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Micro Dojo: Loyalty + Deceit — Rules Manual

Prometheus Game Labs · Board game · 2022
1–2 Solo 15–30 min Official PDF 2 pages
— rating Ludopedia
7.3 rating BGG

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Full rulebook

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2 pages
Full manual text available to read Open text

LOYALTY LOYALTY
1-2 Players • 30min • Ages 14+
Your hard work in Micro Dojo not only
drew the eye of the Shogun, but also the
attention of two rival clans that try to
claim the town for their own.
The Shinchoku clan bring progress and
prosperity, whilst the Tsuyo clan cultivate
power and corruption.
Pledge your loyalty, earn favour, and
help your chosen clan come to power.

BOARD REFERENCE
The expansion adds the following
steps to the basic setup rules:
1. Randomly select 9 Board tiles
(or follow a suggested setup)
and place them in a 3x3 grid
to form the game board.
2. From the remaining Board
tiles, randomly select 2 and
place them next to step 2 of
each Loyalty track.
3. Randomly select 2 of each
Clan Building and 3 standard
Buildings, and place them all
below the board.
4. From the remaining Clan
Buildings, randomly select
1 of each type and place
them next to step 5 of the
corresponding Loyalty track.
5. Place 2 Daimyo markers for
each player on step 0 of the
Loyalty tracks.
Each tile has a number of pips
on it denoting the power of the
tile.
When creating randomised
setups it is recommended
(but not required) to have the
following layout:
It is further recommended to
have at least:
• 2 Action spaces
• 1 Build space
• 1 of each resource
• 1 Loyalty space (if playing
with this expansion)
The following setup is recommend
for your first games with the
expansion.

SETUP SETUP
SUGGESTED SETUP SUGGESTED SETUP

LOYALTY
The Loyalty space allows you to
either:
• Advance your Loyalty
marker by 1 step on a single
Loyalty track
• Take 1 Favour (up to a
maximum of 3)
This section includes updates to
the ‘Resolve the Space’ rules.
Build - When
purchasing a Clan
Building using the Build
space, you may also
advance 1 step on the
Loyalty track for that
clan.
Possible Actions ( ) now include:
Buy Favour - Spend
1 Action and any 3
resources to gain 1
Favour.

FAVOUR
When advancing beyond step 5
on a Loyalty track, trade 2 Favour
for 1 VP ():
Favour may be spent in place
of either Gold or Food. Note: they
are not counted for Objectives that
evaluate Gold or Food
When your Loyalty
marker reaches step
2 of the Loyalty track,
immediately resolve
the space shown on
the tile there.
When your Loyalty
Marker reaches step 5
of the Loyalty track you
may take the Building
tile there without
paying any costs.

COMPONENTS
4 Loyalty
markers
8 Objective
tokens
3 Advanced
Objective
tokens
5 Favour
tokens
6 Shinchoku
Building tiles
6 Tsuyo
Building tiles
12 Board tiles
Game board →
LOYALTY & DECEIT
4 Meeple
tokens

CUSTOM SETUP CUSTOM SETUP
FAVOUR FAVOUR
RULE EXTENSIONS RULE EXTENSIONS
12 Reference
cards

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ADVANCED GAME OBJECTIVES
EXTENDED GAME
The alternate side of the board can be used for a longer game by extending the score track to 9 points and adding another Objective that is worth 3 .
The game ends immediately when either:
• A player reaches 9 Victory Points ( )
OR
• The final Objective is scored

The alternative movement abilities are:

BUILDINGS OBJECTIVES
Constructor: The player with the most Shinchoku Clan Buildings.
Degenerate: The player with the most Tsuyo Clan Buildings.
Investor: The player who triggers this Objective chooses to score either the most Gold or the highest total Gold spent on Buildings.
Stockpiler: The player who triggers this Objective chooses to score either the most Food or the highest total Food spent on Buildings.
Supporter: The player with the highest total Loyalty on both tracks combined.
Progressor: The player with the highest Loyalty on the Shinchoku track.
Disruptor: The player with the highest Loyalty on the Tsuyo track.
Loyalist: The player with the most Favour.
Neutralist: The player with the smallest difference in Loyalty between the two tracks.

OBJECTIVES
Onsen (1 Favour + 1 Food). Spend 1 Action and 2 Favour to gain 1 .
Gardens (1 Favour + 4 Food). Immediately gain 2 . Then, your opponent gains 1 .
Komainu (1 Favour + 2 Food). Spend 1 Action and your opponent may gain 1 Gold and 1 Food. Gain 2 Gold and 2 Food.
Orchard (1 Favour + 2 Food). Spend 1 Favour to gain 1 Gold and 1 Food. (Reminder: once per turn).
Brewery (2 Gold + 1 Favour). Spend 1 Action and 1 to gain 3 Gold and 3 Food.
Tea House (1 Favour + 2 Food). Spend 1 Loyalty to gain 2 Favour.
Bakuto Den (1 Gold + 1 Favour). Spend 1 Action to gain Favour equal to half of your opponent’s (rounded up).
Gunsmith (2 Gold + 1 Favour). Spend 1 Action and 3 Food to make your opponent lose 1 .
Toll Gate (2 Gold + 1 Favour). Spend 1 Action to take 1 Food or 1 Gold (if able) from your opponent.
Jail (3 Gold + 1 Favour). Spend 3 Gold to remove a meeple from the board. Return it to any empty space at the end of your turn.
Theatre (4 Gold + 1 Favour). Immediately turn one previously scored Objective face-up. It is now the active Objective.

Smoke Bomb: The player who triggers this Objective scores 1 . Then replace this Objective with one randomly selected from the supply. Immediately trigger scoring for that Objective.
Leader: The player who triggers this Objective chooses to score either the most number of or the most Buildings.

マイクロ 道場
LOYALTY & DECEIT

Pagoda (1 Favour + 3 Food). Spend 1 Action to gain 1 Loyalty, to be used immediately.
PADDOCK (1 Food + 1 Gold) Move the Horseman two spaces in a straight line to an empty space, ignoring other meeples.
MONASTERY (1 Food + 1 Gold) Do not move the Monk. Resolve the Monk’s space.
MESSENGER STATION (2 Gold) Move the Messenger to a space adjacent to a meeple with a Daimyo marker on it. Note: Move before placing your Daimyo marker.
SENSEI HALL (2 Food) After moving the Sensei, move a previously adjacent meeple into the Sensei’s starting position.

1- 30 14+
Prometheus
Game Labs
© 2022

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