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 win. 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 has some cards with different benefits/costs. For consistency, card costs and benefits from the original release will be used. A chart will be supplied showing the original values if needed.
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:
- Money left over (after paying 10 rubles/extra point)
- Least unique orange cards
- Most blue cards.
If still a tie, then all involved in tie are considered winners for highest place tied EXCEPT in a Semifinal or Final. Should this occur in the Semifinal/Final, the tied participants will break the tie by a random die roll.
Player ranking for qualification to the Semifinal will be based on the Heats Most Wins standard tiebreakers.
Please bring a copy of the game if you have one!
- 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.
- Money is secret.
- A player may count any deck once per turn.
- A player using the Observatory must show the card drawn to all players immediately.
- An observatory used in the blue phase is turned over and cannot be upgraded until after the ROUND is over (after the upgrade phase).
- 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.
HEATS: MOST WINS - POINTS (HMW-P):
- Most Wins (e.g., total in all heats entered)
- Total Points – Players earn the following pints in each heat they entered:
- 1st Place - 1,000 points
- 2nd Place - 100 points
- 3rd Place - 10 points
- 4th Place - 1 points
- All other places - 0 points
- e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
- GM Specific Tie-breaker - Percentage ahead of next best player in that game (i.e. two players tied with 1,100 points, which one had the "better" win over 2nd place). Example: a winning score of 80 to 60 is more impressive than a 100 to 99 victory.
- High dice roll.