Yedo: Deluxe Master Set
2020
Lead a clan in 1605 Edo, gathering assets, completing missions, and pursuing prestige through strategy, intrigue, luxury, or influence.
90
minutes
1 - 5
player(s)
12+
Medium Heavy
About this board game
Yedo: Deluxe Master Set is a strategy game for 1–5 players, played in about 90 minutes, set in Edo, Japan, in 1605. As a Clan Elder during the early Tokugawa Shogunate, you must build your clan’s standing and earn Prestige Points, mainly by completing missions.
To achieve your ambitions, gather the assets you need and outfox rival clans before they can complete their own missions. You may pursue glory by finishing as many missions as possible, seek influence through a private audience with the Shogun, or gain power by purchasing luxury goods from European merchants.
Yedo combines strategic planning with a setting shaped by rivalry, secrecy, and danger. Clans may acquire information about opponents, kidnap those who threaten their rise, or assassinate dangerous figures, while using cunning to prevent rivals from doing the same. Your choices can lead to honor in the Shogun’s eyes—or painful disgrace.
- Flexible experience: Set up the game to reduce negative interaction or create a more punishing challenge.
- Deluxe presentation: Enjoy updated artwork and components upgraded to true deluxe quality.
- Modular content: Add the Tea House and its temporary helpers, Specialists who replace regular Disciples, new mission types, and more.
The Deluxe Master Set lets players shape their preferred style of Yedo, from a less confrontational experience to a harsher contest between rival clans. Released in 2020, it presents a richly themed struggle for power in the city known today as Tokyo.
Board Game Rules for
Yedo: Deluxe Master Set

A board game for 2 to 5 cunning Clan leaders, ages 14 and up
Japan, the year 1605. Hidetada Tokugawa succeeds his father as Shogun. He rules the country from Yedo, the city known today as Tokyo. As a Clan leader, your goal is to gain favor with the new shogun and achieve more fame than your rivals. There are several ways to reach your goal. Will you try to complete as many glorious missions as possible, influence the Shogun during private audiences, or buy lots of luxury goods from the European merchants? It is all up to you! But beware of fateful events, ambushes, and watch patrols that challenge your wit and serenity… So gather your disciples and enter the gates of Yedo!
Object of the Game
As leader of your Clan you try to earn as many Prestige Points as possible. You mainly gain Prestige Points by completing Mission Cards, by activating Disciples at certain locations on the game board, and by having fulfilled the tasks of Bonus Cards at the end of the game. Each player counts his Prestige Points by moving his own Marker along the Score Track on the game board.

Double-Sided Game Board
The two sides of the game board are functionally identical. When setting up the game, simply select the side that pleases you more aesthetically.
The game board depicts the town of Yedo with its 7 Districts:
- The Castle District (Edo-Jo)
- The Gates District (Takanawa Okido)
- The Tavern District (Juku)
- The Harbor District (Shiba)
- The Red Light District (Yoshiwara)
- The Market District (Kyobashi)
- The Temple District (Ikegami Hommonji)
The area above and to the right of the river holds assets that you can acquire during the game:
- A. Action Cards
- B. Bonus Cards
- C. Weapons
- D. Annexes
- E. Geishas
- F. Disciples (Reserve)
- G. Mission Cards
The game board also shows:
- a. Player Order Track
- b. Egress space
- c. Bidding Track
- d. Score Track
- e. Round Track
- f. Weapon discard pile
- g. Watch Patrol circuit
- h. Event Cards
- i. “Current Event” pile

Card Types
141 Mission Cards
Completing Mission Cards is the heart and soul of a game of Yedo as they are not only the main source of Prestige Points but can also give you money and other assets. You start the game with 4 Missions and can acquire more during the game. There are Mission Cards in 4 colors. The color gives a clue to the difficulty level of that Mission (but it is only a generality).
There are:
- Green Missions (easy to achieve)
- Yellow Missions (not too difficult)
- Red Missions (require effort)
- Black Missions (very challenging)
Also, the Mission Cards are divided into 10 sets:
- Basic Missions, numbered M001 to M020;
- Neutral Missions, numbered M021 to M035;
- Prestige Missions, numbered M036 to M050;
- Master of Weapons Missions, numbered M051 to M065;
- Money Maker Missions, numbered M066 to M080;
- Kill the Shogun Missions, numbered M081 to M090;
- Jesuits Bidding Missions, numbered M091 to M096;
- Specialists Missions numbered M097 to M110;
- Soft Interaction Missions, numbered M111 to M126;
- Hard Interaction Missions, numbered M127 to M141.
All Basic Missions are Green. All other Mission sets include mostly Yellow, Red, and Black Missions.
Some sets have the “no solo/co-op” icon next to their set icon. This means that those cards cannot be used while playing with the Shogun Must Die module.
When setting up the game, you will always use the Basic Mission set and exactly 1 Card from the Kill the Shogun set combined with cards from 2 or more other Mission Sets, depending on how you want to customize your game. You can combine the Basic Mission set with as many Mission Sets as you want, but we recommend that you use exactly 2 of them in each game.
For a detailed description of how to complete Missions, see the Completing a Mission section.

72 Action Cards

They are played during the game to gain advantages or to obstruct your opponents.
Action Cards are divided into 6 sets:
- Neutrals, numbered A01 to A12;
- Resources, numbered A13 to A24;
- Rule Changers, numbered A25 to A36;
- Disciple, numbered A37 to A48;
- Watch Patrol, numbered A49 to A60;
- Hard Interaction, numbered A61 to A72.
When setting up the game, you will only use some of those Action Sets, depending on how you want to customize your game. You can combine as many Action Sets as you want, but we recommend that you use 2 or 3 of them in each game.
31 Bonus Cards

These are kept secret until the end of the game, then give Prestige Points depending on their individual tasks. When setting up the game, all Bonus cards are always used.
61 Event Cards

Each round, an event which affects all players is revealed.
Event Cards are divided into 7 sets:
- Resources, numbered E01 to E10;
- Cruel Fate, numbered E11 to E20;
- Neutral, numbered E21 to E30;
- Closed Districts, numbered E31 to E40;
- Watch Patrol, numbered E41 to E50;
- Closed Locations, numbered E51 to E60;
- Jesuits Bidding – a single Event numbered E61.
When setting up, you will only use some of those Event Sets depending on how you want to customize your game. There are certain restrictions to combining different sets explained later.
5 Favor of the Shogun Cards

Your unique starting bonus. Each of them has the same Blackmail Card on the back.
Tokens and Markers
80 Mon Tokens (Money)
The Mon was the currency most commonly used in Yedo. It resembled, and was derived from, the Chinese Wen. In 1870, the Mon was replaced by the Yen as the Japanese currency. The game uses coins in denominations of 1, 5, and 10 Mon (which are not historical denominations, but are used in the game for convenience).

16 Annexes (4 of Each)
- Dojo (Training Room)
- Karesansui (Sacred Garden)
- Kobudo-Ryu (Weapons School)
- Yashiki (Mansion)

40 Weapons (5 of Each)
- Doku (Poison)
- Katana (Sword)
- Shuko (Fighting Claws)
- Metsubushi (Smoke Bombs)
- Fukiya (Blowgun)
- Yumi (Bow)
- Nawa (Rope)
- Shuriken (Throwing Stars)


Other Components
- 1 cloth bag for Weapons
- 7 wooden Geisha tokens (Geisha tokens have 1–3 Prestige Point(s) printed on one side)
- 5 wooden Blessing tokens
- 10 Location Inaccessible tokens
- 1 District Inaccessible marker
- 1 Burnt Church marker (used only with the Sakoku Event)
- 20 wooden Disciples (4 in each of the 5 player colors)
- 5 wooden Player Order markers (1 in each of the 5 player colors)
- 5 wooden Bidding markers (1 in each of the 5 player colors)
- 5 wooden Score markers (1 in each of the 5 player colors)
- 5 +50 Prestige Points tokens
- 1 double-sided Watch Patrol token
- 2 wooden Watch Patrol markers (1 silver, 1 gold)
- 1 No Patrol marker
- 1 wooden Round marker (grey)
- 1 Non-Specialists board overlay
- 5 Player aids
Clan Boards

Each player has a Clan board on which they organize the assets that they obtain during the game. Most types of assets have designated spaces to which they must be assigned, thereby limiting the number of assets you are allowed to own of that type.
Weapons are always kept face up. Mission Cards, Action Cards, and Bonus Cards are always kept face down, although you are allowed to look at your own cards at any time. Any Clan Power Card and Character Cards (if you are playing with Clan Powers or The Teahouse module) are always kept face up.
- A. Space for Mission Cards that you have already completed.
Limit: No limit.
Keep face down. - B. Space for your Action Cards.
Limit: 3
If you exceed this limit, immediately discard or play any excess Action Cards of your choice (discarded or played Action Cards are always placed face down at the bottom of the Action Card deck).
Keep face down. - C. Space for your Bonus Cards.
Limit: 2
If you exceed this limit, immediately discard any excess Bonus Cards of your choice (discarded Bonus Cards are always placed face down at the bottom of the Bonus Card deck).
Keep face down. - D. Space for your Weapons.
Limit: 4
If you exceed this limit, immediately discard any excess Weapons of your choice (discarded Weapons are always placed face up onto the Weapon discard pile).
Keep face up. - E. Space for your Blessing.
Limit: 1
If you already have your Blessing, you are not allowed to take any more Blessings. - F. Spaces for your Geishas.
Limit: 3
Once all your spaces for Geishas are occupied, you are not allowed to take any more Geishas. - G. Space for your Annexes.
Limit: 1 of each Annex type
If you already own an Annex of a specific type, you are not allowed to buy this type of Annex. Additionally, if a specific type of Annex runs out, you cannot buy that type of Annex anymore. - H. Clan House space for your Disciples.
Limit: 4
If you exceed this limit, immediately discard any excess Disciples of your choice. (This situation may occur when playing with the Specialists module.)
If you want, you can also keep your Mon on the Clan House Space. There is no limit to the amount of Mon you can have. - I. Space for your Clan Power (used when playing with the Clan Powers module).
Limit: 1 Clan Power or 1 Character Card
If you are not playing with the Clan Powers module, you can use this space for Character Cards when playing with The Teahouse module. If you are not playing with any of those modules, just leave this space empty or keep your unfinished Mission Cards there (remember that you are limited to 4 uncompleted Mission Cards).
Modular Components

The Teahouse
- 15 Character Cards
- 1 Harbor Master token
Specialists
- 30 wooden Specialists (6 in each of the 5 player colors: Ninja, Onna-bugeisha / Female Samurai, Samurai, Ikko Ikki / Messenger, Monk, Weaponsmith)
- 9 Specialist tokens
- 1 cloth bag for Specialists tokens
Clan Powers
- 6 Clan Power Cards
Shogun Must Die (for Solo and Cooperative Play)
- 30 Emperor Cards
- 8 Daimyo Cards
- 1 Daimyo Interference token
- 1 Solo mat
Card Anatomies

Mission Card Anatomy
- Title and Thematic Text. This sets the scene for the Mission but has no other in-game effect.
- Category. There are 5 different Mission categories: Espionage, Theft, Kidnapping, Assassination, and Warfare. These categories are referenced on Bonus Cards, giving you the opportunity to score Bonus Prestige Points based on how many Missions you complete in a specific category.
- Difficulty. The color of the Mission Card (Green, Yellow, Red, or Black) indicates the relative difficulty of the Mission. Green Missions are easy to complete while Black Missions require a lot of careful planning over a series of rounds.
- Requirements and Rewards. These icons depict various Requirements you must meet when completing the Mission, along with associated Rewards. Standard Requirements are mandatory. Bonus Requirements are optional but can result in valuable Bonus Rewards.
- Set Symbol. There are 10 different Mission sets: Basic, Neutral, Prestige, Master of Weapons, Money Maker, Kill the Shogun, Jesuits Bidding, Specialists, Soft Interaction, and Hard Interaction. Each set has its icon to make it easier to separate the Mission Cards at the end of the game.
- Card ID. This identifier serves no in-game purpose. However, it may assist you in confirming that you have all the cards.

