Saint Petersburg Game Rules:
BoardGameRatings.com would like to thank Rio Grande Games for allowing us to reprint these instructions.
Historical background
and goal
In 1703, Czar Peter the Great founded Saint Petersburg, which soon became known
as "Paris of the East". The Winter Palace, the Hermitage, the Church
of the Resurrection of Jesus Christ, and many other buildings even today beckon
visitors from all over the world. But Saint Petersburg was only a part of his
numerous activities. Peter reformed the whole of the Russian Empire and brought
it from the Middle Ages to a par with Europe of that time. To accomplish this,
he needed a new administration and brought the aristocrats under his control.
This was also a golden time for the workers as their skills were much needed
to reform and build the new Russia. The players will take important roles in
the building of SAINT PETERSBURG. The players acquire workers, buildings, and
aristocrats, and place them in their play areas. These earn the players money,
points, or both during the game. For the aristocrats, players can earn additional
points at the end of the game. The player who is best able to manage his meager
money supply and buy the right things at the right times, will win the game.
Preparation
- Place the game
board in the middle of the table.
- Shuffle the
cards by each group separately (workers, buildings, aristocrats, and trading
cards). Place each group face down in a stack on the appropriate space on
the board.
- Each player
takes 25 rubles. Place the ramining rubles in separate stacks by denomination
next to the board (the bank). The players keep their money secret from others
during the game and may never tell others how much they have.
- Each player
takes the 2 figures in his color. He places 1 figure on space 0 of the scoring
track and the other figure in front of himself (his play area) to remind others
of his color.
- One player shuffles
the 4 starting player cards and deals them: 4 player game: each player gets
1 card. 3 player game: the youngest player gets 2 cards, the others get 1
each. 2 player game: each player gets 2 cards.
- When all players
have their starting player card(s), each takes the corresponding starting
player markers and places them in his play area. Place the starting player
cards back in the box; they are not used in the rest of the game.
- The oldest player
is the administrator. He draws starting cards from the workers stack and places
them face up in the upper card row: 4 players: 8 cards, 3 players: 6 cards,
and 2 players: 4 cards. Then, he turns the workers stack 90 degrees on the
player board. The administrator's other duties in the game: he manages the
money, places new cards, and moves the players' figures on the scoring track.
- The game begins
with the first worker phase.
Playing the
game
SAINT PETERSBURG is played over several rounds (7-10). Each round consists of
4 phases (always in the following order):
- the worker phase
- the building
phase
- the aristocrat
phase
- the trading
card phase
Then the players
start the next round with the worker phase.
Each phase consists
of the following (in the order shown):
- The actions:
the players acquire workers, buildings, and aristocrats. They play these on
the table, add them to their hands, and play them from their hands to the
table. This is the main part of the phase.
- The scoring:
the players score their workers or buildings or aristocrats
- The new cards:
the administrator places new cards on the board.
All four phases
play in this way, except for the trading card phase, where there is no scoring.
1. The actions
On a player's turn,
he must take 1 of the following 4 actions: either
- buy: 1 worker
or 1 building or 1 aristocrat or
- add to his hand:
1 worker or 1 building or 1 aristocrat or
- play from his
hand: 1 worker or 1 building or 1 aristocrat or
- pass
The 4 actions
in detail:
buy
The player buys 1 card, either 1 worker or 1 building or 1 aristocrat.
Primarily, the workers earn the players money, the buildings earn the players
points, and the aristocrats can earn the players both. A player can buy a
card from either card row on the board. When a player buys a card, he pays
the cost to the bank, and immediately places the card face up in his play
area. The players should group the cards in his play area with all workers
together, all buildings together, and all aristocrats together. Note: obviously,
players may only buy worker cards in the first worker phase as there are no
other cards on the board. Soon, however, cards from the other groups will
be available on the board.
add to his
hand
The player takes 1 card from either card row and adds it to his hand. He does
not pay for this card. A player can have at most 3 cards in his hand and keeps
them secret from the others. At game end, each card in a player's hand scores
minus 5 points.
play from
his hand
The player places 1 card from his hand face up in his play area. He now pays
the cost of the card to the bank. He can play a card he has added to his hand
earlier in this round or from a previous round.
pass
A player must pass when he cannot or chooses not to take other actions. Note:
a player, who has passed, may pass again or take a normal action (buy, add
to his hand, or play from his hand) on his next turn. When passing, the player
should clearly say "pass!", so the next player knows it is now his
turn. He should do this even when he has already passed previously, as he
may now choose to take an action.
