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Reply: Tokaido:: Rules:: Re: Temple

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by Captain_Insano

The temple can have any number of coins given to it.
On any one visit though you can ONLY deposit 3 coins.
There a multiple temple tiles so you can, if you wish, put 1,2 or 3 coins on the temple each time you visit. Some traveller encounters or character abilities also influence coins put on the temple.

Reply: Tokaido:: Rules:: Re: Temple

Rigour in Game Design

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by Adam Porter

Our regular meet-up was brief last evening, with only two of us in attendance. Alas life got in the way and prevented most of our regulars, so Rob and I were left to chat about the group and muse on our future plans for it – and play a couple of rounds of a game or two.

Playtest UK has a decent number of groups around the country at this point: London, Cambridge, Newcastle, Brighton, Cardiff, Leeds, Enfield, Bath. I’m sure some groups are more active than others. The playtest sessions are generally arranged through the Meetup website – in Cardiff we have tended more towards using Facebook to arrange meetups (something we did before we were associated with Playtest UK and hence we have carried on with) but the Meetup site seems to be thriving with members around the country, many of whom I recognise from UK Games Expo and other playtesting sessions I have attended. It seems a shame not to be a more visible part of this community. Rob and I discussed utilising the Playtest Meetup site more – so I’m encouraging all members of our group to utilise that facility and I will post a link to this blog on that site from here-on too.

We want UK designers to use our group as a resource – we can offer willing, enthusiastic, critical analysis of your prototypes at whatever stage. We are not experts, or even published designers, but we have a broad gaming experience, a wide vocabulary of gaming mechanisms, and a good understanding of the industry. For the group to thrive, however, we do need people to use it!

We discussed critical analysis, the role it plays in creative endeavours, and its general palatability. Both Rob and I have experience in theatre and have seen both sides of this. An amateur actor will often look for praise, rather than critical analysis. You might offer them a “Well done!” regardless of the quality of their performance. The classic phrases an amateur actor learns to dread are the guarded “The audience seemed to really have a good time” or “However did you learn all those lines?” both of which mean “You were shit”. An aspiring professional might seek more critical feedback “but what did you really think?” This doesn’t necessarily mean that they are ready to hear the answer. A true professional will gratefully receive ALL feedback and quietly pick-and-choose which responses are helpful and which can be reasonably ignored – ideally without allowing any of it to bruise their ego. (Perhaps some egos need a bit of bruising, but that’s a topic for another day). So where does that leave us with game design? I think it’s a tricky balance – we don’t want to be hard-nosed, or unwelcoming, or cynical, but we want to be rigorous, intelligent, and constructive.

At this point in time, Kickstarter is a major force in board-game publishing. Some of the projects that I have backed, or played after publication, have evidently never experienced that rigorous, critical analysis that can only be gained by putting the game in front of seasoned game-players (and ideally designers). Crowdfunding patrons take a much greater gamble when they back a project than the traditional boardgame purchaser. Yes, a great many bad boardgames have been put out by established publishers, but generally speaking the safety net of an established, rigorous (there’s that word again) process of development and testing – a process which has itself been rigorously tested – tends to produce a more stable, high-quality product. Kickstarter (or self-publication) is an attractive prospect when the established publishers appear to be ignoring your brilliant new design and passing you by, but I personally don’t want the mass of boardgames to be rough-around-the-edges crowdfunded projects. I want a polished product. By all means Kickstart, but be a professional. Utilise groups like Playtest UK. And gleefully accept the feedback that comes your way – good or bad.

You can probably tell that I am cynical about Kickstarter and self-publication (although I haven’t written it off entirely – I have had some good experiences!) So this leaves us with only one other route: approaching publishers and asking them to develop and produce our work. I am constantly surprised by how many publishers are open to this. I tend to receive polite, grateful, inquisitive emails from the majority of the publishers that I speculatively contact. I have yet to have a game published, but it does not seem impossible. In fact, quite the opposite: it seems probable that I will eventually get there. The degree of difficulty I have faced in achieving this goal seems absolutely proportionate to the financial risk taken by the publisher, and the improbability that my games are something special. Obviously I think that they are, but the tiny number of truly special games which are produced each year suggests otherwise. It isn’t going to be easy getting your game published, but neither should it be.

