Yokohama
Yokohama Rulebook
Table of Contents
Table of Contents
- Overview of the Game
- Contents of the Game
- Game Setup
- General Rules
- Flow of the Game
- B. Main Action Phase
- Additional Action Phase
- End of Game Conditions
- Final Score Calculation
- Winning the Game
- Description of the Icons
- Detailed Area Explanation
- Copper Mine (Production Area)
- Silk Mill (Production Area)
- Tea Plantation (Production Area)
- Fishing Ground (Production Area)
- Bank (Commercial Area)
- Port (Commercial Area)
- Laboratory (Commercial Area)
- Employment Agency (Commercial Area)
- Chinatown (Commercial Area)
- Church (Commercial Area)
- Customs (Commercial Area)
- Canal
- Achievement Cards
- Technology Cards
- Credits
Overview of the Game
Each player is a merchant of Yokohama, vying to gain fame through successful business ventures. There are a number of ways to gain fame, such as displaying trade goods ordered by foreign traders, learning foreign technology, and developing the city by building shophouses and trading houses. In order to fulfill these goals, players will need to roam the streets of Yokohama, gaining its various benefits. In addition, it may be a good idea to seek the cooperation of foreign mercenaries.
For 2-4 players / 90 minutes / ages 12 and above.
Contents of the Game
Player components (Red, Blue, Yellow, Green):
- 4 President pawns (1 in each colour)
- 80 Assistant pawns (20 in each colour)
- 4 Victory point counters (1 in each colour)
- 32 Shophouse tokens (8 in each colour)
- 16 Trading House tokens (4 in each colour)
Trade Good components:
- 30 Copper tokens
- 30 Raw Silk tokens
- 40 Tea tokens
- 40 Seafood tokens
Other components:
- 23 Imported Goods tokens
- Money: 52 1-Yen tokens, 16 3-Yen tokens
- 1 Station token
- 10 Foreign Mercenaries (3 English, 2 American, 2 French, 2 German, 1 Dutch)
- 20 5-Power tokens
- 18 Area Boards (each has an Area Category — Production or Commercial — and Area Effects)
- 6 Management Boards: 2 Ports (A and B), 2 Laboratories (A and B), 1 Church, 1 Customs
- 12 Achievement Cards (4 cards each of A, B and C)
- 24 Building Site cards
- 36 Order cards
- 30 Technology cards
- 4 Warehouse tiles
- 4 100-point counters
- 1 Victory Point track
- 4 Player Summaries
- 1 Start Player Card
- 1 Rulebook
Game Setup
- Depending on the number of players, some components will not be used. Return these components to the box:
| Players | Area Boards not used | Management Boards not used |
|---|---|---|
| 2 players | Laboratory B, Port B, Chinatown, Canal, Copper Mine ×1, Silk Mill ×1, Tea Plantation ×1, Fishing port ×1 | Laboratory B, Port B |
| 3 players | Laboratory B, Copper Mine ×1, Silk Mill ×1, Tea Plantation ×1 | Laboratory B |
| 4 players | none | none |
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Shuffle the Area Boards face down, and turn them face up one by one in the configuration illustrated for the number of players (2, 3, or 4 players). Each Area Board is also known as an 'Area'.
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Place each Management Board (long) next to the corresponding Area Board. Example: The Port A Order Form Board is placed next to the Port A Area Board.
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Shuffle all the Building Site cards face-down and place 1 Building Site card face-up on each Area Board on the space stipulated. The remaining Building Site cards will not be used in the game and should be returned back to the box.
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Shuffle all the 5-Power tokens face-down and place 1 face-up on each Area Board on the 5-space on each Area Board. The remaining 5-Power tokens will not be used in the game and should be returned back to the box.
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Place the Victory Point track in the playing area.
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Place the following components near the Area Boards: 1-Yen tokens, 3-Yen tokens, Copper tokens, Raw Silk tokens, Tea tokens, Seafood tokens, Imported Goods tokens, Foreign Mercenary tokens (place all of them face-up), Station token, and 100-Point tokens.
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The player who most recently visited Yokohama receives the Start Player Card and becomes the starting player. If this method does not work in determining a starting player, use any preferred method in choosing a starting player. Note: The Start Player Card does not switch possession during the duration of the game.
