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Zimby Mojo Review

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30 Jan 2017 01:45 #243264 by Matt Thrower

When you open a modern board game, you don't expect to find what looks like a Parcheesi board. You especially don't expect to find it set in the midst of lush Mesopotamian jungle or to be decorated with bizarre sigils. Then you flip through the lavishly illustrated rules, picking out phrases like "blood mist" and "cannibalism". We're not in Kansas any more. I'm not sure quite where we are, but I don't think it's a place I'd want to go on holiday.

 

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30 Jan 2017 14:03 #243265 by Gary Sax
Replied by Gary Sax on topic Zimby Mojo Review
I find the rules quite intimidating in this one, I still haven't played my copy. It appears to require a particular type of group.

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30 Jan 2017 14:39 #243266 by Jackwraith
Replied by Jackwraith on topic Zimby Mojo Review
Gary,

I would have thought so, too, but I played my first game with a good friend of mine who's my only regular Battlelore 2nd Ed. opponent, my girlfriend who's a dedicated Eurogamer, and her son who's been raised on Euro boardgames, but regularly plays D&D 3.5 and video games like Guild Wars 2. So, a pretty mixed crowd. Everyone liked it.
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31 Jan 2017 11:30 #243297 by SuperflyPete
Replied by SuperflyPete on topic Zimby Mojo Review

Gary Sax wrote: I find the rules quite intimidating in this one, I still haven't played my copy. It appears to require a particular type of group.


You need "fuck you over" kind of people to play with. No crybabies or whiners. Total cut-throat.

As for the rules, you're overreading them like everyone else did, including me. They're incredibly intuitive after two or three turns.

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31 Jan 2017 11:35 #243299 by hotseatgames
Replied by hotseatgames on topic Zimby Mojo Review
I haven't gotten this one to the table as much as I would like, but I don't often have the right crowd for it. I do think there are some rules that could have been pared down... Some of them seem needlessly "mathy."

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31 Jan 2017 13:12 #243306 by SuperflyPete
Replied by SuperflyPete on topic Zimby Mojo Review
I think the only flaws in the game are that it's too long for what it is, and could've used a timer of sorts once the crown is had, and that the rulebook is overlong and over-wordy. It could've been better served had Universal Head been contracted to do a back-page primer or something so that the game could be learned and played off of two 8x11 pages.
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05 Feb 2017 15:55 #243528 by Cranberries
Replied by Cranberries on topic Zimby Mojo Review

Gary Sax wrote: I find the rules quite intimidating in this one, I still haven't played my copy. It appears to require a particular type of group.


This from someone who chews through the COIN series like they're Skittles.

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