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Colors of Kasane

Colors of Kasane Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
    • 1) Build the Fabric card deck
    • 2) Build the market according to the number of players
    • 3) Determine the first player
  • Sequence of a Round
    • 4) End of the round
  • Player Turn
    • Taking a Fabric Card
  • Making a Combination
    • Placement Rules
  • End of the Game
    • Calculating the Final Score
  • Kakemono Board
  • Style Descriptions
  • Variant
  • Credits

Contents

  • 45 Fabric cards
  • 7 Accessory cards
  • 4 Young Lady cards
  • 1 Kakemono board (on the back of the box lid)
  • 28 Buttons
  • 1 fabric bag
  • 1 rulebook

There are 9 different Fabric cards. Cards of the same value always have the same fabric pattern and the same draper's mark. There are 5 cards of each value.

There are 7 different Accessory cards. There is no difference between these cards in play.

Each Fabric card shows: the fabric number (1 to 9), the pattern type (animal or plant), and the draper's mark. Fabric cards that share a pattern type also share the fabric number, the pattern type, and the draper's mark.

Setup

  • Unfold and place the Kakemono board within reach of all players.
  • Each player chooses a Young Lady card and places it in front of them, on the side without the Emperor symbol, leaving room to place cards on both sides of it. Each player also takes the six Buttons of the matching color. Unused Young Lady cards and Buttons are returned to the box.

1) Build the Fabric card deck

Remove cards according to the number of players:

Number of playersFabric cards to removeAccessory cards to remove
2 players182
3 players92
4 playersPlay with all cardsPlay with all cards

At 2 and 3 players, you must remove complete sets of Fabric cards (numbered 1 to 9). Removed cards are returned to the box.

Shuffle the remaining cards and form a draw pile, placed face down next to the Kakemono board.

2) Build the market according to the number of players

  • At 3 players: Draw 15 cards and place them randomly, face up, forming 3 rows of 5 cards, arranged so that the information on the cards remains legible.
  • At 2 or 4 players: Draw 16 cards and place them randomly, face up, forming 4 rows of 4 cards, arranged so that the information on the cards remains legible.

3) Determine the first player

The first player flips their Young Lady card to the side bearing the Emperor's symbol.

During the first round, choose the first player freely. Afterward, at the start of each round, the player to the left of the previous round's first player becomes the new first player and flips their card. This way, every player gets a chance to start a round.

Sequence of a Round

Kimono is a card combination game. The game unfolds over several rounds, representing market days during which the young ladies try to obtain the fabrics they wish to use for their kimono. There are as many rounds as there are players. During each round, players take Fabric and Accessory cards one at a time. They can use Fabric cards to make combinations that grant points counted toward the final score.

A round takes place over several turns of play. Players take their turns one after another, clockwise, starting with the first player.

On each of their turns, players will collect one card, for:

  • 3 cards per round at 4 players,
  • 4 cards per round at 3 players,
  • 6 cards per round at 2 players,

for a total of 12 cards collected by the end of the game.

4) End of the round

  • At 3 players: the round ends when only 3 cards remain in the market. They are discarded.
  • At 2 or 4 players: the round ends when only 4 cards remain in the market. They are discarded.

Reminder: at 3 players, the cards discarded during the first two rounds are shuffled back with the rest of the draw pile at the start of the third round.

There are as many rounds as there are players. If a player has not yet started their round (their Young Lady card's Emperor face has not been activated), begin a new round.

If all rounds have been played — meaning all Young Lady cards are on their activated Emperor face — proceed to calculating each player's final score.

Player Turn

On their turn, a player must take exactly ONE card from the market: the last card, meaning the one furthest to the right, of the row of their choice.

  • If it is an Accessory card, they place it immediately face up to the left of their Young Lady card. They cannot make a combination this turn, and it is the turn of the player to their left.
  • If it is a Fabric card, they take it into their hand, respecting the constraints below. They may then make a combination if they wish. Then it is the turn of the player to their left.

Taking a Fabric Card

The player takes a Fabric card and adds it to their hand, respecting the following constraints:

  • Collected cards must be held in the player's left hand.
  • The collected card is placed to the right of the previous card, that is, on top of it.
  • The order of the cards in hand can NEVER be changed during the game.

When a player collects a Fabric card, they may then, if they wish, make a Combination using the cards in their hand.

Making a Combination

A player may make only one Combination per turn, even if they could make several, and only if they collected a Fabric card during that turn.

A Combination is a sequence of several cards that fulfills one of the 9 Styles (see Style Descriptions). There are 30 possible combinations.

