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For the rules of Saboteur, types of cards available etc. see [[Gamehelpsaboteur]]
For the rules of Saboteur, see <b>[[Gamehelpsaboteur|GameHelpSaboteur]]</b>


== Check your role! ==
== Check your role! ==


You might be surprised how frequently players forget to check this most important information at the beginning of every round!
* You might be surprised how frequently players forget to check this most important information at the beginning of every round!


=== Gold-Digger ===
=== Saboteur 1 ===
 
==== Gold-Digger ====


* The first thing to do is to show your teammates that you are a Gold-Digger by:
* The first thing to do is to show your teammates that you are a Gold-Digger by:
** placing a T or + path, or
** placing a or path, or
** placing a dead end behind the start card, or
** placing a dead end behind the start card, or
** if there is already a saboteur revealed, by breaking one of the saboteur's tools!
** if there is already a saboteur revealed, by breaking one of the saboteur's tools!
* When there is one or more saboteurs without any broken tools, try to:
* When there is one or more saboteurs without any broken tools, try to:
** break their tools!
** break their tools!
** Place paths with multiple branches ( + T -| ) so that the saboteurs cannot place dead end paths to block all your options!
** Place paths with multiple branches ( ╋ ┳ ┫ ) so that the saboteurs cannot place dead end paths to block all your options!


=== Saboteur ===
==== Saboteur ====


There are various strategies which have varying success depending on the experience of the other players:
* There are various strategies which have varying success depending on the experience of the other players:
* Behave like a Gold-Digger the whole round - not recommended!
** Behave like a Gold-Digger the whole round - not recommended!
* Bluff with moves that could be a Gold-Digger - can be good at the start
** Bluff with moves that could be a Gold-Digger - can be good at the start.
* Take advantage of a Gold-Digger who does not prove themselves by breaking one of their tools and then 'hide' - can be very effective
** Take advantage of a Gold-Digger who does not prove themselves by breaking one of their tools and then 'hide' - can be very effective.
* Break Gold-Diggers early - usually better to save breaks for key moments and when Gold-Diggers are close to gold
** Break Gold-Diggers early - usually better to save breaks for key moments and when Gold-Diggers are close to gold.
* Discard - better than helping the Gold-Diggers towards gold!
** Discard - better than helping the Gold-Diggers towards gold!
* Place dead ends/curve backwards as soon as possible - can be very effective to take advantage of having all the Saboteurs free at the start of the round
** Place dead ends/curve backwards as soon as possible - can be very effective to take advantage of having all the Saboteurs free at the start of the round.
* Consistently either curve up or down repeatedly - can work if you have lots of the same curve, but remember Gold-Diggers may be able to curve back again!
** Consistently either curve up or down repeatedly - can work if you have lots of the same curve, but remember Gold-Diggers may be able to curve back again!


=== Selfish dwarf ===
==== Selfish dwarf ====


* Save some good paths so ensure you can open goal cards when given the opportunity
* Save some good paths so ensure you can open goal cards when given the opportunity.
* Try not to dig 1 path card away from unknown goal cards
* Try not to dig 1 path card away from unknown goal cards.
* Leave your teammates broken
* Leave your teammates broken.
* Fix yourself instead of your teammates.. typical selfish stuff!
* Fix yourself instead of your teammates.. typical selfish stuff!


=== Geologist ===
=== Saboteur 2 ===
 
==== 4 each Green/Blue Gold-Diggers ====
 
* To help ensure you win as a Gold-Digger, place doors with your colour just before reaching goal cards.
* Any colour of door can be helpful for working out who is and is not on your green/blue team depending on how other players react to a door.
* Remember the digger after you may not be the same colour as you, so try not to dig one path card away from an unknown goal card or you may regret it...
* Inspecting the role of the player after you can give you a good advantage if they are a Gold-Digger.
** If they are the same colour as you, try to let them know and help them to open goal cards.
** If they are the opposite colour, try to sabotage them just before reaching unknown goal cards.
* Ladders are a good way to overcome doors of the opposite colour without looking like a Saboteur.


* On average Geologists do better with more paths played (greater chance of crystals), so long paths are good.
==== 3 Saboteur ====
* Geologists also like doors which exclude green or blue diggers from treasure. Having both blue and green doors in series is even better!
 
