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Santa Fe box art
1992 Ranked #6,598

Santa Fe

This railway-building card game has players extend shared rail lines and connect cities to multiply their card values. Branch lines and double turns create explosive opportunities, but track placement choices also reshape scoring for all routes.

Strategy Games Trains Open Drafting Network and Route Building

Players

2-5

Play time

Not listed

Age

10+

Complexity

2.21/5

Rating

6.95

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Each game is made up of rounds. A round begins with all players playing one card from their hands and placing it face down on the table.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Each game is made up of rounds. A round begins with all players playing one card from their hands and placing it face down on the table. Then, all cards are exposed simultaneously. There are 66 City Cards and each carry a name of a city along with a number value (ranging from 2 to 7). Since the trains begin their expansion from the easternmost part of the board, the farther west the city, the higher its number value. Players score points only for City Cards that are played and placed face up. Cards that remain unplayed in hands have no value. The numerical value of a City Card is multiplied by the number of railroads connected to it. Players may also play a Double turn Card, a combination of a City Card with a Branch Line card or a combination of a Double Turn Card and a Branch Line Card. A Double Turn Card allows a player to place two pieces of track in both track phases of a turn (although only one piece of track may be placed if desired). Furthermore, all bonuses are doubled during the round that card is played. Each Railroad has two Branch Line Cards and a player may pay $1 and draw one of them. (Players may only hold one Branch Line Card in their hands at any one time.) If held, the Branch Line Card must be played immediately on the next round in conjunction with either a City or Double Turn Card. Play of a Branch Line Card allows a player to start a new route of track for the named railroad from any city that railroad connects, thereby extending the railroad. After exposing a card, the round continues with two turns of laying track. Players do not control any specific rail line. Each player can place track on any color provided that the played track connects to an existing corresponding rail network on the board. Once all track is placed, all players replenish their hands (up to five cards). The First Player passes the First Player Train to the player on the left (who becomes the First Player for the subsequent round) and the next round begins. The first player to connect the first railroad to any city earns $2. Certain cities are marked with colored squares (matching the colors of certain railroads). Should a corresponding color railroad enter that city, the player making that connection gets a bonus of $4. Double Turn Cards double all bonuses in a round. When all track pieces of all the railroads have been played or if a player is unable to play any piece of track because all playable railroads are "dead-ended", the game ends and points are tallied. Points are received in two ways. First, players receive 1 point for each $1 they have. Second, each City Card is worth its value times the number of different rail lines connected to it. The player with the highest total wins! (In case of a tie, the player with the most City Cards valued at "7" is declared the victor.)

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Editions

Language and publisher variants currently recorded in the catalog.

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Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
2–5
Play time
70 min
Age
10+
Complexity
2.2/5
Credits and catalog connections

Credits

Designers

1
Alan R. Moon

Artists

1
Ralf E. Kahlert

Publishers

1
White Wind