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.
The pledge manager for Micro Bots is now live on Gamefound, allowing you to late pledge for a copy of Micro Bots: Duel (for just £10/$12) or add the Power Up expansion (for a total of £18/$22). Check out the page below for more details: Micro Dojo & Express Shipping If you missed the previous…
Earlier in the year I bought the roll-and-write game Rolling Realms by Stonemaier Games, and I fell in love with it. So much so in fact that I wrote an article analysing the games framework and then used that analysis to create a version of Micro Dojo that would could be played alongside Rolling Realms.…
This is it. The final 3! There isn’t must left to say that hasn’t already said about these Buildings, so get to voting and next week we will crown the champion! To get involved in the voting, click on the link here for the Micro Dojo Facebook Group.
The last round of the semi-finals is here, and almost the last week of the playoffs! As the Shinchoku buildings were all eliminated in earlier rounds we have 2 final Tsuyo buildings pitted against each other. Both of these are pretty wild from a design point of view, as they disrupt two parts of the…
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