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Mandala box art

Mandala

Game ID: GID0200812
Game Info
Year
2019
Players
2
Age
10+
Playtime
30 min
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
How this game feels to play
Description

The Mandala: the symbol of an ancient and sacred ritual. Colored sand is laid to create a symbolic map of the world before the pattern is ceremonially destroyed and the sand cast into the river.

In the two-player game Mandala, you are trying to score more than your opponent by collecting valuable cards — but you won't know which cards are valuable until well into the game! Over the course of the game, players play their colored cards into the two mandalas, building the central shared mountains and laying cards into their own fields. As soon as a mandala has all six colors, the players take turns choosing the colors in the mountain and adding those cards to their "river" and "cup". At the end of the game, the cards in your cup are worth points based on the position of their colors in that player's river. The player whose cup is worth more points wins.

The linen playmat shows two circular mandalas, with each being divided by a horizontal space (the mountain) to create one "field" for each player. The playmat has seven spaces in front of each player to hold their river of single face-up cards and their cup: the stack of face-down cards which they score at the end of the game.

To begin, each player receives a hand of six cards. Each player receives two random cards face down in their cup, then two random cards are dealt face up into the central mountain strip of each mandala.

On your turn, you may play either a single card into one of mountains, or one or more matching cards into one of your fields. All cards played into a mandala must follow the "Rule of Color": Once a color has been played into one of the three areas of a mandala, then later cards of the same color can be played only into that same area. Thus, once your opponent has played red cards into their field, then you can't play red cards in your field, and neither you nor your opponent can play red cards into the central mountain. If you played a card into a mountain, draw three new cards from the deck at the end of your turn; if you played cards into one of your fields, do not draw new cards.

A mandala is completed once it contains all six colors of cards. When this happens, the players "destroy" the mandala, taking turns to choose a color present in the mountain and claim all cards of that color. Whoever played more cards in their field chooses first; if tied, the player who did not complete the mandala chooses first. The first time you claim cards of a specific color, lay one of these cards in the lowest-valued empty space in your river, then place the rest into your cup. The spaces in your river are valued 1-6 in order, so cards of the first color you claim will be worth 1 point each, cards of the second color you claim worth 2 points each, and so on.

Once a mandala has been destroyed and all the colors in the mountain claimed, cards played in the fields are discarded, two new cards are dealt face up into the mountain, and the game continues.

The end of the game is triggered either when the deck is exhausted or when one player adds a sixth color to their river. Both players then tally the value of all the cards in their cup, based on the position of the colors in their river, and whoever has the higher score wins!

Contents:

1 linen playmat
108 mandala cards (18 in each of 6 colours)
2 reference cards

Description

The Mandala: the symbol of an ancient and sacred ritual. Colored sand is laid to create a symbolic map of the world before the pattern is ceremonially destroyed and the sand cast into the river.

In the two-player game Mandala, you are trying to score more than your opponent by collecting valuable cards — but you won't know which cards are valuable until well into the game! Over the course of the game, players play their colored cards into the two mandalas, building the central shared mountains and laying cards into their own fields. As soon as a mandala has all six colors, the players take turns choosing the colors in the mountain and adding those cards to their "river" and "cup". At the end of the game, the cards in your cup are worth points based on the position of their colors in that player's river. The player whose cup is worth more points wins.

The linen playmat shows two circular mandalas, with each being divided by a horizontal space (the mountain) to create one "field" for each player. The playmat has seven spaces in front of each player to hold their river of single face-up cards and their cup: the stack of face-down cards which they score at the end of the game.

To begin, each player receives a hand of six cards. Each player receives two random cards face down in their cup, then two random cards are dealt face up into the central mountain strip of each mandala.

