St Petersburg Board Game
This is a game i have played several times and although I know it’s not a game I am going to win I still enjoy it each time I play. The game is fairly simple to understand it’s just figuring out your strategy to win an how to adapt that strategy when someone else is using the same one that is hard about this game.
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Well, the International Gamers Awards for 2004 have just been announced, and St. Petersburg (Rio Grande Games - 2004, Michael Tummelhofer) has won the general strategy award. As usual, this award (as with all awards) has kicked up debate all over the internet on the merits as to whether it should have won; who should have won, etc. If one game award matches my pick for the year, I count myself lucky; and this year Ticket to Ride won the Spiel des Jahres. My pick for the IGA would have been Goa, but I do understand the immense popularity of St. When I was Origins, people were playing it everywhere; I see session reports for it all over the internet, and the praises ring out loud. I do believe, however, that the game is a “shooting star”, much as Transamerica or other games that had huge bursts in popularity and have now reduced to merely a “good” game.
That’s not to detract too much from St. Petersburg; it’s a fine game but not “great.” My biggest problem with it is that the strategy becomes all too apparent, and one almost feels like a calculating AI of a computer, mentally computing the best move to take at each point. I would have been a bigger detractor of the game, but after a two-player game, I saw more value in it. I am more prone to enjoying analytical games in a two-player setting; and as a math teacher, I enjoy the mental math one has the option of doing in the game. The theme of the game involves players being involved in the building of the great city of St.
Four decks of cards (green workers, blue buildings, orange aristocrats, and multi-color trading cards) are shuffled and placed down in piles on their respective spots on the game board. Each player takes two tokens of one color - one placed in front of themselves to denote what color they are, and the other placed at the zero space on the scoring track that winds it way around the board. Piles of ruble notes are sorted into five denominations (1, 2, 5, 10, & 20), and twenty-five are given to each player.
(Money is kept secret in the game). Four starting player cards are shuffled and dealt to the players (who may get more than one card, depending on number of players), and revealed.
Each player discards the card and takes the token that is shown on the card (chair, dome, profile, and square - or whatever they are). One player places cards (amount determined by number of players) from the first deck (the worker’s deck), and places them in top row (of two rows - each with eight spaces.) The first round of the game then begins. Each round is composed of four phases, in the following order: (worker, building, aristocrat, and trading card). Each phase is made up of three parts: actions, scoring (except the trading card phase), and new cards. In the action phase, the player who has the starting token that matches the one shown on the back of the deck of cards goes first, and play proceeds clockwise around the table. The player may do one of four things: - Buy a card from the table for the price shown in the top left-hand corner of the card.
The card is then placed in front of that player in their play area. If the player already has one or more of that card (for example, they are buying a Author, and already have two Authors), they may deduct one from the price for each card they already have but must always pay at least one ruble. Some cards also lower the prices of buying future cards. Trading cards are treated differently than other cards, as they replace previous cards that the player has. Green trading cards (workers) can only replace workers with a similar icon in their top left corner (there are five different icons).