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Zimby Mojo Dedicated Thread
- san il defanso
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- D10
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- ENDUT! HOCH HECH!
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One thing about this game is that is looks and sounds like a beer-and-pretzels game, but it really isn't. It's just as backstabby and chaotic as you'd think, but it is also calculating and punishing of bad decisions. A huge part of the game is managing that mojo curve, and placing zimbies on the board in such a way that you have the flexibility to cast witcheries, take advantage of weird situations, and create zombies as needed.
When the expectation is that it's a beer-and-pretzels game, the whole thing can seem really long and repetitive. But it really is about how well someone has set themselves up, and how well they can manage contingency plans. It's probably the most strategic ultra-chaotic game I've played. I never thought that description would work anywhere, but here we are.
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The rules are available for free download on the publisher's website: static1.squarespace.com/static/517aa705e...by+Mojo+Rulebook.pdf .stoic wrote: ...it also doesn't help that the rules for Zimby Mojo don't seem to be downloadable and freely available for review prior to purchase (I couldn't find them, anyway).
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- hotseatgames
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Dude, you have 30 Thanks on 37 posts. You should be telling me how to post.xthexlo wrote: I don't want to make any inappropriate posts here at F:AT, so feel free to tell me if I am doing so with this one and I'll delete it... but Byron Campbell wrote an outstanding allegorical session report for one of his Zimby Mojo games for Entropy magazine. You can find it here: entropymag.org/session-report-zimby-mojo-party-politics/ .
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1. Try playing the game where each of a shaman's mojo tokens generates 2 mojo rather than one. If you do this, also allow yourself the ability to pay one mojo to re-activate a depleted zombie on your tribal board. The extra mojo opens up a lot more opportunities.
2. Miniature market has four copies of the game on clearance right now, so if you want a copy at a great price you may want to check it out!
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