Demonstration: Tuesday 20 @ Exhibit Annex Table 3
Heat 1: Monday @ 15 - Ballroom
Heat 2: Wednesday @ 11 - Seasons 3-5
Heat 3: Thursday @ 13 - Seasons 2-4
Semifinal: Thursday @ 23 - Seasons 1
Final: Friday @ 18 - Laurel
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, 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!
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.