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  • 8/9/2019 Tokaido Rules

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    Object of the game T he players are travelers in Japan in days of old. They will followthe prestigious Tokaido and try to make this journey as rich an expe-rience as possible.

     T o do this, they will pass through magnicent countryside, tastedelicious culinary specialties, purchase souvenirs, benet from thevirtues of hot springs, and have unforgettable encounters.

     Set-up P lace the game board on a at surface. T ake the Achievement cards and place them face up next tothe board.

     Shufe the Meal cards (red back) and make a face-down pile. Shufe the Souvenir cards (brown back) and make a face-down pile. Shufe the Encounter cards (purple back) and make a face-down pile.

     Shufe the Hot spring cards (light blue back) and make a face-down pile.

     Sort the Panorama cards by type (Sea, Mountain, Paddy) and byvalue (placing the 1 above the 2 above the 3...).

     P lace the 7 resulting piles on their corresponding locationson the board.

     P lace the coins next to the board as a reserve.

     E ach player selects a Traveler piece and the correspondinglycolored marker and color token (bag). Place the marker on square0 of the path that records Journey points.

     E ach player then takes 2 Tra-veler tiles at random, choosesone and places it face up onthe table before him.

     T he player then places hiscolor token (bag) in the holeof his Traveler tile.

     P lace all unchosen andunused tiles in the box out ofplay.

     E ach player receives coinsequal to the number in theupper right corner of hischosen tile; this constituteshis bank at the start of the

     journe y.

    F inally, randomly place all ofthe Traveler pieces in a line atthe 1st inn (Kyoto).

     Playing the game I n Tokaido, the player whose Traveler is farthest behind on the road(with respect to the destination) is the player who takes the next turn.

     T his player must move his Traveler forward – that is, toward Edo – tothe open space of his choice, freely passing over one or more openspaces, if he wishes.

    Once he has moved his Traveler, the player receives the benetcorresponding to this type of space. (The spaces are detailed on thispage and the next page of these rules.)

     I n most cases, after a Traveler has moved, another Traveler is thenlast on the road, and it becomes that player’s turn.

     Sometimes the last Traveler may still be last after moving, in whichcase he goes again immediately.

     Single / double spaces Some of the spaces on the board aredoubled.

    When a traveler lands on a doublespace, he must occupy the spacelocated on the road if it is free; a Tra-veler who arrives after him must occupythe second space.

     Double spaces are used only in gameswith 4 or 5 players.

    When playing with 2 or 3 players, thesecond space – the one off the road –

    cannot be occupied.

     Description of the spaces E ach move leaves a traveler on one of the 8 types of spaof the Inn spaces. In the descriptions below, a «collectionall of the cards acquired (and placed face up) by a plaa game.

    Note: Travelers immediately score all points earned d journey.

      Village T he player draws the rst 3 Souvenir cards from the pile athem face up in front of him. He can then purchase one these cards by paying the price indicated on each card.

     H e then places any unpurchased cards face down on thof the pile. Each Souvenir is different, and each belongs ttypes: small objects, clothing, art, and food & drinks.

     T o score the maximum number of points, players need Souvenirs of each type. (Note that you can purchase andSouvenirs of any type.)

     A s you purchase Souvenir cards, group them into sets in froeach set can contain only one Souvenir of each type.

    •  T he rst Souvenir in a set, no matter which type it ispoint.

    •  T he second Souvenir in a set, which must be of a diffthan the rst, is worth 3 points.

    •  T he third Souvenir in a set, which must be of a diffethan the rst two, is worth 5 points.

    •  T he fourth Souvenir in a set, which must be of a diffthan the rst three, is worth 7 points.

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     Equi pme nt:• 1 Game board• 5 Traveler pieces• 5 Travel point markers• 5 Player color tokens (bags)• 50 Coins• 10 Traveler tiles• 12 Hot Spring cards• 60 Panorama cards• 25 Meal cards• 24 Souvenir cards• 14 Encounter cards• 7 Achievement cards

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    The Green traveler is farthest behind on the road, so he starts.