The starting player
for a phase always takes the first action of the phase. For example, the first
action in the worker phase is taken by the player with the starting palyer marker
for the worker. Next, the other players follow in clockwise order and each must
always take one of the 4 allowed actions. After all players have taken an action,
it is again the starting player's turn. He may take the same action as before
or a different action as he chooses. As before the others follow in clockwise
order. When all players pass in player order (the first pass need not be the
starting player), the actions are done and the phase moves to scoring.
Example for
the complete play of an action part of a phase:
The players are
in the aristocrat phase. A is the starting player. He begins the actions and
buys an administrator. B has too little money to buy and passes. C buys the
other administrator. D adds the secretary to his hand. A adds the ship builder
to his hand. B, who previously passed, adds St Isaac's Cathedral to his hand.
C had previously added a warehouse manager to his hand and now plays it, paying
the cost. D passes, A passes, B passes, and C passes. All 4 players have now
passed in player order. The actions for this phase are complete.
Remember:
- A player can
buy 1 card or add a card to his hand or play a card from his hand; otherwise
he must pass.
- A player can
buy or add to his hand any of the cards on the board (upper or lower row)
in any phase. He can, for example, buy a fur trapper in the building phase,
if he wants and it is available.
- A player can
play any card in his hand in any phase. He can, for example, play (and pay
for) a shepherd in the aristocrat phase, if he wishes.
2. The scoring
What is scored?
The players score either the workers or the buildings or the aristocrats that
they have in their play areas. When are which cards scored? In the worker phase,
the players score only their works, in the building phase, they score only their
building, and in the aristocrat phase, they score only their aristocrats. All
cards of the appropriate group are scored, including those played in the current
round and those played in previous rounds.
What do the
players earn during scoring?
The players earn
money or points or both (or nothing, if a player has no cards of the kind being
scored). The players get money earned from the bank. The players' figures move
on the scoring track to not points earned. The administrator handles both.
Note: to simplify the scoring, start with the starting player and move clockwise
around the table.
3. The new
cards
During the actions,
the players take cards from the board. At the end of each phase, the administrator
adds cards to the board until there are a total of eight on the board (regardless
of the number of players - always 8!). To do this:
- He takes the
new cards from the next card stack.
- He places the
new cards only in the upper card row.
- He places cards
so that in both card rows there are a total of 8 cards.
- Finally, he
turns the card stacks to indicate which phase just ended and which will start
next.
The game board
after the actions:
For the following
trading card phse, the administrator must add 5 cards to the board. He draws
5 cards from the trading card stack and places them in the upper card row. Note:
when the players buy or add cards to their hands, they can choose from any cards
on the board (in either row). To better show the new cards, the administrator
should first move the remaining cards to the right (but do not change rows!).
After placing the
new cards, the administrator turns the aristocrat stack back to match its place
on the board and the trading card stack 90 degrees from its place on the board.
Note: in this way, it is always clear which phase the game is in.
The trading
card phase and the end of the round
The trading card
phase runs differently than the others.
- In the trading
card phase, there is no scoring. No player earns money or points. To emphasize
this, there are no money or point symbols on the space for trading cards on
the board. The players take actions in the trading card phase just like the
other phases.
- After the actions,
the administrator takes all remaining cards from the lower card row and places
them on the discard space on the board. They are out of the game. Note:
after the first round, there can be no cards in the lower row. It will only
be in later rounds that cards may be in the lower row.
- Then he moves
all the remaining cards from the upper card row to the lower card row.
- Next, the administrator
adds worker cards to the upper row, making a total of 8 cards on the board.
- The players
give their starting player markers to their left neighbors, changing the starting
players for the next round.
