RulesPal
Chat
Rulebook
Sagarian thumbnail

Sagarian

Sagarian Rulebook

Table of Contents

Table of Contents

  • Look at the Gameboard
  • Components
  • Starting
  • How to Win
  • Challenging
  • How to Challenge
  • Playing
  • Blocking
  • The Maelstrom and Black Holes
  • The Inner Ring and the Fireball
  • The Quick and Dirty: Rules of the Game in a Nutshell

Look at the Gameboard

From the outside going inward, the parts of the game board are: The Outer Ring, The Maelstrom (the spiral with black spaces), The Inner Ring, and The Fireball (the sun). The Fireball is the highest level; the Outer Ring is the lowest level. The black spaces are called Black Holes.

Components

Sagarian has 3 types of cards:

  • Universal Cards (white): used to answer questions when on a colored space.
  • Black Hole Cards (black): used for questions or commands when in a Black Hole.
  • Challenge Cards (red): used to challenge other players (or yourself when in the Fireball).

Starting

Choose your game piece. Place the game pieces on the Outer Ring spaces next to the small colored planets. Each game piece must match its planet. Give each player 6 Challenge Cards and 3 chips. Don't look at the cards. Remove the Universal card box (the white cards) - this will be passed around during play.

How to Win

To Win, You Must Be The First Person In The Fireball With No Challenge Cards Remaining.

Challenging

Remember, the way to win the game is to be the first in the Fireball with no challenge cards left. When you win a Challenge, you lose a challenge card. It's that simple. (It's also a great way to collectively pick on that know-it-all!)

There are three ways in which you can challenge another player. They are:

  • Land On Any Occupied Space. You must Challenge that player (or players). You do NOT take a Universal question or a Black Hole card UNLESS you have NO Challenge cards.
  • Roll A Total Of 6. Choose to move 6 spaces OR Challenge a player of your choice (including those in the Fireball).
  • Land On A Space That Has A Star On It (There are 3 on the Outer Ring). You must challenge a player of your choice. If you land on a star and a player simultaneously, you must challenge that player and then challenge another player of your choice.

How to Challenge

Ask a player a Challenge card question (randomly drawn from your hand). If he is wrong, that's great - discard the card. The challenged (defeated) player must draw a new card from the deck. If he answers correctly, you must discard that card and replace it with one of his cards (selected at random). You DO NOT Roll Again After You Have Challenged Someone. Play continues clockwise. You cannot challenge a player who is on a playing level below you (e.g., Maelstrom player to Outer Ring player, Inner Ring player to Maelstrom player, etc.)

Playing

Game play is always clockwise. The red player goes first. Roll 1 or 2 dice (your choice at any time in the game) then move your game piece. The player to your right will ask you the Universal card question matching the space you land on. Universal cards are categorized by color - PEOPLE (RED); PLACES (ORANGE); NUMBERS (YELLOW); CREATURES (GREEN); THINGS YOU SHOULD KNOW (BLUE); THINGS (PURPLE). The categories are clues to the answer.

If you answer correctly, roll again. If you're wrong, then the next clockwise player gets a chance to answer your question. The same question continues around the table until answered, blocked or everyone (except the person asking the question) has had a chance to answer. Whoever answers correctly gets to go next. (Notice, in this way, players can be passed over and miss a turn.)

If no one is correct, the card is returned to the pack and play continues as normal with the next clockwise player. If no one gets it right, DON'T REVEAL THE CORRECT ANSWER. Only Universal questions can be attempted by more than one player. Challenge cards and Black Hole cards are not shared unless stated otherwise.

Before entering the Maelstrom (the next level), you must go around the Outer Ring at least once. When you choose to move up is part of your strategy. You do not have to land on a purple space or Outer Ring Black Hole in order to move into the Maelstrom. The white spaces do count as spaces, but there are no questions. If you land on one, you must wait until your next turn to move.

Blocking

Blocking is part of your strategy and is where those chips come in. If you don't know the answer to any Universal question and you think that you're in danger of missing your turn, you may choose to block it. This will stop the question being passed to the next player. Blocking gives you another chance and guarantees that you get to go next.