    Do

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    The Purple traveler is farther behind than the Green traveler, thereforehe starts.

    Way of travel

    Way of travel

    • The Green traveler moves (arrow). It’s now the Purple traveler’s turn.

    • If the Green traveler had moved and was still behind the Purpletraveler, he would have to go again...

    Way of travel

    Souvenirs cost 1, 2 or 3 coins. They are worth 1, 3, 5 or 7 points on the actual Souvenirs in a player’s collection.

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     T he player earns these points at the time that he adds these cardsto his collection. (Examples of souvenir collecting and the pointsearned are given below.)

    Note: A traveler must have at least 1 coin to stop in a Village, buthe is not required to purchase any souvenirs.

     A f ew example s of so uve ni r co ll ec ti ng:

      Farm  T 

    he player takes 3 coins from the reserve and adds them to hisbank.

     T here is no limit to the number of coins a player can accumulate.

      Panorama Panoramas are made of 3, 4 or 5 sections.When a player stops on a Panorama Station, if he doesn’t yet haveany Panorama cards of this type, he takes a Panorama card ofvalue « 1 ».

    O therwise, he takes the next number in ascending order. H e immediately scores a number of points equal to the value of thecard (1, 2, 3, 4 or 5 depending on the panorama).

    Note: Each traveler can create only a single panorama of eachtype; a traveler who completes a panorama can no longer stopon the spaces corresponding to that type (Sea, Mountain, or Pad-dy).

      Hot Spring 

     T he player takes a Hot Springcard from the pile and adds it tohis collection.

     T hese cards are worth 2 or 3

    points.

      Temple T he player donates 1, 2, or 3 coins to the temple, placing them onthe Temple section of the board in the area corresponding to hiscolor. The player immediately scores 1 point for each donated coin.

    Note: A traveler who stops on a Temple space must donate atleast 1 coin as an offering and cannot donate more than 3 coins.

      Encounters T he player reveals the top card of the Encounter pile and appliesthe effect. These effects are listed below. After carrying out aneffect, the player adds the card to his collection.

     Shokunin (Traveling merchant) T he player draws the top Souvenir card fromthe pile and adds it to his collection. He scores1, 3, 5, or 7 points depending on which Souve-nirs he already owns.

     Annaibito (Guide) I f the player has not yet started the depictedpanorama, he takes a value 1 card of theappropriate type. If he has started it, he takesthe next number in ascending order. If he’scompleted it, he can start or add to another

    panorama of his choice. He scores points forthe Panorama card as usual.

     Samurai  T he player immediately scores 3 points.

    Kuge (Noble) T he player immediately takes 3 coins from thereserve that he adds to his bank.

     Miko (Shinto priest ) T he player immediately takes 1 coin from thebank and places it as an offering in the Templein the area corresponding to his color.

     H e scores 1 point for this donation.

      Inns T he Inns are special spaces, and all Travelers must stop at each Inn. T he Inns are the places where players can buy Meal cards. Mealcards cost 1, 2 or 3 coins and all give 6 victory points.

     Arriving at an inn T he Inns, mandatory stopovers for all tra-velers, are places to enjoy a well-earnedmeal and sample local culinary specialties.

     E ach traveler is obliged to stop at each ofthe 4 Inns on the way to Edo, so naturallythe Inn spaces can hold all of the travelersat the same time.

     T hese Inn spaces are on the board in red. T he order that players arrive at an Inn isimportant.

     T he rst traveler occupies the spacenearest the road, and later travelers forma line after him.

    When the rst traveler arrives at an Inn, he draws as many Mealcards as there are players, plus 1. (For example, in a game with 3players, he draws 4 cards.)

     H e looks at these cards without showing them to other pl H e can then purchase one Meal card of his choice by pprice (1, 2, or 3 coins) marked on the card.

     H e adds this card, face up, to his collection and premaining cards next to the board, face down.