Action Card Anatomy
- Title. Provides a thematic name but has no other effect.
- Phase. Action Cards can be played at specific times of a round. This section explains when a given Action Card can be played.
- Effect. Explains the effect of the card.
- Illustration. There are 6 sets of Action Cards: Neutrals, Resources, Rule Changers, Disciple, Watch Patrol and Hard Interaction.
- Card ID. Serves the same purpose as Mission Card ID.

Bonus Card Anatomy
- Effect. Explains the effect of the card – how points are scored for it at the end of the game.
- Card ID. Serves the same purpose as Mission Card ID.
Example: Some Bonus Cards depict a Prestige Point value in brackets. This represents the number of Prestige Points you will score if both you and at least one other player meet the requirements of the Bonus Card. Other players do not, however, score these Prestige Points.
Example: Some Bonus Cards score Prestige Points for certain assets that you have.

Event Card Anatomy
- Title. Provides a thematic name but has no other effect.
- Effect. Explains the effect of the card.
- Illustration. There are 6 sets of Action/Event Cards to make it easier to separate at the end of the game.
- Card ID. Serves the same purpose as Mission Card ID.
For your first game, you can safely ignore any rules text which appears highlighted in yellow.

Customizing Your Game
Yedo Deluxe Master Set allows you to customize your gaming experience by choosing the game length, mixing different card sets (for Missions, Actions, and Events), and by using different modules (detailed at the end of these rules). For your first game, however, we recommend the following setup procedure:
- Put the game board in the middle of the table.
- Shuffle the Neutral and Resources Action Card sets together and place them as a face-down deck onto the indicated space on the game board (1). Return all other Action Cards to the game box as you will not be using them during this game.
- Shuffle all the Bonus Cards and place them as a face-down deck onto the indicated space on the game board (2).
- Find the Neutral and Resources Event Card sets, shuffle them together and place as a face-down deck onto the indicated space on the game board (3). Return all other Event Cards to the game box as you will not be using them during this game.
- Find the Basic, Neutral, Money Maker, and Kill the Shogun Mission Card sets. Return all other Mission Card sets to the game box as you will not be using them during this game. Next, perform the following steps:
- Count out a number of Basic Mission Cards equal to 4 Missions per player. Return the rest of the Basic Mission Cards to the game box.
- Draw exactly 1 card from the Kill the Shogun set, returning the other Kill the Shogun Mission Cards to the game box.
- Looking at the backs of the cards, separate them into 4 decks by their colors.
- Shuffle each of the 4 colors of Mission Cards separately and place the respective decks face down onto the indicated spaces on the game board (4).
In a game lasting 6 rounds, it can be very difficult to complete Black Missions. For your first game, we recommend removing the Black Mission deck completely. However, if you are using the Specialists and Teahouse modules, leave the Black Missions available.
- Put all Weapons into the cloth bag and place the bag next to the indicated space (5). Draw 2 Weapons from the bag and place them face-up onto both 6 Mon spaces on the right side of the Market (6).
- Place 1 Blessing token per player onto the indicated spaces in the Temple District (7). Return any left-over Blessing tokens to the game box.
- Place all Mon tokens as a supply next to the game board. This supply is referred to as the “bank”. Then place 3 Mon onto the Church in the Harbor District (8).
- Sort the Annexes by type, forming 4 stacks. Depending on the number of players, each stack should contain a certain number of Annexes:
- 2 players: 2 Annexes per type
- 3 players: 2 Annexes per type
- 4 players: 3 Annexes per type
- 5 players: all 4 Annexes per type
Place the Annex stacks face up onto their respective spaces on the game board (9). Return any left-over Annexes to the game box.
- Depending on the number of players, put a certain number of Geisha tokens onto the indicated spaces on the game board (10). Organize them so that Geishas with the same values of Prestige Points (PP) are next to each other:
- 2 players: 1x 1PP Geisha, 1x 2PP Geisha, 1x 3PP Geisha
- 3 players: 2x 1PP Geishas, 2x 2PP Geishas, 1x 3PP Geisha
- 4 players: 2x 1PP Geishas, 2x 2PP Geishas, 2x 3PP Geishas
- 5 players: all 7 Geishas
Return any left-over Geisha tokens to the game box.
- Place the grey Round marker on space “1” of the Round Track (11).
- Place the “No Patrol” marker next to space 6 of the Round Track. This is the recommended length of your first game of Yedo. (The marker serves as a reminder that, during the last round of the game, the Watch Patrol is removed from the board.)
- Take the Watch Patrol token and flip it (like a coin) to determine the starting color of the Watch Patrol. Take the Watch Patrol marker of that color and place it on the Watch Patrol icon on the board (12). Its actual starting location will be determined later, after choosing your starting Favor of the Shogun Cards. The Watch Patrol of the unused color is placed next to the game board.
- Depending on the number of players, reduce the number of Assignment spaces in the Districts by covering them with Location Inaccessible tokens. Cover any space with an indicated player count greater than the current number of players, as indicated below:

- In a 2-player game, put Placeholder tokens onto each of the 10 marked spaces.
- In a 3-player game, put Placeholder tokens onto each of the 6 marked spaces.
- In a 4-player game, put a Placeholder token only onto the 1 marked space.
- In a 5-player game, no Placeholder tokens are used to cover spaces.
- Unless you are playing with the Specialists module, place the Non-Specialists Board Overlay so that it covers the Recruit Action Space in the Gates District (13).
- Each player picks a Clan board and takes 4 Disciples and the 3 Player Order, Bidding, and Score markers of the corresponding color. Specialists are used only when playing with the Specialists module, so for this game, return them to the game box.
- Each player places 2 of their Disciples onto their Clan House space and the remaining 2 on the “Reserve” space on the game board.
- The player who most recently visited Japan becomes the starting player. Alternatively, determine the starting player using a method of your own choosing.
- The starting player places their Player Order marker onto the “1” spot of the Player Order Track and their Bidding marker onto the “1” spot of the Bidding Track. In clockwise order, all other players should do the same by placing their respective markers onto the next available numbered spots on both tracks. At the start of the game, the player order is set in a clockwise direction. Later in the game the player order is likely to change.
- Stack all Scoring markers on the red space of the Score Track (each player begins the game with 1 Prestige Point).
- Finally, in player order, each player receives starting money and assets as follows:
- Mission Cards: Each player draws 3 Green Missions and 1 Red Mission.
- Money: Each player receives 12 Mon from the bank.
- Action Card: Each player draws the top card of the Action Card deck.
- Favor of the Shogun Card: Take the 5 Favor of the Shogun Cards and display them face up (the side with the bonus) on the table. In reverse Player Order, beginning with the player that is last on the Player Order Track and proceeding counter-clockwise, each player takes one of the cards and immediately receives the assets depicted on the card. After receiving the bonus, the Favor of the Shogun Card should be flipped to the Blackmail Card side.
The starting player (in other words, the last player to select their Favor of the Shogun Card) should check the location printed on the card before flipping it. This indicates the District where you should now place the Watch Patrol. Move the Watch Patrol marker from the middle of the board to the slot next to that District.
Return any leftover Favor of the Shogun Cards to the game box as you will not be using them during this game.


Favor of the Shogun Cards Reference
- Draw the top 3 cards from the Action Card deck. Choose 1 card to keep and discard the remaining 2 cards to the bottom of the Action Card deck. Also take an additional 3 Mon from the bank.
If chosen by the starting player: the Watch Patrol starts at the Harbor. - Draw the top 3 cards from the Bonus Card deck. Choose 1 card to keep and discard the remaining 2 cards to the bottom of the Bonus Card deck. Also take an additional 3 Mon from the bank.
If chosen by the starting player: the Watch Patrol starts at the Castle. - Draw 3 Weapons from the cloth bag. Choose 1 Weapon to keep and discard the remaining 2 to the top of the Weapon discard stack. Also take an additional 3 Mon from the bank.
If chosen by the starting player: the Watch Patrol starts at the Inn. - Take an additional 7 Mon from the bank.
If chosen by the starting player: the Watch Patrol starts at the Castle. - Take a Blessing token from the Temple District and place it onto the appropriate space on your Clan board.
If chosen by the starting player: the Watch Patrol starts at the Gate.
The Blackmail Card
The Blackmail Card is a special type of Action Card. Since each player has a Blackmail Card, it should be kept face up. It also does not count towards the Action Card limit and cannot be countered by other Action Cards. At the end of the game, any player who still owns their Blackmail Card (because they never used it during the game) will score an additional 2 Prestige Points.
Disciples Protection Rule
Each player begins the game with 2 Disciples, though there are ways for the players to gain more Disciples as the game progresses.
Important: Unless explicitly allowed by a card effect, no player can lose either of their last 2 Disciples. This protection applies to Disciple arrests as well as other cases in which a player loses a Disciple. If an effect would cause a player to lose a Disciple, but that player already has 2 or fewer Disciples, any “lost” Disciple is returned to their Clan House instead.
Advanced Setup Summary (Skip This Part for Your First Game)
If you are using any modules, follow their respective setup instructions. If something is not specifically mentioned in the module setup or if you just want to explore Yedo on your own, use the Disciple module setup, introducing the following changes:
- 2. Choose 3 different Action Card sets which are shuffled together.
- 4. Choose 2 different Event Card sets which are shuffled together. If you are playing with the Closed Districts Event Card set, also take the “District Inaccessible” marker.
- 5. In addition to the Basic and Kill the Shogun Mission Card sets, choose 2 different Mission Card sets which are organized as normal.
If playing with the Jesuits Bidding module, do not shuffle the Jesuits Bidding Missions with the others. - 12. Place the “No Patrol” marker:
- next to round 6 for a standard 6-round game
- next to round 8 for a slightly longer 8-round game
- next to round 11 if you are sentimental and want to play the original, long, 11-round game.
We discourage the addition of any modules, except the Jesuits Bidding module, when playing the 11-round game.
A game of Yedo is played over 6, 8, or 11 rounds, depending on the length chosen by the players.
Each round comprises the following 7 phases which are always executed in the same order:
- Preparation — Preparation for the round.
- Bidding — Players bid for assets.
- Event — An event which affects all players is revealed.
- Assign Disciples — Players place their Disciples onto the game board and their personal Annexes.
- Watch Patrol — The Watch Patrol moves and arrests Disciples in the District in which it stops.
- Trade — Players controlling Disciples in the Tavern District or the Market District may trade assets with other players within that same District.
- Actions — Players activate their Disciples to gain assets, Prestige Points, or to complete Missions.
A typical game ends after a fixed number of rounds. However, the game may end sooner, at the end of any round in which a player completes the Kill the Shogun Mission which may be found among the Black Mission Cards. At the end of the game, players will score additional Prestige Points from their Bonus Cards, unused Blackmail Cards, and left-over Mon. These end-game Prestige Points are added to those gained throughout the game. The player with the most Prestige Points wins the game!
The Action Cards
Players can play Action Cards throughout the game to alter certain aspects of game play. After an Action Card has been played (or discarded) it is placed face down at the bottom of the Action Card deck. If two or more players wish to play an Action Card at the exact same moment (and they cannot work it out in any other way), the cards will be resolved in the current Player Order.
Some cards can be played at any time. Other cards specify that they must be played during a certain phase or at a specific moment.