A player makes a Combination by placing the Fabric card or cards in front of them, to the right of their Young Lady card, following on from any other Fabric cards they have already played, then placing a Button of their color on the Kakemono board on the Combination made. The played combinations make up your kimono.

Placement Rules

Place the Fabric cards to the right of your Young Lady card, respecting the following conditions:

  • The card you just collected must be part of the Combination. You cannot play a combination using cards from your hand if you do not use the last card collected.
  • The cards of the Combination must be adjacent in your hand. You cannot take a card that is not placed directly to its left.
  • You cannot change the order of the cards of the Combination. The cards must be placed in the order they had in your hand, that is, the leftmost card of the combination first, ending with the rightmost card.
  • Place the cards of your combination to the right of your Young Lady card. If you have already played one or more Combinations, place them straddling the last Fabric card played, leaving the symbols of each card visible. The last card collected therefore becomes the rightmost card of your kimono.
  • If you have already played at least one combination, you may use the last card played of your kimono (the rightmost one) to make your new combination, but you are not obliged to. If you do, it becomes the first card of the combination, the leftmost one, and the other cards from your hand are placed after it in order.
  • Place one of your Buttons on the Kakemono board, on the space corresponding to both the Style and the number of cards making up the Combination. This Combination can no longer be made by the other players. If the space is already taken, you cannot make the Combination.

Reminder: you may only make one combination per turn.

Note: in the rare case where a player no longer has enough Buttons, they may use another small object as a substitute.

End of the Game

The game ends at the end of the last round. Players will have played 12 turns, and therefore collected 12 cards, over 2, 3, or 4 rounds depending on the number of players. Calculate the players' final scores by adding up the points earned from combinations and bonuses.

Calculating the Final Score

  • Each combination you have made earns you points, indicated below the buttons you placed on the Kakemono board.
  • Get a bonus of 2 extra points if you managed to play all 12 of your cards.
  • Get a bonus of 1 extra point for each Accessory card you played.
  • If you played at least 8 cards, get a bonus depending on the number of different Fabric cards you played:
Different fabrics123456789
Extra points543202345

The player who obtains the highest score wins the elegance contest and wins the game. In case of a tie, the player who has placed the most cards (Fabric and/or Accessory) in front of them is the winner. If the tie persists, the players share the victory.

Kakemono Board

The Kakemono board lists the 9 Styles. Each Style column shows the point value earned per number of cards used to complete that combination:

  • Note: each Combination earns a certain number of points depending on the number of cards it is made of. If 2 combinations with the same number of cards are available, place your button on the one that earns the most points.
  • Bonus: if you manage to play all 12 of your cards, you get a Bonus of 2 points.
  • Number of cards: combinations can be resolved with a variable number of cards.
  • Combination: there are 9 possible Combinations; each can be made several times, with different or identical numbers of cards.

Style Descriptions

  • CHIDORI — A Combination, in any order, of 3 cards bearing the same diamond-shaped Draper's Mark, but with different numbers.
  • SAKURA CHIRASHI — A Combination, in any order, of 3 cards bearing the same triangular Draper's Mark, but with different numbers.
  • ASANOHA — A Combination, in any order, of 3 cards bearing the same circular Draper's Mark, but with different numbers.
  • KAFUU FUGETSU — A Combination of several cards with an animal pattern type. The numbers may be different.
  • SETSU GETSU FUKA — A Combination of several cards with a plant pattern type. The numbers may be different.
  • KASANE — A Combination of several cards with the same numbers.
  • KAGEN NO TSUKI — A Combination of several different cards numbered from 1 to 5 in ascending order, or from 5 to 1 in descending order. The Combination can be made even if some numbers are missing (e.g. 1-2-4 or 5-3-2-1).
  • JOUYOUGEN NO TSUKI — A Combination of several different cards numbered from 5 to 9 in ascending order, or from 9 to 5 in descending order. The Combination can be made even if some numbers are missing (e.g. 5-7-8 or 9-7-6-5).
  • JUU — A Combination of several cards whose numbers add up to 10.

Variant

It is possible to play with a variant that allows players to make more combinations. The game proceeds following the usual rules, except for the following point:

If a player places an Accessory card after taking it from the market, they may still make a Combination during the same turn.

Credits

  • Author: Hinata Origuchi
  • Illustrations: Naïade
  • Collection director: Antoine Davrou
  • Packaging: Origames
  • Art direction: Antoine Davrou and Igor Polouchine

Acknowledgements: the publisher thanks Doria Roustan for her presence and help during the editing of this game.

A game published by Superlude — 93 quater, Avenue de la République — 91230 Montgeron — France.

©2014 Ouyuuan. ©2017 Superlude.