Nimby Mojo is a co-opportunistic game -- The players must work together to advance the game to a winnable state, then turn against each other as opportunities arise until a winner emerges. Each player takes on the role of the all-powerful shaman of a unique tribe of creatures called zimbies and uses their and their tribe's mojo to try to topple the Cannibal King and take his place as the ruler of the zimby tribes!
Zimbies are vicious, conniving little cannibals. They are small, stubborn, anti-heroes in a game of control of a land of nasty little creatures. They are not human: each zimby tribe has followed its own cultural and evolutionary path -- there are humanoid zimbies, avian zimbies, aquatic zimbies, simian zimbies, ursine zimbies, arachnid zimbies, the list goes on! That's why there's a bunch of reptilian-eyed, orange-skinned, clawed creatures on the box!
The name "zimby" itself derives from a play on words on the word "zombie" and the designer's love of the cartoon character Invader Zim, who he feels exquisitely exemplifies zimby behavior and fanaticism.
Mojo is "a power that may seem magical and allows someone to be very effective, successful, etc."* It is the inexplicable, mystical energy than allows shamans to both impel their zimbies into action and release the powerful magical spells bound in the scrolls they raid from the Scroll Library! But be warned, mojo is drawn from shamans and zimbies! The more zimbies a shaman sends forth to kill the Cannibal King and steal his Crown, the less mojo that shaman has available!
Will your group's cohort of tribes succeed in defeating the Cannibal King? And, if so, will your zimbies get his Crown home first...?
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