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Each player chooses a colour and receives the following components in their colour:
- 1 Warehouse tile
- 1 President pawn (in the player's hand)
- 20 Assistant pawns (place 8 in the player's hand and place the remaining 12 on top of the Warehouse tile)
- 1 scoring disc (to be placed on the 0 space of the Victory Point track)
- 8 Shophouse tokens (place 2 in the player's hand and place the remaining 6 on top of the Warehouse tile)
- 4 Trading House tokens (place all 4 on top of the Warehouse tile)
- 1 Copper token, 1 Raw Silk token, 1 Tea token, 1 Seafood token
- Money (the starting player begins with 3 Yen, and the other players begin with 4 Yen)
Note: In this game, there is a distinction between the player's 'hand' and their 'warehouse'. Place items meant to be in the 'warehouse' on top of the Warehouse tile and keep items meant to be in the player's 'hand' separate from the Warehouse tile.
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Divide the Achievement cards into A, B, and C decks and shuffle them face down. Draw 1 card from each deck and place them face up next to the Victory Point track. The remaining Achievement cards will not be used in the game and should be returned back to the box.
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Shuffle all the Technology cards face down and place them in a deck in the playing area. From this deck, draw and place Technology cards face up in each space of Laboratory A (and B) Technology Card Placement Area until all spaces on both Laboratories A (and B) Technology Card Placement Area are filled.
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Shuffle all of the Order cards face down and place them in a deck in the playing area. According to the number of players, return the following numbers of cards back to the box:
| Players | Cards returned to box |
|---|---|
| 2 players | 16 |
| 3 players | 5 |
| 4 players | 0 |
From this deck, draw and place Order cards face up in each space of Port A (and B) Order Form Board until all spaces on both Port A (and B) Order Form Board are filled. Each player now draws two Order cards from the remaining deck. In secret, each player must choose 1 Order card to keep and return the other card to the box.
The setup of the game is now complete!
General Rules
The following rules apply throughout the game:
- In this game, Trade Goods (Copper, Raw Silk, Tea, Seafood), Imported Goods and Money are not limited by the number of components. Please use a suitable substitute if you run out.
- Money can be made into change at any time.
- All information is public except for Order cards in the possession of players. Place components such that all players may easily see them.
- Each player may have a maximum of 3 Order cards in their hand. Players may not discard any Order cards.
- There is no limit to the number of Technology cards in each player's hand. However, players may only own 1 card of the same name.
- Victory Points are gained by moving the scoring disc of each player's colour on the Victory Point track. If a player obtains more than 100 points, they receive a 100-Point token and move their scoring disc to the corresponding amount on the Victory Point track.
Flow of the Game
The game progresses in turns clockwise from the start player. Each player takes a turn until the End of the Game conditions are met. When the End of the Game conditions are met, there is one more game turn, and a final score calculation is tallied to determine the winner. For the End of the Game conditions, please refer to the section 'End of Game Conditions'.
Flow of a Turn
On a player's turn, they do the following three phases in order. At the end of their turn, play progresses clockwise to the next player.
- A. Additional Action phase (first half)
- B. Main Action phase
- Placement step
- Movement step
- Area Action step
- 5-Power bonus step (Optional)
- Shophouse and Trading House Construction step (Optional)
- Recovery step
- C. Additional Action Phase (second half)
The Additional Action phases in A (first half) and C (second half) involve the same process. The Main Action phase (B) is described first below, and the Additional Action phases thereafter.
B. Main Action Phase
The Main Action phase is done in order from top to bottom:
- Placement step
- Movement step
- Area Action step
- 5-Power bonus step (Optional)
- Shophouse and Trading House Construction step (Optional)
- Recovery step
Steps 1 to 3 and 6 are compulsory, and Steps 4 and 5 can be omitted if the player chooses. An exception to this rule is that if the player was not able to carry out Step 2, they may not be able to carry out Steps 3-6.
1. Placement step
The player may choose 1 of the 2 following options:
a) Place 1 Assistant pawn into 3 different areas: Choose 3 different areas, and place Assistant pawns from their hand to the areas one by one.
b) Place 2 Assistant pawns into the same area: Select 1 area, and place two Assistant pawns from their hand to the area.
Regardless of whether the player chooses a) or b), placement of Assistant pawns are subject to the following Placement rules:
Placement rules:
- If there is a President pawn in the area in which you place an Assistant pawn, you have to pay 1 Yen for each Assistant pawn you place to the player owning the President pawn. If there is more than one President pawn in the area, you have to pay 1 Yen to each of the owning players. If you have insufficient money, you may not place an Assistant pawn in the area.
