
- BGG rank
- BGG #682
- BGG rating
- 7.5
DVONN
- 2 players
- 30 min
- Complexity 2.7/5
- 2001

2007
Rules assistance for TZAAR
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
TZAAR is a board game released in 2007 for 2 players, 30–60 minutes per game, and ages 13 and up. It was designed by Kris Burm and its main mechanics are Grid Movement and Map Reduction.
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.
TZAAR supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for TZAAR is 30–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists TZAAR for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
TZAAR has a complexity rating of 2.5 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
TZAAR belongs to these categories: Abstract Strategy. Its main mechanics are Grid Movement and Map Reduction. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of TZAAR are: Kris Burm. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists TZAAR as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.