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Saboteur 2 (expansion-only editions)» Forums » Variants

Subject: Miniexpansions for Saboteur 1&2 rss

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Gus Esteban Ruiz
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Now that Saboteur 3 is already on its way as an standalone game ( probably not to be mixed with 1&2), what about some sort of Saboteur 2.5? Some extra cards, variants...whatever may add some (more) variety to this already great game. I collected some ideas from here and there:




"LIGHT AT THE END OF THE TUNNEL"
A collection of (fan) miniexpansions for Saboteur 1&2
V. 1.1


1. Epic Variant (2x)

See "Epic Variant" thread



2. Rebuilt tunnels (6x)



Rebuilt tunnels cards can only be played on top of already played cards so they change the configuration of the tunnel...or not. As usual, the paths on all sides of the card must fit those already in play. Rebuilt tunnels can also be rebuilt.

"Cave-in" cards played on them remove all cards, leaving a 'hole'.

3. Traps (2x)



Traps are played as any other tunnel card during the game. The next card played in this tunnel will force its player to reveal his/her character.

4. Monsters!! (5x)



Monsters are played as any other tunnel card during the game.

Monsters block all cards within a distance equal to the number shown on the card in any direction along the tunnels. They can also cross doors. Therefore, none can place a tunnel cards if a monster can reach it or reach the card from which it was "caved", nor reach an exit (or chest or any other target for that matter) at the end of the game if the way there is blocked by a monster, nor can the geologist pick those jewels blocked by a monster. The only exception to this is another monster card.

Monsters can be placed as close at each other as desired. Any monster immediately kills any other monster(s) at reach. Only one or both monsters may die according to their positions.

Monsters can be:

- trapped with 1 "trapped" card. They can be set free later though.
- killed with all 3 different "broken" cards, with 1 "Cave-in" card or by another monster.

Monsters cannot be "healed". If a monster is trapped or killed, its card is NOT removed from the game and dwarves can dig further. Place a token on the monster to mark it.


5. Chests (3x)



Chests are played as any tunnel card. As soon as any chest is available in the tunnels, ANY player playing a jewel card MUST take 1VP token from the supply and carry it from the card he played to the chest of his/her choice. Tokens will accumulate there. If the way to all the chests is blocked, then nothing is done.

At the end of the game, teams share those VPs in their chests. Every player in a team must get the same amount of points (rounded down). Any VP left is descarded.

All tokens stored in all chests which are not reachable at the end of the game will be shared by the saboteurs.


6. Exits (3x)



Exits are played as any other tunnel card during the game. After the game ends (no matter if the golden nugget is reached or not) each non-saboteur player can still earn 1 extra VP if they're able to reach an exit from any ladder. Door rules and monsters apply here. Players in prison cannot escape the tunnels.

If no player can reach an exit then each saboteur gets +1 PV.

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DaviD Muñoz
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Re: Ideas for a future miniexpansion
Me gustan tus ideas thumbsup.

Lo de los moustros en los túneles se podría aplicar de otra manera xq ayudan mucho a los saboteadores y ralentizan bastante el juego. En partida de muchos jugadores donde las cartas del mazo se agotan muy rápido una carta de moustro justo al principio hace que sea imposible jugar ninguna carta de túnel.

La carta de trampa yo la usaría con el siguiente efecto:

Si los enanos han conseguido llegar y descubrir la pepita de oro y hay una carta de trampa en ese camino. Todos los enanos deben tirar un dado:

- Si en la tirada sacan 1,3 ó 5 esos enanos caen en la trampa y no puntúan.
- Si en la tirada sacan 2,4 ó 6 esos enanos escapan de la trampa y puntúan normalmente.

Las cartas de trampa pueden ser eliminadas con las cartas de derrumbe ó bien que haya una carta que podamos usar delante nuestra tipo la de robar pepitas que no ayude a pasar a través de la carta de trampa sin necesidad de tirar el dado.

Esto es simplemente mi opinión.