* With many Gold-Diggers, you may also want to play like a Saboteur! Just remember your tools may be broken as a result...
* This is often the most difficult role to play as it relies on the other players not working together to find gold.
* If you think there is another Geologist, try to put them in jail just before the end of the round so that you get their half of the geologists' treasure
** When playing with inexperienced players who all work together, the Saboteurs almost always lose.
* With more than 5 players, usually it is best to 'hide' at the beginning of a round and rely on the other players hesitating before goal cards.
* One strategy is to discard 3 cards every turn to:
** Reduce the number of path cards available to Gold-Diggers.
** Find good action cards such as change role and swap hands.
** Unlike Saboteur 1, if you place dead ends/curve backwards as soon as possible, it is very risky as all other roles benefit from playing paths.
** Unlike Saboteur 1, sometimes one curve up or down is enough to disrupt the other players naturally playing a long line of straight paths.


=== Boss ===
==== 1 Boss ====


* The Boss loves doors, and receives more gold with fewer winners, so try to force the path through at least one green or blue door, preferably both!
* The Boss loves doors, and receives more gold with fewer winners, so try to force the path through at least one green or blue door, preferably both!
* Don't open gold yourself when there are no doors or all the green and blue diggers will share the treasure and there might be nothing left for you!
* Don't open gold yourself when there are no doors or all the green and blue diggers will share the treasure and there might be nothing left for you!
* Use ladders as a last resort
* Use ladders as a last resort.


=== Profiteer ===
==== 1 Profiteer ====


* Often behaving like a saboteur is a safe bet - the only thing on the Profiteer's mind is how to make as few winners as possible for the round.
* Often behaving like a saboteur is a safe bet - the only thing on the Profiteer's mind is how to make as few winners as possible for the round.
* The profiteer doesn't mind geologists much as their treasure is separate
* The profiteer doesn't mind geologists much as their treasure is separate.
* Again, loves doors, try to save any you pick up and try to force the path through them.
* Again, loves doors, try to save any you pick up and try to force the path through them.
* Avoid playing ladders to help the Gold-Diggers
* Avoid playing ladders to help the Gold-Diggers.
 
==== 2 Geologist ====
 
* On average Geologists do better with more paths played (greater chance of crystals), so long paths are good.
* Geologists also like doors which exclude green or blue diggers from treasure. Having both blue and green doors in series is even better!
* With many Gold-Diggers, you may also want to play like a Saboteur! Just remember your tools may be broken as a result...
* If you think there is another Geologist, try to put them in jail just before the end of the round so that you get their half of the geologists' treasure.


=== Green/Blue Gold-Diggers ===
== Saboteur 1: Efficient use of cards  ==


* To help ensure you win as a Gold-Digger, place doors with your colour just before reaching goal cards.
=== Know your paths! ===
* Any colour of door can be helpful for working out who is and is not on your green/blue team depending on how other players react to a door.
* Remember the digger after you may not be the same colour as you, so try not to dig one path card away from an unknown goal card or you may regret it...
* Inspecting the role of the player after you can give you a good advantage if they are a Gold-Digger
** If they are the same colour as you, try to let them know and help them to open goal cards
** If they are the opposite colour, try to sabotage them just before reaching unknown goal cards
* Ladders are be a good way to overcome doors of the opposite colour without looking like a Saboteur


== Efficient use of path cards (Saboteur 1) ==
* 1 "'''ladder'''" (start card) ╋
* 1 "'''gold'''" (goal card) ╋
* 1 "'''coal 7'''" (goal card) ┓
* 1 "'''coal r'''" (goal card) ┏
* 5 "'''cross'''" ╋ ("straight")
* 5 "T" or just "'''t'''" ┳ ("straight")
* 3 "simple straight" or just "'''simple'''" ━ ("straight")
* 5 "vertical t" or just "'''vt'''" ┣ (curve)
* 5 "'''7'''" ┓ (curve)
* 4 "'''r'''" ┏ (curve)
* 4 "'''noodle'''" ┃ (vertical)
* 7 "front dead ends" or just "'''de'''"
* 2 "vertical dead ends" or "'''noodle de'''"


