This is an absolutely fantastic roleplaying tactics game. I want to review it on two fronts, one technical and one purely personal.
Depending on my mood, I swing between traditional RPG's where the focus is on story telling and not combat, and tactics and wargame style RPG's like the Battletech/MechWarrior rule sets. I tend to appreciate each on separate merits, though some of those overlap.
I would say Zafir tends more towards the latter than the former. It focuses on tactics, battlefield layout, team outfitting, and planning. It gives you the options to move through that battle in many of the ways games like D&D and Pathfinder do, providing you with the freedom to do things like sliding, taking cover, climbing and dropping down. It is a game that lends itself to maps and miniatures, or could likely be played with proxy units, paper and grids, or online via Zoom and other methods. If you're a fan of PC games like XCOM, Battletech (2018), and other similar turn-based tacticals, and you're looking for a tabletop game you'll be into, I cannot recommend this game enough.
The art is fantastic as well. The rules and history are fascinating and combine some of my favorite fantasy world elements into one setting. Technomancy-style factions and equipment. Steampunk stylings. Magic, swords, it has it all weaved into a fantastic backstory that is at once both inspiring and tragic, and reflective of our own in many places. It gives you a huge world to work with.
On a personal note, I am a trans gamer, and it is so wonderful to me to meet a game that on its face, declares that I am welcome as both a gamer AND a character in it. So often I meet game universes where I have to find a way to fit in, or just compromise (moreso a problem with PC games, where rules tend to be more rigid due to programming), but I was only a few pages in when I knew Zafir was going to be right for me. That made my whole week when I saw that.
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