Now, I am fortunate enough to be able to invest time and money into an annual trip to Essen Spiel, the biggest boardgame trade-show in the world. This is where I meet publishers. Rob, with baby and half-constructed house to take care of, does not have this luxury. So where does he go? How do you get your foot in the door with publishers if you cannot fly across the world to game conventions? I don’t know the answer to this, but I suspect that the doors are not as firmly closed as we imagine. My friendly responses from emailing publishers suggest to me that many would still be open to looking at prototypes if you posted them out. Video, audio, digital photography and Skype are all tools which allow you to form a connection with someone thousands of miles away. Local conventions are going to provide fewer opportunities, I suspect, at least in the UK. The UK Games Expo is growing, and there are a good number of publishers there with decision-makers in attendance, but not in anything like the quantity that you will find at Essen. I’m sure there are meetings to be had at the Expo regardless.

This week I managed to complete construction of my prototypes for Essen – some 28 of them (five games with multiple copies). I really hope some publishers take copies away – there will be little room in my suitcase to bring them back home packed around all my new purchases. Completing construction feels like a huge weight off my shoulders. Game-construction is hard work!

I demonstrated a few changes to my trick-taking game, Animal Olympics. This one has been knocking around for over a year now but has never quite reached a point where I’m happy with it. It’s a hangover from last year when I was obsessing over a perceived lack of “progression” in my city-building game, City Rollers. I wondered what “progression” would look like in a straight-up trick-taking card-game – i.e. how could one round of trick-taking alter the game in such a way that the next round is directly affected. This immediately introduced all sorts of runaway-leader problems which I countered with clunky, inelegant catch-up mechanics. The result was a chaotic luck-based game. I have come some distance with the game since then, and I still think it has promise. Unfortunately, we couldn’t play the latest incarnation since there were only two of us.

Rob showed off a new prototype – I’m going to describe it as a cross between the Zen aesthetic of Tokaido, the pond-life theme of Haru Ichiban, the card-play of Smash Up, and the predictions of Camel Up or Divinare. If that sounds like fun, I’m sure you’d love this game. Although it’s just the seed of an idea, I thought it had loads of promise – another gem from Rob, which will be fun to watch develop.

Thread: Tokaido:: Rules:: souvenirs

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by hammertime7777

What if I buy 3 different types of souvenirs at once, do I score 5 points or can I put them down one at a time and score 1 + 3 + 5 = 9 points?

Reply: Tokaido:: Rules:: Re: souvenirs

Reply: Tokaido:: Rules:: Re: souvenirs

Reply: Tokaido:: Rules:: Re: souvenirs

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by ryudoowaru

hammertime7777 wrote:

What if I buy 3 different types of souvenirs at once, do I score 5 points or can I put them down one at a time and score 1 + 3 + 5 = 9 points?
There's the thing: all Tokaido scoring can be done at the end of the game exactly the same as doing it in-game. Keeping track of points in-game just gives players a more accurate feel for how each player is doing score-wise (with the exception of the end-game bonuses, of course).

In fact, I generally encourage players to pause about halfway through the game and count up their scores, just to be sure that we haven't forgotten anything.

Review: Tokaido:: Game Review

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by designer78

Originally published on www.pastgo.net:

Short Version:

It’s Candy Land for adults. But that’s not meant to be pejorative. Take it as a compliment. Players take on the role of Japanese travelers in the pre-modern era, walking the famous Tokaido Road that connects Tokyo to Edo. It’s a sight-seeing tour, and like Candy Land, the players follow a more-or-less linear path through a beautiful, pastel-colored land, trying to partake of all the whimsy it has to offer, but far and above Candy Land, the players of Tokaido are scoring points for their experiences and encounters, and they are quietly and politely sabotaging each other in order to squeak ahead into the lead.

Some Background Info You Probably Don’t Care About:

I discovered this game by accident. I was at Toys R Us, buying a Pokemón starter deck for my son, and of course it was required that I peruse the games section for anything new and exciting. As it happened, my wife and I were keeping our eyes and ears open for something totally new to play with one of gaming friends—who felt like she was always at a disadvantage when she played games my wife and I already knew. So I was on the lookout for something that was new to all three of us. I happened to see this on the bottom shelf, and I actually dismissed it at first. It seemed strange and different from the kinds of games I’d typically investigate, but then I was drawn back to it for the very same reason. The lovely thing about modernity is I can look at 50 Amazon reviews right there on the Toys R Us floor while my kids play with Marvel Rock’em Sock’em Robots. 20 minutes later, I was 40 dollars poorer, but geekishly wealthier.

Play Summary:

The game board is a singular path with stopping points along the way, each point representing one of several different types of stops: village, farm, scenic vista, hot spring, temple, inn, or an encounter with a stranger. Each stop-type has a small deck of cards associated with it, and the players “experiences and encounters” are represented by drawing from the corresponding decks. Different experiences and items collected earn points for the player, which accumulate over the course of the game, and once everybody has completed the journey, points are totaled, a few bonuses are awarded, and the winner is declared. It takes about 30-45 minutes, and the stress level is pretty low.