     E ach Meal card is worth 6 points, and a player scores that the time that he adds this card to his collection.

     H e then must wait for the other travelers to arrive at thearrival, each traveler can (possibly) purchase one of the Meal cards.

     T he rst traveler to arrive at the Inn therefore has more chthe last!

     I mportant :•  A   traveler cannot taste the same culinary speci

    during his journey.

    •  A   traveler can never purchase more than one MeaInn.

    •  A  traveler is never obliged to purchase a Meal card E xample: I n a game with four players, the rst traveler arrives ahe draws 5 Meal cards (4 players + 1) and chooses his Mamong these 5 cards.

     T he second traveler arrives at the Inn; he chooses his Mamong the 4 remaining cards.

     T he third traveler arrives at the Inn; he’d like to choose a among the 3 remaining cards, but he doesn’t have enougto pay!

     A las, he cannot take a Meal card and goes hungry at this

     T he fourth traveler arrives at the Inn with 3 Meal cards fromchoose as the previous traveler did not purchase a Meal.

     H e purchases one, then places the remaining cards at thof the pile.

    Continuing the journeyOnce all travelers have arrived at the Inn and had a ctaste the local cuisine, the journey can continue:

    •  P lace unpurchased Meal cards on the bottom of tpriate pile.

    •  T he last traveler on the route – that is, the one fartthe Inn – takes the next turn and starts out on the roa

     End of the journeyWhen all of the Travelers have arrived in Edo at the lasgame ends.

     A ward the achievement cards (Gourmet, Collector, Batterbox) to the appropriate travelers. (See below)

     T he travelers score additional points depending on their donors to the Temple:

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    1 point

     4 points (1+3)

    9 points (1+3+5)

    16 points (1+3+5+7)

     5 points (1+1+3)

    3 points (1+1+1)

    8 points (1+3+1+3)

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    The green traveler will

    be the frst one to l eave

    the Inn.

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    •  T he most generous donor scores 10 points.•  T he second scores 7 points.•  T he third scores 4 points.•  A ll other donors score 2 points.

     I n the event of a tie, all tied players score points from that rank; e.g.,two players tied for rst place score 10 points each.

     T ravelers who haven’t donated a single coin to the Temple do notscore any points.

     E xample : T he picture shows each traveler’s offerings at the end of the jour-ney:

    •  T he Yellow traveler, in 1st place, scores 10 points.•  T he Blue and Green travelers, tied for 2nd place, each score

    7 points.

    •  T he White and Purple travelers score no points as they did notdonate anything.

     T he player with the most points wins the game. In the event of a tie,the tied player with the most achievement cards wins.

     I n Tokaido, Journey points are scored throughout the game.However, if you think you have made a mistake, your collectionallows you to recount your points at the end of the game.

     Achievement cards Seven achievement cards are distributed to the travelers, 3 duringthe game and 4 at the end of it.

     Panorama achievement cards T hree cards are given during the travel to Edo. T he rst traveler to complete a panorama of a particular typereceives the achievement card corresponding to this panorama.

     E ach Panorama achievement cards immediately gives 3 points.

    Other achievement cards T hese cards are awarded to players at the end of the journey.

    Gourmet  T he traveler with the highest sum of coinson his Meal cards receives this achievementcard and scores 3 points.

     Bather T he traveler who has the most Hot Springcards receives this achievement card andscores 3 points.

    Chatterbox T he traveler who has the most Encountercards receives this achievement card andscores 3 points.

    Collector T he traveler who has the most Souvenircards receives this achievement card andscores 3 points.

     I f two or more travelers are tied for rst for any of the achievements,they each score 3 points.

     Description of the travelers Hiroshige the artist When Hiroshige arrives at each of the 3 interme-diate Inns, before the Meal he takes 1 Panoramacard of his choice, scoring the points for this cardimmediately.

    Chuubei the messengerWhen Chuubei arrives at each of the 3 interme-diate Inns, before the Meal he draws 1 Encountercard and applies its effect.

