Table feel
Sagarian has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.
Players
3-6
Time
?-?
Age
12+
Weight
1.33
Rating
5.17
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Sagarian has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.
Sagarian has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers fresh experiences each time it is played and allows players to improve their strategy over time. The game's adaptability to different player counts ensures a consistent and engaging experience. While it may take some time to learn, the depth it offers makes it worth the investment.
Sagarian has a moderate level of luck involved in the game. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Each person is at the outer ring of the gameboard, and must make one complete lap before entering the next section. Players advance by getting questions right in categories like "People," "Numbers," "Things You Should Know," and "Creatures." Get it right and you roll the die and move forward. Miss and everyone else gets a shot, so players get skipped quite often. Don't want to give up control? Use a blocking chip to get a new turn. The goal is to reach the Fireball in the center with no Challenge Cards. You must play these on other players to get rid of them. Each one has a tongue-twister, riddle, logic question, or tough knowledge bit on it. If they're wrong, discard the question, and the next person goes. If they are right, he or she gives you a card and you discard the played one. Black Hole cards are the comedy part of the game: when you land on one, have a person read it to you and do whatever the outcome is, after everyone is finished laughing. So it's a race to get rid of cards and get to the middle. If you still have cards when you get to the Fireball, YOU must answer all of your cards in a row without missing to win. 1997 Mensa Select
No media imported yet.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.
No linked items imported yet.