Table feel
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Players
3-5
Time
?-?
Age
8+
Weight
1
Rating
6.40
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a mix of direct confrontation and strategic depth.
The game offers a high level of variability with a diverse gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The strategic depth of the game provides room for players to improve their strategies over time. The game scales well with different numbers of players without compromising its appeal or balance. While the game may take some time to learn, it offers a good balance between easiness and depth. Overall, Dojo has a strong replayability score of 7.8.
The final luck score for Dojo is 7, indicating a game with a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
In Dojo, each player runs a dojo and tries to attract the most promising disciples. The game is played in rounds using a deck of cards, with each card showing a particular type of disciple: monkey, fox, tiger, crane, bear or raccoon (which functions as a joker). Each disciple also has a skill level, shown by a belt: white, yellow, green, blue or black. During each round, one player is the dealer. Each round consists of three phases: Recruitment, Challenge and Training. During the recruitment phase, the dealer draws a card, looks at it, and gives it face-down to a player. He repeats this process until each player has been dealt a card. During the challenge phase, the dealer may be challenged. The player to his left gets the first chance to challenge. If he does not challenge, the next player gets a chance, etcetera, until the dealer is challenged or all players have declined the opportunity to challenge. If there is a challenge, both players involved (the dealer and the challenger) show their card. The card with the highest value belt wins the challenge (with ties going to the challenger). The winner gains a trophy and may exchange his card with the loser’s card, if he so desires. During the training phase, each player adds his card to his dojo. During the first round, the card is simply placed on the table; during later rounds, new cards must be added adjacent to an earlier card. The end result should be a 3x4 grid. A player who has won a trophy must place that trophy next to a column or row. After twelve rounds, the game ends, and players score points. For each row, players score points for the biggest group of cards of the same type. For each column, players score points if each card shows the same colour belt. Trophies modify the scoring of a row or column.
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