What Really Works for Me:

The mechanics of the game are unique. The player at the back of the line becomes the next player to act, and because it’s basically a collecting game, you are encouraged to move as slowly as possible through the course in order to accumulate as much as you can. In fact, if you race ahead of the other players, you’d simply be handing them extra points, as they will get multiple turns before you get your next one. However, it isn’t enough to simply take the next available space. A player’s position on the board blocks other players from moving onto that same position, forcing them to miss an opportunity they might have had, as they are compelled to move forward. Because of this, the tactical player watches what the other players are trying to collect and which stop-types they need to visit, in order to try and hinder them. This is all done in a very passive-aggressive sort of way, with everyone regularly apologizing and insisting, “I didn’t mean to block you, I just needed one of those, too.” It’s delightful.

Another very strong selling point is the artwork. It’s magnificent. The color palette is beautiful; the character design is whimsical; it’s a real treat just to look at it. And the team obviously put a lot of time into researching and respecting Japanese culture in this project, which makes it fun for a Japanophile (shinnichi) like me. I mean where else do you get to really annoy impress your friends and family with how well you can pronounce all those Japanese words?

What Doesn't Work So Much for Me:

The random interference is a little high. In fact, it’s about at my personal limit. On the bright side, victory is relative, and everyone survives to the end of the game no matter what, usually with very little deviation between scores, so you don’t ever really feel like your whole game was ruined by poor shuffling. However, there are moments when you feel like you don’t really have any meaningful choices before you, and you’re just sort of mindlessly nudging your little meeple along the candy-colored trail. Opportunities to undercut the other players are somewhat scarce, and sometimes not all that detrimental to them. It’s definitely a conversational-level game, but then again, maybe that’s a strength for some.

Final Remarks:

Just like the artwork, the components are high-quality: wooden meeples for the travelers; good, thick chipboard for the player cards and die-cut coins; high-grade glossy card decks (mini-size); mounted board. The * on my “components” rating is because the board I got was already peeling away from the mounting as soon as I pulled it out of the box (see picture). On one hand, this might be a defect unique to the particular box I bought, and maybe a side effect from sitting in Toys R Us’s inventory for too long, but then again, I worry if the manufacturing process won’t have that same result in a whole run of games. Other than that, I have no complaints about the game. It’s probably not going to be super interesting for your heavy-hitters, except as something to soak up time while you’re waiting for the others to arrive, but I enjoyed it and will play it again, probably often. It’s light fare and fun, playable with kids and/or with your more social gaming friends.

Reply: Tokaido:: Reviews:: Re: Game Review

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by dcapozzi1

Thanks for the review. I've had my eye on this for awhile, and am still a bit hesitant to lay out $30. What can you say about the replayability? Does it get stale after a few plays?

Reply: Tokaido:: Reviews:: Re: Game Review

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by toliveischrist77

As far as replayability goes, I think it depends on what you're playing the game for. If you're wanting it to be a really deep, competitive, strategic experience I'm not sure how many plays you'll get before it's just not deep enough. But if you're looking for the relaxing stroll through Japan that I think it's meant to be you can get a lot of really enjoyable plays.

I'm not saying it isn't deep or strategic, I think there's a strong game there. I happen to really love it. But there are definitely games with more going on. It's a pretty simple choice every turn, and some turns that choice can be pretty obvious. But that being said, I've gotten quite a few plays out of it and I'll gladly play it a bunch more. I so greatly enjoy the theme of having the best, most rewarding trip you can have, and it's a theme I can really get into. Playing this game kind of feels like going on vacation, and that's about as replayable of a thing as I can think of.

Reply: Tokaido:: Reviews:: Re: Game Review

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by designer78

For me it's still got replayability—mainly because I don't feel I've quite mastered the strategy yet. Still trying to figure out what constitutes good timing, when to cut someone off, what "scoring suit(s)"to focus on, etc. Plus, there are several different characters you can play, each with a different talent, so the strategy will be a little different with each one. It will be some time, I think, before I feel like I've gotten down the rhythm with all the characters, and that's before adding in any of the expansion sets. :) True to it's nature, that in itself is like solving a puzzle for me.

Reply: Tokaido:: Rules:: Re: Anniabito

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by NeedsNewDice

Yes, Downey is correct.

I can't imagine this situation occurring that often, but the friend would still count towards your encounter achievement, as stated. Sometimes you get stuck with spaces where you can not do anything. That is the luck of the journey!

