English language edition
List Price: $14.99
Your Price: $11.99
(Worth 1,199 Funagain Points!)
Notify me if/when this item becomes available:
(you will be asked to log in first)
from 3 customer reviews
Please Login to use shopping lists.
You are dwarves digging for gold in the depths of a mine when suddenly, the pick-axe breaks, and the lantern goes out. The saboteur has struck again! But who is the saboteur and will he (or they!) stop you from reaching the treasure? If you succeed gold awaits you. If you don't, then to the victor goes the spoils. Whoever has the most gold nuggets after three rounds is the winner.
Players: 3 - 10
Time: 30 minutes
Ages: 8 and up
Est. time to learn: 10-20 minutes
Weight: 206 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 English.
- 110 cards:
- 44 path cards
- 27 action cards
- 28 gold nugget cards
- 7 gold diggers
- 4 saboteurs
Expansion Pack 4
List: $34.95 $27.99 (20% savings!)
List: $60.00 $47.99 (20% savings!)
List: $34.95 $27.99 (20% savings!)
List: $49.95 $39.99 (20% savings!)
Average Rating: 3.7 in 3 reviews
I was quite surprised -- the game was actually pretty good. I made some dreadful mistakes the first game, but the second game was even better. Because the game can support up to ten players, some have called Saboteur the next Bang!. I'm not sure that I'd go that far, but the game is a good combo; it takes the best part of bad games and makes them into a playable, enjoyable game experience. I tend to think of it as “Werewolf lite”, although there are significant differences. Since a lot of my game sessions are with large groups, Saboteur will see a lot of play -- an alternative to our endless Bang! playings.
The theme of the game involves a bunch of dwarves who are digging for treasure (shocking!) However, some of them are greedier than the rest and want to sabotage this noble project, keeping the gold for themselves. Three piles of cards are shuffled -- an action pile, a nugget pile, and a dwarf pile. The dwarf cards show a picture of a dwarf, and four of them have the word "saboteur" on them. The number of dwarf cards used for a game exceed the number of players by one, and there are a certain number of saboteurs mixed in (one for 3-4 players, two for 5-6 players, three for 7-9 players, and four for 10 players). Each player is dealt one card, which they look at secretly. This way, players know that there is at least a certain amount of saboteurs in play, but they don't know exactly how many. Three goal cards are shuffled and placed face down on the table, seven card-widths away from a start card. (The three are one card-length's space apart from each other). Each player is dealt a certain number of cards (depending on number of players), with the remainder forming a draw deck. The youngest player goes first, with play proceeding clockwise around the table.
On a turn, a player has a few options:
- They may discard a card, face down, to the discard pile, and draw another.
- They may play a path card. Many of the action cards show paths through the mines. These paths may be a single path across the card, a "T" crossing, a normal crossing, or a dead end. When playing a path card, the path must match up to all other cards it touches (it must touch one). Players (the ones who aren't saboteurs) are trying to connect the start card to the treasure card (one of the face down cards) on the table with one completely unobstructed path. Once the path reaches one of the goal cards, it is flipped over. If the goal card shows gold, the round is over; otherwise players have dug to the wrong spot and must continue to dig.
- They may play a rock-fall card. This card allows them to destroy one path card in play.
- They may play a map card. This card allows them to secretly look at one of the three treasure cards.
- They may play a disaster card on another player. There are three disaster cards, each showing a different disaster (icon): pickaxe, lantern, and mine cart. A player who has a disaster card in front of them may not play a path card until the disaster card is removed.
- They may play a repair card on themselves or another player. The repair cards have one or two icons on them; and if one of the icons matches one on one of the disaster cards, the repair card cancels the disaster card.
Play continues until either the treasure is reached, or until the deck is exhausted, and everyone has passed. At this point, the good dwarves win the round (the treasure was found), or the saboteurs (the treasure was not found, and the deck ran out). If the good dwarves won, a nugget card (showing one to three nuggets of gold) is turned over for each player in the game; and starting with the person who connected the final path, each player takes a card of their choice (good dwarves only). If the saboteurs won, they get three nuggets worth of gold. The next round then begins, with the dwarf cards re-dealt to each player. The player who has the most gold after the third round is the winner!
Some comments on the game…
- Components: Z-man games has done a tremendous job in importing this game and held true to nice components. The cards in this game are going to get used a lot, and therefore are of high quality. I like the artwork on the cards -- the artwork on the Saboteur cards especially makes me smile, as the dwarf gleefully and dementedly is sabotaging the operation. The layout looks cool as you slowly build a network of tunnels. The cards all fit easily in a small box with a lid.
- Rules: In every game I've played, someone invariably asks during the first round either, "How do I know if the card I got is a saboteur", or "What does the word on my card mean?", at which point I have to reshuffle and re-deal, after explaining. So don't forget to explain that to everyone! The rules are written well on a folded sheet of paper, fully colored and illustrated. I found that the game is fairly easy to teach, but I usually have to play a few example cards for some folk to catch on. What's neat is that people can catch on pretty quick, and I've gotten a lot of "non-gamers" to play the game.
