Micro Dojo (2021)
Temps de jeu: 30
Age min.: 10
Joueurs: 1 - 2
Editeur: Reflexshop, Don't Panic Games, Prometheus Game Labs
Concepteurs: Ben Downton
Artistes: David Grigoryan
Mécaniques: Worker Placement, Different Worker Types, Worker Placement, Highest-Lowest Scoring, Area Movement
Age min.: 10
Joueurs: 1 - 2
Editeur: Reflexshop, Don't Panic Games, Prometheus Game Labs
Concepteurs: Ben Downton
Artistes: David Grigoryan
Mécaniques: Worker Placement, Different Worker Types, Worker Placement, Highest-Lowest Scoring, Area Movement
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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 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.
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Micro Dojo
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ag.gameitem.lastUpdated: 2025-04-22 12:40:18.177