2011 · Hazgaard Editions
In Dojo, each player runs a dojo and tries to attract the most promising disciples.
The game is played in rounds using a deck of cards, with each card showing a particular type of disciple: monkey, fox, tiger, crane, bear or raccoon (which functions as a joker). Each disciple also has a skill level, shown by a belt: white, yellow, green, blue or black.
During each round, one player is the dealer. Each round consists of three phases: Recruitment, Challenge and Training.
During the recruitment phase, the dealer draws a card, looks at it, and gives it face-down to a player. He repeats this process until each player has been dealt a card.
During the challenge phase, the dealer may be challenged. The player to his left gets the first chance to challenge. If he does not challenge, the next player gets a chance, etcetera, until the dealer is challenged or all players have declined the opportunity to challenge.
If there is a challenge, both players involved (the dealer and the challenger) show their card. The card with the highest value belt wins the challenge (with ties going to the challenger). The winner gains a trophy and may exchange his card with the loser’s card, if he so desires.