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Moeraki: Kemu box art
2011 Ranked #10,396

Moeraki: Kemu

An abstract territory game has rival tribes place pieces to enclose fields, build connections, and claim spaces on a diagonal grid. Several victory routes create competing threats, while the neutral ball and optional warrior can reshape what territory remains claimable.

Abstract Abstract Strategy Pattern Building Tile Placement Category: Combinatorial

Players

2

Play time

Not listed

Age

8+

Complexity

2.8/5

Rating

7.20

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Moeraki - Kemu is about the rivalry between two Maori tribes on the southern island of New Zealand: the Matau (hooks) and the Manala (birds). The game is played on a diagonal grid, with the players playing pieces on the intersections.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Moeraki - Kemu is about the rivalry between two Maori tribes on the southern island of New Zealand: the Matau (hooks) and the Manala (birds). The game is played on a diagonal grid, with the players playing pieces on the intersections. The basic game is played as follows: At the start of the game, the first player places the neutral Moeraki-ball on one of the nine central intersections of the board. After that, the players take turns placing one of their own pieces on the board. When a square is on the board is completely enclosed by pieces, the player who has the majority (normally 3:1, but it can be 2:1 or 3:0 next to the edge or the neutral Moeraki-ball) claims the field and places a tribe marker on it. The game can be won in one of four ways: 1. Tahuna (beach): A player wins if he has enclosed a field with four of his own pieces. 2. Awa (river): A player wins if he has a piece on each of the intersections on one of the diagonal lines from one edge to another edge. 3. Ara (road): A player wins if he has a piece on each of the four intersections on one edge. 4. Marae (holy ground): When all the fields in the center have been claimed, players count the number of tribal markers they have got on the board (markers that are on the edge and that have been claimed with a 2:1 majority count only half). The player with the most markers wins the game. The players win several matches, until one of them has won the pre-determined amount of matches. In the advanced version of the game, both players receive a Maori-Tane (warrior). Once during the game, a player may place the Tane on the board instead of a tribal marker. When he does so, all he chooses a direction. Any fields between the Tane and the edge in that direction cannot be claimed; any markers already present are removed.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
25 min
Age
8+
Complexity
2.8/5
Credits and catalog connections

Credits

Designers

1
Stefan Kiehl

Artists

1
Florian Buchner

Publishers

2
Kiehly TAC Verlag

Linked items

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