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Saint Petersburg (SPG)

HMWG BEGINNERS WELCOME:
You may play if you have read the rules, played previously, or participated in a scheduled demonstration. The GM will be available for one hour in Exhibit Annex to teach the game. Be on time. The GM will remain for only 15 minutes if no one is present.

Demo: Monday @ 14 - Exhibit Annex T4

Heat 1: Monday @ 15 – Seasons 1
Heat 2: Wednesday @ 11 – Ballroom
Heat 3: Thursday @ 13 – Seasons 1
Semifinal: Thursday @ 23 – Seasons 1
Final: Friday @ 18 - Chestnut

 

Amy rule: GM (5th Year)


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Links:

BGG Link AREALaurels

 

   

Saint Petersburg is played over several rounds, each of which consists of four phases which correspond to the four color decks. During each phase new cards of that color (green, blue, orange, and all three) become available for purchase and will score only at the end of phases of that color. Some cards generate rubles (green and orange cards), some generate victory points (blue and some orange cards). The fourth phase reveals upgrade cards which may be used to replace cards for better payouts later. The game end is triggered when one of the draw piles is exhausted, which usually takes between four and seven rounds. Play continues until the end of that round (after the upgrade phase). Then, end of game bonus points are awarded for leftover rubles and the number of different orange cards played. The most points wins. It is a challenging game of resource management that should take about 90 minutes to play. Note that we are playing the original version of the game with no expansions. The 2014 Second Edition will not be played.

There will be three heats; after the third heat the top 16 players will advance to the semifinal; the four winners will advance to the Final.

Game tiebreakers for a win:
1 Money left over (after paying 10 rubles/extra point)
2 Least unique orange cards
3 Most blue cards.

If still a tie, then all involved in tie are considered winners for highest place tied. Should this occur in the Final, the tied participants will break the tie by a random die roll.

Player ranking for qualification to the semifinal will be based on:
1 Most Wins
2 Best non-win. For example a player with a win and a 2nd is ranked above a player with a win and a third.
3 Most heats entered. For example a player with a win and a 4th is ranked above a player with a win and no other heats.
4 Best single win (winning % of total points scored)
5 Highest die roll

Please bring a copy of the game if you have one!

If fewer than 32 players participate in the heats, the number of semifinalists will be equal to half the number of heat participants. If this number or the number of players who appear for the semifinals are between 12 and 15, there will be four semifinals of 3-4 players each. If the number is between 9 and 11, there will be three semifinals of 3-4 players and a 3-player final. If the number is between 6 and 8, there will be two semifinals of 3-4 each and the top two in each semifinal will advance to the final. If the number is 5 or fewer, we will move directly to a final. If a player who qualifies for the final chooses not to play, the remaining finalists will play.

NEW RULE FOR ELIMINATION ROUNDS
In response to the ongoing discussion of the impact of the first round Mistress/Observatory, in the semifinals and final, each table has the option of pulling out these four cards BEFORE seating order and starting role are established. The decision must be unanimous - one dissenter and the cards remain. If they are pulled, they will be shuffled into the appropriate decks after the close of the first full round (after the upgrade phase is complete).

Rules clarifications:
1 Endgame points cost $10 each paid to bank and is not used as a tiebreaker. Money left over after buying points counts as a tiebreaker.
2 Money is secret.
3 A player may count any deck once per turn.
4 A player using the Observatory must show the card drawn to all players immediately.
5 An observatory used in the blue phase is turned over and cannot be upgraded until after the ROUND is over (after the upgrade phase).
6 The Warehouse may be upgraded when the player has four cards in hand; the 'extra' card is not discarded but once played the 3-card hand limit takes effect.


 
 
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