- You may not place an Assistant pawn in the Canal.
- If you do not have enough Assistant pawns in hand to place, or if you choose not to, you do not need to place all 3 Assistant pawns. In other words, you may place 1, 2 or 3 Assistant pawns.
- You may not place any Assistant pawns from the Warehouse tile or the Management boards.
2. Movement step
The player may choose 1 of the 2 following actions:
a) Move their President pawn
The movement method is different depending on whether the President pawn is in the player's hand or on an existing Area.
If the President pawn is in the player's hand, the player may place the President pawn in any Possible Action Area. A Possible Action Area is an Area in which both of the following conditions are satisfied:
- The player has at least 1 Assistant pawn in that Area.
- There are no other players' President pawns in the Area.
If the player's President pawn is already on an existing Area (i.e. not in the player's hand), you must move the President pawn step by step to your desired destination using the following Movement rules:
Movement rules:
- The President pawn may move 1 step from its current Area to an adjacent Area. At least one of that player's Assistant pawns must be in the destination area. (Shophouses and Trading Houses do not act as Assistant pawns for this purpose. If you have Shophouses and/or Trading Houses in the Area but no Assistant pawns, you may not move to this Area.)
- If the Area that the President pawn is moved into is a Possible Action Area, the player may choose to either stop their movement, or continue moving their President pawn. This may be carried out any number of times.
- If the Area that the President pawn is moved into is not a Possible Action Area, i.e. there is one or more players' President pawns in this Area, the player may not stop their movement. They must immediately pay each other President pawn in the Area 1 Yen and continue their movement.
- The President pawn may not return to the Area that it started in.
b) Return their President pawn to their hand
If this action is chosen, Steps 3-6 are skipped; proceed directly to Phase C (Additional Action Phase). Return your President pawn to your hand, and you may also return any Assistant pawns from any Area to your hand. Note: You may not return Assistant pawns placed on Management Boards.
3. Area Action step
In this step, the player carries out the action where their President pawn is located. However, if you utilized Foreign Mercenaries in the Additional Action phase, you may carry out an action in the specified area rather than in the area your President pawn is in.
At this time, the player calculates and determines the amount of Power the player possesses in the Area:
| Token type | Power obtained |
|---|---|
| President pawn | 1 Power |
| Assistant pawn | 1 Power each |
| Shophouse token | 1 Power |
| Trading House token | 1 Power |
| Station token | 1 Power |
Use the table to tally the Power value. If the Power value tallies 6 or higher, it is still considered as a maximum value of 5. The Power value is used to carry out the action in the Area. For specific actions, refer to the section on Detailed Area Actions.
If there are any Trading Houses owned by other players in the Area in which the action is being carried out, the owner receives 1 Yen from the bank. Note: If your own Trading House is on the Area in which your action is being carried out, you do not receive money from the bank.
4. 5-Power bonus step (optional)
If, in Step 3 (Area Action Step), the player carried out an action of 5 Power, they may carry out this action. If the 5-Power token in the corresponding Area is still present, the player takes it and places it in front of them and resolves the effect. After resolving the effect, they turn the 5-Power token face-down, and keep it in their possession. The effects of 5-Power tokens are explained in detail in the section on 'Description of Powers'.
5. Shophouse and Trading House construction step (optional)
If, in Step 3 (Area Action Step), the player carried out an action of 4 or more Power, they may carry out this action. Choose one of the following two actions:
a) Build a Shophouse: Refer to the Building Site card on the Area in which the action was carried out in Step 3. The player may build a Shophouse only if they do not have a Shophouse already on the Building Site card. Place a Shophouse token from your hand onto an empty Shophouse space on the Building Site card. You may not build on a space that another player already has a Shophouse token on. Gain the benefits stated on the space that you built your Shophouse on.
b) Build a Trading House: Refer to the Building Site card on the Area in which the action was carried out in Step 3. The player may build a Trading House only if the Trading House space on the Building Site card is empty. Place a Trading House token from your hand onto the empty Trading House space. Gain the benefits stated on the space that you built your Trading House on.
6. Pawn Recovery step
Take all of the Assistant pawns from the Area in which you carried out Step 3 (Area Action Step) and return them all to your hand. Note: No matter how many Assistant pawns are on the Area, return ALL of them to your hand.
