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Santa Fe

#308BGG ↗

1992 · 2-5 players · 70min · weight 2.20 · 245 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
308
Name
Santa Fe
Year
1992
Rank
7816
Min players
2
Max players
5
Playing time
70
Min playtime
70
Max playtime
70
Avg weight
2.2
Num weights
15
Bayes avg
5.63839
Average
6.9586
Users rated
245
Num owned
319
Wanting
28
Wishing
68
Num comments
85
Fetched at
Wed Apr 29 2026 05:34:56 GMT+0000 (Coordinated Universal Time)
Mechanisms (2)
Network and Route BuildingOpen Drafting
Categories (1)
Trains
Description (2833 chars)

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.)

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.