Dancing Dojos (0)
Tempo di Gioco: 30
Età Min.: 0
Giocatori: 2 - 5
Editore: The Limestone Cowboy
Designer: Scott James Brito
Artisti: Scott James Brito
Meccaniche: Variable Player Powers, Take That, Race, Set Collection, Hand Management, Open Drafting
Età Min.: 0
Giocatori: 2 - 5
Editore: The Limestone Cowboy
Designer: Scott James Brito
Artisti: Scott James Brito
Meccaniche: Variable Player Powers, Take That, Race, Set Collection, Hand Management, Open Drafting
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Dancing Dojos is a small, fast-paced set-collection card game by SCOTT JAMES BRITO of The Limestone Cowboy...
December 25th, 1854, 1 day after the devastating magnitude 8.4 Nankai and Tokai earthquakes. You and up to 4 four other friends will help the local sensei to rebuild their resepective dojos. Make the cards dance around the table as you draft them: sensei, spies, shuriken, flaming shuriken, walls, and temples. The first to build a sensei's dojo wins all glory!
During your turn, draft a card, perform an action, draft a 2nd card, and perform another action. Free actions may be performed unlimited times at any point during your turn.
To build a sensei’s dojo, collect a set of set of 4 cards matching the same suit. (Ex. 1 stone temple, 1 stone eastern wall, 1 stone western wall, and 1 stone sensei). Place them in their appropriate spaces within your 6 space, pyramid-shaped, player area.
In addition to set collection, each card type has a unique ability. For example, if you have a sensei in your play area, you may throw a shuriken (spend the shuriken by taping one of its corners on the opponent’s targeted card) do attack! Combine certain card types to unlock hidden abilities! Ex: Having the wood sensei and the wood temple allows you to search the discard pile for 1 wall card (once per turn). You may also strategically place cards face-down to keep a card safe, withhold it from an enemy, or even to set a trap!
—description from the designer
December 25th, 1854, 1 day after the devastating magnitude 8.4 Nankai and Tokai earthquakes. You and up to 4 four other friends will help the local sensei to rebuild their resepective dojos. Make the cards dance around the table as you draft them: sensei, spies, shuriken, flaming shuriken, walls, and temples. The first to build a sensei's dojo wins all glory!
During your turn, draft a card, perform an action, draft a 2nd card, and perform another action. Free actions may be performed unlimited times at any point during your turn.
To build a sensei’s dojo, collect a set of set of 4 cards matching the same suit. (Ex. 1 stone temple, 1 stone eastern wall, 1 stone western wall, and 1 stone sensei). Place them in their appropriate spaces within your 6 space, pyramid-shaped, player area.
In addition to set collection, each card type has a unique ability. For example, if you have a sensei in your play area, you may throw a shuriken (spend the shuriken by taping one of its corners on the opponent’s targeted card) do attack! Combine certain card types to unlock hidden abilities! Ex: Having the wood sensei and the wood temple allows you to search the discard pile for 1 wall card (once per turn). You may also strategically place cards face-down to keep a card safe, withhold it from an enemy, or even to set a trap!
—description from the designer
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ag.gameitem.lastUpdated: 2025-04-29 15:57:51.809