Additional Action Phase
In each Additional Action phase, you may do the following actions as many times as you like and in any order:
- a) Use of Foreign Mercenaries (Once per turn)
- b) Fulfilling an Achievement card
- c) Fulfilling an Order card
For example, a player may carry out: c) fulfilling an Order card → a) Use of Foreign Mercenaries → c) fulfilling an Order card.
a) Use of Foreign Mercenaries (Once per turn)
You may only use Foreign Mercenaries once on your turn. For example, if you use this action in A. Additional Action Phase (first half), you may not use it in C. Additional Action Phase (second half).
Turn one of your Foreign Mercenary tokens face down and choose one Area. This Area has to meet the following 2 conditions: it has to contain at least 1 of your Assistant pawns AND your President pawn may not be in the Area.
- It is possible to choose an Area that contains another player's President pawn.
- If you choose an Area that contains another player's President pawn, you do not need to pay them any money.
If you carry out this action, you continue with the same steps of the main phase in order, i.e. 3. Area Action step, 4. 5-Power bonus step, 5. Shophouse and Trading House construction step, 6. Recovery step. Please refer to each step of the Main Phase for more information.
b) Fulfilling an Achievement card
If you have met the requirements written on an Achievement card, you may place an Assistant pawn from your hand to the card and gain the corresponding Victory Points. The first player who achieved the requirements score the leftmost points, while all later players score the rightmost points. Please refer to the 'Achievement cards' section for more detailed information. Note: Each player may only fulfill the same Achievement Card once in a game.
c) Fulfilling an Order card
Place an Order card from your hand face-up in front of you. Pay the corresponding Trade Goods. Afterwards, gain the corresponding reward as noted on the Order card. After fulfilling an Order card, check if new Country icons match in order to obtain Foreign Mercenary tokens. For more information on this, please refer to the next section on 'Matching Country icons'.
Matching Country icons
When you successfully complete an Order card, or when you obtain a Technology card, you will see Country icons (English, American, French, German, Dutch).
Every time you obtain a multiple of 2 (i.e. 2, 4, 6) of the same Country icon on completed Order cards or Technology cards, you receive a Foreign Mercenary token of that country. However, if there are none in the supply, you do not receive any.
End of Game Conditions
The game ends when any of the following conditions are met:
- One or more of the players have built all 4 Trading Houses.
- One or more of the players have built all 8 Shophouses.
- After replenishing Order cards, the Order deck has run out and there is an empty space on the card area of the Port Order Form Board.
- A number of Assistant pawns on the Church Management Board has been placed (2 Players: 4; 3 Players: 5; 4 Players: 6).
- A number of Assistant pawns on the Customs Management Board has been placed (2 Players: 4; 3 Players: 5; 4 Players: 6).
Finish playing out the round ending with the player to the right of the Start player, then there is one final round for all players. Thus, all players will play an equal number of turns. After this, there is a final score calculation and the game ends.
Final Score Calculation
Calculate the final score in the following order:
- Church bonus
- Customs bonus
- Technology bonus
- Country bonus
- Remainder Scoring
1. Church bonus
Each player tallies up the number of Assistant pawns on the Church Management board. The player with the highest number of Assistant pawns receives 6 Victory points, and the second highest receives 3 Victory points. In the case of a tie, the player who has the rightmost Assistant pawn breaks ties. If there is only 1 player on the Church Management board, that player earns 6 points and no other player receives points. If there are no players on the Church Management board, no players earn any points.
2. Customs bonus
Each player tallies up the number of Assistant pawns on the Customs Management board. The player with the highest number of Assistant pawns receives 8 Victory points, and the second highest receives 4 Victory points. In the case of a tie, the player who has the rightmost Assistant pawn breaks ties. If there is only 1 player on the Customs Management board, that player earns 8 points and no other player receives points. If there are no players on the Customs Management board, no players earn any points.
3. Technology bonus
Each player tallies the total Industry value on all of their Technology cards. The player with the highest total Industry value receives 10 Victory points, and the second highest receives 5 Victory points. In the case of a tie, the player who is the closest clockwise to the Start player breaks ties (The Start player himself is considered to be the closest). If there is only 1 player with Technology cards, that player earns 10 points and no other player receives points. If there are no players who own Technology cards, no players earn any points.
