Manitou - Online Guide

Starting The Game

With /join 2-4 players can join the game. With /start the game begins. Alternatively, you can use the Game Tool!

Object of the Game


The Indian Chief and his hunters band together together, to hunt buffalo and capture opposing tribesmen. The player, who after three hunting seasons (rounds) has killed the most buffalo hunted and captured the most opposing tribesmen, wins.

Flow of the game

Hunting Party Configuration

Each player has 11 hunter (numbers) and 10 tribesmen (figures) to choose from. Hunters have values from 1-10 (One of each number except having two 5s). There are also 2 of each tribesmen.




Medicine Man


Rain Maker






At the beginning of each round, each player selects eight cards and then clicks 'OK' to confirm. The player sitiing before the starting player gets to choose only seven cards, to compensate a bit for the advantage of playing the last card. If you misclick, you can opt to retract that card.


At the beginning of the round each player will have three of their eight cards in their hand (at random). To play a card, drag and drop it to the desired buffalo herd.

Note: if you click on a tile, when the tile tray is over a herd, it is selected automatically and will move to that herd.

Your hand (with a choice of 3 tiles) is replenished automatically after each tile placement.

Buffalo Herds

There are three different herds to chose from:


x: Small herds of buffalo have a value from 1 to 7.


X: Medium sized herds of buffalo with a value from 9 to 13.


X x: Large herds of buffalo consisting of a medium and small herd.

Depending upon how many people are playing, the three playing zones will have the following types of buffalo herds:

# PlayersLeft HerdMiddle HerdRight Herd
2X xxx
3X xXx
4X xX xx

Your hunter tiles (numbered 1-10) can be used to hunt one of the three groups of buffalo. Their respective values are shown. Select the value of the hunter you wish to play on this herd. The player with the highest value of hunters (totalled) wins the value shown on the herd. When there are two values the highest value of hunters wins the larger score and the 2nd highest wins the lower score. The third and fourth highest will get nothing. If only one player places hunters, he gets both scores. If it is a tie, no-one gets the score!


The other way to get points is by taking prisoners with the tribesmen. As with the hunters, place tribesmen on one of the herds of buffalo.


The table on the right side of the screen shows which tribesmen can capture each other.

The middle row shows the neutral position of all tribesmen. The tribesmen who are located above another tribesman type, are superior to them. The tribesmen beneath another tribesman type, are inferior to them.

Example: In the first column the chief is the neutral location. Above it is the Squaw, which can defeat the chieftain. Beneath the chieft are the medicine man, the rain maker and the scout. These three can be defeated by the chief.


Tribesmen can capture hunters. When this happens it is indicated with the capturing tribesman indicated by the colour of the capturing player. In the example the red medicine man is currently in control of the captured tiles (red helmet).

If another player places a tribesman which is superior to the opponents winning tribesman, then tat tribeaman becomes the coloured/winning tile. In this example green had used his rain maker first. He was then bettered by red's medicine man.

If a player places a tile of the same type of tribesman which is currently winning, then both tiles are neutralized (and become grey). None is now winning and anyone place any tribesman to win this herd.

Whoever places the last winning tribesman (coloured) in each herd by the end of the round a herd, captures all the opposing hunters and defeated tribesmen. These are now considered prisoners. Each prisoner counts one point. If you win, you also get your own hunters and tribesmen back, available for the next round. Captured tiles from other players, however, are removed from the game.

The medicine man in this example would take 3 prisoners (8, greener Regenmacher, blue 10 became green), would be thus 3 points for red. These points of bonus are small indicated, at the end to the round, at the lower end the respective herd.

Protecting Tribesmen

In order to protect your own winning tribesman, you can place a second tribesman. You cannot, however, have more than two active tribesmen on a single herd. The first placed, active tribesman is now protected by the second, active tribesman. Other players must now disarm the last placed tribesman before they can disarm the first placed active tribesman. If the aggressor tries this then both the agressors tile and the second active tile become captured and turn grey. Only the next aggressor can defeat the first active tribesman now!


In this example first the green scout is protected by the green medicine man. Red sacrifices his chief. The red chief defeats the green medicine man, however both are defeated and become grey. Now red or blue can try to defeat the green scout.

Scoring The Round

The round ends, once each player has played 7 of their 8 eight tiles. One tile remains in your hand and is not played. It will be available in the next round for selection.

Now all three herds of buffalo are scored:

  • The player with most hunters (total of hunters points for each player) receives the highest score of the herd. (In this example red gets 13 points). If it is a large herd (with two numbers), then the player with the next highest total scores the smaller number. (In this example blue gets 3 points).
  • The player, who has the last active tribesman for each herd, gets all opposing tiles as a prisoner, and scores 1 point per prisoner. (In this example blue scores 9 points).

These points are indicated in each case in the appropriate player's colour on the buffalo herd.

After scoring, each player must click anywhere on the screen, to confirm the scoreand move on to the next round of the game.

The Leather Thieves

The tribe, which used the highest number of hunters (sum of their values, not the number of tiles), attracts leather thieves. These thieves steal ten buffalo skins, which means that this player loses 10 points.

End of the Game

The game ends after three rounds. The player with the highest score wins.