=== Gold-Diggers ===
==== Gold-Diggers ====


* Sometimes it is necessary to curve up/down in order to move forward!
* Sometimes it is necessary to curve up/down in order to move forward!
* When Saboteurs are broken, don't be afraid to use curves!
* When Saboteurs are broken, don't be afraid to use curves!
* Remember there are a limited number of straight ( + T - ) paths.
* Remember there are a limited number of straight ( ╋ ┳ ━ ) paths.
* Learn the rule of "'''two curves = 1 straight'''"
* Learn the rule of "'''2 curves = 1 straight'''".
* Avoid discarding paths as much as possible
* Avoid discarding paths as much as possible.
* If you are the first Gold-Digger after a Saboteur, you are a prime target for them to break your tools, so try to dig helpful paths every turn that you are not broken
* If you are the first Gold-Digger after a Saboteur, you are a prime target for them to break your tools, so try to dig helpful paths every turn that you are not broken.
* '''Don't place curves on top/underneath straight ( + T ) paths if possible!'''
* '''Don't place curves on top/underneath straight ( ╋ ┳ ) paths if possible!'''


=== Saboteurs ===
==== Saboteurs ====


If you are free and have no dead ends, try to surround key paths so that it becomes a better rf (rockfall) spot!
* If you are free and have a '''[[#Know_your_paths.21|front de]]''', use it ASAP!
** Forcing the Gold-Diggers to play an extra path or rockfall is usually your best move.
* If you have no dead ends, try to surround key paths to create better '''[[#Rf_spot|rf spots]]'''!
* Otherwise curving backwards on top/underneath a '''[[#Know_your_paths.21|cross]]''' or '''[[#Know_your_paths.21|t]]''' is often good.


== Efficient use of action cards (Saboteur 1) ==
=== Know your actions! ===


=== Rockfall ===
* 2 "simple '''pick'''" = single pickaxe fix
* 2 "simple '''lamp'''" = single lamp fix
* 2 "simple '''trol'''" = single trolley fix
* 1 "'''picklamp'''" ("multi") = pickaxe or lamp fix
* 1 "'''picktrol'''" ("multi") = pickaxe or trolley fix
* 1 "'''lamptrol'''" ("multi") = lamp or trolley fix
* 3 "pick '''break'''" = single pickaxe break
* 3 "lamp '''break'''" = single lamp break
* 3 "trol '''break'''" = single trolley break
* 3 "'''rf'''" = rockfall
* 5 "'''map'''" =...map!


There are only '''3''' in the deck, so save them for critical moments - you may have only one rockfall card for your team!
==== Rockfalls ====


When path cards are surrounded on all sides they become a prime target for a rockfall
* As there are only '''3''' in the deck, save them for critical moments - you may have only one rockfall card for your team!
* When path cards are surrounded on all sides they become a prime target for an '''[[#Know_your_actions.21|rf]]'''.


=== Fixes ===
===== Rf spot =====


==== Single ====
* An "rf spot" is a path card which, if an '''[[#Know_your_actions.21|rf]]''' is played to remove it, requires a particular type of path card to replace it.
** '''[[#Know_your_paths.21|Simple straights]]''' ( ━ ) are a typical target as there are only '''3''' in the Saboteur 1 deck.


* There are '''2''' single fixes for each tool - use them to fix your teammates ASAP!
==== Single tool fix ====
 
* Use them to fix your teammates ASAP!
* When given the choice between fixing yourself and your teammate, it is usually better for your team to fix your teammate.
* When given the choice between fixing yourself and your teammate, it is usually better for your team to fix your teammate.


==== Double ====
==== Multi tool fix ====


* Only '''1''' double fix for each combination of tool - save double fixes for critical moments, e.g.:
* Save multi fixes for critical moments, e.g.:
** when two of your team are both broken with the same tool type, or
** when two of your team are both broken with the same tool type, or
** when there are no more cards in the deck, or
** when there are no more cards in the deck, or
** when you know all of the single type have been used already
** when you know all of the single type have been used already.


=== Maps ===
==== Maps ====


* Try not to map too early - save them for when your tools are broken and you would otherwise be discarding
* Try not to map too early - save them for when your tools are broken and you would otherwise be discarding.
* Try to map goal cards that your teammates have not already mapped - this gives your team more information
* Try to map goal cards that your teammates have not already mapped - this gives your team more information.
* If you have 3 or more maps, the 3rd map can be used to indicate where the gold is!
* If you have 3 or more maps, the 3rd map can be used to indicate where the gold is!


== Working out who the Saboteurs are ==
=== Working out who the Saboteurs are ===
 
This is much easier when playing Saboteur 1 with the 'maximum Saboteurs' option.
 
