Saboteur: The Dark Cave
Overview
Saboteur: The Dark Cave is a standalone game in the Saboteur family, published by Amigo. Players take on the roles of dwarfs escaping a collapsing mine through a dark cave system loaded with gold. Players are divided into two clans (Yellow and Blue), but within each clan there may be secret saboteurs working for the opposing team. Players build tunnel paths from a central mine card toward corner exit cards, collect gold along the way, and attempt to escape the cave. The clan that escapes with the most gold wins, but saboteurs score for the opposing clan.
Components
- Mine card (starting location)
- 4 Exit cards (one is the real exit, placed at corners)
- Tunnel path cards
- Action cards (equipment, monsters, identity reveal)
- Clan cards (Yellow and Blue, with Loyal and Saboteur identities)
- Gold tokens
- Dwarf meeples
- Equipment tokens
- Monster tokens
Setup
Set up varies by player count:
- 2 players: Use one loyal dwarf from each clan.
- 3-4 players: Use all cards of one clan but remove one loyal dwarf.
- 5-8 players: Use all cards but remove 1 saboteur from each clan.
Shuffle prepared clan cards and deal one to each player face-down. Players can see which clan others belong to (Yellow/Blue card back) but not their identity (Loyal/Saboteur on front). Place the mine card in the center and the 4 exit cards face-down at the corners. Deal starting hand cards.
Turn Structure
Players take turns clockwise. On each turn, a player must do one of the following:
- Play a tunnel card: Extend the cave system by placing a path card adjacent to existing cards. Paths must connect properly (no dead ends against open passages).
- Play an action card: Use a special card for its effect (equipment, monster placement, identity reveal, etc.).
- Discard: If unable or unwilling to play a card, discard 1-2 cards from hand.
After playing or discarding, draw one card from the draw pile (if available).
Actions
Tunnel Building
- Place tunnel cards to create paths from the mine toward the exit cards.
- Tunnel connections must be valid – open passages must connect to open passages.
- Players from both clans contribute to building, but may build strategically to help or hinder.
Action Cards
- Equipment cards: Give yourself equipment to overcome obstacles or improve movement.
- Monster cards: Place monsters in the tunnels to block opponents’ paths.
- Identity reveal cards: Force a player to reveal their identity (Loyal or Saboteur).
- Obstacle cards: Block paths or equipment.
- Removal cards: Remove monsters or obstacles from the tunnels.
Gold Collection
- When a dwarf reaches a location with gold, they collect gold tokens.
- Dwarfs carry gold as they navigate the tunnels.
Escaping
- When a path reaches an exit card, reveal it. Only one of the four exits is the real way out.
- Dwarfs reaching the real exit escape with their gold.
- Dwarfs still in the cave when the game ends lose all their gold.
Scoring / Victory Conditions
When the game ends (real exit found and used, or all cards exhausted):
- Reveal all identities.
- Dwarfs still in the cave lose all gold.
- Count gold for each clan: Loyal dwarfs’ gold counts for their own clan. Saboteurs’ gold counts for the opposing clan.
- The clan with the most total gold wins.
- Individual victory goes to the player who contributed the most to the winning clan.
Special Rules & Edge Cases
- Hidden Identity: Your clan is public (Yellow/Blue card back), but whether you’re Loyal or a Saboteur is secret until revealed or game end.
- Saboteur Strategy: Saboteurs score for the opposing clan, so they want to help the enemy escape with gold while hindering their own clan.
- False Exits: Three of the four exit cards are false. Reaching a false exit wastes effort.
- Spider Webs and Dangers: The dark cave contains spider webs, monsters, and other hazards that impede progress.
- Two-Player Rules: With only 2 players, each controls one loyal dwarf from different clans, creating a direct competition.
Player Reference
| Action |
Effect |
| Play tunnel card |
Extend cave path system |
| Play action card |
Use special ability (equipment, monster, reveal) |
| Discard 1-2 cards |
Skip playing but thin hand |
| Draw card |
End of turn, draw from deck |
Winning: The clan escaping with the most gold wins. Saboteurs count for the opposing clan.