Contents
Rules for the Saint Malo Game
Welcome to the exciting world of the Saint Malo game! I’m here to guide you through the rules so you can dive right in and start having fun. Are you ready? Let’s get started!
Objective of the Game
The goal of the Saint Malo game is to build the most prosperous city by strategically placing buildings and assigning workers to different tasks. You’ll need to carefully manage your resources and make clever decisions to achieve victory.
Components
Before we begin playing, let’s familiarize ourselves with the game components. You’ll find a game board divided into various sections representing the city of Saint Malo. There are also building tiles, resource tokens, and player markers.
Setup
Now, let’s set up the game board. Each player should place their marker on the scoring track and receive a personal board. Randomly distribute the building tiles and resource tokens, ensuring they’re facedown. Each player should also receive a starting hand of building tiles.
Turns
The game is played over a series of turns. On your turn, you have three actions to take. These actions can be used to place a building tile, hire a worker, collect resources, or attack pirates. Think carefully about how you allocate your actions to make the best use of your turn.
Building
Placing building tiles is a crucial aspect of the game. Each building has unique benefits and functions. Some buildings generate resources, while others provide special abilities or victory points. Plan your city layout strategically to maximize its potential.
Workers and Resources
Workers are essential for your city’s development. They can be hired to gather resources, defend against pirates, or activate certain building abilities. Resources play a central role in the game and are used to construct buildings and hire workers. Keep a close eye on your resources and manage them wisely.
Scoring
Scoring occurs at the end of the game. Players gain points for their buildings, bonuses from completed rows and columns, and victory point tokens collected throughout the game. The player with the highest total score is declared the winner.
Now, it’s your turn!
You’re now equipped with a solid understanding of the Saint Malo game rules. It’s time to put your strategy to the test and build the most prosperous city. Have a blast and may fortune favor you!

Note: Keep in mind that you can easily wipe off marks from the game boards with a dry cloth. Remember to always use “non-permanent” markers!
Goal of the Game
I’m a clever city leader, and my main goal is to build up my empty city and score as many points as possible. To do this, I roll five dice up to three times during my turn. Then, I pick a symbol and use an erasable marker to draw it on my “city plan.”
When deciding which symbols to choose, I need to think about what will give me victory points. Citizens or priests are great for scoring points, while merchants are essential for making money. I also need to consider other useful people like architects or nobles and strategically place them on my game board.
Hey, make sure to always stay on the lookout for those pesky pirates who keep attacking our city. We need to be prepared by building strong walls and having soldiers ready to defend us.
The person who has the most victory points when the game ends is the winner.

Getting Started
First, let’s set up the game. Put the main board in the middle of the table. This is where we’ll track the pirates during the game and find out what each roll means for different person types.
Next, each player gets a city board. Put it in front of you and grab a marker. These city boards will be important for your strategy.
Lastly, give the set of 5 dice to the youngest player. They’ll be the one rolling the dice for each turn.
Tips and Tricks for the City Board:

