🎉 Unleash the Fun with Mottainai!
The Asmadi Games Mottainai Mini Card Game is a vibrant and engaging card game designed for 3 players. Featuring unique gameplay mechanics, thematic artwork, and special abilities on each card, this game offers a fresh take on strategic play. Lightweight and portable, it's perfect for game nights or casual gatherings.
Unit Count | 1.0 Count |
Size | One Size |
Package Quantity | 1 |
Item Weight | 0.15 Kilograms |
Material Fabric | Cardboard |
Subject Character | Buddhist |
Style Name | Classic |
Color | Multicolor |
Theme | Buddhist |
Number of Items | 1 |
Container Type | Box |
Special Features | Unique Gameplay, Thematic Artwork, Special Abilities on Each Card |
Number of Players | 3 |
N**N
Fast to play | Fun and exciting | Highly Strategic | Feels good to play | Hard to learn and teach
Before you buy this game, take note that 1 copy of this game can only accommodate 2-3 players. You need 2 copies of this game to accommodate 2-5 players.Tips on your first 1 or 2 plays, whether with new or hardcore boardgamers:- Don't resolve the effect of any completed works. Instead, just use them for its points and as a trigger to end the game. Resolving them will be too overwhelming when everyone is just learning the game. The game already has a lot of complicated concepts to understand that adding the completed work effects which further changes the rules will just be too much.- Don't use the GALLERY. Just put all completed works in the GIFT SHOP. Players are already busy understanding what HELPERS are, don't add the added complexity of GALLERY and "covering" HELPERS.- Don't use backorders. All players will be very busy trying to understand how to complete a work, what is its difference with SALES, and how to score the SALES. The concept of having further strategy with backorders would be too much.- When using a SMITH or CRAFT action, instead of strictly checking either the hand or CRAFT BENCH, instead, the support cards may come from the combination of hand or CRAFT BENCH. Believe me, this is very crucial. This will have a huge effect as this will save you 30 minutes of explaining to each and every player that SMITH must come from hand while CRAFT must come from CRAFT BENCH which is the point where all players will just want to quit the game, so just don't, this concept is very hard to wrap around the head and is always missed by new players. Take note that new players are already trying to grasp that they must play an action with a type of material to be able craft a work of that type of material, so don't add the burden of strictly checking where the support cards come from.Pros- Fast to setup and play (less than 30 minutes). Actually if you're lucky and with the right strategy, you could finish a game and win in just 10 minutes.- This game is very deep, especially considering its small size and the fact that it only uses cards. What makes this game very deep are the possible 54 unique card effects, so imagine the number of permutations (not combinations, permutations, as order of play matters!) you would have in here. On top of that, since this is a multi-use card, there are lots of crunchy decision-making that you have to do and assess.- With this being a very deep game, this is very replayable! Just 54 cards and plays in just 10 minutes but still more replayable than Scythe, Viscounts / Paladins of the West Kingdom, and Zombicide. Mainly because of the unique card effects (count the permutations of using 54 cards) which will greatly vary the strategy you will try from game to game. Each completed work that you play will have an ongoing effect throughout the game that would slightly change the rules for you in your benefit. Thus, kind of an engine-building part of the game which will make it interesting every time. Also, since this has some luck-in-the-draw, then you have to constantly think and adapt your strategy as the game goes on. Also, since this is not multiplayer solitaire, then you are affected by what other players do, and you have to constantly adapt to what others play.- Fun and exciting to play. It really feels good to also perform the actions by other players. The in-game benefits of cards feels good to execute. Card draws and planning your strategy with what you have is fun and exciting as you see it unfold.- My favorite mechanism in this game is that on top of the action that you choose to perform, you would also perform the actions that was performed previously by the other players. So basically, if you're unlucky with your draws, then probably an opponent drew it and they will play your wanted card, allowing you to also play it. Thus, this game is not multiplayer solitaire.- Small and thin box, almost pocket size. Can fit sleeved cards.- Unpopular opinion, I actually like the theme. It feels interesting. Its like living a simple life.- This game lives up to its name "Mottainai" which means "don't waste" because all cards that you have in a game will be used! There is no discard pile in this game because you wouldn't discard any. If you play an action card, it will not be discarded, instead, any player can then take those recently played cards into their boards for another purpose. For any remaining card in your hand at the end of a game, you can score points on those if you met certain conditions. The flow of how cards go from the deck to your hand to the work or task area to the floor area to your temple feels like a circular flow. Indeed, really uses the concept of reuse and recycle as the cards you play as action can be reused later for another purpose. The circular flow doesn't just show on the flow of cards on your board / temple, it also shows in the deck! Because anything you don't want in your hand could be returned to the bottom of the deck via an action and thus would be re-drawn later. For example, the CLERK (paper) actions