To block the question, DO NOT attempt to answer it; just say "block" and turn in a chip. Return the question unanswered to the back of the deck. Then take another turn (roll). You must block before attempting to answer. You may block Universal questions (including your own) but not Challenge cards and Black Hole cards.

The Maelstrom and Black Holes

This is where the fun really begins! You will find yourself doing things you never thought you would do. Better yet, you'll be watching your family and friends doing things they never thought they would do! Be careful; just because you do something is no guarantee that you'll be rewarded positively for it!

Move clockwise along the spiral (Maelstrom) - not in a straight line toward the Inner Ring. Play is exactly the same as before if you land on a colored space - draw a Universal Card. Blocking and Challenging still work the same way.

If you land in a Black Hole, the person to your right will draw a Black Hole card and either ask a question or issue a command. You don't have to do anything, but keep in mind there are consequences! NEVER read the consequences of a Black Hole UNTIL the answer or command performance has been given. You cannot block a Black Hole card. You don't roll again after using a Black Hole card unless indicated otherwise. You only stay in a Black Hole for one turn. Play continues clockwise with the next player.

If you land in an occupied Black Hole you DO NOT take a Black Hole card, you must challenge that player unless you have no Challenge cards in your hand..

The Inner Ring and the Fireball

Keep going around the Inner Ring answering Universal questions until you roll a 6. Then, you may jump into the Fireball OR challenge another player. (You can also still challenge someone by landing on his or her space). You must go directly into the Fireball if you land on the small white space (but not the larger one).

Once in the Fireball, if you have no Challenge Cards, you're the winner. If you still have Challenge Cards, you attempt to answer one of them at each successive turn (the player to your right asks you.) If you get it wrong, the question is offered to the other players (except the one asking the question). If any other player gets it right, you are ousted from the Fireball to the Inner Ring (any space). DO NOT replace the Challenge card. If you are ousted from the Fireball 3 times, you're out of the game! If no one can answer your Challenge question, then you deserve to stay in the Fireball (because you were not beaten.).

The Last Player Remaining In The Game OR The First To Get Rid Of All Of His Challenge Cards And To Be In The Fireball Wins!

Note: If all players are in the Inner Ring and you're feeling brave, you can "Go Kamikaze" and risk it all. Instead of rolling the dice, jump in the Fireball on your turn while shouting "Kamikaze!" ("Bonzai" and "Yippee-kie-yay" are also acceptable.) and try to answer all your challenge cards on that one turn. The player to your right will ask you the questions. If you're wrong even once - you're out of the game. (You big loser!) If you're completely correct, then you win!

The Quick and Dirty: Rules of the Game in a Nutshell

  • Game pieces match starting position planets. (Put them on the Outer Ring spaces next to the small colored planets). The Red player goes first.
  • Each player gets 6 Challenge cards and 3 chips. Don't look at your cards!
  • Players always move clockwise - you cannot move backwards or "straight across" the Maelstrom to the Inner Ring. Roll 1 or 2 dice anytime to move at your own pace.
  • Orbit the Outer Ring at least once. Note: Rushing to the Fireball is not always the best way to win.
  • Use Universal cards for all colored spaces, Challenge cards for Challenges and Black Hole Cards for Black Holes. The player to your right always asks the question.
  • Main Strategies: (1) Pace Toward The Fireball; (2) If, When & Whom You Challenge; (3) When You Block.
  • How to Challenge: Roll a 6 (optional), Land on Someone (mandatory), or Land on a Star (mandatory).
  • No Challenging A Player Below Your Level (e.g., Maelstrom to Outer Ring).
  • You don't roll again after a Challenge or a Black Hole. Roll Again For Correct Universal Questions Only.
  • 6 is the "Magic Number". Roll 6 to Challenge, to jump in the Fireball (from the Inner Ring), or just to move.
  • No blocking of Challenges or Black Hole cards. You may block Universal questions only. (before answering)
  • The Inner Ring small white space automatically sends you to the Fireball (The larger one doesn't count.)
  • Attempt to answer your own challenge cards when in the Fireball (if you have any left) - one per turn normally; all of them for "Kamikaze".