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Zaberias box art

Zaberias

Players

2-4

Time

20-180

Age

6+

Weight

2.17

Rating

7.25

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Zaberias has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Zaberias has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. It offers a fresh and different experience each time it is played, allowing players to discover new tactics and strategies. The game also adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged and coming back for more.

Luck profile

Zaberias has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Zaberias is a game that strikes a good balance between luck and strategy.

Overview

In the magical realm of Zaberias four tribes are fighting to conquer the whole realm: The Guardians, Orcs, Humans, and Undead. It is a strategy-level war game. A player must conquer new fortresses and upgrade existing ones so to increase income, and gain access to stronger and bigger units. Each unit has different innate skills (power, range, & speed), and some special abilities which add many strategic maneuvers, fun, and replay-ability. The game is straight forward and easy to learn; it does not limit the player but rather gives freedom of action. In each turn, a player can receive money, build units, upgrade fortresses, move and attack as much as his resources and units allow him. There is no specific action sequence. a player can do what suits him best.

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Credits

Designers

2
Brachya Glueck Benny Goldstein

Publishers

1
E Mobility Now

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