Some cards also indicate specific requirements that need to be met. Unless otherwise stated, you do not have to surrender or spend the stated requirements. You only need to meet those requirements at the time when the card is played.
If a Walls Have Ears card is played in response to another Walls Have Ears card, the two cards cancel each other out. In other words, the effect of the original card, which the first Walls Have Ears card was intended to negate, is still resolved.
Phase 1: Preparation
Skip this Phase during the first round since all preparations for this round are already made during the setup.
During the Preparation Phase you always do the following, in order:
- Advance the Round marker on the Round Track one space forward to indicate the number of the new round.
- Return Bidding markers: All players return their Bidding markers to the Bidding Track from any Bidding spaces or the Egress space (see Phase 2: Bidding). The Bidding markers should be placed in the same order as the current Player Order.
- Add Mon to Church: Add Mon from the bank to the Church in the Harbor District:
- If the Church is empty, add 3 Mon to it.
- If there is still Mon left on the Church, add only 1 Mon to it.
- Dojo income: Every player who owns a Dojo Annex receives 1 Mon from the bank.
If you are playing with the Teahouse module or Specialists module, add one more step:
- Draw a new Specialist token from the cloth bag and place it onto the Disciples auction area.
During the Preparation Phase for the final round, remove the Watch Patrol marker entirely from the game.


Phase 2: Bidding
During the Bidding Phase, players can participate in a number of auctions to acquire one extra asset each. Each round, the same types of assets are put up for auction:
- Action Cards
- Bonus Cards
- Weapons
- Annexes
- Geishas
- Disciples
- Mission Cards
The Bidding Order is based on the order of the Bidding markers on the Bidding Track, similar to how Player Order is determined. The auction passes around the table only once, giving each player a single chance to bid or pass. When a player wins an auction they immediately receive the associated reward. See below for a detailed description of the rewards.
The Bidding Phase for 2-and-3 player games differs slightly from that for 4-and-5 player games. First, read the description of the Bidding Phase as it applies to 4 and 5 players. The differences for 2 and 3 players are mentioned afterwards.
Before conducting the first auction each Bidding Phase, each player, in Player Order, has the option to drop out instead of taking part in any auctions this Phase (for example, because of insufficient funds or simply because they do not wish to participate). Any player who decides to drop out should move their Bidding marker from the Bidding Track to the Egress space and then take 3 Mon from the bank.

The Bidding Phase with 4 or 5 Players
The player who is currently first in Bidding Order is the Auctioneer and starts an auction by announcing which type of asset they would like to put up for auction, for example, Weapons. The starting bid is indicated next to the Bidding space of that asset type: 5 Mon for Annexes and Geishas, 3 Mon for all other types. The Auctioneer may not increase this starting bid.
The next player in the Bidding Order must either place a higher bid or pass. If they decide to place a higher bid, they may place any higher bid they like, provided they have sufficient Mon to pay the amount. This continues down the Bidding Order until each player still on the Bidding Track has had one chance to bid or pass.
The Auctioneer then gets one final opportunity to either bid higher or pass.
The highest bidder is the winner of the auction and must now do the following:
- Pay their bid to the bank.
- Move their Bidding marker from the Bidding Track to the associated Bidding space.
- Collect the reward.
At this point, if any player still has a marker on the Bidding Track, the Bidding Phase starts over, following the same procedure as above, keeping three important rules in mind:
- If the previous Auctioneer did not win the auction, they will remain the Auctioneer (since they are still first in the Bidding Order).
- The Auctioneer may not choose a previously auctioned and won asset type (indicated by the presence of a Bidding marker on the Bidding space). That type is closed for the rest of the round.
- Any player who previously won an auction may not participate again (indicated by the fact that their Bidding marker is no longer present on the Bidding Track).
Changes to the Bidding Phase with 2 or 3 Players
All of the normal Bidding Phase rules apply, except as follows:
- The Auctioneer must choose an asset category, not the specific asset type. There are three Asset categories:
- White — comprising the Action Cards, Bonus Cards, and Weapons asset types.
- Black — comprising the Annexes and Geishas asset types.
- Red — comprising the Disciples and Mission Cards asset types.
- The Auctioneer can announce one of these 3 categories.
- The player who wins the auction may choose, as their reward, one of the asset types within that category. For example, if the Black category was put up for auction, the winner may choose either Annexes or Geishas as their reward, not both.
- That entire category is closed for the rest of the round.
Additional Bidding Rules and Clarifications
- Mon is not kept hidden. The amount of Mon each player has must be clearly visible to the other players.
- No player may knowingly place a bid in excess of what they are able to pay. If the auction winner cannot afford to pay the full bid amount they must pay as much as they are able. They must still move their Bidding marker but will not receive any reward.
- If all other players pass, the Auctioneer automatically wins the auction and pays the minimum bid amount.
- At the start of each Bidding Phase, the current Auctioneer may choose to drop out of the auction instead (by moving their Bidding marker to the Egress space). In this case, however, they do not receive any Mon.
- A player may win an auction even if they cannot make use of the reward thereof (because the supply is exhausted, for example, or because they have already reached the limit of a particular asset type). In such a case, they must still pay their bid to the bank.
Auction Rewards
White
- Action Cards: Draw the top 3 cards from the Action Card deck. Choose 1 card to keep and discard the remaining 2 cards to the bottom of the Action Card deck.
- Bonus Cards: Draw the top 3 cards from the Bonus Card deck. Choose 1 card to keep and discard the remaining 2 cards to the bottom of the Bonus Card deck.
- Weapons: Draw 3 Weapons from the cloth bag. Choose 1 Weapon to keep and discard the remaining 2 to the top of the Weapon discard stack.
Black
- Annexes: Take one Annex of your choice (that you do not own yet) and place it onto the appropriate space on your Clan board. You also receive 2 Prestige Points. (If you win this auction but already own all available Annexes, or if the supply is exhausted, you still receive the 2 Prestige Points as reward.)
- Geishas: Take the Geisha with the highest remaining Prestige Point value and place it onto the appropriate space on your Clan board. You also receive a number of Prestige Points equal to the value printed on that Geisha.
Red
- Disciples: Take one of your Disciples from the Reserve space and place it onto the Clan House space on your Clan board.
If you are playing with the Specialists module, take the corresponding Specialist of your color. (If you exceed the limit of 4 Disciples, immediately discard any excess Disciples of your choice.) - Mission Cards: Draw the top 3 cards from one Mission Card deck of your choice. Choose 1 card to keep and discard the remaining 2 cards to the bottom of that Mission Card deck.
If there are fewer than 3 Mission Cards remaining in the deck of your choice, you will simply have fewer cards to choose from. If a Mission Card deck becomes completely exhausted, you can no longer gain Mission Cards of that color.
Phase 3: Event
During the Event Phase you always do the following, in order:
- Adjust the Market: If any Weapons remain on the 3 rightmost spaces of the Market (8 Mon space, 6 Mon space, and 6 Mon space), discard them. Slide any remaining Weapons from the two leftmost 8 Mon spaces all the way to the right, onto the 6 Mon spaces. Then draw 3 Weapons from the cloth bag and place them from left to right, in the order drawn, onto the 3 leftmost spaces of the Market.
At any point, if the cloth bag is empty, return all discarded Weapons to the bag. - Reveal an Event Card: Draw the top card of the Event Card deck and read the text out loud. Place the Event Card face up onto the “Current Event” pile, covering any Event from the previous round. The new Event takes effect immediately. In some cases, the effect must be carried out immediately. In other cases, the effect remains for a whole round or longer. Follow the instructions on the card.
If you are playing with the Closed Districts Event Card set and the Event would cause a District to become inaccessible, place the “District Inaccessible” marker onto the District. Remember to remove this marker during the next Event Phase.
If you are playing with the Closed Locations Event Card set, use Placeholder tokens to mark inaccessible locations. Remember to remove such Placeholder tokens during the next Event Phase.
If you are playing with the Teahouse module, add one more step:
Refresh Characters at the Teahouse: Discard all Character Cards from the Teahouse, placing them face up into a discard pile next to the Character Card deck. Draw and lay out a new set of Character Cards equal to the number of players plus 1 (minimum of 4), reshuffling the Character Card discard pile if the deck runs out.
If you are playing with the Specialists module, add one more step:
Manage Specialists: If any Specialists remain in the Gates District, move each of them one step to the right. If this would cause a Specialist to exit the second space, remove it from the game. Then, move the Specialist token from the Disciples auction space to the leftmost space in the Gates District. This Specialist is now available when performing a Recruit action in the Gates District.

Phase 4: Assign Disciples

During the Assign Disciples Phase, players place their Disciples onto Annexes or available action spaces around the game board. During the Action Phase (Phase 7), these Disciples will be activated to perform various actions.
In continuous Player Order, until all available Disciples have been placed, each player places one of their remaining Disciples. The Assign Disciples Phase ends when no player has any unassigned Disciples left on their Clan board.
When it is your turn to place a Disciple, you must assign one of your Disciples to either:
- any free action space in an accessible District, OR
- one of the Annexes you have previously added to your Clan board.
While playing with the Hard interaction Mission Card set, it is possible for you to assign a Disciple to an opponent’s Annex.
Assignment Rules and Clarifications
- No player may assign more than one Disciple at once.
- Each action space and Annex can only accommodate a single Disciple. If all action spaces within a District are occupied (either by Disciples or by Placeholder tokens), no more Disciples can be assigned to that District.
- No player may assign more than one Disciple to the Bower (the 3 numbered action spaces in the Castle District).
- On your turn, you must assign a Disciple, if you have any remaining, even if you would rather not do so. Cowardice and laziness have no place in Yedo!
- If, due to an event, the “District Inaccessible” marker has been placed on a District, all action spaces within that District are considered unavailable. You cannot assign any Disciple to any of its action spaces (unless you play the “Heart of the Dragon” Action Card).

Phase 5: Watch Patrol
During the Watch Patrol Phase the Watch Patrol marker moves to another District. All Disciples within that District are arrested!
During this Phase you always do the following, in order:
- Move the Watch Patrol marker to the next District: The Watch Patrol advances to the next space along its circuit. The direction is determined by its color and the direction of the arrows: the gold Watch Patrol marker always moves clockwise while the silver Watch Patrol marker always moves counter-clockwise.
There can only be one Watch Patrol marker on the game board at a time. While the effect of the Watch Patrol is always the same, the color of the marker just indicates the direction of its movement. The color of the Watch Patrol marker can change as the result of certain Events, by playing certain Action Cards, or by completing certain Missions. - Play Action Cards to influence the Watch Patrol’s movement: In Player Order, each player has the option of playing one Action Card to influence the movement of the Watch Patrol. (For example, the Action Card “Double Time” makes the Watch Patrol move one additional District.)
The one-card limit applies only to “Watch Patrol Phase” Action Cards. Other possible Action Cards (such as “Feint” or “Walls Have Ears”) can still be played as usual.
After any cards have been played, the Watch Patrol will have reached its final destination District. All Disciples in that District run the risk of being arrested! - Play Action Cards to save Disciples from being arrested: Again, in Player Order, each player has the option of playing one Action Card (or use their Blackmail Card) to save one or more of their Disciples from being arrested by the Watch Patrol.
The one-card limit applies only to “Watch Patrol Phase” Action Cards. Other possible Action Cards (such as “Feint” or “Walls Have Ears”) can still be played as usual. Played Blackmail Cards are returned to the game box. - Disciple Arrest: All Disciples present in the Watch Patrol’s District, unless they have been saved by means of an Action Card, are immediately arrested. Return them to the Reserve on the game board.
Important: Unless explicitly allowed by a card effect, no player can lose either of their last 2 Disciples. This protection applies to Disciple arrests as well as other cases in which a player loses a Disciple. If an effect would cause a player to lose a Disciple, but that player already has 2 or fewer Disciples, any “lost” Disciple is returned to their Clan House instead.
During the last round of the game, skip the Watch Patrol Phase since the Watch Patrol has been removed from the board.

