Saboteur TDC 02250 GB Amigorule
Saboteur TDC 02250 GB Amigorule
Saboteur TDC 02250 GB Amigorule
Game Pieces
50 Path Cards (19 x “I”, 17 x “II”, 14 x “III”) 5 Player Aids
32 Action Cards (10 x “I”, 10 x “II”, 12 x “III”) The Tokens:
1 Starting Card 8 Dwarves (with bases)
4 Goal Cards 3 Creatures (with bases)
10 Clan Cards 3 Spiderwebs
8 Dwarf Cards 46 Gold Nuggets
Note: For images of the components, see the sides of the box.
1
In each clan, there are one or two saboteurs claiming
to work for their own clan, but actually affiliated with
the other clan. The gold these dwarves save counts
towards the opposing clan’s hoard in the end—and
they will be rewarded by that clan accordingly.
Saboteurs in the Clans
Note: Many tales tell only of the exploits of male members of the dwarven clans.
However, in our adventures, female dwarves have always been instrumental in
creating dwarven legends—as you can see from the artwork.
Preparation
Place the starting card in the middle of the table.
Shuffle the 4 goal cards and place them in the four corners of the playing area, face
down. If there are 2–5 players, this area needs to be 9 x 9 cards in size; if there are 6–8
players, make it 7 x 7 cards.
Prepare the clan cards according to the number of players:
For 2 players, use 1 loyal dwarf from each clan.
For 3–4 players, use all the cards of one clan but remove 1 loyal dwarf.
For 5–8 players, use all the cards but remove 1 saboteur from each clan.
Shuffle the prepared clan cards and deal one to each player. Look at your card in secret
and put it in front of you, face down. The other players can always see which clan you
belong to (= yellow/blue card back), but your identity (= loyal/saboteur on the front of
the card) stays secret until the end of the game. Put any leftover clan cards aside without
looking at them. You’ll need them again when the first dwarf leaves the cave.
Each player picks one dwarf from their clan and takes the corresponding dwarf card. Put
your dwarf on the starting card and place the dwarf card in front of you so everyone can
see it. Then, take 3 gold each and put it on your dwarf cards.
Sort the path and action cards by their backs into three decks, I, II, and III. Shuffle each
of the three decks separately and count off 5 cards from each. Put these cards back in the
box without looking at them—you won’t need them for this game. Then, deal 5 cards to
each player, from the following decks:
2–4 players: 5 x I
5–6 players: 4 x I and 1 x II
7–8 players: 3 x I and 2 x II
The remaining cards make up the face-down draw deck: Put deck III down first, then deck
II on top of it, and deck I (if there are any cards left in it) on the very top. Keep the draw
deck nearby and leave some space next to it for the (face-down) discard pile you’ll create
over the course of the game.
Get the 3 creatures, the 3 spiderwebs, and the remaining gold ready in a common pool.
2
6-Player Setup:
3
Playing the Game
The most trustworthy player goes first, then take turns in a clockwise direction. On your turn,
you must carry out these steps in this order:
1. Play 1 card or discard 1–2 cards (required)
2. Move your dwarf up to 3 steps (optional)
3. Draw 1 or 2 cards from the draw deck (required)
Then your turn ends, and the next player is up.
Note: If the draw deck runs out, the third phase gets skipped. If you don’t have any cards at
the start of your turn, skip your entire turn.
4
The Path Cards
The path cards in groups I, II, and III differ in the number of spaces pictured on them. The
more spaces there are on a card, the more steps a dwarf needs to fully cross it:
Path cards from group III show the most spaces and dwarves need 3 steps
to cross them.
Bridge (4 x)
The two paths crossing on this card are not connected to each other. Your dwarf
cannot move from the bridge down to the path below or vice versa.
If you move your dwarf over the narrow wooden bridge, you immediately lose
1 card from your hand for the rest of the game. The player to your left draws
1 random card from your hand and puts it face down on the discard pile without
looking at it.
Double Bend with Tunnel (5 x)
The two paths on this card are connected by a tunnel. The tunnel counts as a
separate space.
If you move your dwarf into the tunnel, you immediately lose 1 gold. Take the gold
off of your dwarf card and put it back in the common pool.
Note: If you don’t have any gold left, your dwarf can still enter the tunnel. In this
case, you don’t have to pay the gold.
5
Gold Vein (2 x + 1 x Goal Card)
When you place a gold vein in the tunnel network, immediately take 1 gold from
the common pool and place it on the gold symbol on the card. If your dwarf’s
movement ends on the gold vein, take that gold and put it on your dwarf card.
Important: If you take the gold from a gold vein, you must immediately reveal your
clan card and leave your identity visible for the rest of the game.
B – Play 1 Action Card
Action cards help you gain secret information, obtain advantages, block pathways, swap
cards, or attract certain creatures.
Action Cards with Instant Effects
These action cards allow you to carry out the action shown once. Show the card you want to
play to the other players and put it on the discard pile, face down (exception: “Spiderweb”).
Then, carry out the corresponding action.
Secret Information (5 x)
Choose one of these two options and carry it out. Don‘t show the information to
the others.
Take a sneak peek at one of the face-down goal cards. Then put it back in
its place, face down.
Peek at another player’s clan card and put it back in its place, face down.
Rockfall (3 x)
Remove any 1 path card that does not have a dwarf or a creature on it from
the network.
Note: You can’t use “Rockfall” on the starting card or any of the goal cards. If
you remove a path card with a spiderweb on an open end of a path, remove the
spiderweb, too. If you remove a path card with a gold vein and gold, return the gold
to the common pool.
