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Safe Breaker box art
Rich game profile

Safe Breaker

Safe Breaker (a.k.a. Merkurya) is a simple-to-learn game of memory and deduction! The game consists of 12 objects: six showing colors and six showing numbers. (In the original version of the game, these objects were cards; in newer versions, they're castle towers that stick toget...

Players

3-6

Time

?-?

Age

7+

Weight

1

Rating

5.91

Should this hit the table?

Quick read before the metadata.

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Teach 2.6

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 3.8

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Safe Breaker offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is average, but the scalability of the game is good, adapting well to different player counts. The easiness to learn score is moderate, offering a balance between accessibility and depth. Overall, Safe Breaker has a solid replayability score of 7.9, making it a game worth playing multiple times.

Luck profile

The final luck score for Safe Breaker is 5.67, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.

Overview

What ABG knows about this game

Safe Breaker (a.k.a. Merkurya) is a simple-to-learn game of memory and deduction! The game consists of 12 objects: six showing colors and six showing numbers. (In the original version of the game, these objects were cards; in newer versions, they're castle towers that stick together magnetically.) Each player receives one color and one number, keeping these values secret since they form that player's combination. Play starts with one player asking the player to the left if they have a certain color and number. If they have either of those values, they say "yes" and they become the next player; otherwise they say "no" and the question passes to the next player to the left to answer. When a player thinks they know an opponent's combination, on their turn they can name that player's color and number. If the guess is correct, that opponent is out of the game and the player gets another turn — but if they're wrong, they are out of the game instead and the wrongly accused opponent now has the next turn. As far as the rules go, that's it! How much do you talk to your opponents? Do you keep quiet or suggest questions for them to ask? Do you remind them who answered what, and if you do, did you remember correctly?! Are you spinning disinformation?

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Credits

People and publishers

Designers

1
Dave Cousins

Artists

1
Matt Maddock

Publishers

3
HCM Kinzel North and South Games Smart Zone Games

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