On your turn, you may play either a single card into one of mountains, or one or more matching cards into one of your fields. All cards played into a mandala must follow the "Rule of Color": Once a color has been played into one of the three areas of a mandala, then later cards of the same color can be played only into that same area. Thus, once your opponent has played red cards into their field, then you can't play red cards in your field, and neither you nor your opponent can play red cards into the central mountain. If you played a card into a mountain, draw three new cards from the deck at the end of your turn; if you played cards into one of your fields, do not draw new cards.

A mandala is completed once it contains all six colors of cards. When this happens, the players "destroy" the mandala, taking turns to choose a color present in the mountain and claim all cards of that color. Whoever played more cards in their field chooses first; if tied, the player who did not complete the mandala chooses first. The first time you claim cards of a specific color, lay one of these cards in the lowest-valued empty space in your river, then place the rest into your cup. The spaces in your river are valued 1-6 in order, so cards of the first color you claim will be worth 1 point each, cards of the second color you claim worth 2 points each, and so on.

Once a mandala has been destroyed and all the colors in the mountain claimed, cards played in the fields are discarded, two new cards are dealt face up into the mountain, and the game continues.

The end of the game is triggered either when the deck is exhausted or when one player adds a sixth color to their river. Both players then tally the value of all the cards in their cup, based on the position of the colors in their river, and whoever has the higher score wins!

Contents:

