How to Play

Saint Petersburg (Second Edition)

2-5 players 60-60 min 7.5 Board Game Geek Rating

Players build historic Saint Petersburg by purchasing worker, building, and noble cards across three phases. Each phase generates rubles and victory points based on collected card types. The game ends when a deck empties, with bonus points awarded for unique nobles. The edition includes market expansion and multiple modules for varied gameplay.

Published 2014

Saint Petersburg (Second Edition)

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select modules to use
Choose 1-3 modules to play with; using all modules makes the game too long
2
Module 1 - Shuffle banquet cards
Mix the 15 cards (3 normal, 12 special purple) into appropriate decks based on their reverse sides
3
Module 2 - Add company cards
Shuffle the 12 additional cards into their matching decks based on card backs
4
Module 3 - Distribute assistants
Each player receives 1 assistant at game start; distribution varies by player count:
5
Module 4 - Place event cards
Put all 6 event cards beside the board; events become available starting from round 2
6
Module 5 - Deal assignments
Give 3 assignment cards to each player; players keep these hidden
7
Module 6 - Set up obstacles
Randomly choose 3 bonus obstacles and 2 real obstacles; place real obstacles at 20 and 35 victory points; place bonus obstacles at 10, 50, and 70 points

On Your Turn

What you can do during your turn.

1
Take special purple cards in hand
Purple cards from Module 1 are typically free but must be taken to hand first before using
2
Play purple cards later
Use purple card's special action on a later turn only if its function can be carried out
3
Remove played special cards
Once a special purple card has been played, remove it from the game permanently
4
Use Czar-Superstar
Replace the Czar & Carpenter; receive 3 rubles during worker scoring and pay 1 less ruble for all future red and blue cards
5
Use Money Collector
Pay half cost for a card, place chip on it; card scores no victory points and cannot be replaced
6
Use Black Market
Choose 1 card from discard pile to buy immediately, take in hand, or return to discard
7
Use Double Turn
Take 2 actions immediately; each action allows buying, taking to hand, playing from hand, or passing
8
Use Moocher
Choose an opponent's played card and immediately score its rubles OR victory points
9
Use Jester
Assign to your played card with both values; next scoring reverses ruble and victory point values
10
Use Banquet
Assign to your played card; next scoring doubles both ruble and victory point values
11
Use Pick Pocket
Play at phase start before actions; buy or take a card before the start player without using an action
12
Apply assistant discounts
Pay 1 ruble less (2 for Czar's Daughter) when buying cards matching your assistant's color, including exchange cards
13
Pass assistants clockwise
After exchange phase, pass assistants to the right; pieces stay with current owner
14
Trigger events
When your turn comes, optionally take 1 event card and execute it before your normal turn; place used event in front of you
15
Discard first assignment at 20 points
When scoring marker reaches 20 victory points, choose and discard one assignment
16
Discard second assignment at 35 points
When scoring marker reaches 35 victory points, discard another assignment
17
Receive bonus obstacle rewards
When passing a bonus obstacle space, receive the corresponding bonus immediately
18
Check real obstacle requirements
When reaching a real obstacle, verify you meet the requirement to pass
19
Stop at failed obstacles
If obstacle requirement not met, scoring marker stays in front of obstacle; additional victory points are lost until requirement is met

Winning

How to claim victory.

1
Score different nobles
Players receive victory points based on the chart for different aristocrat cards owned
2
Score assignments
During final scoring, receive victory points for your remaining assignment card
3
Convert rubles to points
Gain 1 victory point for every 10 rubles
4
Lose points for hand cards
Lose 5 victory points for each card remaining in hand
5
Apply final scoring order
When using multiple modules:
6
Obstacles affect final scoring
Real obstacles remain active during final scoring; if blocked, no additional points can be scored until requirement is met
7
Determine winner
Player with the most victory points wins the game

watch & Learn

Let the pros teach you with these top videos.

Saint Petersburg 2nd Edition ... Setup and Rules by the Crabby Dice

Saint Petersburg 2nd Edition ... Setup and Rules by the Crabby Dice

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【汤米酱 Tommy Jiang】Saint Petersburg 2nd Edition Review 圣彼得堡 第二版 介绍

【汤米酱 Tommy Jiang】Saint Petersburg 2nd Edition Review 圣彼得堡 第二版 介绍

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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