The city wall, also known as the victory point track, is where I record all the victory points I score. Right now, I have 31 victory points.
This summary tells you what you can score victory points from.
When playing the game, I can add anything to the 4 x 5 outer spaces (dark) – people, walls, crates, churches, or houses. The same goes for the 5 x 5 inner spaces (light), with one important rule: no walls!
At the beginning of the game, I start with 4 goods crates in my city. So far, I’ve added 3 more crates.
D You might be wondering how you can increase your defense strength against those dreaded pirates. Well, here’s the scoop: each soldier you have is worth 1 point, and each complete wall is worth 2 points. So, if you want to fend off those pirates, you’ll need to have a good number of soldiers and complete walls. If you can’t defend against a pirate attack, you’ll have to take a hit and lose a cannon, which will cost you 5 points at the end of the game. Just keep that in mind as you plan your defenses. For example, this player has a defense strength of 3 points (1 for the soldier and 2 for the complete wall).
E Now, let’s talk about the illustration of a tower. This symbol indicates that if you build only walls on the five spaces that the arrow is pointing at, you’ll get a bonus. In this particular case, the bonus is 2 coins. So, if you want to rack up those victory points, focus on building walls in the areas marked by the arrow. Take a look at this player, who has scored 3 victory points for completing the lower wall. It’s all about strategically placing those walls to maximize your points!
F When you play the game, you have a special place called the “lumber storage.” This is where new logs are added. Each time you get a delivery of logs, it costs you 2 coins. The logs in your lumber storage are used when you build houses. At the beginning of the game, you start with 2 logs. For example, this player got another delivery of 3 logs, making a total of 5 logs.
G Have you noticed the symbol of crossed swords? When you want to rotate the dice, it will cost you 2 coins each time. But remember, you can’t rotate the crossed swords symbols.
H Do you want to know who the start player is? Look for the player who shaded the roofs of their buildings at the beginning of the game. That player is the start player.
I In the game, there is also a place called the “bank.” This is where new coins are added. When you want to rotate the dice or deliver logs, you will use coins from the bank. At the start of the game, each player has 3 coins.
Game Play
To determine the start player, the youngest player takes on that role. You can identify the start player by looking at the roofs of the three buildings above their lumber storage. These roofs are shaded, marking them as the start player.
I love playing this game where I have to fill in all 45 spaces of my city. It requires some strategy and luck, but it’s so much fun!
When it’s my turn, I get to roll the dice. I can roll them up to three times, but I have to roll them at least once. The first time, I roll all five dice. After that, I can choose to “secure” some of the dice by setting them aside without rolling them again.
On the second roll, I can roll the remaining dice and secure some or all of them. And on the third roll, I can even reroll the dice that I had previously secured after the first roll.
Also, I should mention that the “crossedswords” dice are just like the others and can be rerolled or secured like usual!
Once I’m done rolling, I get to score the five dice. And then it’s the next player’s turn to roll, and we keep going like that.
Scoring Dice

Okay, so once you’re done rolling the dice, it’s time to score them. Here’s the deal – you can only choose one symbol to use from the five that you rolled. Easy enough, right? Well, here’s the twist – you also get to score points based on the combinations of symbols you choose. It’s like a little game within a game!

When you’re playing the game, it’s really important that you keep track of the crossed swords that you roll. Let me explain how scoring works.
First, before you score your dice, you have the option to rotate any of the dice that didn’t match the symbol you chose to score. But be careful! Rotating a die will cost you two coins, which you’ll need to cross off in your “bank”.

Hey there!
Let’s talk about something super important when it comes to rolling dice. You see, there’s this symbol called crossed swords, and it’s a big no-no to mess with it. Seriously, you can’t change any dice to or from that crossed swords symbol!

Example: I’ve rolled the dice three times and these are the results.
Now, I have the option to use the two crates for goods. I can also twist the wall or head to match the goods crate symbol, but it will cost me 2 coins each time. However, I can’t twist the dice with the crossed swords!
Once I’m done scoring the goods crates, I need to cross out a box on the main board for each crossed swords die I rolled (check below).
Other Important Details
- I don’t have to use all of the dice that match the chosen symbol. For instance, if I rolled 4 heads, I can choose to use only 2 of them and enlist a soldier instead of a juggler. The exception is the crossed swords dice, which I must always use all of them.
- When you roll the symbols, make sure not to split them between different actions. For instance, if you roll 3 crosses, you can use them to build either a size 1, size 2, or size 3 church – but you can’t build a size 1 church and a size 2 church. The same goes for heads: if you roll 4 heads, you have to choose between getting a citizen or an architect – you can’t have both.
- All the points you score should be added to empty spaces. Once a space is filled, you can’t use it for anything else.
You know, there’s something really cool about a game called Saint Malo. I want to tell you all about it! So, here’s the deal: you can put anything you want in the 20 darker-colored spaces on the outside, but not walls. And in the 25 lighter-colored spaces on the inside, anything goes except for walls. But here’s the thing: if you add something other than a wall to one of those outer spaces, it destroys the wall between the two towers at either end of that section. And get this, it destroys it for both the bonus it gives you and the strength of defense, which is normally a 2. Yep, even if you fill up all the other spaces with walls, that damaged wall is still out of commission. Pretty neat, huh?
Now, let’s talk about the different actions you can take in this game. They’re represented by symbols on a die. First up, we’ve got the log symbol, which is this cool brown one. It allows you to get logs. You can use logs to build walls or ships, or you can sell them for money. It’s a pretty handy symbol to have.