With 5 players it is usually quite easy to deduce who the Saboteurs are even before every player has played.
* Saboteurs will tend to discard at the beginning
* Gold-Diggers will tend to dig towards gold..
 
For example, in a 5 player Saboteur 1 game with the maximum number of Saboteurs:


If the first two players have already dug T or + straight paths in the centre and you are a Gold-Digger, it is very likely that the other two players are Saboteurs and it is not a bad idea to break one of their tools even though they have not had a chance to play yet.
* This is much easier when playing Saboteur 1 with the '''''maximum Saboteurs''''' option.
* With 5 players it is usually quite easy to deduce who the Saboteurs are even before every player has played.
** Saboteurs will tend to discard at the beginning
** Gold-Diggers will tend to dig towards gold..
* For example, in a 5 player Saboteur 1 game with the maximum number of Saboteurs:
** If the first two players have already dug or in the centre and you are a Gold-Digger, it is very likely that the remaining two players are Saboteurs and it is not a bad idea to break one of their tools even though they have not had a chance to play yet.


== Some Lingo ==
== Saboteur 2: Efficient use of cards ==


=== straight ===
=== Know your paths! ===


* + = cross
==== Saboteur 1 path cards ====
* T = t or T
* - = simple (straight)


=== curve ===
* See '''[[#Know_your_paths.21|Saboteur 1: Know your paths]]'''.


* -| = vt 'vertical' t
==== +30 path cards ====
* ¬ = 7 / L
* r


=== de ===
* 3 "'''green door'''" ( ━ ┏ ┃ )
* 3 "'''blue door'''" ( ━ ┓ ┃ )
* 4 "'''ladder'''" ( ━ ┓┏ ┃ )
* 2 "'''tunnel'''" = 'Bridge' ( ╂ ╂ )
* 2 'Double Curve' ( ┓┗  ┛┏ )
* 10 with crystals ( ╋ ┳ ┳ ┳ ┳ ━ ┣ ┣ ╸ ╹ )
* 6 other new paths ( ━ ┓┏ ┏ ┃ ┃ )


* Any dead end = 'de'
=== Know your actions! ===
* Any dead end that can be placed in front of the path = 'front de'


=== fix ===
==== Saboteur 1 action cards ====


* single lamp = 'simple lamp'
* See '''[[#Know_your_actions.21|Saboteur 1: Know your actions]]'''.
* single pickaxe = 'simple pick'
* single trolley = 'simple trol'
* double fixes = 'multi' with one of 'lamp'/'pick'/'trol' depending on the context


=== rf ===
==== +21 action cards ====


* Rockfall card = 'rf'
* 1 "'''rf'''" = rockfall - crystal paths and doors are common targets.
* rf spot = a path card which, if a rockfall spot is played on it, requires a particular type of path card to replace it in order to continue the path
* 4 "'''steal'''" = 'Theft' - best played just before the end of a round so that other players do not have time to play 'hands off'.
** simple straights ( - ) are a typical target as there are only '''3''' in the Saboteur 1 deck
* 3 'Hands Off' - save these until someone uses theft and play as soon as possible.
* 2 "'''swap hands'''" = 'Swap Your Hand' - try to make moves that make other players break you, fix with 2 cards multiple times to reduce your hand size and then swap hands!
* 2 "'''check role'''" = 'Inspection' - checking the role of the next digger can be very useful.
* 2 "'''change role'''" = 'Swap Your Hats' - best played just before the end of a round.
* 3 "'''jail'''" = 'Trapped!' - best played just before the end of a round.
* 4 "'''free'''" = 'Free at last!' - keep one for the end of the round in case another player jails you when your hand size reduces to 1.

Revision as of 19:32, 5 January 2022

For the rules of Saboteur, see GameHelpSaboteur

Check your role!

  • You might be surprised how frequently players forget to check this most important information at the beginning of every round!

Saboteur 1

Gold-Digger

  • The first thing to do is to show your teammates that you are a Gold-Digger by:
    • placing a ┳ or ╋ path, or
    • placing a dead end behind the start card, or
    • if there is already a saboteur revealed, by breaking one of the saboteur's tools!
  • When there is one or more saboteurs without any broken tools, try to:
    • break their tools!
    • Place paths with multiple branches ( ╋ ┳ ┫ ) so that the saboteurs cannot place dead end paths to block all your options!

