These rules have been adapted to the online play and have been a bit abridged. Have a look at the end of this page to see a list of rule changes!
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.
Game Material
31 Workers
| | | | | | | |
6 x | 6 x | 6 x | 6 x | 6 x | 1 x | Card back | Start player stone |
28 Buildings
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1 x | 2 x | 1 x | 2 x | Card back | Start player stone |
27 Aristocrats
| | | | | | | | |
6 x | 5 x | 5 x | 4 x | 3 x | 2 x | 2 x | Card back | Stone |
30 trading cards
| | | | |
10 different cards for workers, buildings and aristocrats | Card back | Start player stone |
Preparation
- 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. The players keep their money secret from others
during the game and may never tell others how much they have. This has been changed for online play: money is visible to all players!
- The starting stones are distributed randomly such that each player has at least one and no player more than two.
- The starting cards are taken from the workers stack and placed face up in the upper card row. For each player two cards are drawn.
- 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.
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 player 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.
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 workers; in the building phase, they score only their
buildings; 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.
Example: The Mistress of Ceremonies earns 6 rubles and 3 points.
3. The new
cards
During the actions,
the players take cards from the board. At the end of each phase, cards are added
to the board until there are a total of eight on the board (regardless
of the number of players - always 8!). To do this:
- New cards are taken from the next card stack.
- New cards are placed only in the upper card row.
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,
all remaining cards from the lower card row are discarded. 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.
- All the remaining cards from the upper card row are moved to the lower card row.
- Next, worker cards are added 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 last card of a group (the last worker, the last building, the last
aristocrat, or the last trading card) is placed 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:
For each different type of aristocrat a player earns points (duplicate aristocrats do not count).
How many points does a player earn?
Different aristocrats | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10+ |
Points | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 | 55 |
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).
The player with
the most points is the winner. If players tie, the one among them with the most
money is the winner.
Other important
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 of the same card) in his play area, he pays
1 less ruble for each copy he has.
- When the player
buys a card from the lower card row, he pays 1 ruble less than the normal
cost.
- 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!
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 mill 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 more 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 area. |
| Warehouse Good,
but dangerous: The player can have up to 4 cards in his hand. |
| 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. |
| 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.)
|
| 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. | | 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. |
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 a building always earns 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 money 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 want 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.
Rule changes for online play
Money and cards are visible to all players. The reason for this is that games often take days or weeks on yucata.de.
No one can remember what the others took in their rounds, especially not when you play several games at once. Some players
would write down this important information. Because of this we are making this information public. This also strengthens
the strategic aspect of the game.
In addition to that it is possible to see which cards are remaining in each of the hidden stacks of cards; you simply
move your mouse over the question mark symbol of the stack. The cards are obviously not shown in the order in which
they are in the stack. Cards are grouped such that equal cards are shown only once but with a number in the lower right corner
indicating how many cards of this type there are in the stack.
The pub is not played after the blue phase but during the blue phase. As with the observatory you may play it only once
during one round. This is usually affecting the game only in the very last round. According to the original rules you play
the card after scoring and may thus spend the money from the blue cards.
Also you have the option to pass until the end of the action phase; just click the checkbox and pass, then your next turn
will be in the next action phase.
"New Society" Expansion
In addition to the new parts which allow the game to be played with 5 players,
the "New Society" expansion contains 35 cards which are added to the cards
of the base game or replace cards of the base game. The new (or changed) cards
are marked with a violet dot in the upper right corner.
Contents (New Society)
7 workers
9 buildings
| | | | | | | |
1 x | 1 x | 2 x | 1 x | 2 x | 1 x | 1 x | Card back |
9 aristocrats
| | | | | | | |
2 x | 1 x | 1 x | 1 x | 1 x | 1 x | 2 x | Card back |
10 trading cards (one of each)
Preparation:
Before you begin, remove the following 7 cards
from the original deck: Czar and Carpenter
(worker), 2 x Observatory (building), Academy
(building), 2 x Mistress of Ceremonies
(aristocrat), and Mariinskij Theater (trading).
These cards are replaced in this expansion. Do
not use
both copies of these cards in a game.
Separate the expansion cards by type
and shuffle them in with the original
cards of the same type (adding,
including replacement cards, 7
workers, 9 buildings, 9 aristocrats,
and 10 trading cards).
Rule difference from the base game
For every distinct aristocrat above ten that a player holds
at the end of the game, that player receives +10 VPs.
New card details
Czar and Carpenter: is cheaper (3) but earns only two rubles
during the worker scoring (until upgraded to a trading card).
|
|
|
Obshchina Commune: This New Farmers trading card (with grain
symbol) is -1 towards the cost to purchase Worker or Worker trading
cards (but not itself). |
|
New Society: is a trading card that can be bought using any worker card.
|
|
|
Coffee House: earns 1 ruble for each aristocrat and aristocrat trading
card in your tableau during the building scoring (whether these
are distinct or not). Note that this building can be later upgraded. |
|
Debtor's Prison: either score 1 VP or, as an action during the building
phase, search the discard pile and take any 1 card from it, which then must
be paid for or put into your hand (discard if your hand is full). Flip the Debtor's
Prison face down after taking a discard card; it may not be upgraded to a
building trading card until it is flipped face up following the building phase. |
|
Trading House: during the building scoring, you may spend 3 rubles
to gain two victory points. This ability, unlike the Pub ability, can only
be used once per building phase. |
|
|
Academy: costs more (25) and scores 9 victory points!
|
|
Textile Factory: this building trading card earns 2 victory points for each
card with a weaving symbol in your tableau (i.e. Shepherds, Weaving Mills,
the Czar & Carpenter, and the New Society, but not the Textile Factory itself).
|
|
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Guild Hall: this building trading card is flexible, earn four rubles or
victory points in any combination (such as three rubles and one victory
point or no rubles and four victory points) when scoring buildings.
|
|
Mariinski Theater: now scores 1 victory point for each aristocrat
and aristocrat trading card in your tableau (whether these aristocrats are
distinct or not) when scoring buildings.
|
|
|
Observatory: now costs 2 rubles more.
|
|
Sycophant: this new aristocrat costs only 1 to put into play, but has -1
income during the aristocrat scoring phase (discard it if you cannot
pay for it after scoring your other aristocrats). |
|
|
Mayor: this aristocrat trading card earns 1 ruble for each building and
building trading card in your tableau during the aristocrat scoring.
|
|
Mistress of Ceremonies: now scores 3 rubles and 4 points.
|
|
Rule changes for online play
The selection for the guild hall can be done during the building action phase:
the chosen combination of rubles and points will be displayed (this is initially set to 4 points).
If nothing is selected in the building action phase, the last chosen combination is used for scoring.
The trading hall can be used once during the building action phase (similar to the pub).
The sycophant can be discarded during the aristocrat action phase. If during aristocrat scoring the money will
be reduced to a negative value, the sycophant is discarded automatically to prevent this.