Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Sakura Arms — known in Japanese as ???????? — is a two-player dueling game in which players first choose two of seven megami (Japanese goddesses), each of which has a different keyword that empowers some of their cards. Players then see what the opponent chose before assembling a...
Players
2
Time
?-?
Age
14+
Weight
3.13
Rating
7.58
Should this hit the table?
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Sakura Arms has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate, and the game scales well with different numbers of players. It is moderately easy to learn, striking a balance between accessibility and depth. Overall, Sakura Arms has a strong replayability score of 7.9.
Sakura Arms has a moderate level of luck involved in the game. Random elements like card draws and dice rolls have a notable impact on the game outcome, but players also have the ability to mitigate the effects of luck through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of both elements in their gameplay. While luck does play a role, it is not the sole determinant of the game outcome, with player strategy and decisions also playing a significant role.
Overview
Sakura Arms — known in Japanese as ???????? — is a two-player dueling game in which players first choose two of seven megami (Japanese goddesses), each of which has a different keyword that empowers some of their cards. Players then see what the opponent chose before assembling a deck of ten out of 22 cards, with the players choosing cards both to take advantage of their own megami powers and to exploit their opponent's weaknesses. Players then duel to see who will be victorious. The game uses a single kind of token to represent life, distance, aura (defense), and flare (special energy) based on the zone these tokens occupy. By moving tokens between zones, you attempt to gain the ideal position and set up as many attacks as possible — or be prepared to avoid attacks. The gameplay at its core is simple, and due to its limited environment, it is relatively easy to learn the cards for a deck-building game. Building a deck and playing normally takes less then 20 minutes. This is the first release for the 2nd version of the Sakura Arms game system. A 3rd version, with system changes and balance updates, has since been released.
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