Damaged: See description

Saint Petersburg

R1,000.00 R800.00 inc. VAT

On May 16th, 1703, Czar Peter laid the cornerstone for the first building in Saint Petersburg. Quickly, glorious buildings were added, always being expanded, so that Nobility (bringing victory points) may want to move in. But to accomplish this, one needs merchants who can provide the necessary Rubles, or the glory is over. The competition isn’t sleeping either, and can sometimes steal a desired card right out from under your nose.

Damage:

Scuffed corners from being in the shop for a while, that’s all.

  • Ages: 10 and up
  • Player Count: 2 - 4
  • Play Time: 60min

Only 1 left in stock

Description

In Saint Petersburg, you’ll be buying different types of cards: workers, buildings, aristocrats, trading cards, and the new market cards. In every phase, a new type of card will be available for purchase. You’ll start with workers, who are good at bringing in rubles. The new market (yellow) cards bring in new resources. Having the majorities in these resources from round to round will earn you additional victory points. This battle for the lead enhances the game experience and expands the tactical and strategic possibilities of the players. In the next phase, buildings can be acquired, mostly granting victory points. Aristocrats provide a mix of victory points and rubles, and also lead to a large end-game point bonus that can’t be ignored.

Trading cards allow already purchased cards to be improved. These phases will repeat until one of the card decks runs out. At this point, the final victory points are counted, and the winner is declared.

Saint Petersburg has a board to tally victory points and to set out the four types of cards. It is the cards themselves that players need to collect. In each round – with the number of rounds dependent on the number of players and the randomness of card availability – players first pay for CRAFTSMEN who supply money for further purchases; then BUILDINGS to score points; then ARISTOCRATS, who are needed for money, points, and end-of-game scoring; and finally, unique cards from all three categories which give greater benefits. During the first rounds, players never have enough money to buy every card they want. During later rounds, they have plenty of money, but the cards they’d like to buy may have already come and gone…

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