Onitama

(1 customer review)

$54.00

Carved into the crags of the mist-shrouded mountains of ancient Japan lies the Shrine of Onitama. It is a place of enlightenment and skill, a site dedicated to the spirits that guide the Schools of Martial Arts across the land. Masters of these schools hazard the journey to Onitama with their most promising disciples to meet within its hallowed walls and to prove their superiority in battle against the others.

Description

In Onitama, players will vie to capture their opponent’s Master, or, traverse their Master across the board to their opponent’s Master’s starting position to win the game. With only a handful of moves, can you outwit, outmaneuver and outlast your opponent without giving them the move necessary to defeat you?

Designer: Shimpei Sato
Publisher: Arcane Wonders
Player numbers: 2
Recommended Age: 8+
Game Time: 15-20 mins

Board Game Geek Listing

Publisher Website

Awards & Honours:

2016 UK Games Expo Best Abstract Game Winner
2016 Mensa Recommended
2016 Cardboard Republic Striker Laurel Nominee
2016 Board Game Quest Awards Best Two-Player Game Nominee
2015 Cardboard Republic Striker Laurel Nominee
2014 Golden Geek Best Abstract Board Game Nominee

Expansions:

Onitama: Goat and Sheep Promo Cards
Onitama: Kumo and Sasori Promo Cards
Onitama: Mejika and Okija Promo Cards
Onitama: Phoenix and Turtle Promo Cards
Onitama: Sensei’s Path
Onitama: Sensei’s Path et Way of the Wind
Onitama: Way of the Wind

Product Contents:

1 Roll-up playmat
2 Master pawns
8 Student pawns
16 Move cards
1 Rulebook

1 review for Onitama

  1. epinema

    Onitama takes the elegance of games like Chess and removes the crippling analysis paralysis of having too many possible moves. Catch the other player’s Master (King) or get your Master to their Temple (their Master’s starting space).

    The game revolves around move cards; instead of pieces having a fixed movement pattern like in Chess, a move card can be used to move any piece as shown on the card. On a players turn they have access to 2 move cards and their 5 pieces. A player has a theoretical 10 possible moves (assuming they are all valid or not pants on head stupid) to make on their turn.

    Here is where things get interesting, there is a move card off to the side, the player who moves swaps the card they just played with the one on the side. Both players will be swapping with the card on the side so you are cycling move cards between yourself and your opponent and at some point, most likely handing them your demise.

    It may sound a little convoluted in text but visually and in practice it is so streamlined, so intuitive that the game just flows into a 15 minutes of tactical bliss.

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