Micro Dojo

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, unlock building abilities, and score objectives.

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.

Round 15 – Castle vs Barracks

Two very popular buildings from the original game here, both useful in scoring points. The appeal of getting 2 points straight away from the Castle is clear, and I often see players in their first game dedicating several turns to gathering resources with the sole intention of taking the Castle. When a late objective depends […]

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