New Image for Tokaido

Review: Tokaido:: Corey rambles about Tokaido

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by chopkins828

"So, Johnson, what new and unique board game themes do you have for me today?"

"Well, sir, I've got this great idea about farming in medieval Europe--"

"Nope! Too late!"

"Okay...how about the development of the German postal system?"

"Been there, done that!"

"Umm...what if the players followed superheroes around, keeping meticulous track of the amount and type of damage they deal and receive?"

"That sounds terrible. Look, Johnson, you're supposed to be my idea man! What gives?"

"Sorry, sir. It's just that I'm so close to my vacation, I'm having a hard time focusing."

"Vacation? Johnson, you're a genius..."

I Have No Idea Who Johnson Is

Tokaido is a game about taking a journey from Tokyo to Kyoto. You and your fellow travelers will travel along the road, stopping at various places to trigger effects. Turns do not go clockwise around the table; rather, whoever is last in line moves their traveler to an empty space, possibly even taking multiple turns in a row.

Spaces on the road include:

The Village, where travelers can spend money on souvenirs, trying to complete sets of different symbols.

The Farm, where travelers can earn more money.

Panorama spaces, where travelers can create landscapes.

Hot Springs, where travelers can take a bath, hopefully with monkeys!

The Temple, where travelers can donate money. Generous travelers earn a bonus at the end of the game.

Encounters, where travelers meet interesting people who help them do some of the things above.

Inns, where travelers meet up and enjoy a meal together.

So after that quick rundown, let's get to the stuff I like.

The Stuff I Like

d10-1Teaching It. Tokaido is one of my favorite games to teach to people. Basically, you're on vacation. So you get points doing all the stuff you do on vacation. Buy souvenirs, take pretty pictures, engage the local culture, meet interesting people, eat good food. You also apparently work on random farms and bathe in hot springs (that hopefully include monkeys!), so it doesn't all make sense, but whatever. The actions associated with the spaces are kept quite simple(something I love in games), so explaining how it all works is a snap.

d10-2Playing It. Along with being fun to teach and easy to learn, Tokaido offers a great playing experience. It's light and relaxing, which can be a great alternative to heavy and taxing. In many ways you really do feel like you're taking your time along the road, trying to have the best experience (get the most points) that you can.

d10-3Looking at It. The minimalist board design in this game is fantastic. Everything is clean and easy to understand. It's not hard to imagine someone designing a more "realistic" board for this game and just making a total hash of it. In Tokaido's case, less is definitely more.

The board design aside, the art on the cards is stellar. The panoramas are worth collecting just so you can see the beautiful landscapes.

d10-4Two-Player If you've read many of my reviews, you'll know I mostly play two-player games with my wife. Usually I'm leery when a game uses a "dummy" for two-players, but here it works. Basically, whenever it's the dummy's turn, whoever is in first moves him. This is a nice choice, because it makes it impossible for a player to move the dummy and then take a turn themselves. You can still make some clever moves with the dummy, however, and using him well is key in a two-player game.

d10-5Characters I am a big fan of games that give the players different abilities. I think it is a fantastic way to make games replayable, and Tokaido does a great job with its characters. I always enjoy taking the time before a game to debrief everyone's abilities.

The Stuff I Wouldn't Walk to Kyoto For

d10-1 It's pretty light, which I like, but in some ways it comes close to being too light. The big culprit here is the hot springs spot, where you get two or three points. If you're looking for more strategy, I suggest the expansion, which I will review if I ever start reviewing expansions.

d10-2 The box is pretty light, too. I haven't done the calculation, but I think this might be my biggest box by volume. It by no means has the most stuff in it. I understand shelf appeal, but this is a little ridiculous. I found myself wishing that the expansion box would also be too big, so that I could fit everything in it. Nope. Reasonable size. In fact, the expansion box fits in the base game box (with everything from the base game) with more than half a box to spare.

d10-3 Speaking of the size of things, what the hell is even the deal with those tiny little score markers I mean come on!

Take a Deep Breath

Well that's about it. Tokaido is a nice, light family game in a giant, shelf-space sucking box.

Corey rambles about... Review Geeklist

New Image for Tokaido


New Image for Tokaido

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by Nikita42

<div>Setting up the board for our first time playing Tokaido.</div>

Thread: Tokaido:: General:: Is there a deluxe edition?

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by lpdude72

Now before you tell me that there's the collector's edition that was on Kickstarter, i'm well aware of it already!

