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from 4 customer reviews
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Hunting season for tacticians: Your tribe needs buffalo meat. How many archers do you bring on the hunt? How do many great warriors form the escort? With Manitou's assistance you get the fattest buffalos. At the same time, hostile tribes kidnap your most courageous warriors and laugh to themselves. Your revenge will be terrible, their chieftain will be put to flight by a squaw.
- 88 Cards
- 1 Tribe card
- 11 Hunters
- 10 Great warriors
Average Rating: 4.8 in 4 reviews
I don't know that I ever would have tried this game unless my good friend Martinian Prince had recommended it. I'd never even heard of it, and unless you hear others buzzing about a game, you tend to just pass over it without checking into it. (Don't miss Manitou, Big City, or [page scan/se=0908/sf=category/fi=stockall.asc/ml=20]Entdecker--three of the best games no one seems to know about!) Well, thank you Martinian! This game is as good as you said!
The game is simple: your tribe needs meat to eat and furs for the winter to stay warm. Your tribe sends out their hunters and warriors to the plains to hunt the buffalo which have gathered there. The artwork on the cards is very beautiful: images of magnificent buffalo grazing in the fields, with proud Native American warriors ready for the Hunt. The game has ingenious little mechanisms that make gameplay clever and tense, but it stays simple and plays quickly. You simply select who from your tribe will go on the hunt, then go to the hunt, trying to outmaneuver the other tribes by clever card placement on the hunting grounds.
Card games can be boring, consisting of little more than a standard deck of cards with some small variations (Uno, Sting, Lost Cities, Rage, Skip-Bo). But card games can also be creative, original, and involving; card games that can actually stand on their own as actual games: [page scan/se=0027/sf=category/fi=stockall.asc/ml=20]Bohnanza, King of the Elves, Frank's Zoo, and Manitou are some of the best of the lot. And the Native American theme (sorely underused and overlooked, in my opinion) is used to pleasant effect here. I heartily recommend this one. Simple enough to be played by children, clever enough to be great filler for gamers.
Martinians excellent review planted the seed which led to my purchase of Manitou. And what a worthwhile purchase it was! I wholeheartedly agree with his evaluation that this fabulous card game contains all of the necessary quality gaming ingredients--strategy, quick and unique play, player interaction, quality art, and a nice theme. Player decisions abound: Which hunters and great warriors to select? Which to play? Where to play them? There is also ample opportunity to 'get' the guy in the lead, so final scores are usually close.
Give Me The Brain, Before I Kill You Mr. Bond, Lunch Money, Pit, and Guillotine, are fun no brainers. Res Publica, Money, Bohnanza, and Twilight provide a step up in strategy and interaction. Manitou beats them all.
Buy one before they're gone.
Being lucky enough to live in the hometown of Funagain Games has a lot of perks for an obsessive/compulsive game-buyer like myself, although my wife, who balances the checkbook, may beg to differ. This hard-to-find little treasure turned out to be one of those perks. I was once again doggedly engaged in my weekly perusal of the well-stocked shelves in the Funagain storefront. As usual, I needed to leave the store with something in my hands, and was feverishly hoping something within my skimpy budget would catch my eye, when I spied a box I'd never seen before nestled among the card games. Manitou! You've got to be kidding me! I had read some glowing reviews of this rather obscure little game only weeks before in a Game Cabinet link, but no-one knew the whereabouts of any unclaimed copies. Knowing next to nothing about the game, other than some other folks thought it was great, and that the graphics were superb (man, am I a sucker for that), I furtively slid it on the counter, scarcely believing that no one at the store had snatched it, half expecting someone to say, 'Whoa, how did that get out here?'. Paying a paltry sum for the game, I took it home with a sense of the surreal. But I didn't wake up, and since then it has remained in the echelons of my top three favorite card games, sharing the place of honor with such augustus persons as Caesar and Cleopatra, while I vacillate between Bohnanza and the Settlers card game for third favorite. (Although, really, Bohnanza belongs in a class all its own, don't you think? I mean, how many games can you think of that depict an intoxicated greenbean leaning against a lightpost while standing in a puddle of his own vomit?) But enough narrative.
Manitou's theme is that of midwestern Indian tribes (the regalia looks like Cherokee or Sioux to me) struggling for dominance over various buffalo hunting grounds during three consecutive years. This theme is beautifully portrayed by the colorful, detailed illustrations on the cards, but is rather abstract in the game as a whole. For myself, a person to whom theme follow-through is very important, the game is so good, it did not bother me at all. Manitou has a clever, rather unusual play mechanism which is unique to my experience. There are two types of cards which make up your tribe. One half of these cards are your Hunter cards numbered 1-10 and depict men on horses who will make up a band for the hunt. The other cards are Great Warriors, members of the tribe who have greater power and influence than the everyday brave or squaw. These card have no direct influence on the hunt itself, but the player who has the dominant Great Warriors will take the other players' hunter and Warrior cards captive at the end of the Hunt. Now before you start rolling your eyes in confusion, let me explain the process of the hunt and how it is scored.