1 linen playmat
108 mandala cards (18 in each of 6 colours)
2 reference cards

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 62
This page: 12
Sentiment: pos 10 · mix 1 · neu 1 · neg 0
Mentions per page
Showing 51–62 of 62
Video JklQ45DsH2k The Broken Meeple News at 19:59 sentiment: mixed
video_pk 9969 · mention_pk 90601
The Broken Meeple - Mandala video thumbnail
Click to watch at 19:59 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Gorgeous, striking production and art direction; bold visual design
Cons
  • Thematic and mechanical clarity unclear; extremely visually polarizing; high risk in appeal
Thematic elements
  • abstract strategy with strong visual design
  • abstract, visually intense board game
  • designed as a visually bold abstract game
Comparison games
none
Mechanics (from transcript analysis)
  • abstract strategy — Gameplay driven by abstract decisions rather than thematic tasks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is basically a fantasy war game for one to six players featuring six different races each with their own powers
  • three hundred dollars for this it's ridiculous
  • it's not cheap
  • this is insane
  • dinosaurs are cool
  • it's basically pandemic vibe with the dice game
  • it's a Mario Kart–style racing game that just had cards and wacky abilities
  • beige dungeon crawler you do not want beige to be a name associated with your dungeon crawler
  • amygdala i think is how you pronounce this this is uh was it game brewer
References (from this video)
No references stored for this video.
Video zJqdKED3NmM Chairman of the Board Discussion at 15:14 sentiment: positive
video_pk 8380 · mention_pk 24681
Chairman of the Board - Mandala video thumbnail
Click to watch at 15:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Smooth as silk
  • Tough decisions in a light framework
Cons
none
Thematic elements
  • Aesthetic card arrangement and placement
  • Two-player set collection/mandala framework
  • Tight, elegant abstract-like experience
Comparison games
  • Delicious
  • Floriferous
Mechanics (from transcript analysis)
  • set collection / mandalas — Draft and place cards into mandalas to maximize points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • one of the coolest initiative mechanisms that I've ever seen
  • this is like an essential because it is that good
  • an absolute blast playing these couple of games
  • the two-player card game on the market
  • Mandala is absolutely smooth as silk
References (from this video)
No references stored for this video.
Video lBIo3mE_yLM Chairman of the Board Top List at 15:31 sentiment: positive
video_pk 8272 · mention_pk 24249
Chairman of the Board - Mandala video thumbnail
Click to watch at 15:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep decisions for a two-player game
  • Flows well and remains engaging from start to finish
Cons
  • Rules can feel subtle; learning curve is modest
  • May be too lightweight for some heavy euro players
Thematic elements
  • Pattern collection and strategic card play
  • Two-player abstract duel
  • Elegant, color-coded strategy
Comparison games
none
Mechanics (from transcript analysis)
  • center-card drafting — Place cards into the center for later collection by both players
  • Hand Management — Manage and time card plays for future rounds
  • scoring by collected varieties — First card values and later cards gain value depending on type collected
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a very smooth game and very little complication
  • it's a lovely example of catering to a wide and versatile audience
  • it's a fantastic example of a bidding game and a racing game
  • this game is one of the most tense games I've ever played
  • I cannot praise this game enough it's amongst my favorite games of all time
References (from this video)
No references stored for this video.
Video VF2_KIaKRaI Chairman of the Board Top 10 List at 20:06 sentiment: positive
video_pk 7640 · mention_pk 22632
Chairman of the Board - Mandala video thumbnail
Click to watch at 20:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep and balanced card drafting with flexible paths to victory
  • Dynamic hand management and bidding creates tension
  • The two-mandala mechanic adds layer and depth
Cons
  • Production aesthetics may polarize; board feels like a tea towel
Thematic elements
  • card-driven, color-based market with two mandalas
  • Cultural/artistic theme focused on mandalas and color-driven bidding
Comparison games
none
Mechanics (from transcript analysis)
  • Bid for cards via color groups — Two mandalas where players bid to acquire cards; first choice affects future availability
  • Two mandalas in play — Balance two scoring tracks with cascading values; restrict opponent access
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the tension from start to finish is fantastic
  • i love the plate spinning aspect
  • one player is going to be the editor of the kind of free press and one person is going to be president nixon
  • the split you choose mechanism as you take cards from your hand
  • loads of different ways you can win this game
  • the thing i love the most about this game on top of all that really cool manipulation and card play
References (from this video)
No references stored for this video.
Video EIiUSBj15xE Getting Games Discussion at 32:24 sentiment: positive
video_pk 5382 · mention_pk 16011
Getting Games - Mandala video thumbnail
Click to watch at 32:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong abstract puzzle
  • Accessible to many players
Cons
  • Abstract may not appeal to all
Thematic elements
  • Colorful pattern building / pattern intersection
  • Abstract strategy
  • Abstract
Comparison games
none
Mechanics (from transcript analysis)
  • Pattern Building — Players draft and create patterns for scoring
