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Saustall box art

Saustall

Players

2-4

Time

?-?

Age

10+

Weight

2.23

Rating

6.24

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Saustall 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.

Replay value

Saustall has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. Although it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

Saustall has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game has a balanced mix of luck and strategy, with the outcome being influenced by both luck and player decisions.

Overview

A body was found in the picturesque mountain village. Players try to guess the murderer and the motive behind the murder as well, as completing their own tasks (see below). During the game players "bet" on the characteristics of the murderer. In their turn, they play an action that allows them to give a suspect an alibi. Some alibis can be made invalid through other actions. Its also possible to lower or rise the chances of a suspect being the murderer. It does also contain an deduction element, because the clues that identify the murder cannot be changed. Finding out the clues that are in the game is vital. In the end one of the clues in the game will be drawn to identify the murderer. The game also contains a take-that element: Players can hinder the player taking his turn by giving him a task that he is obliged to fulfill instead of taking his turn, or risk negative points. In the end, players score positive points for the correct suspect, motivation and clues and negative points for the unfulfilled private tasks.

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Credits

Designers

1
Michael Rieneck

Artists

1
Victor Boden

Publishers

2
HUCH! Kaissa Chess & Games

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