Mandala is a great abstract strategy game for two players! Players compete to complete the mandala for winning points. The mandala consists of a grid of 3 x 3 cards, one of each nine colors. The board is made of (real cool) canvas divided in half by a line called "mountain".
Players play cards either on their side of the board or on the "mountain" line, trying to complete the mandala. There are two mandalas that are made at the same time. player 1 plays 3 red cards on his side, player 2 can't play red cards on that mandala.). When a mandala is scored, the player who has the most cards on his side wins and can choose which cards to score....but only from the three cards on the "mountain line".
The value of the colored cards is on a scale of 1-9 points. The point value is determined by how early the player chooses to score that color.
Put the red card into the 1-point slot and the black card into the 2-point slot. Player 2 wins the second mandala picks green and orange and places them in the 1pt and 2pt boxes. For the rest of the game, the green and orange cards are worth 1/2 a point to player #2. Then player 2 wins the next mandala and gets a red and black card. With its slots, 1-2 filled, but the red card into the 3pt slot and the black card into the 4pt slot. From now on the black and red cards are now with more to player 2 (3-4 points) and then to player 1. This happens as each player score different colors with different values as they put new color cards higher in their score slots.
This makes insane levels of strategy, cheating, and deception! Mandala is not a passive zen game....it's a deep, frightening, and even cruel game of scoring....and it's awesome!
A unique and amazing abstract suit building game with an unusual theme, which is played on a piece of linen printed with colored square cards. Easy to learn but full of tactical nuances that heighten tension during games of 20 minutes (Average). At the same time, they must keep an eye on what their opponents are doing (everything in the open), and instantly make tactical decisions based on ever-changing hands, while building and competing in two bonus areas simultaneously. When the mountains are cleared and rewards are distributed, the losing player also has a chance to take the cards, which adds another layer of tactical complexity. Each new suit becomes more valuable as the game progresses, which also increases stress and can bring in some great victories that come from behind.
After a few matches, the "a-ha moments" will start to appear and the basic complexity of the game will begin to appear. However, this is not a whimsical Euro game with a set of rules and special ability cards that allow some players to discover certain strategies and then exploit them to be (hatefully) consistent winners. I'd like to compare it to the classic Hanamikoji card game: for example, a simple game system with lots of tense tactical decision-making that makes for excellent replayability. When you get used to it after a few games, you'll soon be playing a better 3 or -5.
One minor negative: There is a good-sized square deck of cards that is not suitable for the normal shuffle. The cards must be mixed well between games (otherwise you will hear about it while playing). For this, I found that the "washing" method in which all the cards are distributed on a table and moved around as in a washing machine works best.
All in all, a game that will not wear out and will attract a lot of people. so much fun; It is highly recommended.
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