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Gaming Blog

Sagani - First Play!

2/7/2023

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2nd July 2023

It's a Sunday and we're logged into Board Game Arena for an evening of gaming fun and distraction.

Bring harmonious equilibrium to the world by seeking balance between the four elements, nature and spirits in the game Sagani. How is this achieved? By drafting and placing tiles of course, in this quite abstract game.

Caveat: We've only ever played this game digitally.

What's in a game?
  • ​Tiles​: Square tiles are used in Sagani and come in 4 colours, each one associated with an element, fire is red, earth is green, water is blue and air is white.
    While not double-sided per se, each side of a tile conveys some information.
    Front: The front will display 1-4 coloured 'arrows' pointing away from the card 1 or more of the 8 directions, the colours of these arrows will be in some combination of the game's 4 elemental colours. The front will also show a 'vessel' - which in thematic terms is meant to contain a spirit, it also displays a victory point (VP) value. This VP value is directly linked to the number of arrows; 1 arrow has 1VP, going all the way up to 4 arrows which has 10VPs.
    Back: The flip side of a tile will show a 'released spirit'. It will also show its colour and VP value. Thus players can ascertain how many arrows are on the other side but not their positioning or colours.
Picture
A sample of tiles.
Picture
The back of a tile. The information here tells players it's a red tile 4 arrows on the other side.
  • Disc tokens: Sagani uses 2 types of disc token and a 'penalty' token.
    Penalty token: During Sagani it's possible for players to be penalised VPs and it is possible to go into a negative score. Penalty tokens are used to track this.
    Player token: There are 20 of these discs known as 'sound discs in each player colour.
    Cacophony discs: These rather dramatically named red discs are essentially extra discs a player can use but at the cost of a some VPs (The aforementioned penalties).
  • Score tracker: The score tracker is pretty standard and is used to track player order (Which is important at some times) and also serves as the game end trigger.
    Along the top is a row of 4 spaces, these are the 'intermezzo' spaces, more on these later.
Picture
Score tracker with 4 intermezzo spaces at the top.
There's a fairly minimal use of art in the game, mainly being the 'vessels' on the front of the tiles and elemental spirits on the back. It's perfectly adequate and gives Sagani a clean and uncluttered look that lends the game a bright and colourful appearance on the table when played.

Iconography is also kept to a minimum here, consisting only of numbers and arrows. Players will not encounter any problems with iconography when playing Sagani.
I will add that the 'arrows' are displayed 'thematically', which means red arrows look like flame and so on. I'm not a particular fan of this as it made the arrows look less like arrows.

On to play
Setup
  • Tiles: Shuffle all the tiles into 3 equal face-down stacks.
  • Players: Give each player the 20 discs in their player colour to create their own personal supply.
    Additionally, each player should put their score token on the score tracking board.
  • Starting tiles: Deal 5 tiles from one of the stacks into a face-up row to create a drafting area.
  • First player: Determine a starting player.

