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Mantis Game

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Mantis is a competitive card game in which players collect groups of matching colors and decide whether to secure points or take cards from an opponent. It does not have a narrative campaign, named characters, or a fictional objective beyond the theme represented by the mantis shrimp illustrations. A standard match supports two to six participants, is intended for players aged seven and older, and usually takes about ten minutes.

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Mantis is a competitive card game in which players collect groups of matching colors and decide whether to secure points or take cards from an opponent. It does not have a narrative campaign, named characters, or a fictional objective beyond the theme represented by the mantis shrimp illustrations. A standard match supports two to six participants, is intended for players aged seven and older, and usually takes about ten minutes.

Reading the Cards

The deck contains 105 cards. Each card has one color on its front, while the back displays three colors that indicate the possible result. At the beginning of a match, every participant receives four face-up cards. These cards form the player’s Tank. The remaining deck is placed in the center, and everyone can examine the visible colors in the Tanks before making a decision. This open information allows players to estimate whether scoring or stealing offers the better result.

Two Actions on Every Turn

The active player must announce one of two actions before revealing the top card from the deck. Choosing Score means attempting to match the revealed color with cards in their own Tank. Choosing Steal means targeting another player’s Tank and trying to match one of its colors. The basic turn can be summarized as follows:

  • Choose Score to move a matching color from your Tank into your Score Pile.
  • Choose Steal to take matching cards from one opponent and add them to your Tank.
  • Reveal the top card only after announcing the action.
  • Check its front color against the selected Tank.
  • Place an unsuccessful draw into the appropriate Tank and end the turn.

Managing Risk and Points

Scoring is the only way to move cards into a protected Score Pile. When a scoring attempt succeeds, the revealed card and every card of the same color in the player’s Tank become points. A successful steal does not award points immediately: the captured cards enter the thief’s Tank and may later be scored or stolen again. This distinction creates the main tactical decision. A large color group can provide several points, but leaving it in the Tank makes it a useful target for opponents.

Mantis has no conventional levels, missions, checkpoints, or increasing stages. Progress is measured by the number of cards in each Score Pile, and the first player to collect at least ten scored cards wins. If the draw pile is emptied, the participant with the most scored cards becomes the winner. In a two-player match, the target can be increased to fifteen cards, and a successful steal allows the active player to take another turn. Players improve by tracking visible color groups, reading the three-color clues on card backs, and choosing the right moment to convert Tank cards into protected points.

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