However, I messaged Funforge games on KS asking of they are going to sell leftover Collector's editions after Essen (because I had a friend who spotted them at Essen), and I got this reply:

"Dear Tobias,

It is not the Collector version we have been selling at Essen but the Deluxe one (which contains less elements than the lower pledge of the campaign).

They are not available online, but both the Deluxe box and the accessory pack will be available in retails.

Kind regards,
Funforge."

Now I went straight to look for this "Deluxe edition" and lo and behold... points me to the Collector's edition!

Can someone clarify if they were selling the Collector's edition at Essen or if there is a deluxe edition of Tokaido I'm not aware about?

Not too happy with the idea that their stuff will be sold at retailers (don't get me wrong, I support my FLGS), but my FLGS doesn't really get exclusive items, promos, etc. so I was more hoping for an online sale so I can get my grubby hands on it (or more specifically the CD!)

Reply: Tokaido:: General:: Re: Is there a deluxe edition?

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by Fo_OL

First of all:

They sold the Deluxe Edition at Essen.
The Collector Edition was Kickstarter only.

The Deluxe Edition has more in common with the Collecter Edition than with the normal basegame.

The Deluxe Edition contends are:
Tokaido basegame
Crossroads expansion (the small board is already integrated in the big board from the basegame)
Plastic miniatures of all charakters from Tokaido basegame + Crossroads expansion (unpainted)
Metalcoins instead of cardboard coins
Soundtrack

The Collector Edition has all contend from the Deluxe Edition
+ the matsuri expansion, additionally characteres + miniatures and an artbook.
You could have topped that by pledging "Samurai Level" to get your miniatures painted.

For detailed information about the Collector Edition I suggest to check Kickstarter out.

Reply: Tokaido:: General:: Re: Is there a deluxe edition?

Essen: Day One

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by Allen OConnor

Essen: Day One




The first day at Essen was pretty nuts. It seemed like everyone was rushing to get the big release games, so a lot of the halls were chaotic. We started that day by wandering the halls and getting used to the layout of the place; I couldn't believe how big the convention was, every time I thought that we had seen it all, there would be another exhibition hall that we didn't know about. We grabbed a lot of the major releases while we were walking about, such as 504 from Friedemann Friese, which seemed to be getting a lot of buzz; the game has a modular rule book, with 504 combinations of a rules, hence the name; and the box was huge, brimming with all kinds of nonsense. I grabbed a copy of 7 Wonders: Duel, which takes some element of the original 7 Wonders drafting game and some new elements, to make a two player card game.



Ant bought T.I.M.E Stories, which seemed like a more cooperative, less japanese version of Tragedy Looper; the game had one of the most novel box inserts that I've ever seen, which allows players to 'save' their game by laying out the components in a certain way. I grabbed a copy of New York 1901 as a gift for Bobby, it seemed like it was right up his street; he likes eurogames on which players are trying to build some kind of structure using sequences of actions. I picked up a copy of Switching Tracks from nice guy Kris Gould at the Wattsalpoag Games stand, along with a few of Kris' other games and an expansion for Jet Set; he's an interesting designer, I like how a lot of his designs are quite unconventional, and always very colourful.



I caught up with Tony Boydell, and ended up picking up Dadaocheng and Game of Trains on his recommendation. He also helped me to find SteamRollers, which despite my efforts, I had walked past several times since arriving at the expo. We tried out the Game of Trains before we bought it, and it was a great little game; players start out with a row of cards, each with a number in descending order. The aim of the game is to rearrange the cards so that the read in ascending order, using a sequence of different actions. The game didn't need to have trains, but I'm glad that it did; something about trains makes me want a game more, maybe I'm slowly turning into Sheldon Cooper.



We tried alpha for the Tokaido app next, which was actually pretty well put together. It was actually my first game of Tokaido, and I thought that the game was pretty interesting, but it didn't blow me away like some of Antoine Bauza's other games. I spotted a space retheme for Terra Mystica at the Feuerland Spiele stand, which should really be called Interstellar Mystica; I remember looking at the game for quite some time before I could work out what it was, I kept thinking that the game looked familiar but I couldn't work out why. I gave ...and then, we held hands. a try next, which was really very fun; the game is a two player, cooperative abstract game in which players must play cards in silence, in an effort to get tokens that are on either side of the board to meet in the centre. It was certainly unique, and interesting enough for me to grab a copy; I quite liked the unconventional theme, definitely not a theme that I have seen in other games before.



That was the end of the first day, and we had a blast; though we were both pretty exhausted. I'll be making a post for the other three days at the convention, so keep an eye out for my blog on your subscription feed.

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