Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Players
1-4
Time
60-90
Age
10+
Weight
2.88
Rating
7.29
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Sabotage offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities, allowing players to improve their strategy over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Sabotage has a strong replayability score of 7.91.
Sabotage has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions and planning, luck still plays a significant role. The game's outcome is a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of chance and skill.
Sabotage is a game of team stealth tactics. Two teams compete, with spies trying to save the world and the villains trying to stop them. Spies must be clever and quiet, while the villains must deduce and hunt. The game is played on a 4x4 grid. Both teams have their own copy of the map, separated by a divider. Four dice are rolled each round, and all players program their moves simultaneously by spending those dice. The villains execute their programmed moves first, followed by the spies. When spies take a move action, they must announce some information about their location to the villains, who use this to deduce and track the spies. Both sides have the ability to unlock new tools and get access to more dice each round. To win, the spies must hack eight times before the villains hit them five times with their weapons. -description from designer
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