Saboteur

  • There are various strategies which have varying success depending on the experience of the other players:
    • Behave like a Gold-Digger the whole round - not recommended!
    • Bluff with moves that could be a Gold-Digger - can be good at the start.
    • Take advantage of a Gold-Digger who does not prove themselves by breaking one of their tools and then 'hide' - can be very effective.
    • Break Gold-Diggers early - usually better to save breaks for key moments and when Gold-Diggers are close to gold.
    • Discard - better than helping the Gold-Diggers towards gold!
    • Place dead ends/curve backwards as soon as possible - can be very effective to take advantage of having all the Saboteurs free at the start of the round.
    • Consistently either curve up or down repeatedly - can work if you have lots of the same curve, but remember Gold-Diggers may be able to curve back again!

Selfish dwarf

  • Save some good paths so ensure you can open goal cards when given the opportunity.
  • Try not to dig 1 path card away from unknown goal cards.
  • Leave your teammates broken.
  • Fix yourself instead of your teammates.. typical selfish stuff!

Saboteur 2

4 each Green/Blue Gold-Diggers

  • To help ensure you win as a Gold-Digger, place doors with your colour just before reaching goal cards.
  • Any colour of door can be helpful for working out who is and is not on your green/blue team depending on how other players react to a door.
  • Remember the digger after you may not be the same colour as you, so try not to dig one path card away from an unknown goal card or you may regret it...
  • Inspecting the role of the player after you can give you a good advantage if they are a Gold-Digger.
    • If they are the same colour as you, try to let them know and help them to open goal cards.
    • If they are the opposite colour, try to sabotage them just before reaching unknown goal cards.
  • Ladders are a good way to overcome doors of the opposite colour without looking like a Saboteur.

3 Saboteur

  • This is often the most difficult role to play as it relies on the other players not working together to find gold.
    • When playing with inexperienced players who all work together, the Saboteurs almost always lose.
  • With more than 5 players, usually it is best to 'hide' at the beginning of a round and rely on the other players hesitating before goal cards.
  • One strategy is to discard 3 cards every turn to:
    • Reduce the number of path cards available to Gold-Diggers.
    • Find good action cards such as change role and swap hands.
    • Unlike Saboteur 1, if you place dead ends/curve backwards as soon as possible, it is very risky as all other roles benefit from playing paths.
    • Unlike Saboteur 1, sometimes one curve up or down is enough to disrupt the other players naturally playing a long line of straight paths.

1 Boss

  • The Boss loves doors, and receives more gold with fewer winners, so try to force the path through at least one green or blue door, preferably both!
  • Don't open gold yourself when there are no doors or all the green and blue diggers will share the treasure and there might be nothing left for you!
  • Use ladders as a last resort.

1 Profiteer

  • Often behaving like a saboteur is a safe bet - the only thing on the Profiteer's mind is how to make as few winners as possible for the round.
  • The profiteer doesn't mind geologists much as their treasure is separate.
  • Again, loves doors, try to save any you pick up and try to force the path through them.
  • Avoid playing ladders to help the Gold-Diggers.

2 Geologist

  • On average Geologists do better with more paths played (greater chance of crystals), so long paths are good.
  • Geologists also like doors which exclude green or blue diggers from treasure. Having both blue and green doors in series is even better!
  • With many Gold-Diggers, you may also want to play like a Saboteur! Just remember your tools may be broken as a result...
  • If you think there is another Geologist, try to put them in jail just before the end of the round so that you get their half of the geologists' treasure.

Saboteur 1: Efficient use of cards

Know your paths!

  • 1 "ladder" (start card) ╋
  • 1 "gold" (goal card) ╋
  • 1 "coal 7" (goal card) ┓
  • 1 "coal r" (goal card) ┏
  • 5 "cross" ╋ ("straight")
  • 5 "T" or just "t" ┳ ("straight")
  • 3 "simple straight" or just "simple" ━ ("straight")
  • 5 "vertical t" or just "vt" ┣ (curve)
  • 5 "7" ┓ (curve)
  • 4 "r" ┏ (curve)
  • 4 "noodle" ┃ (vertical)
  • 7 "front dead ends" or just "de"
  • 2 "vertical dead ends" or "noodle de"

Gold-Diggers

  • Sometimes it is necessary to curve up/down in order to move forward!
  • When Saboteurs are broken, don't be afraid to use curves!
  • Remember there are a limited number of straight ( ╋ ┳ ━ ) paths.
  • Learn the rule of "2 curves = 1 straight".
  • Avoid discarding paths as much as possible.
  • If you are the first Gold-Digger after a Saboteur, you are a prime target for them to break your tools, so try to dig helpful paths every turn that you are not broken.
  • Don't place curves on top/underneath straight ( ╋ ┳ ) paths if possible!