Phase 6: Trade
During the Trade Phase, players controlling Disciples in the Tavern District or the Market District may trade assets with other players within that same District. The following assets may be traded:
- Unused Blackmail Cards
- Action Cards
- Bonus Cards
- Weapons
- Geishas
- Uncompleted Mission Cards
- Mon
Annexes, Blessing tokens, Disciples, and completed Mission Cards may not be traded!

Trading Rules
- If the deal includes any cards (Action, Bonus, or uncompleted Mission Cards), these are kept face down at all times. In other words, a player only gets to see the Cards they acquired after the deal has been concluded. You are not allowed to give any specifics about the cards you want to trade (names, categories, requirements, rewards, etc.). However, you may point out that you think a Card is a good fit for another player.
- You may not trade in secret. All players must be informed of what types of assets are being traded.
- During the Assign Disciples Phase, you may propose your deal to another player and suggest that they join your Disciple in the Market or Tavern District.
- After all deals are concluded, the involved Disciples remain in the District.
Example Trade in the Tavern District: Blue, Green, and Red are allowed to trade among themselves. Red proposes to Green the following deal: Red receives Green’s Geisha and their Doku Weapon. In return, Green gets a Bonus Card and a Nawa Weapon. Green consents to the offer if in addition to the Bonus Card and the Nawa Weapon, Red is willing to give Green 6 Mon. Red agrees and they close the deal by exchanging their assets accordingly.
Phase 7 Overview
During the Action Phase, players will activate their Disciples to perform certain actions. In continuous Player Order, until all assigned Disciples have been activated, each player activates one of their previously placed Disciples. The Action Phase ends when no player has any Disciples left on any action space or Annex.
When activating a Disciple that was placed on an action space on the main game board, you will use that Disciple to, either:
- A) Complete one of your Missions related to that District, OR
- B) Perform one of the actions associated with that District.
When activating a Disciple that was placed on one of your Annexes, you will use that Disciple to:
- C) Use the special ability of that Annex.
After completing the chosen action, immediately return the Disciple to the Clan House space on your Clan board.
General Action Rules
- No player may activate more than one Disciple at once.
- On your turn, you must activate a Disciple, if you have any remaining, even if you would rather not do so. (Even if you are unable to do something useful, activate the Disciple anyway and then return it to your Clan board.)
- When activating a Disciple in a District, you must choose whether to Complete a Mission OR Perform the Action Associated with the District. A Disciple which is used to Complete a Mission will not be performing any action associated with that District, and vice versa.
A) Completing a Mission

Every Mission Card has Standard Requirements, which, among other things, always includes at least one District. To complete a Mission, you must:
- Activate a Disciple that was placed within one of the Districts shown, AND
- Meet all other listed Standard Requirements.
For the Mission Card shown above, this means (left-to-right, top-to-bottom):
- You must have at least one Disciple in both the Temple District AND the Market District.
- You must own at least one Metsubushi (Weapon).
- You must have at least one Geisha on your Clan board.
- You must own a Yashiki (Annex).
To complete this Mission you must therefore activate either the Disciple in the Temple District or the Disciple in the Market District (the other Disciple remains on the game board and may perform its own action later). You will then gain the Standard Reward (shown in lighter color below the requirements). The Mission above would give you 3 Prestige Points, 10 Mon, and 1 Action Card.
In addition to the mandatory Standard Requirements, a Mission will also state optional Bonus Requirements.

When completing the Mission, if you also meet the Bonus Requirements (in addition to the Standard Requirements) you will receive the Bonus Reward shown (in addition to the Standard Reward received).
However, the Bonus Reward can never be earned alone. You must always meet all Standard Requirements. Sometimes, you may have to decide whether you want to complete just the Standard Requirements or to wait until you can meet both the Standard and Bonus Requirements.
When completing a Mission you always do the following, in order:
- Display the chosen Mission Card face up on the table.
- Show that you meet all Standard Requirements.
- Activate your Disciple.
- Collect the Standard Reward.
- (Optional) Show that you meet all Bonus Requirements and then collect the Bonus Reward.
- Place the Mission Card face down onto your “Completed Mission Cards” pile next to your Clan board.
If any player completes the most difficult Mission — Kill the Shogun — the game will end at the conclusion of that round, after all Disciples have been activated.
B) Performing District Actions
Every action space is located within a specific District. Each District has its own actions that can be performed only when activating a Disciple within that District.
In most Districts, you may freely choose any one action associated with the District. Usually it does not matter if that action has been performed previously. In the Castle District, however, each action space is associated with a single specific action.
The Gates District [Takanawa Okido]
- Recruit one Disciple: You may not choose this action if you already have all 4 Disciples (unless you are playing with the Specialists module). Pay 7 Mon to the bank and take one of your Disciples from the Reserve and place it onto your Clan House.
If you are playing with the Specialists module, when performing this action, after paying 7 Mon to the bank, recruit one of the Specialists currently available in the Gates District. If you already have a total of 4 Disciples and Specialists (combined) you must first return one of your Disciples or Specialists to the Reserve. - Beg: You may not choose this action if you have 0 Prestige Points. Choose one:
- Lose 1 Prestige Point (by moving your Score marker backwards) to receive 3 Mon from the bank.
- Lose 2 Prestige Points to receive 5 Mon from the bank. (You cannot choose this option unless you have at least 2 Prestige Points.)
- Foresight — Action Cards: Look at the top 3 cards of the Action Card deck. Return them, face down and in any order you want, to the top of the Action Card deck.
The Tavern District [Juku]
- Build an Annex: You may not choose this action if you are unable to build any of the available Annexes. Pay 11 Mon to the bank and take one Annex of your choice. The chosen Annex must be one that you do not already own and one which is still available on the game board. Place it onto the appropriate space on your Clan board. Afterwards, gain 2 Prestige Points.
- Foresight — Weapons: Draw 3 Weapons from the cloth bag and look at them. Arrange them in any order you want and place them, face down, next to the Weapon discard pile. The next time Weapons should be drawn from the cloth bag, for any reason, they must first be drawn from the top of this stack.
The Harbor District [Shiba]
- Visit the Church: You may not choose this action if there is no Mon left on the Church or if the Church has been burned as the result of an Event. The Disciple converts to Christianity and receives charity. Take all Mon that is left on the Church.
- Buy Luxury Goods from European Merchants: You may not choose this action if you have less than 4 Mon. Choose one:
- Pay 4 Mon to the bank to receive 1 Prestige Point.
- Pay 9 Mon to the bank to receive 3 Prestige Points.
- Foresight — Bonus Cards: Look at the top 3 cards of the Bonus Card deck. Return them, face down and in any order you want, to the top of the Bonus Card deck.
The Red Light District [Yoshiwara]
- Recruit Geisha: You may not choose this action if you already have 3 Geishas or if no Geishas remain near the Geisha Bidding space. First you must choose whether to pay 8 Mon to the bank OR lose 2 Prestige Points. Then, take one of the remaining Geisha tokens and place it onto the appropriate space on your Clan board. Afterwards, gain the number of Prestige Points depicted on the token you just took.
When performing this action, if you do not have at least 8 Mon and also do not have at least 2 Prestige Points, you forfeit this entire action to no effect. - Buy Action Card: Pay 4 Mon to the bank to draw the top card from the Action Card deck, keeping in mind your Action Card limit afterwards.
The Market District [Kyobashi]
- Buy Weapon at the Market: Choose one of the Weapons available at the Market. Pay, to the bank, the amount of Mon shown beneath its space. Take the Weapon and add it to one of the spaces at the top of your Clan board. If you already own 4 Weapons, replace an existing Weapon with the one you just purchased.
If you own the Kobudo-Ryu Annex, the Weapon will cost you 3 Mon less. - Sell Bonus Card or Action Card: Discard 1 Bonus Card or 1 Action Card, face down, to the bottom of its deck. Receive 2 Mon from the bank.
The Temple District [Ikegami Hommonji]
- Receive a Blessing: You may not choose this action if you already have a Blessing token. Take a Blessing token from the Temple District and place it onto the appropriate space on your Clan board.
- Foresight — Mission Cards or Event Cards: Choose one:
- Look at the top 3 cards of one Mission Card deck. Return them, face down and in any order you want, to the top of that Mission Card deck.
- Look at the top 3 cards of the Event Card deck. Return them, face down and without changing their order, to the top of the Event Card deck.
The Castle District [Edo-Jo]
Depending on which action space your Disciple was assigned to, it can perform one specific action:
- Audience with the Shogun: Your Disciple visits the Shogun. Receive 1 Prestige Point.
- Audience with the Bakufu: Your Disciple receives new orders. Draw the top card from one Mission Card deck of your choice.
- Relax at the Bower: This action will impact the Player Order. The first player to perform this action will trigger an immediate activation of the entire Bower, regardless of the space their Disciple occupies.
When performing this action you always do the following, in order:
- Shift all Player Order markers slightly to the right, off the Player Order Track.
- The player whose Disciple occupies the lowest-numbered action space at the Bower will choose their new position on the Player Order Track by moving their Player Order marker onto the corresponding space. Repeat this process for the remaining numbered action spaces, in order.
- All unassigned Player Order markers must now be returned to the Player Order Track, starting with the top-most marker. Each marker, in order, is placed onto the lowest-numbered available position on the Player Order Track.
- Return all Disciples at the Bower to their respective Clan Houses.
Important Bower Rules:
- The new Player Order takes effect immediately! The Action Phase will proceed with the player whose Player Order marker is positioned immediately after the current player’s marker on the Player Order Track.
- The Bower effect is not triggered if you activate your Disciple here but choose to complete a Mission instead. Likewise, if the Bower effect is triggered, causing your Disciple to activate at the Bower, you may not choose to complete a Mission instead.
- Since the activation of any Disciple at the Bower results in the activation of all Disciples at the Bower — if you assign your Disciple to the Bower with the intent of completing a Mission, another player may activate their Disciple first, thereby triggering the Bower effect, resulting in your Disciple being removed from the Bower.

