Περιγραφή

In Micro Dojo, you represent one of two Daimyos who have been tasked by the Shogun to bring prosperity to a small town. Carefully use the town’s retainers to complete the Shogun’s tasks and win favour. The most prosperous Daimyo will be granted the title to the town.

Micro Dojo is a 20 min tactical euro game for two players, intended to fit comfortably in a pocket or purse. In Micro Dojo, players take control of the Ninja, Samurai, Sumo and Geisha meeples to generate resources, develop the town, and score points by achieving the Shogun’s tasks.

Each turn players move one of the four meeples to an adjacent space and take the action there – either gathering resources, taking a building, or activating a scoring objective. The catch? You can’t move the last meeple either you or your opponent moved. The games end when the last objective is triggered, or a player reaches 7 points.

Movement is tight, requiring you to second guess your opponents plan. Timing is crucial, triggering objective scoring only when it benefits you. Like a sparring match, every move should be chosen with precision and efficiency, or your opponent will strike.

Micro Dojo

SKU: PGLMD001
17,99
Εξαντλημένο
Εκτιμώμενη ημερομηνία κυκλοφορίας: 12/2025
Προθεσμία υποβολής προπαραγγελίας: 11 Νοεμβρίου, 2025
Για περισσότερες πληροφορίες δείτε τους Όρους & Προϋποθέσεις

Πληρώστε σε 3 άτοκες δόσεις των 6,00. Μάθετε περισσότερα

Περιγραφή

In Micro Dojo, you represent one of two Daimyos who have been tasked by the Shogun to bring prosperity to a small town. Carefully use the town’s retainers to complete the Shogun’s tasks and win favour. The most prosperous Daimyo will be granted the title to the town.

Micro Dojo is a 20 min tactical euro game for two players, intended to fit comfortably in a pocket or purse. In Micro Dojo, players take control of the Ninja, Samurai, Sumo and Geisha meeples to generate resources, develop the town, and score points by achieving the Shogun’s tasks.

Each turn players move one of the four meeples to an adjacent space and take the action there – either gathering resources, taking a building, or activating a scoring objective. The catch? You can’t move the last meeple either you or your opponent moved. The games end when the last objective is triggered, or a player reaches 7 points.

Movement is tight, requiring you to second guess your opponents plan. Timing is crucial, triggering objective scoring only when it benefits you. Like a sparring match, every move should be chosen with precision and efficiency, or your opponent will strike.

Επιπλέον πληροφορίες

Αριθμός και διαστάσεις περιεχόμενων καρτών:
12 Κάρτες
41 x 63

Κατηγορίες
EAN 5070000690209
Γλώσσα

Παίκτες

1-2

Διάρκεια

10-30'

Ηλικίες έως

10+

Πολυπλοκότητα

Οδηγίες

Αγγλικά

Κατασκευαστής

Τύπος

Βασικό Παιχνίδι

Κυκλοφορία

Μηχανισμοί

, , ,

Θέμα

,

Σχεδιαστές

Μπορεί επίσης να σας αρέσει…