Saboteur Review

Release: 2004
Players: 3 - 10
Playing Time: 0.5 h
Bluffing Card Game Deduction Exploration Fantasy Party Game

Summarized Review

Intro

There's something deliciously tense about Saboteur, a card game where you're never quite sure who's working with you and who's trying to sabotage your carefully laid plans. Released in 2004, this game throws 3-10 players into the roles of gold-mining dwarves, with some secretly working as saboteurs trying to prevent the miners from reaching their treasure. With a solid 6.5/10 rating and games wrapping up in about 30 minutes, it's accessible enough for kids as young as 8 but engaging enough to keep adults hooked. The rules are refreshingly simple, making it one of those rare games that works equally well as a family night choice or a party game with a larger crowd.

How It Plays

Each game starts with players secretly receiving role cards that determine whether they're honest miners or sneaky saboteurs. Nobody knows who's who, which immediately creates that wonderful paranoia that drives the entire experience. The table gets set up with a starting card on one end and three face-down goal cards on the other, arranged in a grid pattern. Only one of those goal cards actually contains the gold everyone's after.

Players take turns either placing path cards to build tunnels through the mine, playing action cards to help or hinder other players, or passing their turn entirely. The path cards must connect properly to existing tunnels, creating a network that slowly snakes toward those mysterious goal cards. Miners want to create clear routes to find the gold, while saboteurs try to block progress without being too obvious about their treachery.

Action cards add layers of strategy and mischief. You can break other players' pickaxes to prevent them from placing path cards, fix your own equipment, or peek at goal cards to gather intelligence. The round ends when someone successfully builds a path to the gold (miners win) or when the deck runs out without reaching treasure (saboteurs win). Winners get gold cards as rewards, then everyone gets new secret roles for the next round. After three rounds, whoever has the most gold wins the game.

Highlights

The genius of Saboteur lies in how it makes everyone suspicious of everyone else. You'll find yourself analyzing every move, wondering why Jake placed that dead-end tunnel card or why Sarah keeps breaking people's equipment. The hidden roles create natural drama without needing complex rules or lengthy explanations.

The game scales beautifully across its wide player range. With fewer players, you can track individual behaviors more easily, creating intense psychological games. With larger groups, the chaos becomes delightfully overwhelming as accusations fly and alliances shift. That 3-10 player count isn't just marketing fluff—it genuinely works at every number.

Each round resets the roles, which keeps things fresh and prevents anyone from staying bitter too long. The person who sabotaged your plans last round might be your ally this time, and those shifting dynamics prevent the game from feeling repetitive across its three rounds.

The simplicity is genuinely elegant. You can teach Saboteur to newcomers in about five minutes, yet it still rewards careful observation and strategic thinking. It's that rare game that doesn't talk down to kids while remaining approachable for adults who usually avoid "complicated" board games.

Criticisms

The biggest issue with Saboteur is how much it depends on having the right group dynamic. With overly analytical players who scrutinize every card placement, the game can slow to a crawl and lose its breezy charm. Conversely, if players don't engage with the bluffing and deduction elements, it becomes a fairly mechanical exercise in card placement without much excitement.

The three-round structure, while preventing games from overstaying their welcome, can sometimes feel anticlimactic. Occasionally, the player who performs best in the final round wins despite mediocre performance earlier, which can frustrate those who played consistently well. The scoring system tries to balance this with varied gold distributions, but it doesn't always feel satisfying.

Some groups find the action cards create too much "take that" gameplay, where players spend turns attacking each other rather than building paths. When multiple saboteurs focus their efforts on breaking the same player's equipment repeatedly, it can feel less like clever sabotage and more like piling on, especially in larger games where the chaos can overwhelm strategy.

Conclusion

Saboteur works best for groups that enjoy light social deduction without the intensity of games like Mafia or Werewolf. If you like the idea of secret roles but want something more interactive than pure discussion, this hits the sweet spot perfectly. It's ideal for families with older kids, casual gaming groups, and anyone looking for a party game that actually involves gameplay beyond just talking. The 30-minute timeframe makes it an excellent opener or closer for game nights, and that huge player count means nobody gets left out. Just make sure your group enjoys a bit of friendly backstabbing—otherwise, you might want to stick to purely cooperative mining adventures.

About this Game

Players take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.

With the help of Dwarf Cards, the players are assigned their role: either miner or saboteur. The roles are kept secret- they are only revealed at the end of the round.

The Start Card and the three Goal Cards are placed onto the table, each seven cards away from the start and one card between each Goal Card. The Goal Cards are placed face-down. The gold is on one of the Goal Cards, but nobody knows which.

Players have cards in hand. On a player's turn, he must do one of three things: place a Path Card into the mine, play an Action Card in front of a player, or pass.

The Path Cards form paths leading to the Goal Cards. Path Cards must be played next to a already-played Path Card. All paths on the Path Card must match those on the already-played cards, and Path Cards may not be played sideways.

The miners are trying to build an uninterrupted path from the Start Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn't try and be too obvious about it, however, lest they be immediately discovered.

Action Cards can be placed in front of any player, including oneself. Action Cards let the players help or hinder one another, as well as obtain information about the Goal Cards.

Once a player places a Path Card that reaches the gold, the round is over. The miners have won and receive cards with gold pieces as their reward.

The round is also over if the gold could not be reached. In that case, the saboteurs have won and receive the gold pieces.

Once the Gold Cards have been distributed, the next round begins. The game is over at the end of the third round, with the player with the most gold pieces being the winner.

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Saboteur

Age 8
Players 3 - 10
Playing Time 0.5 h
Difficulty 1 / 5