If you pick this symbol, you’ll need to put a log in your lumber storage for every matching symbol you roll. Remember, one log equals one symbol on the dice.

If you choose this symbol, you can add a goods crate to your city for each matching symbol rolled. To connect the crates, you can place them next to each other vertically or horizontally (not diagonally!). They don’t have to be next to previously-added crates, but they can be. Goods crates are important because you can use them to earn money from the merchant.
Here’s an image that shows how goods crates (orange) are added as a connected group:

If you pick this symbol, put one wall section (look at the picture) in any empty outer space for each matching symbol rolled. They can be next to each other or next to walls you’ve already added, but they don’t have to be.
As soon as you make a line of walls that goes all the way across the five outer spaces between two corner towers, you immediately get a bonus shown by the arrow in the tower. The bonus could be 2 coins in the bank, 3 victory points, or one level 1-3 person of your choice in an empty space.
If you choose the person, add them just like you rolled up to 3 heads (see below). That means you can’t add a juggler or noble, but you can add any other person and get their usual effects (like getting money from the merchant or building houses with the architect).
Here’s a cool thing: if you have a wall connecting two towers in Saint Malo, it makes your defense stronger! The defense strength goes up by 2 for each wall that’s unbroken between two towers. Pretty neat, huh?
Purple Cross

If you choose this symbol, you can put a church in any empty space. Add the number of dice you used to the church outline, from 1 to 5. Remember, you can use fewer dice than symbols you rolled!
The bigger the church, the more points you get at the end. But for a church to count, it has to be part of a series that goes up in order, with no gaps. Start with a size 1 church, then a size 2, and so on.
For example, a size 5 church is worth 7 points at the end (that’s 13 points for the series plus 7). But you also need a size 4, size 3, size 2, and size 1 church in the city. You can build churches anywhere in the city, they don’t have to be next to each other.
Note: To make it clear, building a church only requires the presence of crosses, not architects or logs.

I have a collection of churches in my city- three 1s, two 2s, one 3, one 4, and two 5s. These churches give me 25 victory points at the end of the game. A whole series is worth 20 victory points, the 1-2 series is worth 4 victory points, and the third size 1 church is worth 1 victory point. Unfortunately, the second size 5 church is worth nothing because the second size 3 and size 4 churches are missing.
Let’s talk about the head symbol, which is green. If you choose this symbol, you will add one person to your city. The person you add depends on the number of matching symbols you use.


Just put on a green cap, and you become a “Citizen”! This instantly earns you one victory point. It’s as simple as that!

If you have two green heads, you have the option to choose between a “Soldier” or a “Priest” to add to your game.
When you add a soldier, your defense strength increases by 1 point, which helps protect you from pirate attacks.
On the other hand, if you choose a priest, you immediately earn 1 victory point for each church that is adjacent to the priest. This includes churches that are adjacent diagonally as well.
However, it’s important to remember that adding more churches next to the priest won’t give you any additional victory points. The priest only counts the churches that are adjacent to him at the time of adding.

If you have three green heads, you have a choice between adding an “Architect” or a “Merchant”.

Hey there! When you hire an architect, you get to use up to three logs from your lumber storage to build houses right away. It’s pretty cool, right? Just cross off the logs you’re using and add the same number of houses to your city.
Now, here’s the fun part. All the houses you build in one turn have to be connected to each other. Think of it like building a little neighborhood. The houses can be connected vertically or horizontally, just like those crates of goods. As long as one of the houses is right next to the architect (even diagonally), you’re good to go! Oh, and don’t worry about the order. The new houses can be next to the ones you already have, or even next to other architects. Up to you!
Last but not least, you score victory points for the houses you’ve just added. Depending on how many houses you built, you can get 3, 6, or 9 points. Keep track of your points on the victory point track. Every point counts!

Example: I rolled 4 heads, but I only want to use three of them to add an architect.
I will mark off the last two logs in my lumber storage and add an A in a circle for the architect. Then, I will place two houses diagonally adjacent to the architect and vertically adjacent to each other.
Lastly, I will move my game piece on the victory point track to score 6 victory points.