​On to play
In Sagani, players will be drafting tiles into their personal playing area to create a display and also create objectives which will need to be completed. This is done by matching coloured arrows to their colour on other tiles.
For the most part, Sagani uses the typical turn order with the active player acting before play progresses to the person their left. However, once in a while actions will occur in order of scoring position on the score tracker.
In the active player's turn, the following actions are performed.
  • Draft tile: The active player must draft a tile from available selection, how this is done is based on how many tiles are available to draft.
    • 2-5 tiles: If there are 2-5 tiles in the drafting area, then the active player must draft one of those.
    • 1 tile: If there is only 1 tile left to draft, the active player has a choice.
      Draft the tile: The active player can draft the remaining tile.
      Blind draw: Alternatively, the active player can place the last tile into one of the intermezzo spaces above the score tracker and then must flip and take the topmost tile from the draw stack. This is why it's important to have an idea what's on the front of tiles.
  • Place tile: The drafted tile must be placed into the active player's display. It can be rotated to any position but must be placed orthogonally adjacent to another already played tile (Unless obviously, it is the 1st tile placed.).
  • Place discs: Next, the active player takes a number of discs equal to the arrows shown on the newly placed tile from their personal supply and places them on the centre of that tile, thus they will take 1-4 discs.
    Insufficient discs: If the active player does not have enough discs in their personal supply, then they must take a cacophony disc for each of their own discs that is missing. Each cacophony disc taken will cost the active player -2VPs! However, players retain any cacophony discs they get which can be reused later in the game.
  • Match arrows: Now the active player should check all the 'uncovered' arrows on all their tiles.
    Any arrow(s) that is pointing directly at a tile which matches the arrow's colour (Regardless of distance.) can be 'resolved'. This is done by taking a disc from the centre of that tile and covering that particular arrow.
    After a tile is placed, it is possible to resolve multiple arrows across multiple tiles.
  • Score tiles: If all the arrows on a particular tile have been covered. That tile has been completed.
    The active player should return the discs to their personal supply, this then frees the discs - including any cacophony discs to be used on other tiles later on in the game. Next, flip the tile and then score it on the score tracker. A flipped tile can still be used to resolve other arrows.
  • End of turn: A couple of events may occur at the end of the active player's turn.
    • Intermezzo: If at the end of a player's turn all 4 intermezzo spaces are filled with tiles, then the game goes to a intermezzo round.
      Draft intermezzo tiles: Players may now draft one of the tiles on the intermezzo spaces. This is not done in the usual turn order. Instead the player with the lowest score goes first and so forth until the player with the highest score goes last. Any tiles taken are placed with the usual placement rules.
      Discard tiles: If none of the 4 available tiles on intermezzo spaces were taken, then all 4 are discarded out of the game. If at least 1 was taken, the others remain.
    • Refill drafting area: If there are no tiles in the drafting area at the end of a player's turn, draw 5 new tiles.
    • Next player: Play no progresses to the player on the left of the active player.

Endgame
Play progress until the scoring threshold is reached on the score tracker, this is dependant on player count.
Play then continues until all players have had equal turns.

Score are tallied, highest score wins.


Overall
Sagani's theme is pretty thin and almost negligible.
Elements and spirits? Tiles and arrows? It all feels a bit forced and if theme is important to you, then you may find Sagani a little unengaging. For me, it's not too much of an issue and didn't put me off the game.

Mechanically, Sagani almost feels like more of a puzzle than a tile-laying game. It's all about the optimal placement of those tiles and putting down a tile that will match up the most arrows. Players will find themselves placing tiles in such a way that they will hope to get the right coloured tile later in the game.
Sometimes it felt like an exercise in frustration, I found myself wanting to complete every tile and essentially solve the puzzle but in a game like this, that's never possible.

This brings me to an interesting element of the mechanics; namely having a limited number of discs to place on tiles.
​It means that playing tiles - particularly the higher value tiles that might not be completed for while is a twofold risk, not only may the tile not get completed but it also ties up the disks, potentially forcing players to take cacophony discs. The penalties for taking a couple isn't too great but it's something to avoid if you can.

This is balanced with how the higher value tiles genuinely offer more value.
E.g.
A 1VP tile requires 1 arrow to be resolved, earning 1VP 'per resolution'.
A 10vp tile requires 4 arrows to be resolved, earning 2.5VP 'per resolution'.
It means a 10VP tiles offer much better efficiency over any other tiles provided it can be completed.
It's a good implementation of an element of risk/reward that forces players to consider short and long term goals.

There's also a higher level of play that comes from watching other players and potentially drafting a tile they might need.

Sagani is also pretty straightforward and accessible to non-gamers, the basic concept of pointing an arrow at its particular colour is easily understood, the only wrinkle being the intermezzo rules which are a touch fiddly but nothing close to a game breaker.

However, while I feel that Sagani has solid gameplay, I also feel that the light rules that makes it accessible do mean it doesn't really stand out from the crowd for me. There are plenty of games that pretty much do what Sagani does just as well.
I'd happily play Sagani if someone else wanted to but personally, I can't think why I'd choose it over any of the other good drafting and tile laying games.

I do think that this would be a good introductory game to people unfamiliar with this style of game.
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