C) Using the Special Ability of an Annex
To use the special ability of an Annex, you must have built that particular Annex previously. The Annex spaces on your Clan board only indicate where each type of Annex should be placed.
Each Annex effectively acts as its own action space. When you activate a Disciple there, you can use the special ability associated with that Annex.
The game ends at the conclusion of the last (6th, 8th, or 11th) round, after all Disciples have been activated.
If any player completes the most difficult Mission — Kill the Shogun — the game will end at the conclusion of that round, after all Disciples have been activated.
Final Scoring
After the game has ended, final scoring takes place:
- Every player scores Prestige Points from each achieved Bonus Card they have. (No player may have more than 2 Bonus Cards in total.)
- Any player who still owns their Blackmail Card (because they never used it during the game) will score an additional 2 Prestige Points. (If a player owns more than one Blackmail Card from trade, they score 2 Prestige Points for each.)
- If you are playing with the Teahouse module, each Character provides a number of Prestige Points as indicated on the card.
- Every player scores 1 Prestige Point for every 10 Mon they have left (rounded down).
The player with the most Prestige Points wins the game! In case of a tie, the tied player who is currently first in Player Order wins the game!
The Teahouse Module
The Teahouse module gives you the opportunity to meet the greatest personalities from Yedo. Playing it, you will be able to talk Characters into allowing you to use their unique one-time special abilities each round, effectively using a changing tableau of transient special abilities.
Setup
Before Step 21 of the Setup (players receive starting money and assets):
- Locate the following Character Cards: Shogun, Geisha Natsuko, Beggar, Eminent Advisor to the Shogun, Shopkeeper. Set aside the remaining Character Cards.
- Pair the Favor of the Shogun Cards with their corresponding Character Cards:
- Bonus Favor with the Shogun Character Card
- Action Favor with the Geisha Natsuko Character Card
- Blessing Favor with the Beggar Character Card
- Weapon Favor with the Eminent Advisor to the Shogun Character Card
- Mon Favor with the Shopkeeper Character Card
During Step 21 of the Setup:
- When choosing their Favor of the Shogun Card, each player will take the corresponding Character Card as well. When playing with fewer than 5 players, discard any unclaimed Character Cards, adding them to the previously set aside Character Cards.
- Shuffle the set aside Character Cards, forming a Character Card deck.
- Draw and lay out a number of Character Cards equal to the number of players plus 1 (minimum of 4) face up next to the game board. This represents your Teahouse.
Playing with This Module
- During the Preparation Phase:
- If any player still has an active but unused Character Card, they must discard it and take 1 Bonus Card instead, keeping in mind the Bonus Card limit afterwards. (This rule does not apply to solo/co-op mode.)
- If any player recruited a new Character during the previous round, flip the Character Card face up, to its active side.
- During the Event Phase:
Refresh Characters at the Teahouse: Discard all Character Cards from the Teahouse to a discard pile. Draw and lay out a new set equal to the number of players plus 1 (minimum of 4). - During the Action Phase:
When activating a Disciple on a main game board action space, you have a new option: D) Recruit a Character from the Teahouse. Choose one face-up Character Card from the Teahouse and place it face down next to your Clan board.
Using a Character Ability
Each Character Card details information about its ability, any restrictions, etc. After using the Character ability, immediately discard the Character to the common discard pile. Unused active Character Cards are discarded during the Preparation Phase of the following round.
- You can never use a Character in the same round in which it was recruited.
- You may never have more than one active Character each round.
- You may, however, recruit a new Character while you still have an existing active Character.
End of Game
After the game has ended, but before final scoring takes place:
- If any player still has an active but unused Character Card, discard it and take 1 Bonus Card instead.
- If any player recruited a new Character during the final round, flip it face up. Each Character provides a number of Prestige Points as indicated on the card.

Specialists Module
Specialized workforce has come to Yedo! Aspiring Daimyos can hire skilled Disciples and use their special abilities to greater advantages!
Setup
- All players receive 2 regular Disciples as normal. Return the remaining regular Disciples to the game box.
- Take all wooden Specialists and place them within easy reach of all players.
- Put all Specialists tokens inside the bag.
- Do not place the Non-Specialists Board Overlay on the Gate District.
Playing with This Module
- Preparation Phase: Draw a new Specialist token from the cloth bag and place it onto the Disciples auction area.
- Bidding Phase: If you win the Disciples Auction Reward, take the corresponding Specialist of your color.
- Event Phase:
Manage Specialists: If any Specialists remain in the Gates District, move each of them one step to the right. If this would cause a Specialist to exit the second space, remove it from the game. Then, move the Specialist token from the Disciples auction space to the leftmost space in the Gates District. - Action Phase: If taking the Recruit one Disciple action in the Gates District, pay 7 Mon and recruit one of the Specialists currently available. If you already have 4 Disciples/Specialists combined, you must first return one to the Reserve.
- A Specialist cannot be used in the same round in which it was recruited from the Gates District (it can be used the same round when won during Bidding).
- You may only recruit one Specialist of each type.
Specialist Abilities
- Samurai: After completing a Mission with the Samurai, gain 1 Prestige Point.
- Onna-bugeisha: After completing a Mission with the Onna-bugeisha, you may convert 5 Mon into 1 Prestige Point (as many times as you wish).
- Messenger: After completing a Mission with the Messenger, immediately draw the top card from one Mission Card deck of your choice.
- Ninja: The Ninja can never be arrested.
- Weaponsmith: You may have up to 5 Weapons.
- Monk: You always act as if you have a Blessing token when completing a Mission with the Monk. When performing any Foresight action, draw 1 additional card (or Weapon token).

Jesuits Bidding Module
This module can only be used in games that last 8 or 11 rounds!
Setup
- Set all Jesuit Bidding Missions aside, near the Harbor District. These will enter play later.
- Once regular setup is complete, add the Jesuits Bidding Event Card to the Event deck:
- In an 8-round game, shuffle it into the top 4 cards of the Event deck.
- In an 11-round game, shuffle it into the top 5 cards of the Event deck.
Jesuits Bidding Event
When the Jesuits Bidding Event takes place, separate the Jesuit Bidding Missions by color. Shuffle each deck separately, placing all of them next to the Harbor District. From this point on, Disciples in the Harbor District have access to the following new action:
- Draw Jesuits Bidding Mission: Draw the top card from a Jesuits Bidding Mission Card deck of your choice.
If a Jesuits Bidding Mission leaves a player’s hand for any reason other than completing the Mission or passing the card to another player — return the card to the bottom of its corresponding stack.
Sakoku
If you are playing with the Sakoku Event card:
- If Sakoku takes place before the Jesuits Bidding Event: Return the Jesuit Bidding Mission Cards to the box. Leave Sakoku face up next to the Events deck. When the Jesuits Bidding Event Card is later drawn, discard both and draw a new Event Card.
- If Sakoku is drawn after the Jesuits Bidding Event: All players must immediately discard any uncompleted Jesuit Bidding Missions. Return all Jesuit Bidding Mission Cards to the box. (Previously completed Jesuit Bidding Missions are unaffected.)
Clan Powers Module
Setup
During Step 21 of the Setup (before players choose their Favor of the Shogun Card):
- Shuffle all Clan Power Cards to form a face down deck.
- Beginning with the player that is last in Player Order: The player draws Clan Power Cards until they have 2, chooses 1 to keep face down on their Clan board, and passes the remaining card to the player on their right, who repeats this procedure until each player has chosen 1 Clan Power Card.
- Do not reveal Clan Powers yet. Proceed with Favor of the Shogun selection.
- After Favor of the Shogun Cards have been chosen, but before applying their effects, reveal all players’ Clan Powers.
- If any Clan Power offers an ability that can be used when applying Favor of the Shogun effects, apply it now.
| Clan Power Name | Clan Power Ability 1 | Clan Power Ability 2 |
|---|---|---|
| The Wealthy | You begin the game with extra Mon:
|
— |
| The Generous | You may use other players’ Annexes as your own. | Other players may place Disciples here (1 per player per round). If they do so, they receive 7 Mon from the bank and you gain 1 Prestige Point. |
| The Tenacious | Pay 2 Mon less when paying any cost on the Main Board. | — |
| The Seaworthy | Whenever you take Mon from the Church, receive an additional 2 Mon from the bank. | You have access to an additional personal location within the Harbor District. You may use it to, either:
Note: You may use this location even if the Harbor District is closed. |
| The Duplicitous | You begin the game with the Ninja Specialist as an additional (third) Disciple. | If you are not playing with the Specialists module, you instead begin the game with an additional regular Disciple and 4 extra Mon. |
| The Wise | Whenever you draw 1 or more cards from any deck, always draw 2 additional cards (from the same deck). Afterwards, discard 2 cards (of the type taken). | — |
The Shogun Must Die (Cooperative and Solo Play)
Yedo Deluxe Master Set cooperative play expansion for 1–4 players, designed by Dávid Turczi, Thomas Vande Ginste, and Wolf Plancke.
When playing solitaire or cooperating with your friends, you will be facing an automated opponent working similarly to an actual player, referred to as “the Daimyo”, or “it”.
Components
- 30 Emperor Cards: 9 Green, 9 Yellow and 12 Red
- 8 Daimyo Cards
- 1 Cooperative board
- 1 Daimyo’s Interference token
Setup
- Remove every game component marked with the “no solo/co-op” icon before setting up. Event cards will not be used at all.
- Separate out every “Kill the Shogun” Mission card and put them aside.
- Select one unused color for the Daimyo (only its Turn Order Marker and 4 Disciples will be required; Daimyo does not track Prestige points or participate in Auctions).
- Set up normally with these changes:
- In step 10 and 14, add Geisha tokens and Placeholder counters as if there was an additional player.
- In step 16, add two Daimyo Disciples to the Reserve, place two next to the board.
- In step 17, Daimyo always starts as the last player.
- In step 18, each player may choose any combination of 4 starting Missions.
- Place the Cooperative board next to the main board.
- Separate Emperor cards by back color and shuffle separately.
- Select the Emperor’s mood (Gentle, Demanding, Insatiable) and construct the Emperor Deck according to player count:
| Mood | 1p | 2p | 3p | 4p |
|---|---|---|---|---|
| Gentle | GGGGGY | GGYYYYR | GYYYYRR | YYYYRRR |
| Demanding | GGGGYYR | YYYYRRR | YYYYRRR | YYYRRRR |
| Insatiable | GGYYYRR | YYRRRRR | YRRRRRR | RRRRRRR |
- Place two face-down Yellow Emperor cards on the “Winning Conditions” space. Place one randomly selected “Kill the Shogun” Mission face up over them.
- Place two Daimyo Disciples next to the Cooperative board as its available pool (Master Daimyo variant: move one more from Reserve to available pool).
- Shuffle 8 Daimyo cards and place them next to Daimyo Disciples, along with the Daimyo’s interference token.
- Use 3 Specialist pieces of Daimyo color to mark goals on the 3 columns of the Cooperative board. (If solo, omit “Highest Prestige”.)
- Place the No Watch Patrol marker on the 7th round.
- If playing solo, take an additional Disciple of a different color as the Errand Boy.

