Saboteur: The Duel
Overview
Saboteur: The Duel is a 2-player competitive card game in the Saboteur series, published by Amigo. Each player controls a team of dwarfs racing through tunnels to reach hidden gold deposits. Players build a shared tunnel network from a central start card toward goal cards at the edges, using path cards, action cards, and dwarf placement to claim gold before their opponent. The game is played over 3 rounds, and the player with the most gold at the end wins.
Components
- 1 Start card
- Goal cards (with gold values hidden until reached)
- Path cards (tunnel segments)
- Action cards (trolls, doors, rock falls, maps, etc.)
- Dwarf cards (colored for each player)
- Gold tokens of various values
Setup
Place the start card in the center. Arrange goal cards face-down at designated distances from the start. Each player receives their dwarf cards and a hand of path/action cards dealt from the shuffled deck. Place the gold token supply nearby.
Turn Structure
Players alternate turns. On each turn, a player must perform exactly one of the following actions:
- Play a path card: Extend the tunnel network by placing a card adjacent to existing cards, following connection rules.
- Play an action card: Use a special action (place a troll, use a map to peek at a goal card, cause a rockfall, etc.).
- Play a dwarf card: Place one of your dwarf meeples on the path network.
- Discard a card: Pass by discarding one card from hand.
After playing, draw back to hand limit from the deck.
Actions
Path Building
- Place path cards to extend tunnels toward goal cards.
- All connections must match (open passages connect to open passages, walls to walls).
- Both players build on the same shared network.
Dwarf Movement
- Dwarfs placed on the network move along connected paths.
- When a dwarf reaches a goal card, the goal is revealed and gold is claimed by the dwarf’s owner.
- Strategic dwarf placement determines who benefits from newly built tunnels.
Action Cards
- Troll: Blocks a path, preventing opponent’s dwarf from passing.
- Map: Peek at a face-down goal card to determine its gold value.
- Rockfall: Destroy a path card already on the table, breaking connections.
- Door: Blocks a specific passage on a path card.
- Key: Removes a door or troll blocking.
Gold Collection
- When a path reaches a goal card, the player whose dwarf reaches it first claims the gold.
- Goal cards have varying gold values (some are worthless traps).
Scoring / Victory Conditions
The game is played over 3 rounds:
- At the end of each round (when the draw deck is exhausted and players cannot play), gold is distributed based on goal cards reached.
- After 3 rounds, total all gold collected.
- The player with the most gold wins.
Special Rules & Edge Cases
- Dead Ends: Path cards may include dead ends. Placing them strategically can block the opponent.
- Shared Network: Both players contribute to the same tunnel system, creating tension between building useful paths and avoiding helping the opponent.
- Troll Blocking: Trolls prevent passage but can be removed by keys. Planning around trolls is essential.
- Goal Card Variety: Some goal cards contain significant gold while others are worthless. Using map cards to scout ahead is valuable.
- Solo Variant: The game includes rules for solo play against an automated opponent.
- Round Reset: Between rounds, clear the tunnel network and re-deal cards while keeping accumulated gold.
Player Reference
| Card Type |
Effect |
| Path card |
Extend tunnel network |
| Dwarf card |
Place dwarf meeple on network |
| Troll |
Block a path |
| Map |
Peek at goal card |
| Rockfall |
Destroy a placed path card |
| Door |
Block a passage |
| Key |
Remove troll or door |
Victory: Most gold after 3 rounds wins.