To make it clear: Adding logs to the game does not cost any extra money!
When placing a merchant, it’s a good idea to position him next to as many goods crates as possible. This way, the merchant will earn you 1 coin (which goes to the bank) for every crate next to him, even if they’re diagonal.
Please Note: When it comes to crates, it’s essential to understand that they’re not a one-time use item for merchants. In fact, you can make even more money by positioning an additional merchant next to a crate. However, it’s important to keep in mind that adding more crates next to a merchant you’ve already placed will not result in any additional earnings from that merchant. So, while crates can be a valuable tool for increasing your profit, don’t expect them to generate a continuous stream of income when placed alongside multiple merchants.

Example: Let’s say I’m playing a game, and I decide to add a merchant to my collection.
When I do this, I earn 7 shiny coins and put them in my bank. But there’s more! If I ever decide to add another merchant in the same spot, I’ll get an extra 4 coins to add to my stash.

If you spend four green heads, you can bring in a “Juggler.” When you bring in a juggler, they start earning you two victory points for every person around them, including other jugglers. It doesn’t matter if the people are next to the juggler or diagonal to them. Just make sure you add the juggler when there are people around to score those points.
But here’s the catch: once you already have a juggler, adding more people next to them won’t get you any extra victory points. So choose wisely!

Example: When I, Stefan, place a juggler in my city, I earn 6 victory points. This extra point comes from the second architect who doesn’t bring any points at all.
If I decide to add another juggler to the same space, I will gain another 6 points.

Hey there! Let me tell you about an interesting game called Saint Malo. It’s a pretty cool game where you can add a “Noble” for just five green heads, and this will give you 7 victory points. Nice deal, right?
The Pirates
Now, here’s something important to know about the “crossed swords” symbol in the game. If, at the end of your turn, you roll one or more of these symbols, you have to mark off a box on the main board for each crossed swords symbol. This is in addition to scoring your turn as usual. A bit tricky, but it adds some excitement!
When marking off the boxes, start from the left and fill each row one by one. Once the last box in a row is filled (remember, this changes depending on how many players there are!), the pirates attack. In a 3 player game, for example, this happens after 6 boxes. And guess what? Everyone has to defend themselves, not just the player who caused the attack!
Hey there, let me tell you an exciting tale of pirate attacks and daring defenses! You see, it all starts with the first attack on row 1, where the pirates have a strength of 1. As the attacks continue, they grow stronger and more determined.
Now, picture this: during an attack, each player has their soldiers ready for battle. Each soldier contributes a defense strength of 1. But that’s not all! The players also have sturdy walls protecting their city. These walls add a whopping defense strength of 2 each. Pretty impressive, right?
But here’s the catch: if a player’s defense isn’t as strong as the pirates’, trouble strikes! They’ll have to mark a cannon on their city wall. And that’s not just any cannon – each marked cannon is worth -5 victory points when the game comes to an end. Ouch!
Here’s a little reminder:

If there are fewer than 5 players, cross off the appropriate columns on the main board. These columns will not be used. Remember to mark all crossed swords symbols from each turn. Sometimes, you will need to cross off boxes in the next row down as well. Once you reach the sixth pirate attack with a strength of 12, you no longer need to pay attention to the crossed swords symbols. However, you still cannot rotate them. You have the option to finish your regular turn before crossing off boxes for rolled crossed swords symbols, which could trigger a pirate attack.

Example: When I rotated the head symbol and added two wall sections to my city, I was able to cross off three boxes on the main board. This triggered a strength 6 pirate attack.
Now, each of the four players, with strengths ranging from 0 to 5, must cross off one of their cannons.
End of the Game
If you fill in the last empty space in your city, the current round will be played through to the end, ensuring that each player has the same number of turns. That’s when the game officially comes to a close.
At this point, it’s time to mark the remaining victory points on the victory point track.

- If you fill in all 45 spaces, you get 5 VP.
- For every 2 coins you have left over, you get 1 VP.
- For every log you have left over, you get 1 VP.
- For every ascending “church series” you have, you score between 1-20 VP.
- If you have any crossed off cannons, you lose 5 VP.
The winner is the player with the most victory points.
If there’s a tie, the winner is the tied player with more empty spaces left in their city. If there’s still a tie, there are multiple winners.