4. Country bonus
At this point, return all unfulfilled Order cards to the box. Each player now looks at the number of different Country icons they have in their possession from their Technology cards and completed Order cards and divides them into sets. 1 icon may only be used once per set. The following table shows how many bonus points a player receives:
| Set | Victory points |
|---|---|
| A set of 5 different Country icons | 12 Victory points |
| A set of 4 different Country icons | 8 Victory points |
| A set of 3 different Country icons | 4 Victory points |
| A set of 2 different Country icons | 2 Victory points |
5. Remainder Scoring
Below is the conversion rate for remaining tokens in the players' possession:
- Unused Foreign Mercenary tokens: 1 Victory point each
- Imported Goods tokens: 1 Victory point each
- Every 2 Yen: 1 Victory point
- Every 3 Trade Good tokens: 1 Victory point
Winning the Game
The player with the most Victory points wins the game. In the case of a tie, the player closest to the Start player wins ties.
Description of the Icons
- Money icon: Gain Yen equal to the number listed.
- Victory point icon: Gain Victory points equal to the number listed.
- Trade good icon: Gain Trade good tokens equal to the type and number listed.
- Any Trade good icon: Gain 1 Trade good of your choice. If there are more than 2 of these icons, you may choose different Trade goods.
- Imported Good icon: Gain 1 Imported Good per icon.
- Warehouse icon: Take a token from the Warehouse tile to your hand. The cost is the same as the Employment Agency action. Refer to the Employment Agency action for detailed information.
- Movement icon: Move an Assistant pawn from your hand or from an Area to another Area. You may treat each movement separately. You do not need to pay other President pawns.
Detailed Area Explanation
Copper Mine (Production Area)
Gain Copper tokens.
- 1 Power: No effect
- 2 Power: No effect
- 3 Power: Gain 1 Copper token
- 4 Power: Gain 2 Copper tokens
- 5 Power: Gain 3 Copper tokens
Silk Mill (Production Area)
Gain Raw Silk tokens.
- 1 Power: No effect
- 2 Power: Gain 1 Raw Silk token
- 3 Power: Gain 2 Raw Silk tokens
- 4 Power: Gain 3 Raw Silk tokens
- 5 Power: Gain 4 Raw Silk tokens
Tea Plantation (Production Area)
Gain Tea tokens.
- 1 Power: Gain 1 Tea token
- 2 Power: Gain 2 Tea tokens
- 3 Power: Gain 3 Tea tokens
- 4 Power: Gain 4 Tea tokens
- 5 Power: Gain 5 Tea tokens
Fishing Ground (Production Area)
Gain Seafood tokens.
- 1 Power: Gain 1 Seafood token
- 2 Power: Gain 2 Seafood tokens
- 3 Power: Gain 3 Seafood tokens
- 4 Power: Gain 4 Seafood tokens
- 5 Power: Gain 5 Seafood tokens
Bank (Commercial Area)
Gain Money.
- 1 Power: Gain 1 Yen
- 2 Power: Gain 2 Yen
- 3 Power: Gain 3 Yen
- 4 Power: Gain 4 Yen
- 5 Power: Gain 5 Yen
Port (Commercial Area)
Gain 1 or 2 Order cards. There are two Port Areas: Port A and Port B, which refer to different Port Order Form Boards.
If this action is chosen, you may either choose to take 1 Order card for free or 2 Order cards if you pay 2 Yen or 1 Imported Good token.
Note: You can hold up to 3 Order cards in your hand. You may not take cards if it would cause you to have 4 or more cards. Order cards can never be discarded.
Take the Order cards from the corresponding Port Order Form Board into your hand. Depending on the Power of the action, the following choices are possible:
- 1 Power: You may not take an Order card
- 2 Power: You may take an Order card from the Low area
- 3 Power: You may take an Order card from the Low and/or Mid area
- 4 Power: You may take an Order card from the Low and/or Mid and/or High area
- 5 Power: You may take an Order card from the Low and/or Mid and/or High area. In addition, you gain 3 Victory points.
Replenishing Cards: After drawing Order cards into your hand, move all cards to the left, filling in all empty spaces. Then, fill all empty spaces on the Order Form Board with Order cards from the Order card deck until all spaces are full. If the deck is empty, fill as many spaces as possible and leave the remaining spaces empty.
Laboratory (Commercial Area)
Gain a Technology card. There are two Laboratory Areas: Laboratory A and Laboratory B, which refer to different Laboratory Technology Card Placement Areas.
To gain a Technology card, the Industry value has to be paid. The Industry value is written on the top left of the card. In addition, the rightmost spaces on the Laboratory Technology Card Placement Area may add additional Industry value to the card that has to be paid.
