Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Mandala Stones
30m - 30m
2 - 4 Players
Ages 10+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
26.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
btasam
Initial thoughts after 1 play at 2 players... Yikes! This is a rough game. Let the eye rolling commence. The decision space is easy to parse out... slowly. Even with two artist types, players consider picking options that benefit them the most by assessing all of the possible options available. Really the only interaction is what you allow to be available for other players when you move an artist. So Mandala Stones enters into this weird dimension of: A: You have no idea what will be available to you on your turn. B: You have no idea what will be revealed when you play that turn. Mix in some really silly rules like: A: You can only pick what matches your artist. B: You can't pick what's adjacent to other artists. C: You have to pick clockwise, but can choose where to start. If Mandala Stones weren't so cognitively front heavy in its picking, the scoring would actually be really satisfying. The sad thing is that the scoring suffers from a similar fate in which players are sometimes forced to score because of what they picked several turns ago. I'm generally drawn to games that provide some level of flexibility. For example, why can't you pick and place stones on top of existing stacks as long as it doesn't break any of the other numerous rules in the game? It's frustrating when you don't know what will be available to you in the future and must score instead of picking because of what your past self did. For me, this is headache inducing and far from thinky. If it weren't so annoying, I might play it again, but if I do, I might lower my rating.
deactivision
This was a pretty bad abstract puzzle. There was too many ways for the board to get stuck which slows the game down and makes for diminishing returns.
DestinyThinker
Neat way of collecting sets of stones and scoring with more stones potentially getting a player score track bonuses.