Changes in Gameplay
General Rules:
- Players may freely discuss anything, including cards.
- Players may not exchange anything outside the Trading Phase.
- Action cards referring to Opponents mean the other players. Cards referring to “your” pieces mean only pieces of the player playing the card.
Phase 1: Preparation
Perform base game steps, plus:
- If there is an Emperor card in “Current Errand”, perform penalty (if Red card shows several assets to lose, each player must choose a different one, or lose 3 Prestige points). Then remove the card from the game.
- Slide face-up Emperor card from “Upcoming Errand” to “Current Errand”.
- If top card of “Winning Conditions” is face down, turn it face up.
- Lay out as many face-down cards from Daimyo deck as available Disciples. Turn the second one face up. Place one Disciple atop each.
Phase 2: Bidding
These rules completely replace Bidding Phase rules:
- Each player secretly selects Mon in hand.
- Players selecting less than 3 Mon drop out and receive 3 Mon from supply.
- Turn the top Emperor card on “Upcoming Errand” face up to reveal prices.
- Each player must spend the selected Mon, then select an asset costing up to that much. Each asset can only be selected by one player. (If unable to select an asset, keep the bid, but receive no Mon.)
Notes: If Daimyo is Starting Player, all bidding prices increase by 1 Mon. Coins placed on Annex market increase price.
Phase 3: Event
- Adjust the Market (unchanged).
- Resolve Event: Read and perform Event text of the Emperor card atop “Upcoming Errand”. (Blessings cannot negate events unless explicitly stated).
Phase 4: Assign Disciples
When it is the Daimyo’s turn to assign:
- Take leftmost Disciple from Daimyo display (flip card face up if needed). Place Disciple on indicated District.
- If placed on Castle District, place on lowest numbered space on the Bower (Daimyo never places on non-Bower Castle spaces).
- If that District has no free spaces, place on Castle Bower instead. If Bower full or already has Daimyo Disciple, find next District with empty space clockwise or counter-clockwise (following Watch Patrol direction).
Errand Spaces: Some Errands have an Assignment Space where one player Disciple may be assigned. It is never blocked by Daimyo and Watch Patrol never affects it.
Phase 5: Watch Patrol
- Move Watch Patrol 1 space according to color.
- Adjust movement in order shown on Daimyo cards revealed during Assign Disciples. Players may play 1 Action card before or after this.
- Players may play Action cards / Blackmail card (or Blessing if indicated on Daimyo card) to save Disciples.
- Player Disciples arrested. Daimyo Disciples are never arrested.
Phase 6: Trade
Base rules apply, with the restriction that only equal assets may be traded: 1 Weapon, 1 Geisha, 5 Mon, 1 Uncompleted Mission Card, 1 Action Card, 1 Bonus Card, 1 Unused Blackmail card. Spare change (<5 Mon) cannot be given.
Phase 7: Actions
Daimyo action priority (highest first):
- Harbor: removes all Mon on Church.
- Market: discards rightmost Weapon.
- Red Light: takes highest valued Geisha from supply and removes from game.
- Gate: takes one Disciple from Reserve to available pool.
- Castle: activates Bower. If already Starting Player and becomes first again, every player loses 1 Prestige Point.
- Tavern: places 1 Mon on Annex offer (permanently increasing Annex price by 1).
- Temple: each player without a Disciple in Temple loses 1 Prestige Point.
Completing Missions and Errands
- Killing the Shogun: One player must complete the face-up Kill the Shogun mission on their own before game end. No rewards are gained, but it unlocks bonus Errands underneath.
- Resolving Errands: Errands are achieved cooperatively. Disciples and assets from multiple players can fulfill requirements, but only players with at least one Disciple in the required District may contribute assets. Contributing players share/choose from the rewards listed.
End of Game
The game ends at the end of the 7th round. If “Kill the Shogun” is not completed, players lose. Otherwise, calculate scoring and compare against Objective card targets (Lowest Prestige, Highest Prestige [multiplayer only], Errands Completed). All targets must be met to win!
Mission Requirement Icons
- Districts: You must have at least one Disciple present in each District shown (two if shown twice). Activate one to complete.
- Weapons: You must own each Weapon shown (not surrendered).
- Annexes: You must own each Annex shown (not surrendered).
- Geishas: You must have at least the number of Geishas shown (not surrendered).
Assets that must be surrendered (indicated by arrow):
- Blessing: Return Blessing token to Temple District.
- Mon: Pay indicated Mon to bank.
- Specialist Missions: Disciple activated must be the depicted Specialist.
- Soft Interaction: At least one other player must meet depicted requirements (and you may need to pay them).
- Hard Interaction: Place Disciple on opponent’s depicted Annex.
Mission Reward Icons
- Gain indicated Prestige Points.
- Receive indicated Mon from bank.
- Take Blessing token from Temple District.
- Draw Action Card (respect limit).
- Draw Mission Card (respect limit).
- Draw Bonus Card (respect limit).
- Take free Weapon from Market District.
- Activated Disciple returned to Reserve (must have at least 3 Disciples to complete).
- Change Watch Patrol direction/color.
- Take all Mon from Church.
- Replace activated Disciple with depicted Specialist.
- Soft Interaction: lighter background = you, darker background = helper.
- Hard Interaction punishments for target: lose Disciple, lose PP, swap card, steal weapon, destroy annex, lose geisha, lose Mon.


Annex Detailed Abilities
Yashiki (Mansion)
- Activation Effect: Discard one uncompleted Mission Card face down to the bottom of its deck. Then draw the top card from one Mission Card deck of your choice.
- Passive Effect: When activating another Disciple to Complete a Mission, if the Mission requires a Geisha which you do not have, return the Disciple from the Yashiki to your Clan House to act as if you had one additional Geisha for that Mission.
Karesansui (Sacred Garden)
- Activation Effect: Perform a Foresight action of your choice.
- Passive Effect: When activating another Disciple to Complete a Mission, if the Mission requires a Blessing which you do not have, return the Disciple from the Karesansui to your Clan House to act as if you had a Blessing token for that Mission.
Dojo (Training Room)
- Activation Effect: Discard one Weapon face up to the discard pile. Then draw a random Weapon from the cloth bag.
- Passive Effect: During the Preparation Phase, receive 1 Mon from the bank.
Kobudo-Ryu (Weapons School)
- Activation Effect: Discard one Action Card face down to the bottom of the deck. Then draw the top card from the Action Card deck.
- Passive Effect: When buying a Weapon at the Market, each Weapon costs 3 Mon less (5 or 3 Mon instead of 8 or 6 Mon).

Introduction & Components

A board game for 2 to 5 cunning Clan leaders, ages 14 and up
Japan, the year 1605. Hidetada Tokugawa succeeds his father as Shogun. He rules the country from Yedo, the city known today as Tokyo. As a Clan leader, your goal is to gain favor with the new shogun and achieve more fame than your rivals. There are several ways to reach your goal. Will you try to complete as many glorious missions as possible, influence the Shogun during private audiences, or buy lots of luxury goods from the European merchants? It is all up to you! But beware of fateful events, ambushes, and watch patrols that challenge your wit and serenity… So gather your disciples and enter the gates of Yedo!
Object of the Game
As leader of your Clan you try to earn as many Prestige Points as possible. You mainly gain Prestige Points by completing Mission Cards, by activating Disciples at certain locations on the game board, and by having fulfilled the tasks of Bonus Cards at the end of the game. Each player counts his Prestige Points by moving his own Marker along the Score Track on the game board.

Double-Sided Game Board
The two sides of the game board are functionally identical. When setting up the game, simply select the side that pleases you more aesthetically.
The game board depicts the town of Yedo with its 7 Districts:
- The Castle District (Edo-Jo)
- The Gates District (Takanawa Okido)
- The Tavern District (Juku)
- The Harbor District (Shiba)
- The Red Light District (Yoshiwara)
- The Market District (Kyobashi)
- The Temple District (Ikegami Hommonji)
The area above and to the right of the river holds assets that you can acquire during the game:
- A. Action Cards
- B. Bonus Cards
- C. Weapons
- D. Annexes
- E. Geishas
- F. Disciples (Reserve)
- G. Mission Cards
The game board also shows:
- a. Player Order Track
- b. Egress space
- c. Bidding Track
- d. Score Track
- e. Round Track
- f. Weapon discard pile
- g. Watch Patrol circuit
- h. Event Cards
- i. “Current Event” pile

Card Types
141 Mission Cards
Completing Mission Cards is the heart and soul of a game of Yedo as they are not only the main source of Prestige Points but can also give you money and other assets. You start the game with 4 Missions and can acquire more during the game. There are Mission Cards in 4 colors. The color gives a clue to the difficulty level of that Mission (but it is only a generality).
There are:
- Green Missions (easy to achieve)
- Yellow Missions (not too difficult)
- Red Missions (require effort)
- Black Missions (very challenging)
Also, the Mission Cards are divided into 10 sets:
- Basic Missions, numbered M001 to M020;
- Neutral Missions, numbered M021 to M035;
- Prestige Missions, numbered M036 to M050;
- Master of Weapons Missions, numbered M051 to M065;
- Money Maker Missions, numbered M066 to M080;
- Kill the Shogun Missions, numbered M081 to M090;
- Jesuits Bidding Missions, numbered M091 to M096;
- Specialists Missions numbered M097 to M110;
- Soft Interaction Missions, numbered M111 to M126;
- Hard Interaction Missions, numbered M127 to M141.
All Basic Missions are Green. All other Mission sets include mostly Yellow, Red, and Black Missions.
Some sets have the “no solo/co-op” icon next to their set icon. This means that those cards cannot be used while playing with the Shogun Must Die module.
When setting up the game, you will always use the Basic Mission set and exactly 1 Card from the Kill the Shogun set combined with cards from 2 or more other Mission Sets, depending on how you want to customize your game. You can combine the Basic Mission set with as many Mission Sets as you want, but we recommend that you use exactly 2 of them in each game.
For a detailed description of how to complete Missions, see the Completing a Mission section.

72 Action Cards

They are played during the game to gain advantages or to obstruct your opponents.
Action Cards are divided into 6 sets:
- Neutrals, numbered A01 to A12;
- Resources, numbered A13 to A24;
- Rule Changers, numbered A25 to A36;
- Disciple, numbered A37 to A48;
- Watch Patrol, numbered A49 to A60;
- Hard Interaction, numbered A61 to A72.
When setting up the game, you will only use some of those Action Sets, depending on how you want to customize your game. You can combine as many Action Sets as you want, but we recommend that you use 2 or 3 of them in each game.
31 Bonus Cards

These are kept secret until the end of the game, then give Prestige Points depending on their individual tasks. When setting up the game, all Bonus cards are always used.
61 Event Cards

Each round, an event which affects all players is revealed.
Event Cards are divided into 7 sets:
- Resources, numbered E01 to E10;
- Cruel Fate, numbered E11 to E20;
- Neutral, numbered E21 to E30;
- Closed Districts, numbered E31 to E40;
- Watch Patrol, numbered E41 to E50;
- Closed Locations, numbered E51 to E60;
- Jesuits Bidding – a single Event numbered E61.
When setting up, you will only use some of those Event Sets depending on how you want to customize your game. There are certain restrictions to combining different sets explained later.
5 Favor of the Shogun Cards

Your unique starting bonus. Each of them has the same Blackmail Card on the back.
Tokens and Markers
80 Mon Tokens (Money)
The Mon was the currency most commonly used in Yedo. It resembled, and was derived from, the Chinese Wen. In 1870, the Mon was replaced by the Yen as the Japanese currency. The game uses coins in denominations of 1, 5, and 10 Mon (which are not historical denominations, but are used in the game for convenience).

