Saint malo game rules – how to play saint malo

By: Dennis B. B. Taylor

Welcome to Saint Malo!

Hey there! I’m the city leader of Saint Malo, and I’m on a mission to turn my city into a thriving metropolis. I want to share with you some tips and tricks on how to become a successful city leader in this exciting game.

So, here’s how it works. As a city leader, my main goal is to populate my city and earn as many points as possible. To do this, I roll the dice three times every turn. Then, I choose a symbol and draw it on my “city plan” using a marker.

Now, the key to success is in adding the right people to my city. Residents and priests earn me victory points, while merchants bring in the money. But I can’t forget about important figures like architects and nobles – they require careful consideration and planning.

But hold on – we can’t ignore the pirates! They’re always causing trouble and attacking our city. To protect ourselves, it’s crucial to build strong city walls and have enough soldiers to defend them.

Remember, in the end, the player with the most victory points wins. So, get ready to roll those dice, make smart choices, and become the ultimate city leader in Saint Malo!

Let’s Get Started!

Okay, first things first. We need to set up the gameboard. Put it right in the middle of everyone so it’s easy to reach. This is where we’ll keep track of our pirates and how we use the different types of people. Each player should have their own city board and marker. Put yours right in front of you. And any supplies that we’re not using, let’s put them back in the box. Finally, give the five dice to the youngest player. They get to start!

Now that everything’s set up, we’re ready to play!

Time to Play!

Alright, the youngest player goes first. They can mark off the roofs of the three buildings above their lumber storage to show that it’s their turn. And then we’ll keep going in a circle, clockwise, until someone fills up all forty-five spots in their city.

When it’s my turn, I roll the dice just once. But if I don’t like the results, I can roll them up to three times in total. After I roll the dice, I can decide which ones I want to keep and which ones I want to roll again. I can keep up to five dice aside and choose not to roll them again. Then, I can take a second roll with the remaining dice. Finally, I get one more chance to roll them before I score.

To score, I need to pick a symbol to use. It’s important to note that I must also score the pirates, or crossed swords. But before I score, I have the option to flip one or more of the dice to show the symbol I want. However, flipping a dice costs two coins.

Hey there! Let me break it down for you – counting symbols, earning rewards, and building stuff. It’s all about strategy! Here’s the deal: you roll some cross swords, and it’s up to you how many you want to count. But remember, you can’t split the symbols or earn multiple rewards for the same roll.

Now, here’s the catch: any score you get has to go in an empty space. No using occupied spaces, alright? The outside spaces are fair game, but the inside ones have a few rules – anything goes, except for walls.

Symbols and Their Perks

First up, we’ve got logs. When you roll this symbol, you earn a log for your personal lumber storage. Each symbol you roll gets you a log, no matter how many you rack up. Just remember, it’ll cost you two coins for a delivery. And hey, logs come in handy when you want to build some houses and make the architect happy!

If you pick the Goods Crate symbol, you’ll get one goods crate for each matching symbol. These crates must be connected either vertically or horizontally. You can use them to earn money from the merchant.

Choose the Wall symbol to add a wall section to any empty outer space on your board for each matching symbol. When you complete a line of wall, you’ll earn a bonus from the tower.

When you go with the Cross symbol, you’ll place a church on your board. Write down the number of dice used for the church outline. The bigger the church, the more victory points it will earn you.

Hey there! Want to know more about the different symbols in your city? Well, let me break it down for you!

First up, we have the head symbol. When you choose this symbol, you get to add people to your city. Each head represents a citizen, and having more citizens means more victory points for you! One head adds one citizen, earning you one victory point.

If you manage to get two heads, you have a couple of options. You can choose a soldier or a priest. Soldiers are great because they increase your defense strength. Plus, who doesn’t want a strong city? Priests, on the other hand, will earn you victory points for each church they are next to. Talk about divine influence!

Now, if you’re lucky enough to get three heads, you have even more choices! You can choose an architect or a merchant. Architects are super helpful because they let you build houses in your city. All you need are some logs, and voila! New houses for everyone! Merchants, on the other hand, are all about the money. Every goods crate that is next to a merchant will earn you a shiny coin. Money, money, money!

But wait, there’s more! If you manage to get four heads, you’ll get a juggler. Jugglers are quite impressive, and for every person next to them, you earn two victory points. It’s like a magic show with bonus points! And if you really strike it lucky and get five heads, congratulations! You can add a noble to your city. Nobles are fancy and instantly earn you a whopping seven victory points. Now that’s what I call a power move!

Arr, matey! When ye see them crossed sword symbols, ye be markin’ through one box on the board fer each pirate ye rolled. Fill them rows from left to right when ye be markin’ them boxes. And mark me words, when ye be fillin’ that last box, the pirates be attackin’! And it ain’t just ye who be defendin’, all players must defend themselves. The first attack be havin’ a strength of one, the second a strength of three, and the third a strength of six.

Ye be addin’ up the strength of yer defense and walls, matey. If they be less than the attack, ye be crossin’ off a cannon from yer wall. Them cannons be worth negative five points, so ye better protect ’em!

END OF GAME

When ye be completin’ that last space in yer city, the round be continuin’ so that every player may have the same number of turns, arr. The game be comin’ to an end after all the platers have had the same number of turns.

If ye be fillin’ all forty-five spaces, ye win five victory points, me heartie. Every two coins be winnin’ ye a victory point, logs be winnin’ ye a victory point each, and churches be earnin’ ye between one and twenty victory points. But if ye be crossin’ off them cannons, ye be losin’ five victory points. After tallyin’ up all the points, the player with the most victory points becomin’ the grand winner, savvy?

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