  • Pattern drafting / mosaic-style placement — Players draft and create patterns for scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a euro style game that plays up to six
  • it's fully simultaneous
  • Concordia Venus ... brings in team play and that lets you play two on two which is a four player game and it also lets you play two versus two which is a six player game
  • not a euro game really it's more of a deduction style game where it's one versus many
  • I started to work on that video and I'm hoping to make it happen
  • Miniatures don't do anything for me
References (from this video)
No references stored for this video.
Video zgPVVoQl_VU Chairman of the Board Analysis at 1:41 sentiment: positive
video_pk 5259 · mention_pk 15549
Chairman of the Board - Mandala video thumbnail
Click to watch at 1:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • simple, card-driven abstract that yields deep strategic tension
  • early vs late card collection creates interesting scoring trajectories
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Mandala blew me away this year
  • Chinatown is the best negotiation game out there
  • barrage is a 10 out of 10 game for me
References (from this video)
No references stored for this video.
Video clf0DGfjWW4 Chairman of the Board Discussion at 6:44 sentiment: positive
video_pk 3172 · mention_pk 9333
Chairman of the Board - Mandala video thumbnail
Click to watch at 6:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fantastic two-player puzzle
  • highly regarded by the reviewer
Cons
  • thinkier for casual players
Thematic elements
  • artistic mandalas and bidding
  • two-player bidding and set-collection
Comparison games
none
Mechanics (from transcript analysis)
  • Auction / Bidding — players bid on center-drawn cards to claim sets
  • bidding — players bid on center-drawn cards to claim sets
  • Set Collection — collect cards to form sets with point values
  • shared card pool — cards are drawn from a common pool, affecting both players
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is definitely one of those games with a bit of laborious start but great payoff after you get your head around it
  • it's a wonderful family-friendly filler, a puzzly style game
  • one of my favorite games that i played last year
  • it's essential if you like your two-player games
References (from this video)
No references stored for this video.
Video A3PiqyZV8_g Before You Play Rules Teach at 0:04 sentiment: neutral
video_pk 1151 · mention_pk 129722
Before You Play - Mandala video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Clear, rule-focused tutorial with concrete steps for beginners
  • Visual representation of mood markers and resource flow is intuitive
  • Thematic integration of emotions provides a distinctive flavor for an abstract strategy game
  • Two-player play is well-supported with explicit end-game scoring mechanics
Cons
  • Prototype status mentioned; final components may differ
  • Some placement rules are nuanced and may require careful play to avoid ambiguity
  • End-game scoring bookkeeping can be bookkeeping-heavy in longer sessions
Thematic elements
  • Emotions and neural-inspired strategy; color-coded emotion tokens drive placement and scoring.
  • Seven emotion-themed clusters around a central focus area representing the amygdala; players build networks with emotion tiles.
  • abstract strategy with a neuroscience-inspired theme
Comparison games
none
Mechanics (from transcript analysis)
  • Bank management and currency — Each player has a bank that stores neuron coins, resources, claim tokens, and bonuses; the bank has a 10-space limit.
  • Bonus spaces and rewards — Bonus spaces yield rewards such as happiness tokens, dreams, and money, which tie into placement and scoring mechanics.
  • Claim tokens and end-game scoring — Claim tokens unlock end-game scoring for regions; end-game scoring is region-based with first/second/third place determined by emotion icon counts and token ownership.
  • Emotion tile placement — Emotion tiles are placed on the board adjacent to a focus area or to existing tiles of the same emotion, with mood marker positioning required prior to placement.
  • End-game scoring and region control — All seven regions are scored; points are awarded based on who has the most emotion icons per region, with bonuses and ties resolved via token order.
  • Mood marker movement constraint — Mood markers may only move clockwise; they can move as far as desired but cannot move backwards.
  • Network-based scoring — Emotion tiles form networks; players score points for each tile in their networks that matches the network’s emotion, with the center focus contributing differently from tiles.
  • Resource tile acquisition — Players move a mood marker to a lotus flower containing resources and pay neuron coins to acquire resource tiles used to claim emotion tiles.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a game centered around the amygdala which is a part of your brain that is responsible for strong emotions
  • the mood markers can only move in a clockwise direction they can move as far as you want them to but they cannot go backwards
  • there are three main types of actions that you can take
  • you get one point per matching emotion
  • end game scoring in each region requires a corresponding claim token and is decided by most emotion icons
  • the board is divided into seven different clusters and the center of each cluster is a focus center
References (from this video)
No references stored for this video.
Video ziSzbsljycI The Dice Tower Playthrough at 0:57 sentiment: positive
video_pk 917 · mention_pk 83648
The Dice Tower - Mandala video thumbnail
Click to watch at 0:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High interaction and chaotic back-and-forth