The Industry value can be paid with Action Power, Money and Imported Goods:
- 1 Power: 1 Industry value
- 2 Power: 2 Industry value
- 3 Power: 3 Industry value
- 4 Power: 4 Industry value
- 5 Power: 5 Industry value
- 2 Yen: 1 Industry value
- 1 Imported Good token: 1 Industry value
Note: The maximum value that can be gained from Action Power is 5 Industry value. After paying the Industry value, place the Technology card face-up in front of you. Excess Industry value is lost.
After obtaining a Technology card, check if new Country icons match in order to obtain Foreign Mercenary tokens (refer to 'Matching Country icons').
Note: Players can hold any number of Technology cards. However, the 5th Technology card and later each cost either an extra 2 Yen or 1 Imported Good token. If you are unable to pay this additional cost, you may not obtain a Technology card.
Replenishing Cards: After obtaining a Technology card, move all cards to the left on the Technology Card Placement Area, filling in all empty spaces. Then, fill the rightmost empty space with a card from the Technology card deck. If the deck is empty, leave the space empty.
Employment Agency (Commercial Area)
Gain Assistant pawns, Shophouses and Trading Houses from your Warehouse tile. Depending on the Action power, the number of tokens you may gain from your Warehouse tile are as follows:
- 1 Power: 0
- 2 Power: 1 token
- 3 Power: 2 tokens
- 4 Power: 3 tokens
- 5 Power: 4 tokens
In addition, money has to be paid for certain token types:
- Assistant pawns: Free
- Shophouse tokens: 2 Yen each
- Trading House tokens: 4 Yen for the 1st, 5 Yen for the 2nd, 6 Yen for the 3rd, 7 Yen for the 4th
Chinatown (Commercial Area)
Exchange Money, Trade Goods and Imported Good tokens. The number of times you may exchange depends on the Action Power:
- 1 Power: 1 Exchange
- 2 Power: 2 Exchanges
- 3 Power: 3 Exchanges
- 4 Power: 4 Exchanges
- 5 Power: 5 Exchanges
For each exchange, you may do one of the following:
- Pay 1 Copper token and receive 2 Yen
- Pay 1 Raw Silk token and receive 2 Yen
- Pay 1 Tea token and receive 1 Yen
- Pay 1 Seafood token and receive 1 Yen
- Pay 2 Yen and receive 1 Copper token
- Pay 2 Yen and receive 1 Raw Silk token
- Pay 1 Yen and receive 1 Tea token
- Pay 1 Yen and receive 1 Seafood token
- Pay 4 Yen and receive 1 Imported Good token
Note: There is no option to sell Imported Good tokens for Money.
Church (Commercial Area)
Faith values can be obtained by Action Power, Trade goods, Money, and Imported Good tokens. The following items and Action Power values give you the respective Faith value:
- 1 Power: 1 Faith value
- 2 Power: 1 Faith value
- 3 Power: 3 Faith value
- 4 Power: 4 Faith value
- 5 Power: 5 Faith value
- 1 Copper token: 1 Faith value
- 1 Raw Silk token: 1 Faith value
- 1 Tea token: 1 Faith value
- 1 Seafood token: 1 Faith value
- 1 Yen: 1 Faith value
- 1 Imported Good token: 1 Faith value
Note: You may not pay more than 1 of the same kind of the above to gain more Faith value on the same turn.
Then, place 1 Assistant pawn from the Church Area or your hand to the Church Management Board corresponding to the Faith value that was paid and gain the corresponding reward. You may not place an Assistant pawn if spaces are already filled. Assistant pawns placed on the Church Management Board may not be moved for the rest of the game. Excess Faith value is lost.
Customs (Commercial Area)
Paying Imported Goods to obtain rewards. Depending on the Action Power, the number of Imported Goods that can be paid is as follows:
- 1 Power: 0
- 2 Power: 1 Imported Good
- 3 Power: 2 Imported Goods
- 4 Power: 3 Imported Goods
- 5 Power: 4 Imported Goods
Then, place 1 Assistant pawn from the Customs Area or your hand to the Customs Management Board corresponding to the number of Imported Goods that was paid and gain the corresponding reward. You may not place an Assistant pawn if spaces are already filled. Assistant pawns placed on the Customs Management Board may not be moved for the rest of the game.
Canal
No pawns or tokens may be placed in this area. However, during the Movement step, you may pay 1 Yen to the supply to move across the Canal.