aren't usually used in the early to mid game thus depending on strategy is returned back to the bottom of the deck, which means later in the game, when they are stronger, they could be frequently drawn and then used. It's just a shame that the rulebook contains the word "discard" on some aspects of the game, they should have named it "put" instead :)Cons- Very hard to learn. Unless you have a really high IQ, you need to read the rulebook at least twice to fully grasp everything. Reading it once means you know the basic concepts, need to read it again and understand everything. Actually, even if you learned it already and thought that you understood everything, during your 1st game, you would still have a lot of questions, like on my 1st game where I realized on how could I draw cards and if there's a mechanism in the game that lets you refill your hand at the start or end of turn. Such small things that you assumed to be already understood while reading the rulebook and then when you experience it, you suddenly have doubts.- Even with all the tips I wrote above to lighten up the rules of the game, this is still very hard to teach. Very small box with just 54 cards and yet way much harder to teach than seemingly heavier games like Spirit Island, Robinson Crusoe, Viticulture, Agricola, Concordia, etc. Actually, I feel like the complexity of teaching this game is as complex as teaching Mage Knight or Bonfire, although of course teaching Mage Knight would be a lot longer. Good luck with explaining the "cover" concept, backorders, CRAFT using the same material type of action, SMITH support from hand and CRAFT support from CRAFT BENCH, etc.- While this card game has a theme that makes sense, however, there are lots of parts that are hard to grasp, such as the GALLERY assisting / "covering" the HELPERS, GIFT SHOP providing points / "covering" the SALES. Those 2 parts of the game are very dry and isn't well integrated with the theme. They could have done a better job integrating those concepts that makes more sense.
B**S
I like it, but it's not for beginners.
This is a unique, fun, and interesting game for "gamers" who like novel and unique. For the average person, they might struggle to learn it.
K**N
Umm
It eludes but doesn't tease. Personally, I found the rules straight forward but the attached nouns confusing. I find it frustrating to teach and so far nobody I have introduced it to has any desire to play again yet I'm always up for a game. It gives me just enough control to make me want to keep trying like a 10 minute dog fight. I believe if my opponents would read the rules instead of listen to me talk it would click better. A visual aid may help demonstrate the flow. It's a quick teach but the first couple games are an extension of it. You might not feel like you're playing anything on your first two games but it's quick and painless. Giving it 4 stars due to others not showing much interest despite it holding mine.
J**R
Very fun once you learn the ropes (takes a few plays)
This game took us a few plays to come to terms with the mechanics. Once we had the basics down it was possible to focus on each card's unique abilities and how/if/when to use them. Getting to this point made all the difference and I went from consistently losing to winning my fair share.Once you know what you're doing the game plays quickly. 15-30 min seems about right most of the time.There are many sources of randomness in the game, so it's not a chess-like experience. However, there is plenty of complexity and challenging decisions to be made. You can have a strategy but must be ready to pivot based on how the game develops. Getting married to any one idea or card often leads to a loss.This may not be a great game for people who are prone to analysis paralysis. The state space is too large to fully address in real-time (for non-savants, at least). I suspect this is the source for some of the negative reviews.So far we've only played 2p games. Looking forward to trying this with 3, and also the expansion.
S**M
Great two player game
Once my wife and I got past the learning curve (5 or so games), it became one of our favorites. Deep, complex, but still quick and fun! It’s been on the table non stop for weeks... So good!!!
R**S
Excellent Glory to Rome Stand-In
Great 2 player game. We like Glory to Rome a little better but this scratches the same itch and is readily available. Games are quick and each plays out differently.
A**.
Simples rules with complex learning curve
This game uses very simple rules but that doesn't mean it's a simple game. By just using cards you have to successfully run a monastery by creating works for display or items for the gift shop. The cards have unique special abilities but can be used as materials, employees, goods. On your turn you must choose if you want to use a card from your hand to use as a task and perform said task. Your opponents will be able to use your card on their turns. Once someone creates their 5th gallery work or gift shop item that ends the game. Person with the most points based on their played cards wins.There is much more nuance to the gameplay but it's indeed a head scratcher. Enjoy it every time I can get it to the table.
A**S
Worth the effort to learn this quick thinker
After reading about Glory to Rome, a game from the same designer that is way out of print, I discovered Mottainai. At $15, I figured it was at least worth a shot.Holy wow, did this game take me by surprise. It took most of a mock game by myself to really wrap my head around it. I then showed it to my wife, who had a similar experience learning it herself.The rules seem a little obtuse, until they just click. If you're interested, I'd find a playthrough on YouTube to see it in action, but ultimately I think it's worth anyone that enjoys games like Race for the Galaxy.
Trustpilot
1 month ago
1 month ago