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AMIGO  |  SKU: AMI18751

Saboteur 2

$14.95 CAD
This item is available for pre-order. Orders will be fulfilled in order received. We will contact you if the item is unavailable.

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Description

Designer Frederic Moyersoen
Publisher AMIGO Spiel
Players 2-12
Playtime 45 mins
Suggested Age 8 and up
Expands Saboteur


Note: This is not a standalone product and you'll need the Mayfair version of base Saboteur to play.

Each player takes on the role of a gold-digging dwarf or a saboteur who wants to hinder exploration of the gold mines -- but each player knows only his own role, so the digging may or may not go as planned!

Each turn, a player lays down a tunnel card to dig from the start card toward one of the goal cards (or potentially away, if a saboteur) or plays an action card to help or hinder someone. If the diggers manage to find the gold hidden under one of the goal cards, then the diggers share the loot found there; if the gold can't be reached, the saboteurs profit instead. After three rounds, the player with the most gold wins.

The original Saboteur allowed 3-10 players, while Saboteur 2 handles 2-12 players. Saboteur 2 includes additional role cards (the boss, profiteers, geologists), new action cards (steal gold, change your role), and new tunnel cards featuring doors, ladders and bridges. What's more, the gold seekers can now be divided into teams -- blue vs. green -- and only those on the team that finds the gold score anything, assuming they do of course...

Note: This listing for Saboteur 2 is for the versions that are expansion only! There is also another Saboteur 2 in the database for versions that contain both the base game and this expansion listing.

Customer Reviews

Based on 2 reviews
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A
A.Y.

Bought for a friend. In good condition.

D
Diane Joy Schickerowsky
a great game for a family get-together

I love the original Saboteur. It's pretty simple, has a traitor, and also makes a fun visual board of tunnels. The expansion adds some twists so it isn't as straight-forward. Both fit in my purse and between the 2 I have a game for almost any situation/group. Some of the mechanics are similar to Mille Bornes, so it was easy to teach to my parents, and playing 3 short rounds means that there's an assortment of traitors over the course of the game which keeps the laughter and accusations going... but nothing mean. My only criticism is that player aids would be helpful. In a hidden-role game, it's important that everyone knows what their role means. There are player aids available to be printed on BoardGameGeek that fit in the little box.