16 Annexes (4 of Each)
- Dojo (Training Room)
- Karesansui (Sacred Garden)
- Kobudo-Ryu (Weapons School)
- Yashiki (Mansion)

40 Weapons (5 of Each)
- Doku (Poison)
- Katana (Sword)
- Shuko (Fighting Claws)
- Metsubushi (Smoke Bombs)
- Fukiya (Blowgun)
- Yumi (Bow)
- Nawa (Rope)
- Shuriken (Throwing Stars)


Other Components
- 1 cloth bag for Weapons
- 7 wooden Geisha tokens (Geisha tokens have 1–3 Prestige Point(s) printed on one side)
- 5 wooden Blessing tokens
- 10 Location Inaccessible tokens
- 1 District Inaccessible marker
- 1 Burnt Church marker (used only with the Sakoku Event)
- 20 wooden Disciples (4 in each of the 5 player colors)
- 5 wooden Player Order markers (1 in each of the 5 player colors)
- 5 wooden Bidding markers (1 in each of the 5 player colors)
- 5 wooden Score markers (1 in each of the 5 player colors)
- 5 +50 Prestige Points tokens
- 1 double-sided Watch Patrol token
- 2 wooden Watch Patrol markers (1 silver, 1 gold)
- 1 No Patrol marker
- 1 wooden Round marker (grey)
- 1 Non-Specialists board overlay
- 5 Player aids
Clan Boards

Each player has a Clan board on which they organize the assets that they obtain during the game. Most types of assets have designated spaces to which they must be assigned, thereby limiting the number of assets you are allowed to own of that type.
Weapons are always kept face up. Mission Cards, Action Cards, and Bonus Cards are always kept face down, although you are allowed to look at your own cards at any time. Any Clan Power Card and Character Cards (if you are playing with Clan Powers or The Teahouse module) are always kept face up.
- A. Space for Mission Cards that you have already completed.
Limit: No limit.
Keep face down. - B. Space for your Action Cards.
Limit: 3
If you exceed this limit, immediately discard or play any excess Action Cards of your choice (discarded or played Action Cards are always placed face down at the bottom of the Action Card deck).
Keep face down. - C. Space for your Bonus Cards.
Limit: 2
If you exceed this limit, immediately discard any excess Bonus Cards of your choice (discarded Bonus Cards are always placed face down at the bottom of the Bonus Card deck).
Keep face down. - D. Space for your Weapons.
Limit: 4
If you exceed this limit, immediately discard any excess Weapons of your choice (discarded Weapons are always placed face up onto the Weapon discard pile).
Keep face up. - E. Space for your Blessing.
Limit: 1
If you already have your Blessing, you are not allowed to take any more Blessings. - F. Spaces for your Geishas.
Limit: 3
Once all your spaces for Geishas are occupied, you are not allowed to take any more Geishas. - G. Space for your Annexes.
Limit: 1 of each Annex type
If you already own an Annex of a specific type, you are not allowed to buy this type of Annex. Additionally, if a specific type of Annex runs out, you cannot buy that type of Annex anymore. - H. Clan House space for your Disciples.
Limit: 4
If you exceed this limit, immediately discard any excess Disciples of your choice. (This situation may occur when playing with the Specialists module.)
If you want, you can also keep your Mon on the Clan House Space. There is no limit to the amount of Mon you can have. - I. Space for your Clan Power (used when playing with the Clan Powers module).
Limit: 1 Clan Power or 1 Character Card
If you are not playing with the Clan Powers module, you can use this space for Character Cards when playing with The Teahouse module. If you are not playing with any of those modules, just leave this space empty or keep your unfinished Mission Cards there (remember that you are limited to 4 uncompleted Mission Cards).
Modular Components

The Teahouse
- 15 Character Cards
- 1 Harbor Master token
Specialists
- 30 wooden Specialists (6 in each of the 5 player colors: Ninja, Onna-bugeisha / Female Samurai, Samurai, Ikko Ikki / Messenger, Monk, Weaponsmith)
- 9 Specialist tokens
- 1 cloth bag for Specialists tokens
Clan Powers
- 6 Clan Power Cards
Shogun Must Die (for Solo and Cooperative Play)
- 30 Emperor Cards
- 8 Daimyo Cards
- 1 Daimyo Interference token
- 1 Solo mat
Card Anatomies

Mission Card Anatomy
- Title and Thematic Text. This sets the scene for the Mission but has no other in-game effect.
- Category. There are 5 different Mission categories: Espionage, Theft, Kidnapping, Assassination, and Warfare. These categories are referenced on Bonus Cards, giving you the opportunity to score Bonus Prestige Points based on how many Missions you complete in a specific category.
- Difficulty. The color of the Mission Card (Green, Yellow, Red, or Black) indicates the relative difficulty of the Mission. Green Missions are easy to complete while Black Missions require a lot of careful planning over a series of rounds.
- Requirements and Rewards. These icons depict various Requirements you must meet when completing the Mission, along with associated Rewards. Standard Requirements are mandatory. Bonus Requirements are optional but can result in valuable Bonus Rewards.
- Set Symbol. There are 10 different Mission sets: Basic, Neutral, Prestige, Master of Weapons, Money Maker, Kill the Shogun, Jesuits Bidding, Specialists, Soft Interaction, and Hard Interaction. Each set has its icon to make it easier to separate the Mission Cards at the end of the game.
- Card ID. This identifier serves no in-game purpose. However, it may assist you in confirming that you have all the cards.

Action Card Anatomy
- Title. Provides a thematic name but has no other effect.
- Phase. Action Cards can be played at specific times of a round. This section explains when a given Action Card can be played.
- Effect. Explains the effect of the card.
- Illustration. There are 6 sets of Action Cards: Neutrals, Resources, Rule Changers, Disciple, Watch Patrol and Hard Interaction.
- Card ID. Serves the same purpose as Mission Card ID.

Bonus Card Anatomy
- Effect. Explains the effect of the card – how points are scored for it at the end of the game.
- Card ID. Serves the same purpose as Mission Card ID.
Example: Some Bonus Cards depict a Prestige Point value in brackets. This represents the number of Prestige Points you will score if both you and at least one other player meet the requirements of the Bonus Card. Other players do not, however, score these Prestige Points.
Example: Some Bonus Cards score Prestige Points for certain assets that you have.

Event Card Anatomy
- Title. Provides a thematic name but has no other effect.
- Effect. Explains the effect of the card.
- Illustration. There are 6 sets of Action/Event Cards to make it easier to separate at the end of the game.
- Card ID. Serves the same purpose as Mission Card ID.
For your first game, you can safely ignore any rules text which appears highlighted in yellow.
Setup

Customizing Your Game
Yedo Deluxe Master Set allows you to customize your gaming experience by choosing the game length, mixing different card sets (for Missions, Actions, and Events), and by using different modules (detailed at the end of these rules). For your first game, however, we recommend the following setup procedure:
- Put the game board in the middle of the table.
- Shuffle the Neutral and Resources Action Card sets together and place them as a face-down deck onto the indicated space on the game board (1). Return all other Action Cards to the game box as you will not be using them during this game.
- Shuffle all the Bonus Cards and place them as a face-down deck onto the indicated space on the game board (2).
- Find the Neutral and Resources Event Card sets, shuffle them together and place as a face-down deck onto the indicated space on the game board (3). Return all other Event Cards to the game box as you will not be using them during this game.
- Find the Basic, Neutral, Money Maker, and Kill the Shogun Mission Card sets. Return all other Mission Card sets to the game box as you will not be using them during this game. Next, perform the following steps:
- Count out a number of Basic Mission Cards equal to 4 Missions per player. Return the rest of the Basic Mission Cards to the game box.
- Draw exactly 1 card from the Kill the Shogun set, returning the other Kill the Shogun Mission Cards to the game box.
- Looking at the backs of the cards, separate them into 4 decks by their colors.
- Shuffle each of the 4 colors of Mission Cards separately and place the respective decks face down onto the indicated spaces on the game board (4).
In a game lasting 6 rounds, it can be very difficult to complete Black Missions. For your first game, we recommend removing the Black Mission deck completely. However, if you are using the Specialists and Teahouse modules, leave the Black Missions available.
- Put all Weapons into the cloth bag and place the bag next to the indicated space (5). Draw 2 Weapons from the bag and place them face-up onto both 6 Mon spaces on the right side of the Market (6).
- Place 1 Blessing token per player onto the indicated spaces in the Temple District (7). Return any left-over Blessing tokens to the game box.
- Place all Mon tokens as a supply next to the game board. This supply is referred to as the “bank”. Then place 3 Mon onto the Church in the Harbor District (8).
- Sort the Annexes by type, forming 4 stacks. Depending on the number of players, each stack should contain a certain number of Annexes:
- 2 players: 2 Annexes per type
- 3 players: 2 Annexes per type
- 4 players: 3 Annexes per type
- 5 players: all 4 Annexes per type
Place the Annex stacks face up onto their respective spaces on the game board (9). Return any left-over Annexes to the game box.
- Depending on the number of players, put a certain number of Geisha tokens onto the indicated spaces on the game board (10). Organize them so that Geishas with the same values of Prestige Points (PP) are next to each other:
- 2 players: 1x 1PP Geisha, 1x 2PP Geisha, 1x 3PP Geisha
- 3 players: 2x 1PP Geishas, 2x 2PP Geishas, 1x 3PP Geisha
- 4 players: 2x 1PP Geishas, 2x 2PP Geishas, 2x 3PP Geishas
- 5 players: all 7 Geishas
Return any left-over Geisha tokens to the game box.
- Place the grey Round marker on space “1” of the Round Track (11).
- Place the “No Patrol” marker next to space 6 of the Round Track. This is the recommended length of your first game of Yedo. (The marker serves as a reminder that, during the last round of the game, the Watch Patrol is removed from the board.)
- Take the Watch Patrol token and flip it (like a coin) to determine the starting color of the Watch Patrol. Take the Watch Patrol marker of that color and place it on the Watch Patrol icon on the board (12). Its actual starting location will be determined later, after choosing your starting Favor of the Shogun Cards. The Watch Patrol of the unused color is placed next to the game board.
- Depending on the number of players, reduce the number of Assignment spaces in the Districts by covering them with Location Inaccessible tokens. Cover any space with an indicated player count greater than the current number of players, as indicated below:

- In a 2-player game, put Placeholder tokens onto each of the 10 marked spaces.
- In a 3-player game, put Placeholder tokens onto each of the 6 marked spaces.
- In a 4-player game, put a Placeholder token only onto the 1 marked space.
- In a 5-player game, no Placeholder tokens are used to cover spaces.
- Unless you are playing with the Specialists module, place the Non-Specialists Board Overlay so that it covers the Recruit Action Space in the Gates District (13).
- Each player picks a Clan board and takes 4 Disciples and the 3 Player Order, Bidding, and Score markers of the corresponding color. Specialists are used only when playing with the Specialists module, so for this game, return them to the game box.
- Each player places 2 of their Disciples onto their Clan House space and the remaining 2 on the “Reserve” space on the game board.
- The player who most recently visited Japan becomes the starting player. Alternatively, determine the starting player using a method of your own choosing.
- The starting player places their Player Order marker onto the “1” spot of the Player Order Track and their Bidding marker onto the “1” spot of the Bidding Track. In clockwise order, all other players should do the same by placing their respective markers onto the next available numbered spots on both tracks. At the start of the game, the player order is set in a clockwise direction. Later in the game the player order is likely to change.
- Stack all Scoring markers on the red space of the Score Track (each player begins the game with 1 Prestige Point).
- Finally, in player order, each player receives starting money and assets as follows:
- Mission Cards: Each player draws 3 Green Missions and 1 Red Mission.
- Money: Each player receives 12 Mon from the bank.
- Action Card: Each player draws the top card of the Action Card deck.
- Favor of the Shogun Card: Take the 5 Favor of the Shogun Cards and display them face up (the side with the bonus) on the table. In reverse Player Order, beginning with the player that is last on the Player Order Track and proceeding counter-clockwise, each player takes one of the cards and immediately receives the assets depicted on the card. After receiving the bonus, the Favor of the Shogun Card should be flipped to the Blackmail Card side.
The starting player (in other words, the last player to select their Favor of the Shogun Card) should check the location printed on the card before flipping it. This indicates the District where you should now place the Watch Patrol. Move the Watch Patrol marker from the middle of the board to the slot next to that District.
Return any leftover Favor of the Shogun Cards to the game box as you will not be using them during this game.