Perdonar si no escribo en ingles, pero mi dominio de ese idioma es muy bajo. Si quieres puedes traducirlo y publicarlo.

Haber si sacan la tercera parte de este juego y si nos ofrecen cosas más revolucionarias.

Un saludo
 
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Frederic Moyersoen
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Re: Ideas for a future miniexpansion
These are great ideas for mini-expansions, which might interest the publisher.
Can you put the files online (at the right printing size) or do you agree that I redraw them and put them online? In this way, anyone can playtest it, give comments and propose extra suggestions.

Only after extensive playtesting, there is a chance that the ideas will be implemented.
 
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Gus Esteban Ruiz
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Re: Ideas for a future miniexpansion
Frederic Moyersoen wrote:
Can you put the files online (at the right printing size) or do you agree that I redraw them and put them online? In this way, anyone can playtest it, give comments and propose extra suggestions.



Done! I've drawn the rest of cards and prepared a pdf with 3 A4 sheets.

EDIT: after some testing I did some changes and additions.

Now at v. 1.1

http://boardgamegeek.com/filepage/100892/saboteur-12-miniexp...


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Gus Esteban Ruiz
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7. New action cards (3x)

Frying pan



Play it on yourself to draw an extra card (nom nom nom!) or
play it on another player to force him to discard 1 card of his choice (ouch!).

Magic potion



Ask a "Yes or no" question to another player. That player must say the truth. (Optional: players can lie but if they are later discoverd will loose 5 VP))

Such as: "Are you a blue dwarf?", "Is this card the golden nugget?"

Compass



Works like a map shared by 2 players. Watch secretly one of the destiny cards. Then choose another player and show him secretly that card.
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When you say "Jewel cards" in regards to the chests, are you referring to the Crystals that the Gemologists want?
 
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Michiel Tyncke
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Astrobot7000 wrote:
When you say "Jewel cards" in regards to the chests, are you referring to the Crystals that the Gemologists want?


I wonder the same thing
 
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Gus Esteban Ruiz
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Yes. Those are the jewels I meant.
 
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Gus Esteban Ruiz
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8. Exits & Vans

Alternative version to 6). Instead of getting out of the tunnel, teams try to carry the golden nugget to their own van to score some extra points.





Additionally to the exit-of-the-tunnel cards (see 6) a pile with these 6 van cards is placed face down somewhere on the table. Its formed by 2 green, 2 blue and 2 black vans (green team, blue team, and saboteur team).

Every time a player places an exit card in the tunnel, he/she takes this pile, secretly chooses one of the cards (obviously with his/her matching van) and place it, face down, near the exit he's just placed.

Map cards allow players to see one of these face down cards.

If the treasure is found at the end of the game and after points are scored by each team, players must still take the golden nugget out of the mine. No other card can be played and doors are not taken in count for this:

- If there's no exit or no exit can be reached through the tunnels, then nothing is done.
- If there's only one exit, that will be the chosen one.
- If there are more than one, players discuss and vote which one will be used. In case of a tie, the player who reached the nugget decides.

Once the decision is made, the nugget is carried along existing tunnels, taken out through the exit and loaded on the van waiting outside. The van card is then revealed and EVERY member of that team earns 2 extra points.

 
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Gus Esteban Ruiz
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9. The secret well




The bucket card is shuffled with the rest and the well card is set aside.

The owner of the bucket card may place it anywhere on the table as an alternative starting point. There must be at least 5 cards of distance from the nearest treasure card. He takes the well card and place it by himself, showing that he is the only one who knows the secret entrance to the mine: the secret well. He must also reveal his character.

This new and independent tunnel can only be used by himself and his team mates. So any other player who wants to add cards to it must also reveal his character to the rest.

If, at any time, this tunnel is reached by the main one, both will be considered one and this adventage will be lost as long as they remain together.
 
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Gus Esteban Ruiz
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10. Forgotten dynamite



If the dynamite is reached, all players must discard 3 cards and replace them with another 3 from the draw pile.
 
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Gus Esteban Ruiz
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Updated to v.1.2







 
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