The round is now
ended. The next round begins as before with the worker phase. In this way, the
game continues until game end.
Game end
and final scoring
When the administrator
places the last card of a group (the last worker, the last building, the last
aristocrat, or the last trading card) on the board, play continues through all
phases of this round. After the round ends, the game ends and the final scoring
follows. If there are not enough cards to fill 8 spaces, he places as many as
there are.
The final
scoring
In the final scoring,
each player earns points for the aristocrats in his play area and for the money
he has left.
The points for
the aristocrats:
All different aristocrats
earn points (same aristocrats count nothing). How many points does a player
earn? The players can read the scores from the scoring table for aristocrats
on the game board.
The points for
the money:
For each full 10
rubles, a player earns 1 point.
Minus points:
For each card a
player still has in his hand, he scores -5 points (-5, -10, or -15).
Example of a final
scoring: Red has 6 different aristocrats in his play area. He earns 21 points
for them. For his two warehouse managers, he earns nothing. For his 17 rubles,
he earns 1 point. As he has no cards left in his hand, he has no minus points.
Thus, red earns 22 points in the final scoring. He adds these to his previous
total of 52 points. Red ends the game with 74 points.
The player with
the most points is the winner. If players tie, the one among them with the most
money is the winner.
Other importaint
details: cost reduction
There are 4 possible
ways to reduce the cost of a card:
- When the player
already has the same card (or several same cards) in his play area, he pays
1 less ruble for each card that is the same. Example: a market normally
costs 5 rubles. A player with 2 markets in his play area would pay only 3
rubles. He buys the third market, pays 3 rubles, and now has 3 markets.
- When the player
buys a card from the lower card row, he pays 1 ruble less than the normal
cost. Example: the theater is in the lower card row. Normally, it costs
20 rubles, but a player can buy it for 19 rubles because it is in the lower
row.
- When the player
has a gold smelter in his play area, he pays 1 ruble less for each red card
he buys (after he has the gold smelter).
- When a player
has a carpenter workshop in his play area, he pays 1 ruble less for each blue
card he buys after he has it.
All cost reductions
are cumulative. Example: A player buys the theater from the lower card row
(-1 ruble), he already has 1 theater in his play area (-1 ruble), and he has
the carpenter workshop (all blue cards -1 ruble). He pays 20 rubles minus 3
rubles = 17 rubles. The theater costs 17 rubles.
A player can never
take money when the cost is less than 0. In fact, he can never pay just 0. A
player must always pay at least 1 ruble to buy a card, even when its cost is
0 or less! Example: The player already has 3 lumberjacks. For the 1st lumberjack,
he paid 3 rubles. For the 2nd, he paid 2 rubles. For the 3rd, he paid 1 ruble.
If he later wants to buy a 4th or 5th lumberjack, he must pay 1 ruble for each.
The trading
cards
The stack of trading
cards has 10 workers, 10 buildings, and 10 aristocrats. To distinguish them,
they have all three colors on their backs and the color of one of the 3 groups
on the front. The front side makes it clear which group the card belongs to.
It also has the cost and reward numbers in the appropriate places.
When a player buys
a trading card or places a trading card from his hand in his play area, he must
do the following:
- He must displace
an already placed card of the same color from his play area. He cannot simply
place a trading card in his play area as he does the other cards. He places
the displaced card on the discard space. Example: the player discards the
lumberjack to place the carpenter workshop.
- Each blue trading
card can displace any already placed building. Each red trading card can displace
any already placed aristocrat.
- With the green
trading cards: a carpenter workshop can only displace a lumberjack, a gold
smelter can only displace a gold miner, a weaving milll can only displace
a shepherd, a fur shop can only displace a fur trapper, and a wharf can only
displace a ship builder. Players can recognize the pairs by the like symbols
in the upper right.
- A trading card
cannot displace another trading card.
What does a
trading card cost?
- When the trading
card is mor expensive than the card it displaces, the player must pay the
difference between the two.
- When the trading
card is the same or cheaper than the card it displaces, the player must pay
1 ruble.
