Table feel
Tzaar has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not emphasize cooperation as much.
Players
2
Time
30-60
Age
13+
Weight
2.52
Rating
7.66
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Tzaar has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not emphasize cooperation as much.
Tzaar has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds to the replay value. The game offers deep strategic possibilities and allows players to improve their strategy over time. The player interaction score is average. Tzaar scales well with different numbers of players and is relatively easy to learn. Overall, it has a good replayability score of 7.9.
Tzaar has a low influence of luck. Random elements have minimal impact on the game outcome, which relies more on player decisions and strategy. 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.
TZAAR is a game about making choices. Both players have 30 pieces, divided in three types: 6 Tzaars, 9 Tzarras and 15 Totts. The three types of pieces form a trinity: They cannot exist without each other. The aim is either to make the opponent run out of one of the three types of pieces or to put him in a position in which he cannot capture any more. The tricky question the players will have to ask themselves on each of their turns is: “Shall I make myself stronger or my opponent weaker?” Meaning: Will you capture an opponent’s piece and make him weaker, or will you jump on top of one of your own pieces and make yourself stronger? If you choose to jump on top of your own pieces too often, you will probably leave your opponent with too many pieces on the board. On the other hand, if you capture too often, you may end up with pieces that are not strong enough at the end of the game. What to do? Up to you to decide! TZAAR replaced TAMSK as part of project GIPF, which was felt to not quite fit in with the others due to its use of sand timers.
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