


Mini Card Game - Zeus Junior
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Ten trials, one laurel wreath. And with each discipline completed, one less Strength card in your hand.
What it's about
A decathlon in fifteen minutes, with dwindling strength
Mini Card Game – Zeus Junior is Tobia Botta's pocket-sized card game published by the Swiss company Naivina. You take on the role of an athlete in ancient Greece competing in a decathlon: ten disciplines, tackled one at a time, and only one title at stake.
Each trial is played in three phases. In Training, you draft your Strength cards, organizing them by color. In Competition, the discipline awards points based on the Strength cards of the required color. Then comes Fatigue: everyone must discard a Strength card, and face the next trial with less at their disposal.
This is the heart of Zeus Junior: you can win a discipline by spending everything, but the nine remaining ones won't wait for you. By the tenth trial, you have very little in hand, and every card weighs like three. Whoever scores the most points wins the title of Zeus Junior — all in a 5×5×7 cm box.
Every Strength card well spent today is a card you won't have in tomorrow's discipline. Winning too early is an elegant way to lose.
The secret of Zeus Junior in one line
The first trials seem easy. From the sixth onwards, you look at your dwindling hand and realize that the real opponent isn't the person sitting opposite you: it's the calendar.
From the game experience
Mini Card Game – Zeus Junior
What you're looking at
Four elements, ten trials
There's nothing else to learn. The whole game lies in the relationship between these four things.
The Strength cards
You get them through drafting and organize them by color. They are the only resource you have, and they don't regenerate on their own.
The ten disciplines
They are tackled one at a time, and each requires a specific color. The right color at the right time is worth a medal.
The Fatigue phase
After each trial, you discard a Strength card. It's not a penalty: it's the game timer, and it applies to everyone equally.
The title of Zeus Junior
After the tenth discipline, points are tallied. The athlete with the highest total takes the title — and the right to play again immediately.
By the tenth discipline, you have almost nothing left in your hand. That's exactly where it's decided who becomes Zeus Junior.
A game in five acts
What happens at the table
Not the rules. The experience.
The first training session
The box has been open for a minute and we're already choosing Strength cards. I arrange them by color in front of me and it feels like I have so many. No one suspects this is the only moment in the game when you feel rich.
The first discipline asks for the wrong color
Of course. I've built up a good reserve of one color, and the trial rewards another. I bet little, get the minimum, and tell myself that the decathlon is long. Then comes Fatigue: I discard a card and my hand shortens for the first time.
Someone wins everything and runs out of cards
In the fourth discipline, one of us dominates, takes the maximum points, and smiles. Two trials later, they have three cards left and can no longer compete in anything. We all laugh except for them – and meanwhile, I calculate which trial it’s best to disappear from.
Trial seven: playing with scraps
Hands are pared down to the bone and every card weighs like three. Now the draft becomes vicious: I take a card I don't need just to prevent my opponent from getting it. No one says it, but we're all doing the same thing.
The tenth discipline
Last trial, last card, everyone with heads down counting. Points are tallied, and the difference is two. Two points out of ten disciplines. The title of Zeus Junior goes to whoever wasted the least – and the request for a rematch comes before the cards are back in the box.
How to play
The flow of each discipline
Three phases that repeat ten times. You learn during the first trial and never have to explain it again.
Players draft their Strength cards and organize them by color. Here you decide which disciplines you want to be strong in — and which you don't.
The current discipline awards points based on the Strength cards of the required color. Those who invested in that color collect, the others take the hit.
After each trial, every player must discard one Strength card. Opportunities diminish trial after trial, for everyone, without exception.
The cycle repeats for all ten disciplines. After the last one, points are tallied: the athlete with the highest total wins the title of Zeus Junior.
Why it works
Six reasons to keep it in your bag
Resources dwindle and don't return
The Fatigue phase removes one Strength card from everyone after each trial. This is the engine of the game: each passing discipline is worth more than the previous one because you have fewer cards.
A draft that forces choices
You can't be strong in all colors. Taking one card means giving up another — and often means taking it away from the person sitting next to you.
Ten disciplines, ten decisions
Each trial asks for a different color and puts the same question before you: do I spend now or save for later? Getting the order wrong costs you the victory.
Real management in 15 minutes
It has the structure of a small management game and the duration of a filler. You don't need half an hour of explanations to have a game with meaningful choices.
A 5×5×7 cm box
It fits in your pocket, backpack, or laptop bag. It's the game you pull out at the bar, on the train, or while waiting for pizza.
From 8 years old, but not trivial
The rules are accessible to an 8-year-old; the choice of when to spend strength challenges adults at the table too.
How it ends
One title, ten chances to lose it
No one is eliminated: everyone reaches the tenth discipline. The difference is made by how you spent what you had.
Victory
- After the tenth discipline, you have the highest score and win the title of Zeus Junior
- You collected the right colors at the right time instead of betting on everything
- You managed Fatigue by discarding cards you no longer needed
The risk
- You burn your strength in the first trials and arrive at the last ones with an empty hand
- You focus on one color and the disciplines ask for others
- There are no comebacks: the Fatigue phase removes cards even from those who are losing
Mini Card Game – Zeus Junior fits in your pocket and lasts fifteen minutes. Then it lasts another fifteen, because whoever ran out of strength in the seventh trial already knows what they should have done.
Frequently Asked Questions
FAQ about Mini Card Game – Zeus Junior
In fifteen minutes, is there really room for strategy?
Yes, because the structure is compressed but complete: ten disciplines, a draft before each, and a resource that irreversibly depletes. The question "do I spend now or save for later" comes up ten times, and every wrong answer carries a cost. It's a miniature management game, not a game of pure reaction.
Does the name "Junior" mean it's a children's game?
No: Zeus Junior is the title awarded to the winning athlete of the decathlon, not an age indication. The recommended age is 8+, so children can play on equal footing, but managing the Strength cards challenges even adult players.
How many players is it for, and does it work for two?
Mini Card Game – Zeus Junior is suitable for 2-5 players. With two players, the draft is more transparent: you almost always know what your opponent has in hand, and the game becomes a duel of timing. With 4-5 players, the Training phase becomes much more competitive, as the cards you wanted disappear before your turn.
Is it in Italian?
Yes. The box indicates four languages: Italian, English, German, and French. The game revolves around colors and disciplines, so very little text is consulted at the table.
Is it suitable for playing with children?
Yes, the recommended age is 8+. The three phases – Training, Competition, Fatigue – are learned during the first discipline and then repeat identically. An 8-year-old can follow along without problems; understanding when it's best to save strength is what makes the game interesting for them too.
How is it different from other Naivina Mini Card Games?
Tobia Botta's series shares pocket-size format, duration, and age range, but each title has its own mechanics. Zeus Junior is the most managerial: draft, consumable resources, and ten objectives to cover. If you're looking for the title in the series that makes you think the most before playing a card, this is it.
Mini Card Game – Zeus Junior is a competitive card game with an ancient Greek theme for 2-5 players (ages 8+, approximately 15 minutes duration). Designed by Tobia Botta and published by the Swiss publisher Naivina in the Mini Card Game series, in a pocket-sized box of 5×5×7 cm, with a multi-language box (Italian, English, German, French). Main mechanic: drafting Strength cards organized by color and managing dwindling resources along a decathlon of 10 disciplines, with a Training phase, a Competition phase, and a Fatigue phase that removes one card after each trial. The player with the most points after the tenth discipline wins the title of Zeus Junior. Fast card game, travel filler, planning gateway. Available on FroGames.it.

Mini Card Game - Zeus Junior
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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📦Does the content of the box match what is indicated?
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