- Roles: If the saboteurs reveal themselves too early, they will easily be stopped by the other players, as I found out in my first game. In fact, it seems like the saboteur has it hard, period. But a clever saboteur will breed infighting among the real dwarves and help out until the time is right to show their true colors. In fact, the Saboteur reminds me quite of bit of the traitor in Shadows over Camelot, playing the role takes about the same skills. The only problem I've noticed with this is that some new folk just obviously impede other players' progress, which means that they'll have disaster cards played on them the entire game. After doing this once, people learn quickly, so perhaps a learning round should always be played with new people. One of my friends from Origins insisted that the Saboteur never won -- I've seen them win more often than not in my groups.
- Stupidity: Have you ever played Bang! and seen the Sheriff kill a deputy on the first turn? Well, those same folk can mess this game up -- I've seen people randomly play disaster cards on other folks for no reason at all, and that can slightly mess game play up. Fortunately, the game does allow revenge…
- Variable roles: I think the game has a neat concept in that one never knows exactly how many Saboteurs there are. When you are a saboteur, you are always wondering -- is there anyone else helping me? Or am I alone? That causes play to be neat, as you try to catch other people's eyes, to see if they are also a saboteur. This gives the game a bit of a "Werewolf" feel, and one that I think will cause it to be around a while.
- Nuggets: At first the nuggets seem to be a superfluous scoring mechanic, but on closer observation, they are a help to the saboteurs. Since the good dwarf who connects the final card gets more gold than anyone else (probably), then all the good dwarves will want to be that person; and some contention may occur. This is certainly useful for the saboteurs.
- Fun Factor: I had one female player complain about the fact that she sat half a round out because of disaster cards played on her. So I asked if she wanted to play anything else, and the answer was no -- she was eager to finish the game. That, to me, means that the game went over well, because everyone was laughing, accusing, and generally having a good time. I've played this a number of times, and each time it's been quite fun. It's not as thematic as Bang!, so it will probably get played less, but it's certainly a better game; so I'll push it more, and I know people will enjoy it.
I won't go as far as to say that Saboteur is a "must-own" game, but I can't think of too many reasons NOT to own it. It handles up to ten people, scales well, and everyone has a good time. The only other game that currently fits in this category is Bang!, and I like having variety. I'm pleased that this game is in my collection, as I know it will see a LOT of play over the year. Teenagers enjoy it, adults have fun -- it's almost like a Shadows over Camelot experience -- just quick and easy. Ah, forget what I said earlier -- go buy this game!
"Real men play board games"
Take the 'guess who the traitor' element from the recent Shadows Over Camelot, the pipe building card play from Waterworks, and the stop and hazard play from Milles Borne and add them together and you will have Saboteur!
3 to 10 players are dwarves digging tunnels towards one of three face down treasure cards, of which only one has the actual treasure and the other two are fakes. If the dwarves can reach the correct treasure before the deck runs out, then as a group they share in the treasure. The twist is that some of the dwarves are not playing fair it seems and are actually saboteurs trying to prevent their hardy brethren from accomplishing this task. If the saboteurs succeed, they reap the gold instead of the diggers.
The game plays quickly and is relatively easy to explain and understand. Each turn a player can play a tunnel card, an action card or pass and then draw a card. If a player passes, he or she must discard a card from his or her hand face down. Tunnel cards come in a variety of configurations: some that benefit diggers, others that benefit saboteurs. Action cards come in four basic varieties: broken tools, fixed tools, maps, and cave-ins. There are three types of tools (lantern, axe, cart) and both a broken and fixed version of each. Broken tools are played on other players to prevent them from playing tunnel cards, but it does not prevent them from playing action cards. Fixed tools remove broken tools and restore a players tunnel playing ability. A map card allows a player to look at one of the three face down treasure cards to help determine which one to work towards. Cave- ins fill in any one tunnel space making it no longer available for use.
The game is played in three rounds and the winner is the player with the most gold total. Each round, the diggers and saboteurs are reshuffled and distributed. The setup ensures that the exact amount of saboteurs is never truly known.
This game played fast and was fun. Sometimes the saboteurs ran away with a round, sometimes the diggers were unstoppable. There is a lot of luck in this game, but it does make for a fun and light game of figuring out who you can trust!
My kids (aged 6 - 14) and I play a ton of games, so I usually look for games that can be played by at least 5 people, is easy to learn, and can play in under an hour or so. This game matches all that criteria. The quality of the cards are top notched, the ease of the directions is high, and I was able to explain the game in just a few minutes. I would strongly suggest though, that you mention it will take at least 3 rounds to get a feel for the game. The first round was very frustrating as the tunnels went nowhere real fast, and each player was blocking the others. The game does not have a "Wow" factor in that there is no great board to look at, or pieces to play with. It must rely on the playability of the game.
This is a strategy game, hands down.
Our second round was a little better as a tunnel was completed, but the strategy of the game still had not been figured out by the younger kids. I wanted to play a third round, but they all nixed the idea in favor of a different game. I believe I can get them to enjoy this game, but it will take another round or two to be played. But even then, I am sure it will not be in our top games. We like Bang so much better, and if you're trying to decide between the two games, go with Bang.