    Kinko the ronin E ach Meal card purchased by Kinko costs onecoin less. (Meals that cost 1 are therefore free.)

    Yoshiyasu the functionary During each Encounter, Yoshiyasu draws 2Encounter cards, keeps the one he wishes, thenplaces the other card at the bottom of the pile(without showing it to the other players).

     Satsuki the orphanWhen she arrives at an Inn, Satsuki receives one ofthe available Meal cards at random for free.

    Note: After seeing the Meal offered to her, shecan instead purchase a Meal as normal likeother players.

     Mitsukuni the old man M itsukuni earns 1 additional point for each HotSpring card and each achievement card.

     Sasayakko the geisha I n the Village, if Sasayakko purchases at leasttwo Souvenir cards, the cheapest Souvenir is free.

    Note: She must have the coins on hand to payfor all Souvenirs, but she doesn’t pay for thecheapest one.

     Hirotada the priest  E ach time he stops at the Temple, Hirotada cantake one coin from the bank and donate it tothe Temple, scoring 1 point for this coin. This is inaddition to the 1, 2, or 3 coins he can personallydonate to the Temple.

    Umegae the street entertainerUmegae earns 1 point and 1 coin for eachEncounter before the effects of the drawnEncounter card are applied.

     Zen-emon the merchant Once per Village, Zen-emon can purchase oneSouvenir for 1 coin instead of the marked price.

     Special rules for two-player games T wo-player games have somewhat diffferent rules. During set-up, add a third traveler – the Neutral traveler – to thestarting Inn. (Determine the order of the three travelers at random.)

     A s with the travelers controlled by players, this Neutral traveler mustbe moved when he is last on the road.

     T he player whose traveler is in the lead moves the Neutral traveler.Note: Neutral traveler movements are an important part of two-player games and are the key to winning!

    Neutral traveler movements have no effect on the game,Temple and Inn spaces:

    When the Neutral traveler stops on a Temptake a coin from the bank and place it on

    corresponding to his color. Thus, the Neutrainvolved at the end of the game when calcuadditional points connected to Temple offer

    W ith two players, the rst player at the Inn Meal cards. When the Neutral traveler stoInn space, the player who moved him takecards and discards one at random. Place ththe bottom of the pile without revealing it.

     E  xcepting these two cases, the rest of the game playusual rules.

     Variations Journey of Initiation I f you are new to Tokaido or if you want to show it to otheuse this simplied variation: Leave the Traveler tiles in thegive 7 coins to each player at the start of the game.

    You can now learn the game without having to worry various characteristics of the travelers.

     Return Trip A lthough the traditional Tokaido journey starts at Kyoto anEdo, nothing prevents players from traveling in the otherstarting at Edo and traveling to Kyoto.

     T he rules otherwise remain exactly the same.

    GastronomyWhen arriving at the Inns, the rst traveler draws a numbcards equal to the number of players (instead of drawingmore than the number of players).

     E ach Traveler now has one fewer choice on the memakes the order of arrival at Inns more tactical.

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    The Green traveler is the Neutral traveler. As he is in last p road, it’s his turn to move. The player who is the Orange travmove him, as he is ahead on the road.

    Way of t

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     Preparations T he order of departure has an impact on the travelers’ rst moves,with the rst to leave having more choice than the last. To com -pensate for this slight handicap, experienced players may wish toincorporate this variation.

     Depending on the order in whichthey leave the rst Inn, each traveler’sstarting bank is modied as shown inthe image. This adjustment appliessolely at the start of the game andnot at later Inns!

     E xample, with four players:•  T he last player to leave Kyoto starts the game with 2 additional

    coins.

    •  T he third player to leave starts with 1 additional coin.•  T he second player to leave receives his Bank as normal.•

     T he rst player to leave removes one coin from his Bank before

    he departs Kyoto.

    Note: Remember that players must choose their Traveler tile beforethe starting order is determined at random.

    You can mix and match these variations when you play; they canalso be used in the two-player version.