- Hunter cards, whose numbers determine the winner of a particular hunting-ground. The highest sum wins.
- Great Warrior cards, which have the power to capture other players' cards. Different GW cards from opposing players have the power to neutralize eachother.
- Hunting Ground cards; these represent a herd of buffalo, large or small, for which the different tribes are competing, so they can go home with plenty of food and hides for the winter.
- Thief cards. These are valued at negative ten and must be taken by the player who has spent the largest sum value in Hunter cards.
There are three rounds to a game, each round representing the great buffalo hunt of the year. The hunting-ground cards depict large or small buffaloes on one side and a number on the other. Small herds have lower numbers, Large herds higher numbers. At the begining of a round, buffalo cards are separated (large and small herds) and shuffled. The dealer lays out buffalo cards to form three seperate hunting grounds, composed differently depending on which round it is. For example, in round 1, there are two hunting grounds with one small herd each, and one with a small and a large. Then each player hand-picks eight cards from their entire deck, a combination of both Hunters and Great Warriors. Each tribe has its own color and a Tribe card which shows how to score Great Warriors. This part is reminiscent of Ceasar and Cleopatra's ordering of the action cards before the game starts, but this mechanism has a much larger influence in how Manitou plays than it does in C&C. A player needs to have enough hunters to be able to win one of the herds, but if you pick too many high-value Hunters, the Thief will surely black bag your teepee! One must always include some GW cards to either defend one's hunters or capture someone else's. If captured, Hunters and Great Warriors are out of the game for good and also count for points for the capturer! Once the players have built their hands, they take turns laying down either Hunters or Great Warriors at the three separate hunting grounds. When all cards have been played, the score is determined.
First, the player who expended the highest value of warriors from his tribe is determined, regardless of which hunting grounds they occupied. This spendthrift is then penalized by the Thief card, which deducts 10 from whatever score they may have. Ouch! Considering that the highest numbered buffalo herd is 13, this will rock your world, Tonto. Bad Medicine! Then each buffalo herd is scored using the sum values of the Hunters placed next to it. Warriors do not influence this score in any way. The herd cards go to the players with the highest scores, but all the Hunter and Warrior Cards are left on the table. Then players determine which Great Warriors beat which, using their Tribe card. There are two each of five different Great Warriors:
Chief, Squaw (Chief's wife), Medicine Man, Rain-maker and Scout. Chief defeats all but the Squaw (Ain't it the trewth...), Squaw defeats Chief, Medicine Man defeats Squaw and Rain-Maker, Rain-Maker beats Squaw and Scout, Scout beats Squaw and Medicine Man. Basically, a really complicated paper-scissors-rock. If players have the same GW at the same hunting-ground, they cancel out and are flipped over. If a player has more than one GW face-up at a hunting ground, an opposing player must first 'sacrifice' a GW to beat the topmost card (both are then fliped over), and then may attack the second as normal. Whichever player's Great Warriors emerge victorious (ie, still face up) in a hunting ground will capture all face down warriors and all the hunters in that hunting ground. Cards belonging to the victor's tribe may be put back in the tribe deck to be chosen for future hunts. Then the next hunt begins. After the third hunt is scored, players tally their scores, including the buffalo cards, the Thief cards, if any, and all captured cards. Captured cards of either type are worth one point each. The player with the most points wins.
And now for the real review:
As should be obvious by now, this is a complex game with a good number of strategical approaches. The continual balancing act of enough warriors to win a buffalo herd, avoiding the Thief card and mixing in enough Great Warriors to hold your own and not be depleted by captures by the third round is a challenging one. Because each round starts with you building a fresh hand of cards from your tribe, you can change tactics each time. There is never any mystery regarding what cards you have, since you never draw blindly from a stack, so most of your energy becomes focused on deducing what your opponents may have and what their priorities are. It's some exciting, pithy stuff! This is a game akin to a little hole-in-the-wall Thai place that has some of the best Thai food in the city. Most people don't even know it exists, it's not easy to find, and it's probably not for everybody. But if you love this kind of game, your collection isn't complete without it.
Fans of bluffing, deduction and unseen power struggles will get a kick out of Manitou. it plays quickly, but is satisfying and fun. You'll find yourself saying, 'well, alright, let's do one more game' until 'OHMYGOD, what does your watch say?!' Incidentally, there is a translation that I found to be helpful where the one that comes with the game is unclear. It's at the Game Cabinet; both together have answered any questions I came up with. Keep your eye out for this original card game by Gunter Burkhardt. It's a steal at any price under $15. Good luck and good hunting! And no, you can't have mine.
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