All normal cost
reductions apply to trading cards. Example: the player displaces the market
with the St Issac's Cathedral. The difference in cost is 10 rubles. The player
takes the card from the lower card row (-1 ruble). He also has the carpenter
workshop, saving him another ruble. Thus, he can subtract 2 rubles from the
normal cost of 10 rubles and pay only 8 rubles. He places the market on the
discard space.
several special
cards
Mariinskij Theater
- The aristocrats love theater: When scoring the buildings, the player earns
1 ruble for each aristocrat that he has in his play areas.
Tax Man - Unattractive
job, but important: When scoring the aristocrats, the player earns 1 ruble for
each worker that he has in his play area.
Potjomkin's Village
- The virtual village pays for itself: The player pays 2 rubles when he buys/places
the card. If he displaces the card with a trading card, it is worth 6 rubles.
Warehouse - Good,
but dangerous: The player can have up to 4 cards in his hand.
Pub - Don't spend
too much: Immediately after each scoring of buildings, the player can buy up
to 5 points. Each point costs 2 rubles. (The player cannot "buy" 2
rubles for 1 point.)
Czar and Carpenter
- Czar Peter can do it all: He can be displaced by any green trading card.
Observatory - 1
secure point or a good opportunity: The observatory is worth 1 point in scoring
if the player does not use the following: once, during the blue actions, he
may draw the top-most card from the stack of his choice (it may not be the last
card in the stack). He must immediately either buy and place the card or add
the card to his hand or discard the card. In each case, he turns the observatory
card over and will score not points for it. To begin the next round, he turns
it face-up so it is again available for scoring or its special ability.
SAINT PETERSBURG
for 2 or 3 players:
The game runs exactly
as with 4 players, but with the following changes: Before the first worker phase,
the administrator places only 6 worker cards with 3 players and only 4 worker
cards with 2 players. But, in the other phases, he always adds to 8 cards. The
starting player marker distribution is done for 3 or 4 players as indicated
earlier.
Tips and tactics
suggestions:
- In the first
worker phase, each player should buy 2 workers! A player with fewer than two
workers will find himself running after his opponents with two. Workers have
the best cost/reward ratio.
- Expensive cards
have higher reward ratios. 1 point with a market costs 5 rubles, 1 point with
a customs house costs only 4 rubles, etc. Thus, a player can do well to save
money to buy more expensive cards later.
- In the first
building phase, the question will arise: should a player invest in an expensive
building? Such building always earn the player many points in the scoring
of buildings. However, such a player will have little money for a while and
that can be very dangerous.
- Trading cards
are mostly good. Players should try to save some money for the trading card
phase. But, players should be careful not to spend all their money in this
phase as there is no scoring and no mney gained in the phase. Without money,
a player will be unable to buy the new worker cards that will be available
in the first phase of the next round.
- When a player
is faced with the decision to buy a card or add it to his hand, in addition
to the points and/or money the card will earn the player, he should also consider
the following: when a card is removed from the board, it makes room for a
new card in the next phase. Does the player wnat this? When the player is
the next starting player, he has little interest in leaving many places for
new cards. However, a player sitting far from the starting player may want
more new cards available.
- Adding a card
to his hand is often important for a player. In this way, a player can hold
the card for a later turn when he has the money to pay for it. Of course,
it can be dangerous to speculate too much, as nothing is more painful than
for a player to have a card in his hand at the end of the game that he could
not use and, thus, he earns minus points for the speculation.
- SAINT PETERSBURG
is a game with permanent money shortages. This is good, as the game would
be very boring if players always had plenty of money to spend on the cards.
Special case:
no cards are bought or added to players' hands.
It can happen,
that the players neither buy nor add cards to their hands from the board in
a phase; they only pass or play cards from their hands. This does not change
the play of the game. When all have passed, the players score as normal. In
such a case, the administrator will add no new cards to the board. He will,
however, turn the card stacks to indicate which phase the game is in. The game
then continues with the next phase, until all have again passed. It could even
rarely occur that no cards are again taken from the board. Again, the players
continue as normal with scoring, but no new cards are again placed. Eventually,
with scoring, players will acquire more money and begin buying again. After
all, the only way for a player to win is to buy cards to place in his play area.