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(A detailed strategy guide to those that need to level up their game.)
 
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#'''Make sure you have a building to trade, always.'''
#'''Make sure you have a building to trade, always.'''
#Do NOT overspend at the beginning but be aware of the scores acquired by your opponent per round of each building.
#Do NOT overspend at the beginning but be aware of the scores acquired by your opponent per round of each building.
#If you are falling behind it is more important to spend money on a good building that will score you more per round than a lesser building.
#If you are falling behind it is more important to spend money on a good building that will score you more per round than a lesser building.  The more rounds you can use it the more valuable it will prove.
#When trading to a dual function building identify what you need more at the time.
#When trading to a dual function building identify what you need more at the time.  Generally at the beginning having a little extra money to spend in Aristocrat phase.  Near end game you want Victory Points.
#The Pub should be played conservatively (if at all) at the beginning and liberally at the end.
#The Pub should be played conservatively (if at all) at the beginning and liberally at the end provided you have excesses.
#'''ANY''' building can be traded to a better building even ones you don’t have further use for.
#'''ANY''' building can be traded to a better building especially ones you have no further use for.
#''The observatory is a powerful building which generally should be used for it special ability every turn.  Even if you can't build it, you can spoil it from others getting it.''
#''The observatory is a powerful building which generally should be used for it special ability every turn unless you are falling being in VP.  Even if you can't build it, you can spoil/discard it from others getting it.''


===Aristocrat Phase===
===Aristocrat Phase===

Revision as of 09:29, 30 September 2020

Saint Petersburg

Saint Petersburg is a simple engine building game where you are trying to balance rubles (money/purchasing power) with victory points. The object is to make sure you can afford more and more as the game progresses but quickly turn money into victory by mid-game.

General

  • Be aware of how much your opponents have to spend.
  • Things that drop to the next level are one less.
  • Each card lowers the cost of the same type of card.
  • Dual functions (generate rubles and victory) are almost always good investments.
  • Recognize who goes first for the each phase on the next round is important.

Worker Phase

  1. Always purchase the most workers you can afford at the beginning.
  2. Each worker lowers the cost of the same type of worker. This is especially important with the miner and the lumberjack, which will pay you back almost immediately after the 1st or 2nd is purchased.
  3. Make sure you have the ability to trade a worker to another role.

Building Phase

  1. Make sure you have a building to trade, always.
  2. Do NOT overspend at the beginning but be aware of the scores acquired by your opponent per round of each building.
  3. If you are falling behind it is more important to spend money on a good building that will score you more per round than a lesser building. The more rounds you can use it the more valuable it will prove.
  4. When trading to a dual function building identify what you need more at the time. Generally at the beginning having a little extra money to spend in Aristocrat phase. Near end game you want Victory Points.
  5. The Pub should be played conservatively (if at all) at the beginning and liberally at the end provided you have excesses.
  6. ANY building can be traded to a better building especially ones you have no further use for.
  7. The observatory is a powerful building which generally should be used for it special ability every turn unless you are falling being in VP. Even if you can't build it, you can spoil/discard it from others getting it.

Aristocrat Phase

  • Aim high, you want the maximum amount of "different" aristocrats by end game this means you want close to ten this is less likely in a multi-player game but a lack of having the ability will likely ruin you.
  • If you can afford a dual function pay for it unless your opponent seems to holding back their money just don’t stack your tableau with the same types.

Trade Phase

  • Everything in the bottom row will be cleared, generally speaking make sure that everything at the top allows for an even amount of purchases in a worst case scenario
  • Let some trade cards fall to cheaper prices and snap them up immediately in the next worker or building phase.
  • Consider storage of valuable trades that you can use (or give additional slots).
  • Almost NEVER consider downgrading a trade the cost is always one but generally what you get is less than what you need, save that for more workers better buildings.

End Game

  • End game occurs when one stack is unable to replenish the vacancies on the board. Look ahead to see if it is likely to happen on the round. Only ONE deck needs to be exhausted.
  • Make sure to clear your storage this round or face a whopping negative five (-5) per card.
  • The trade phase is only important for Aristocrat diversity and that may be luck of the draw, generally speaking only the Worker, and Building Phase are important.
  • Clearing workers primary give you more slots but are overall not very valuable (or cost) they generally should be avoided this round unless you are trying to make sure the end of the game occurs.
  • Rubles are only worth a single victory point for every ten' Even a five point building will score you a better ratio unless you are trying to limit your opponents options.
  • Spend as much of it that you can that round this usually means maxing your pub unless an additional Aristocrat will score you more but if you are expecting it from the Trade phase (just don't count on it).

Final Notes

There are always exceptions to the above suggested strategies. Observing what you and your opponents need (and has) is fundamental to Saint Petersburg. Once you get good, a game can take fifteen minutes and you will discover those subtleties. In additional even taking one or two of those into account if you are new to the game will pick up your pace quickly.