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Singapore box art
2011 Ranked #7,954

Singapore

An economic development game has merchants acquire lots, construct buildings, move workers, and turn resources into victory points. Powerful black-market actions risk fines, so profitable illicit trade may damage the leader.

Strategy Games Economic Action Points Grid Movement Theme: Tropical

Players

3-4

Play time

Not listed

Age

12+

Complexity

2.6/5

Rating

6.14

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 4.4/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Sir Stamford Raffles has established a post at the southern tip of the Malay Peninsula and is inviting merchants to take ownership of certain plots of land as long as they develop those locations.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Sir Stamford Raffles has established a post at the southern tip of the Malay Peninsula and is inviting merchants to take ownership of certain plots of land as long as they develop those locations. In Singapore players are rich merchants who are trading to develop that small outpost into a metropolis. Players own one building at the start of the game, and each round they take ownership of a new lot – with the player who has the fewest points determining who gets which land – and erect a new building. Each building has one or more streets connecting it to adjacent locations, and after building you can move 1-2 workers along the streets to take actions in up to three buildings; these buildings provide a small amount of resources or allow trades of resources/VPs/money for some better combination of resources/VPs/money. A number of the buildings are black market locations that tend to be more powerful than legit businesses, but carry the possibility of stinging you in the end. Each time you build or use a black market building, you draw a chip from a bag. If the chip is black, keep it; if white, the player who has the most black chips and opium is fined and loses half his opium stash. Opium can be quite profitable, but will the cops catch you with dirty hands before you unload the goods? In the end, the player with the most victory points wins so find the right balance of aboveboard business and criminal doings.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
3–4
Best with
2–4
Play time
90 min
Age
12+
Complexity
2.6/5
Credits and catalog connections

Credits

Designers

1
Peer Sylvester

Artists

1
Alexandre Roche

Publishers

2
Arclight Games White Goblin Games

Linked items

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