In Micro Dojo, you represent one of two Daimyos who have been tasked by the Shogun to bring prosperity to a small town. Carefully use the town’s retainers to complete the Shogun’s tasks and win favour. The most prosperous Daimyo will be granted the title to the town.
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, develop the town, and score points by achieving the Shogun’s tasks.
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.
- Rolling Realms
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- Arc Nova this one I'm really excited to try out
- it's a season that you know is remarkably joyful for many people and difficult for others
- thank you so much for watching take care of yourselves and each other
- codename dive has fallen off the list
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- Clothes
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- look how cute this is fabulous game as well
- look how great this is like components like just soing amazing
- look at this like amazing amazing
- this is a really fun social deduction
- it's really like you you should bit shy on social deduction you can you can like a little bit of a puzzle deduction as well
- this is a very popular game when it was out
- it's a logic game
- puzzle deduction game
References (from this video)
- High numbers like five and four are great for scoring stars.
- Can gain stars by crossing off numbers.
- Close to finishing but didn't quite get there.
- Requires careful management of dice and available actions.
Mechanics (from transcript analysis)
- action selection — Choosing which numbers to use and where to place them to gain benefits or complete objectives.
- Dice Assignment — Using a die to cross off a matching number, potentially sacrificing a benefit if another die is required for a different number.
Video topics + discussion points
Quotes (from this video)
- Millennium Blades is very generous.
- I'm really sorry to hear that, Garrett, but that's you're being a good friend by by visiting them and giving them some some love and some company.
- So, how do we do? I have one I have five rows completed between two castles.
- I think this was a solvable puzzle if you did Millennium Blades in the right order.
- I had a 14.5.
References (from this video)
- Concise, fast gameplay
- Varies each playthrough due to dynamic tiles
- Abstract mechanics may not click for all players
- abstract dojo-themed micro strategy
- concise and tactical with modular setup
- Slambo
- Cinderella's Dance
Mechanics (from transcript analysis)
- abstract strategy — manipulating pieces on a 3x3 grid to take actions
- Set Collection — building a small engine with each playthrough
- set collection / resource management — building a small engine with each playthrough
Video topics + discussion points
Quotes (from this video)
- it's one you're not going to want to miss because our story took some very interesting twists and turns in that playthrough.
- I really like the rune system of casting your runes, which are double-sided instead of rolling dice.
- There was a lot of chaos and laughter all across the board.
- I'm not a huge fan of Take That Mechanics.
- I’m really excited to try some of the more challenging tiles and map layouts and things like that.
References (from this video)
- clear progression as you complete boxes
- nice synergy with Millennium Blades through coin/number manipulation
- can be fiddly tracking numbers
- some turns feel suboptimal if you mismanage numbers
- martial arts dojo
- A micro arena where dojo-themed actions interact in a compact puzzle
- abstract resource management
- Millennium Blades
Mechanics (from transcript analysis)
- Pattern Building — Completing micro-dojo boxes for coins and stars; crossing off numbers to satisfy rows/columns.
- pattern completion — Completing micro-dojo boxes for coins and stars; crossing off numbers to satisfy rows/columns.
- resource generation and conversion — Using numbers to gain resources; some numbers cross off to gain coins or stars.
- Resource Management — Using numbers to gain resources; some numbers cross off to gain coins or stars.
Video topics + discussion points
Quotes (from this video)
- The orientation for the stamps matters.
- Millennium Blades gives you dice as you fill in sections here.
- I finish Stamp swap and Millennium Blades; this is a plentiful combination of realms.
- I love the theme and the variety of villains in Marvel United; want to share why it's immersive.
References (from this video)
- exceptionally compact; fits in an envelope
- low-cost risk for learning publishing process
- strong fit for tight, head-to-head thinking experiences
- unclear long-tail market impact for a micro game
- small footprint may limit complexity and depth
- abstract, tactical
- two-player head-to-head micro-game, compact and envelope-sized
- minimalist/abstract
- Ark Nova
- Microbots
Mechanics (from transcript analysis)
- abstract_strategy — two-player duel with minimal components; emphasis on planning and outmaneuvering the opponent
- fast_turns/短回合 — very short rounds designed for quick decisions in a small box
Video topics + discussion points
Quotes (from this video)
- Publishing makes me hate other people and designing makes me hate myself.
- Your brain is a super computer but it only has one megabyte of RAM.
- Volume negates luck—the more you do something, the less lucky you need to be.
- If I don't do this Monday I gotta wait till next Monday.
- I think micro Dojo fit in an envelope… it's one of the smallest games I've ever seen in my life.