Saboteurs

  • If you are free and have a front de, use it ASAP!
    • Forcing the Gold-Diggers to play an extra path or rockfall is usually your best move.
  • If you have no dead ends, try to surround key paths to create better rf spots!
  • Otherwise curving backwards on top/underneath a cross or t is often good.

Know your actions!

  • 2 "simple pick" = single pickaxe fix
  • 2 "simple lamp" = single lamp fix
  • 2 "simple trol" = single trolley fix
  • 1 "picklamp" ("multi") = pickaxe or lamp fix
  • 1 "picktrol" ("multi") = pickaxe or trolley fix
  • 1 "lamptrol" ("multi") = lamp or trolley fix
  • 3 "pick break" = single pickaxe break
  • 3 "lamp break" = single lamp break
  • 3 "trol break" = single trolley break
  • 3 "rf" = rockfall
  • 5 "map" =...map!

Rockfalls

  • As there are only 3 in the deck, save them for critical moments - you may have only one rockfall card for your team!
  • When path cards are surrounded on all sides they become a prime target for an rf.
Rf spot
  • An "rf spot" is a path card which, if an rf is played to remove it, requires a particular type of path card to replace it.
    • Simple straights ( ━ ) are a typical target as there are only 3 in the Saboteur 1 deck.

Single tool fix

  • Use them to fix your teammates ASAP!
  • When given the choice between fixing yourself and your teammate, it is usually better for your team to fix your teammate.

Multi tool fix

  • Save multi fixes for critical moments, e.g.:
    • when two of your team are both broken with the same tool type, or
    • when there are no more cards in the deck, or
    • when you know all of the single type have been used already.

Maps

  • Try not to map too early - save them for when your tools are broken and you would otherwise be discarding.
  • Try to map goal cards that your teammates have not already mapped - this gives your team more information.
  • If you have 3 or more maps, the 3rd map can be used to indicate where the gold is!

Working out who the Saboteurs are

  • This is much easier when playing Saboteur 1 with the maximum Saboteurs option.
  • With 5 players it is usually quite easy to deduce who the Saboteurs are even before every player has played.
    • Saboteurs will tend to discard at the beginning
    • Gold-Diggers will tend to dig towards gold..
  • For example, in a 5 player Saboteur 1 game with the maximum number of Saboteurs:
    • If the first two players have already dug ┳ or ╋ in the centre and you are a Gold-Digger, it is very likely that the remaining two players are Saboteurs and it is not a bad idea to break one of their tools even though they have not had a chance to play yet.

Saboteur 2: Efficient use of cards

Know your paths!

Saboteur 1 path cards

+30 path cards

  • 3 "green door" ( ━ ┏ ┃ )
  • 3 "blue door" ( ━ ┓ ┃ )
  • 4 "ladder" ( ━ ┓┏ ┃ )
  • 2 "tunnel" = 'Bridge' ( ╂ ╂ )
  • 2 'Double Curve' ( ┓┗ ┛┏ )
  • 10 with crystals ( ╋ ┳ ┳ ┳ ┳ ━ ┣ ┣ ╸ ╹ )
  • 6 other new paths ( ━ ┓┏ ┏ ┃ ┃ )

Know your actions!

Saboteur 1 action cards

+21 action cards

  • 1 "rf" = rockfall - crystal paths and doors are common targets.
  • 4 "steal" = 'Theft' - best played just before the end of a round so that other players do not have time to play 'hands off'.
  • 3 'Hands Off' - save these until someone uses theft and play as soon as possible.
  • 2 "swap hands" = 'Swap Your Hand' - try to make moves that make other players break you, fix with 2 cards multiple times to reduce your hand size and then swap hands!
  • 2 "check role" = 'Inspection' - checking the role of the next digger can be very useful.
  • 2 "change role" = 'Swap Your Hats' - best played just before the end of a round.
  • 3 "jail" = 'Trapped!' - best played just before the end of a round.
  • 4 "free" = 'Free at last!' - keep one for the end of the round in case another player jails you when your hand size reduces to 1.