Achievement Cards
Achievement Cards A
If you have the stated Trade Goods in your hand, you may complete these Achievements. You do not need to pay these Trade Goods.
- Own 5 Copper tokens → 8 / 6 Victory points
- Own 6 Raw Silk tokens → 8 / 6 Victory points
- Own 7 Tea tokens → 8 / 6 Victory points
- Own 7 Seafood tokens → 8 / 6 Victory points
Achievement Cards B
If you have the stated items in your hand, you may complete these Achievements. You do not need to pay or throw away these items.
- Own 10 Yen → 9 / 7 Victory points
- Own a total of 5 5-Power and/or Foreign Mercenary tokens → 9 / 7 Victory points
- Have completed 5 Order cards → 9 / 7 Victory points
- Own 4 Technology cards → 9 / 7 Victory points
Achievement Cards C
There are two different icons marking Production Areas and Commercial Areas. If you have built Shophouses and/or Trading Houses in Areas matching the icons on the Achievement Cards, you may complete these Achievements. If you have built more than 1 Shophouse and/or Trading House in the same Area, it counts for only 1 icon.
- 4 Production Areas → 10 / 8 Victory points
- 4 Commercial Areas → 10 / 8 Victory points
- 3 Production Areas and 2 Commercial Areas → 10 / 8 Victory points
- 2 Production Areas and 3 Commercial Areas → 10 / 8 Victory points
(For each Achievement card, the first player to achieve it scores the higher (leftmost) value; later players score the lower (rightmost) value.)
Technology Cards
- Gaslight: Whenever you build a Shophouse, you gain 2 additional Victory points. This takes effect only from the turn in which this technology is implemented.
- Station: When implementing this Technology, place the Station token in an Area of your choice. This Station token counts as 1 additional Power for all players in this Area. You may move your President pawn to this area during the Movement Step for free, and you do not need to pay even if there are other President pawns in the Area. However, you may only move to this Area if you are doing this Area action.
- Mining Technology: Whenever you receive 1 or more Copper token, you receive 1 additional Copper token. This applies to the Copper Mine, Chinatown, 5-Power tokens, and Area building effects.
- Spinning Mill: Once per turn, you may discard 1 Raw Silk to gain 2 Yen. You may discard a Raw Silk token that you gained during the turn.
- Stagecoach: When moving your President pawns in the Movement step, you do not need to pay other President pawns occupying Areas that you move over. However, you may not end your turn or carry out the action in Areas occupied by other players' President pawns (unless you also own the Postal System).
- Exposition: Immediately gain 10 Victory points.
- Ball: Whenever you complete an Order card, you gain an additional 2 Victory points.
- Language School: Whenever you complete an Order card, you gain an additional 1 Yen.
- Letterpress Printing: Whenever you gain a Technology card after this one, you gain an additional 1 Yen.
- Winery: Whenever you carry out a Church action and place an Assistant pawn, you gain an additional 3 Victory points.
- Postal System: You may end your movement in an Area occupied by another President pawn and carry out the action in the Area. You must still pay these players (unless you also own the Stagecoach).
- Newspaper: During the Placement Step, you may place up to 4 Assistant pawns in different Areas instead of 3.
- Electrical Light: Whenever you build a Trading House, you gain 3 additional Victory points. This takes effect only from the turn in which this technology is implemented.
- University: Once per turn, you may gain an Assistant pawn from the Warehouse tile by paying 1 Yen to the supply.
- Telegram: During the Placement Step, if you place 2 Assistant pawns in the same Area, you may additionally place 1 Assistant pawn in an adjacent Area. Pay the usual cost if another President pawn occupies this adjacent Area.
- Telephone: During the Recovery Step, you may leave 1 Assistant pawn in the Area.
- Brickyard: Whenever you carry out a Customs action and place an Assistant pawn, you gain an additional 4 Victory points.
- System of Stock: At the beginning of your turn, if you possess 1 Yen or less, you refill your hand to 2 Yen.
- Patent System: Whenever you gain a Technology card after this one, you gain an additional 2 Victory points.
- Tram: During the Movement step, you may move your President pawn to any Area as long as that Area does not contain another player's President pawn. If you move your President by Tram this way, you may not move it again.
Credits
Produced by: OKAZU Brand. Game design: Hisashi Hayashi (OKAZU). Graphic design: ryo_nyamo. Writing: HAL 99. English cards text: Saigo. English manual: Daryl Chow. Playtesters: The usual group.