 6 face-down goal cards start card GOAL OF THE GAME The winner is the player with the most gold after three rounds. SETUP four card widths‘ space If you have played Saboteur before, you will find much of the setup and rules the same. • Find the two dwarf cards (same front and back). Each player takes one to become either the blue or green player. 1 2 3 4 5 7 8 9 • Find the starting cards (with the ladder, dwarf hat and colored ladder, same front and back) and place it on the table between the two players, with one card length (long side) between them. • Shuffle the brown goal cards, count four card widths (short side) from the space between the two start cards and place one of the goal cards facedown on the fifth space from the space (use the scale along the side of the rulebook to easily measure the distance). Place two more facedown goal cards on either side of the placed goal card, with one card length between them. Count two more spaces from the center goal card that you just placed, and put a facedown goal card on either side of that space (two more). Count two more card widths from the space between the justplaced goal cards, and place one more facedown goal card on that space. [See diagram for the overall layout.] • Shuffle the gray-backed playing cards and deal 6 cards to each player. Place the rest facedown as a draw deck. • Place the dwarf counters and the keys where both players can reach them. • The green dwarf takes the first turn. start card The markings on the right edge of this rulebook help you measure the correct distance between the start and goal cards. 6 face-down goal cards draw pile and face-up discard pile TURN THIS SHEET OVER FOR THE RULES GAME PLAY On your turn, you may do one of four different kinds of turn: • Play one path card from your hand into the maze, and then draw one card. • Play one action card, and then draw one card. • Discard two cards from your hand to clear an action card in front of you, and then draw ONE card. • Pass and discard one or two cards, drawing the same number from the deck. If the deck runs out, do NOT reshuffle the discard pile, but continue to play cards out of your hand until you have no cards remaining. PLAY TO THE MAZE Place a card with paths on it to the maze so that it touches at least one other card. Path cards placed to the maze must meet the following requirements: Path with gold: if you can connect this gold/path back to your ladder, place one of your dwarf tokens on the card. Path with troll: the troll blocks your path unless you pay one gold at the end of the round. If you agree to pay, place one of your dwarf tokens on the troll, and you may now pass freely. Otherwise, you are blocked. PLAY AN ACTION CARD Action cards may be used to hurt your opponent, help yourself, reveal information about the board, and make it easier (or harder) to move around the maze. Sabotage cards (red “no” symbol, three kinds): play these cards on your opponent. They cannot play path cards to the maze until they remove the card (either with a repair card or discarding two cards from their hand). You may have more than one sabotage card played on you, but no duplicate sabotage cards are allowed. 1. Cards must be played so that they line up edge-to-edge (you cannot play a long side of a card so that it touches a short side). Repair cards (green symbol border): use these to remove a sabotage card that is in front of you. If you play a repair card with two symbols, you may choose which one of the symbols you want to use. 2. All paths must connect to all path cards that it touches; you cannot dead-end a path with the edge of a card either on an existing card or on the card you played. Key card: place a key token on a door of your opponent’s color. You may now use that door. 3. Your card must be able to trace a path back to your starting ladder (either by path or by ladder; see below). If “your” path connects with your opponent’s path, you both may use any paths that are connected. Rock slide card: you may remove a path card from the maze (excluding starting ladders, goal cards, paths with gold, and troll cards). If you connect a path to a goal card, reveal the goal card and position it (if possible) so that it is legally connected to the maze. If you now have a path from your ladder to this card, place one of your dwarf tokens on it. You will receive this gold at the end of the game, whether you remain connected to this card or not. If you play a card to a goal card that connects to your opponent’s ladder, but not yours, they may claim that gold! SPECIAL PATH CARDS Bridge and double paths: you must connect at least one of the paths on these cards to your starting ladder. Path with ladder: you may place this anywhere; it is automatically connected to your ladder. Path with a door: only you may use doors of your color; they block your opponent unless they play a key action card (see below). Take any cards with gold on them that have your dwarf tokens on them. Then, pay one gold nugget card for each troll with your token on it. You are required to pay one gold nugget, but if you must pay a card with more than one nugget on it, you may not combine payments, and you do not get change.. Take any facedown goal cards and combine them with the unused goal cards. Shuffle the goal cards and build another board as you did before the first round. Shuffle all of the playing cards, deal six to each player, and play another round (up to three). In the new round, the player with the least gold goes first (if tied, the blue player goes first). GAME END AND SCORING At the end of the third round, total all of your collected gold. The winner is the player with the most gold. The rulebook also includes solitaire rules! Treasure map card: You may look at one goal card, and then put it back facedown. DISCARDING TWO CARDS TO CLEAR AN ACTION CARD Sometimes, you may wish to quickly remove a sabotage card that has been played on you. Instead of waiting to draw a repair card, you may discard two cards from your hand to discard the sabotage card. If you do this, you still only draw one card into your hand, reducing your hand size by one for the rest of the round. (You will return to six cards in your hand at the beginning of the next round.) PASS, DISCARD AND DRAW You may choose to pass. If you do, you may discard one or two cards from your hand, and draw the same number from the deck. END OF A ROUND A round ends in one of three ways: • All six goal cards have been revealed. • All eight dwarf counters have been placed. • The draw pile is empty and all cards have been played from both players’ hands. Game Design: Fredric Moyersoen Copyright © 2016 Mayfair Games, Inc. “Saboteur: The Duel” and all other product titles and marks listed herein, are trademarks of Mayfair Games, Inc. and Amigo Spiel + Freizeit GmbH. All rights reserved. Visit us at www.mayfairgames.com