Swap Cards (2 x)
Pick any other player and give them all the cards in your hand, face down. In return,
you get all the cards from that player’s hand, face down. The number of cards you
swap doesn’t have to be the same.
Important: At the end of your turn, don’t draw any cards from the draw deck.
Instead, the other player draws 1 card (see page 11).
Spiderweb (3 x)
Place this card in front of you, face up, and take the spiderweb marker with the
matching symbol (see page 7). Set it down so the side is showing, either…
…on the connecting point between 2 cards already in the network;
…or on the open end of a path on a card in the network.
6
There can be only 1 spiderweb in any one place at the same time. The spiderweb blocks this
section of the path for all dwarves and creatures for 2 rounds. At the start of your next
turn, flip it over from to . When your turn comes around again, and the spiderweb shows
the , remove it from the network and put the corresponding action card on the discard pile.
Note: If the spiderweb is blocking the open end of a path, you may still extend the path
from there.
✔
✔ ✔ Examples of
correct placement
✔ of spiderwebs
✔ ✔ ✔
✔
Note: To help you keep an eye on the spiderwebs, each spiderweb action card has a marker
that corresponds to it directly. The symbols , or around the number show you which
marker matches which action card. When you remove a spiderweb from the network, put the
matching action card on the discard pile.
Action Cards with Tools
These action cards equip you for the tasks at hand inside the cave. When you play one of
them, place it face up in front of yourself or any other player.
Boots (3 x)
When you have boots in front of you, you may move your dwarf 1 additional step
on each of your turns (see page 10).
Note: Each player can have only 1 boots card in front of them.
Battle-Axe (3 x)
If you have a battle-axe in front of you, you can use it as follows:
If you find yourself in a space next to a spiderweb at any point during your turn,
you may discard the battle-axe to flip the web from to or remove it if the
is already showing.
If a creature moves into your space or you move into its space, you may use the
battle-axe to drive away the creature before it attacks you: Discard the battle-
axe and remove the creature from the network. The player with the action card
matching the creature puts the card on the discard pile.
Note: To use the effect of the battle-axe, you must have it in front of you already.
You can’t play it from your hand and use it immediately.
7
Action Cards for Attracting and Moving Creatures
With these action cards, you can lure different creatures from their dark holes and move
them through the tunnel network to attack other dwarves. Each creature has a different effect
when it attacks (see page 9).
When you play an action card with a creature, place it face up in front of you.
Take the matching creature and put it on any space in the network showing a
dark hole.
Note: If there aren’t any dark holes in the network yet, you can’t attract a creature.
Then, move the creature the number of steps shown on the action card along the existing
paths of the network.
8
Creatures and Their Effects
Rat (5 x)
Rats move up to 3 steps. If they enter a dwarf’s space, that dwarf
immediately loses 1 card from their hand for the rest of the game. Their
left-hand neighbor draws 1 card from their hand at random and puts it
face down on the discard pile without looking at it.
Lindworm (4 x)
Lindworms move up to 4 steps. If they enter a dwarf’s space, that dwarf
is paralyzed for one round. Immediately lay the dwarf down in its space.
On that player’s next turn, stand it back up, but don’t move it.
Goblin (4 x)
Goblins move up to 5 steps. If they enter a dwarf’s space, that dwarf
immediately loses 1 gold. Take the gold from their dwarf card and put it
back in the common pool.
Note: If you don’t have any gold, the goblin can’t steal any from you. It
still stops if it moves into your dwarf’s space.
Example: The “Rat” action card is played. The active player places the action card in front
of them and starts the rat on a dark hole space, moving up to 3 steps away. After 2 steps, the
rat encounters a blue dwarf and attacks them. The blue dwarf loses 1 card.
C – Pass and Discard 1 or 2 Cards
If you can’t play a card according to action A or B, or if you choose not to, you must pass
and discard 1 or 2 cards from your hand. Put the discarded cards on the discard pile, face
down.
9
Step 2. Move Your Dwarf
After playing or discarding your cards, you may move your dwarf up to 3 steps. Each step
moves your dwarf 1 space along an existing path.
Example: After playing a card, the yellow dwarf moves 3 steps along the path.
10
Reaching the Goal Cards
If you’re the first player to move their dwarf onto a goal card, turn over that card. Align it so
that it connects to the tunnel network at the place where you entered it. Then, move your
dwarf onto the first space of the goal card and end your movement there.
Example: The yellow dwarf moves onto a goal card during their turn. Before they move onto
the card, it’s revealed and aligned so the yellow dwarf can actually move there. The dwarf is
then placed in the first space of the goal card and their movement ends.
Note: When you reveal a goal card, it may not line up with the existing path cards on all
sides. In this case, you must place it in a way that extends the path your dwarf is entering
it from.
Exiting the cave
Only one of the four goal cards shows an exit from the cave. In order
to leave the cave, your dwarf must reach the exit space. If they do, take
your dwarf off the goal card immediately, put it in front of you, and
reveal your clan card. You still continue playing the game by playing
and drawing cards.
XX
The yellow clan has two dwarves working for it. The third yellow dwarf is a saboteur working
for the blue clan. Two dwarves from each clan have managed to leave the cave. The third blue
dwarf unfortunately lost their gold because they didn’t make it out in time.
V Yellow Clan: 2 + 2 = 4 gold, times 3 (number of blue dwarves) = 12
V Blue Clan: 2 + 3 + 0 = 5 gold, times 2 (number of yellow dwarves) = 10
The two dwarves of the yellow clan were able to save the more valuable treasure and win
the game!
More Fun in
the World of
Saboteur!
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