     A few words about Japan... Tokaido T he Tokaido road, which dates back to the 11th century, connectsthe two most important cities in Japan: Edo (today called Tokyo)and Kyoto.

     I t is 500km long and follows the southern coast of the biggest islandin the Japanese archipelago, Honshu.

     T ravelers in the 17th century took approximately two weeks tocomplete the route, usually on foot, sometimes on horseback, andmore rarely in litters (for the wealthiest).

     T here were 53 stages to the route, and a number of inns were loca-ted along the road where travelers could rest and stock up on sup-plies. The road and inns inspired a number of artists, among them thefamous Hiroshige, who produced a series of woodcut prints: TokaidoGojusan Tsugi no Uchi (The fty-three stations of the Tokaido).

     Panoramas J apan is three-quarters mountainous, including a number ofvolcanoes, some still active today. As a result, there is little arablespace, which is mainly taken up by rice paddies.

     T he Japanese coastline is thousands of kilometers long and ex-tremely varied, with vistas over the seas surrounding the country. Thisparticular geography has given the sea a special place in the heartsof the inhabitants and artists.

     Hot springs T here are many natural hot springs (Onsen in Japanese) in thecountry, and they are very popular. Most have been transformedinto baths, both public and private, and they are sometimes used tocook eggs and vegetables!

    On the island of Hokkaido (in the north of the archipelago), oneoften nds springs occupied by macaques, who seem to appreciatetheir benecial effects in the same way that humans do...

    Cuisine T raditional Japanese cuisine consists of meat, sh, rice, noodles,vegetables, and algae.

     T he dish best known outside the borders is sushi (sliced raw sh on aserving of aromatic rice), but each region of Japan has varied andsavory specialties. The cuisine and the meal are a powerful symbolin Japanese culture.

     T he most popular drinks are, of course, sake (rice alcohol, actuallycalled nihonshu in Japanese) and tea. There is a rich variety of both,with some avors that only connoisseurs can truly appreciate.

     SouvenirsWhen traveling to visit someone in Japan, it is customary to bringa souvenir (Omiyage in Japanese). Here are suggested souvenirsin different categories and their Japanese names: Small objects –

    chopsticks (Hashi), tops (Koma) ; Clothing – hats (Boshi), woodensandals (Geta) ; Food & drink – pastries (Manju), candies (Kompei-to) ; Art – boxes (Hako), laquer (Urushi), prints (Ukiyo-e), sculptures(Netsuke), musical instruments (Shamisen).

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    Credits: A  game by Antoine Bauza A rt by NaïadeG raphic design by Funforge Studio Proofreading by W. Eric Martin, Yann Belloir and Gersende Cheylan A ntoine Bauza special thanks: M ichaël Bertrand, Bruno Goube, Toni Bauza, Élisabeth Watremez, FrançoiseSengissen, Émilie Pautrot, Frédéric Vuillet, Mikaël Bach, Fabrice Rabellino, MyriamMoussier, Matthieu Houssais, Franck Lefebvre, Marielle Lefebvre, Frédéric Escribano,Maël Cathala, Mathias Guillaud, Thibaut Paulevé, Adèle Perché, Natacha Deshayes,Adrien Martinot, Charles, Catherine Ellena, Éric Robert, Bruno Faidutti, Jef Gontier,Coralie Desoeuvres, Émilie Escoulen, Clémens Winkelmann, Corentin Lebrat, Cyril

    Sandelion and Sylvain Thomas.

    F unforge special thanks:Nobuaki Takerube for his priceless help on cultural validation, Christine Clotté (foreverything and even more), Claude Amardeil (for everyhting), Elodie Sallares, Jean-Marie David, Anne-Sophie Girault-Guessoum, Eddy Neveu, Abrial Da Costa, all of theplaytesters from the Ludopathic Gathering for their help as well as Marie Cardouatfor her watchful eye.

     ©Fu nfor ge s .a.r .l. 2012 - All r ight s res erve d

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