  • Asymmetric character design and expansions increase variety
  • In-box neoprene mat included with the box
  • Dynamic shard/doubler mechanics create multiple strategic paths
Cons
  • Rule complexity with many interacting effects
  • Luck-based elements from dice and draws can swing outcomes
  • Board-state tracking can slow down play for new players
Thematic elements
  • Chaotic tea party duel between Wonderland characters (Alice and Mad Hatter)
  • Wonderland-inspired two-player duel with plates and shards on a table
  • lighthearted, banter-filled playthrough
Comparison games
none
Mechanics (from transcript analysis)
  • Card effects and strike/shard manipulation — Players can remove or move shards, strike shards, or resolve card abilities to influence the board.
  • Commoner cards and plus-one cards — Cards provide optional actions and can be refreshed for reuse; plus-one cards draw extra cards.
  • Crow token and other markers — Tokens such as the crow influence actions on two spaces and can be returned by players.
  • Doubler and relocation — Doubles and relocates tokens that modify the outcome of actions and allow powerful combos.
  • Mancala-style plate action — On your turn, you pick up shards on a plate and distribute them to create a final plate action.
  • Reset/tea time — Tea Time resets the board state, removing shards and rebuilding starting positions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a two-player game where you're going head-to-head battle.
  • The Mad Hatter specializes in using these commoner deck cards a lot and Alice specializes in manipulating her doubler and refreshing her plus one cards.
  • Crow's pretty pricey. I think I'll save my abilities for now.
  • Mad Hatter's special ability is that when you draw a commoner card, you look at the top two and choose one.
  • The Jabberwock is a big bully.
  • Look at the looking glass, and then you fight your way through the tea party.
References (from this video)
No references stored for this video.
Video zAVCQ8r3BlI Chairman of the Board Discussion at 10:52 sentiment: positive
video_pk 947 · mention_pk 2672
Chairman of the Board - Mandala video thumbnail
Click to watch at 10:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast play, interesting end-game triggers
  • tight competition despite light components
Cons
  • the pacing can feel abrupt for some players
Thematic elements
  • color and shape collection with set collection
  • two-player abstract card drafting game
  • fast, strategic, and occasionally tactical
Comparison games
  • Jaipur
  • Twilight Struggle (via drafting pacing)
Mechanics (from transcript analysis)
  • Set Collection — collecting different card types to complete objectives
  • two-player dynamics — tight interaction and strategic sequencing
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game is a masterpiece
  • infinitely replayable
  • an absolute Masterpiece
  • this is such a cool game
  • an absolute joy to play
  • seven and a half out of ten
References (from this video)
No references stored for this video.
Video OX1Gofwlofk No Rolls Barred Top List at 10:40 sentiment: positive
video_pk 588 · mention_pk 86403
No Rolls Barred - Mandala video thumbnail
Click to watch at 10:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Universality: a family of games rather than a single title
  • Accessible entry point for learning abstract strategy across cultures
Cons
  • No single canonical Mancala game; terminology varies widely
  • Variant rules make standardization challenging
Thematic elements
  • Seed-sowing mechanics; strategic resource distribution
  • Africa; a family of games played across many cultures
  • cultural and practical overview; emphasizes universality and variety
Comparison games
none
Mechanics (from transcript analysis)
  • capture-like capturing and distribution — manipulate seeds to maximize capture or sowing gains
  • seed sowing — move seeds/stones through pits in a sowing pattern
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Okay ashtapada here the bad boy of the buddhist gaming scene
  • the traditional nine men's morris board consists of three squares linked together with a series of points
  • it's one of the earliest rule books in existence
  • the history of go can be traced throughout chinese aristocracy for millennia
  • backgammon's great granddad
  • no one mancala game
  • Senet is widely regarded as the oldest board game in the world
References (from this video)
No references stored for this video.
Video IszlYvzL5TI Chairman of the Board Review at 4:08 sentiment: positive
video_pk 111 · mention_pk 268
Chairman of the Board - Mandala video thumbnail
Click to watch at 4:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight two-player experience
  • clear, elegant bidding dynamics
Cons
  • may require practice to optimize bidding
  • some players may prefer more interaction
Thematic elements
  • bid for central cards to maximize points across rounds
  • two-player card bidding within a card-drafting framework
  • slick, classic card game feel
Comparison games
  • Mandala: The following patterns (sequel)
Mechanics (from transcript analysis)
  • bidding / auction — bid for cards in the center to determine next picks
  • set collection / card order — the order in which you collect cards impacts points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's such a wonderfully implemented tug-of-war game, and I love the way you do not have to focus 100% on the tug-of-war
  • the replayability and just the elegance of this brilliant dice-driven Euro
  • this is Mandala, the original one here
  • it's so quick and it's just a delight to play
  • Captain Flip, evergreen family style game
References (from this video)
No references stored for this video.
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