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San Gimignano
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San Gimignano

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Product Awards:  
Spiel des Jahres
Nominee, 2002

Ages Play Time Players
8+ 40-50 minutes 2-4

Designer(s): Duilio Carpitella

Manufacturer(s): Rio Grande Games, Piatnik

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Product Description

Taller, bigger, more lavish: when San Giminano's wealthiest families built their Clan Towers, the sky was the limit.

Originally designed as part of the town's defenses, the towers later became status symbols. Only the very rich aristocratic families were granted permission, so that a Clan Tower was regarded as a demonstration of wealth and social status. When the guilds of craftsmen and artisans gained the upper hand in the running of the town, they tried to discourage the construction of new towers. But San Giminano's most influential families still managed to secure building permission.

Each player assumes the role of the head of an aristocratic family. By strategically deploying members of the family, the players seek to gain influence in the various guilds and to construct as many towers as possible.

Product Awards

Spiel des Jahres
Nominee, 2002

Product Information

  • Designer(s): Duilio Carpitella

  • Manufacturer(s): Rio Grande Games, Piatnik

  • Artist(s): Franz Vohwinkel

  • Year: 2002

  • Players: 2 - 4

  • Time: 40 - 50 minutes

  • Ages: 8 and up

  • Weight: 2,202 grams

  • Language Requirements: This is an international edition or domestic edition of an imported item. Game components are language-independent. Manufacturer's rules are printed in multiple languages (including English).


  • 16 six-sided segments of the board
  • 40 towers, ten each in four colors
  • 80 tokens, twenty each in four colors
  • 1 rules booklet

Product Reviews


Average Rating: 3 in 1 review

by Emory
Beautiful but with flaws
September 10, 2003

I like this game, as does my wife and 5-year old. It is visually very appealing...with the hexagonal pieces and colored towers it looks like art. And for the first 2/3 of the game it is indeed fun. However, if players did not set up their hexagonals well or di not play well, there's the possibility that for the last several turns some players will clearly have no reason to continue: they are mathematically eliminated.

One way to overcome this is to play 2 out of 3, and then a player mathematically eliminated can act to spoil one of the other players (presumably the leader's), but even this modification does not solve all the problems. I think a few additional, well-though-out rules (such as stacking towers in some cases) could make a 2nd Edition much better.

Despite the flaws, I love having this game because it is so pretty and many times fun.

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