Favor of the Shogun Cards Reference
- Draw the top 3 cards from the Action Card deck. Choose 1 card to keep and discard the remaining 2 cards to the bottom of the Action Card deck. Also take an additional 3 Mon from the bank.
If chosen by the starting player: the Watch Patrol starts at the Harbor. - Draw the top 3 cards from the Bonus Card deck. Choose 1 card to keep and discard the remaining 2 cards to the bottom of the Bonus Card deck. Also take an additional 3 Mon from the bank.
If chosen by the starting player: the Watch Patrol starts at the Castle. - Draw 3 Weapons from the cloth bag. Choose 1 Weapon to keep and discard the remaining 2 to the top of the Weapon discard stack. Also take an additional 3 Mon from the bank.
If chosen by the starting player: the Watch Patrol starts at the Inn. - Take an additional 7 Mon from the bank.
If chosen by the starting player: the Watch Patrol starts at the Castle. - Take a Blessing token from the Temple District and place it onto the appropriate space on your Clan board.
If chosen by the starting player: the Watch Patrol starts at the Gate.
The Blackmail Card
The Blackmail Card is a special type of Action Card. Since each player has a Blackmail Card, it should be kept face up. It also does not count towards the Action Card limit and cannot be countered by other Action Cards. At the end of the game, any player who still owns their Blackmail Card (because they never used it during the game) will score an additional 2 Prestige Points.
Disciples Protection Rule
Each player begins the game with 2 Disciples, though there are ways for the players to gain more Disciples as the game progresses.
Important: Unless explicitly allowed by a card effect, no player can lose either of their last 2 Disciples. This protection applies to Disciple arrests as well as other cases in which a player loses a Disciple. If an effect would cause a player to lose a Disciple, but that player already has 2 or fewer Disciples, any “lost” Disciple is returned to their Clan House instead.
Advanced Setup Summary (Skip This Part for Your First Game)
If you are using any modules, follow their respective setup instructions. If something is not specifically mentioned in the module setup or if you just want to explore Yedo on your own, use the Disciple module setup, introducing the following changes:
- 2. Choose 3 different Action Card sets which are shuffled together.
- 4. Choose 2 different Event Card sets which are shuffled together. If you are playing with the Closed Districts Event Card set, also take the “District Inaccessible” marker.
- 5. In addition to the Basic and Kill the Shogun Mission Card sets, choose 2 different Mission Card sets which are organized as normal.
If playing with the Jesuits Bidding module, do not shuffle the Jesuits Bidding Missions with the others. - 12. Place the “No Patrol” marker:
- next to round 6 for a standard 6-round game
- next to round 8 for a slightly longer 8-round game
- next to round 11 if you are sentimental and want to play the original, long, 11-round game.
We discourage the addition of any modules, except the Jesuits Bidding module, when playing the 11-round game.
How to Play: Overview & The Action Cards
A game of Yedo is played over 6, 8, or 11 rounds, depending on the length chosen by the players.
Each round comprises the following 7 phases which are always executed in the same order:
- Preparation — Preparation for the round.
- Bidding — Players bid for assets.
- Event — An event which affects all players is revealed.
- Assign Disciples — Players place their Disciples onto the game board and their personal Annexes.
- Watch Patrol — The Watch Patrol moves and arrests Disciples in the District in which it stops.
- Trade — Players controlling Disciples in the Tavern District or the Market District may trade assets with other players within that same District.
- Actions — Players activate their Disciples to gain assets, Prestige Points, or to complete Missions.
A typical game ends after a fixed number of rounds. However, the game may end sooner, at the end of any round in which a player completes the Kill the Shogun Mission which may be found among the Black Mission Cards. At the end of the game, players will score additional Prestige Points from their Bonus Cards, unused Blackmail Cards, and left-over Mon. These end-game Prestige Points are added to those gained throughout the game. The player with the most Prestige Points wins the game!
The Action Cards
Players can play Action Cards throughout the game to alter certain aspects of game play. After an Action Card has been played (or discarded) it is placed face down at the bottom of the Action Card deck. If two or more players wish to play an Action Card at the exact same moment (and they cannot work it out in any other way), the cards will be resolved in the current Player Order.
Some cards can be played at any time. Other cards specify that they must be played during a certain phase or at a specific moment.



Some cards also indicate specific requirements that need to be met. Unless otherwise stated, you do not have to surrender or spend the stated requirements. You only need to meet those requirements at the time when the card is played.
If a Walls Have Ears card is played in response to another Walls Have Ears card, the two cards cancel each other out. In other words, the effect of the original card, which the first Walls Have Ears card was intended to negate, is still resolved.
Phases 1–3: Preparation, Bidding & Event
Phase 1: Preparation
Skip this Phase during the first round since all preparations for this round are already made during the setup.
During the Preparation Phase you always do the following, in order:
- Advance the Round marker on the Round Track one space forward to indicate the number of the new round.
- Return Bidding markers: All players return their Bidding markers to the Bidding Track from any Bidding spaces or the Egress space (see Phase 2: Bidding). The Bidding markers should be placed in the same order as the current Player Order.
- Add Mon to Church: Add Mon from the bank to the Church in the Harbor District:
- If the Church is empty, add 3 Mon to it.
- If there is still Mon left on the Church, add only 1 Mon to it.
- Dojo income: Every player who owns a Dojo Annex receives 1 Mon from the bank.
If you are playing with the Teahouse module or Specialists module, add one more step:
- Draw a new Specialist token from the cloth bag and place it onto the Disciples auction area.
During the Preparation Phase for the final round, remove the Watch Patrol marker entirely from the game.


Phase 2: Bidding
During the Bidding Phase, players can participate in a number of auctions to acquire one extra asset each. Each round, the same types of assets are put up for auction:
- Action Cards
- Bonus Cards
- Weapons
- Annexes
- Geishas
- Disciples
- Mission Cards
The Bidding Order is based on the order of the Bidding markers on the Bidding Track, similar to how Player Order is determined. The auction passes around the table only once, giving each player a single chance to bid or pass. When a player wins an auction they immediately receive the associated reward. See below for a detailed description of the rewards.
The Bidding Phase for 2-and-3 player games differs slightly from that for 4-and-5 player games. First, read the description of the Bidding Phase as it applies to 4 and 5 players. The differences for 2 and 3 players are mentioned afterwards.
Before conducting the first auction each Bidding Phase, each player, in Player Order, has the option to drop out instead of taking part in any auctions this Phase (for example, because of insufficient funds or simply because they do not wish to participate). Any player who decides to drop out should move their Bidding marker from the Bidding Track to the Egress space and then take 3 Mon from the bank.

The Bidding Phase with 4 or 5 Players
The player who is currently first in Bidding Order is the Auctioneer and starts an auction by announcing which type of asset they would like to put up for auction, for example, Weapons. The starting bid is indicated next to the Bidding space of that asset type: 5 Mon for Annexes and Geishas, 3 Mon for all other types. The Auctioneer may not increase this starting bid.
The next player in the Bidding Order must either place a higher bid or pass. If they decide to place a higher bid, they may place any higher bid they like, provided they have sufficient Mon to pay the amount. This continues down the Bidding Order until each player still on the Bidding Track has had one chance to bid or pass.
The Auctioneer then gets one final opportunity to either bid higher or pass.
The highest bidder is the winner of the auction and must now do the following:
- Pay their bid to the bank.
- Move their Bidding marker from the Bidding Track to the associated Bidding space.
- Collect the reward.
At this point, if any player still has a marker on the Bidding Track, the Bidding Phase starts over, following the same procedure as above, keeping three important rules in mind:
- If the previous Auctioneer did not win the auction, they will remain the Auctioneer (since they are still first in the Bidding Order).
- The Auctioneer may not choose a previously auctioned and won asset type (indicated by the presence of a Bidding marker on the Bidding space). That type is closed for the rest of the round.
- Any player who previously won an auction may not participate again (indicated by the fact that their Bidding marker is no longer present on the Bidding Track).
Changes to the Bidding Phase with 2 or 3 Players
All of the normal Bidding Phase rules apply, except as follows:
- The Auctioneer must choose an asset category, not the specific asset type. There are three Asset categories:
- White — comprising the Action Cards, Bonus Cards, and Weapons asset types.
- Black — comprising the Annexes and Geishas asset types.
- Red — comprising the Disciples and Mission Cards asset types.
- The Auctioneer can announce one of these 3 categories.
- The player who wins the auction may choose, as their reward, one of the asset types within that category. For example, if the Black category was put up for auction, the winner may choose either Annexes or Geishas as their reward, not both.
- That entire category is closed for the rest of the round.
Additional Bidding Rules and Clarifications
- Mon is not kept hidden. The amount of Mon each player has must be clearly visible to the other players.
- No player may knowingly place a bid in excess of what they are able to pay. If the auction winner cannot afford to pay the full bid amount they must pay as much as they are able. They must still move their Bidding marker but will not receive any reward.
- If all other players pass, the Auctioneer automatically wins the auction and pays the minimum bid amount.
- At the start of each Bidding Phase, the current Auctioneer may choose to drop out of the auction instead (by moving their Bidding marker to the Egress space). In this case, however, they do not receive any Mon.
- A player may win an auction even if they cannot make use of the reward thereof (because the supply is exhausted, for example, or because they have already reached the limit of a particular asset type). In such a case, they must still pay their bid to the bank.
Auction Rewards
White
- Action Cards: Draw the top 3 cards from the Action Card deck. Choose 1 card to keep and discard the remaining 2 cards to the bottom of the Action Card deck.
- Bonus Cards: Draw the top 3 cards from the Bonus Card deck. Choose 1 card to keep and discard the remaining 2 cards to the bottom of the Bonus Card deck.
- Weapons: Draw 3 Weapons from the cloth bag. Choose 1 Weapon to keep and discard the remaining 2 to the top of the Weapon discard stack.
Black
- Annexes: Take one Annex of your choice (that you do not own yet) and place it onto the appropriate space on your Clan board. You also receive 2 Prestige Points. (If you win this auction but already own all available Annexes, or if the supply is exhausted, you still receive the 2 Prestige Points as reward.)
- Geishas: Take the Geisha with the highest remaining Prestige Point value and place it onto the appropriate space on your Clan board. You also receive a number of Prestige Points equal to the value printed on that Geisha.
Red
- Disciples: Take one of your Disciples from the Reserve space and place it onto the Clan House space on your Clan board.
If you are playing with the Specialists module, take the corresponding Specialist of your color. (If you exceed the limit of 4 Disciples, immediately discard any excess Disciples of your choice.) - Mission Cards: Draw the top 3 cards from one Mission Card deck of your choice. Choose 1 card to keep and discard the remaining 2 cards to the bottom of that Mission Card deck.
If there are fewer than 3 Mission Cards remaining in the deck of your choice, you will simply have fewer cards to choose from. If a Mission Card deck becomes completely exhausted, you can no longer gain Mission Cards of that color.
Phase 3: Event
During the Event Phase you always do the following, in order:
- Adjust the Market: If any Weapons remain on the 3 rightmost spaces of the Market (8 Mon space, 6 Mon space, and 6 Mon space), discard them. Slide any remaining Weapons from the two leftmost 8 Mon spaces all the way to the right, onto the 6 Mon spaces. Then draw 3 Weapons from the cloth bag and place them from left to right, in the order drawn, onto the 3 leftmost spaces of the Market.
At any point, if the cloth bag is empty, return all discarded Weapons to the bag. - Reveal an Event Card: Draw the top card of the Event Card deck and read the text out loud. Place the Event Card face up onto the “Current Event” pile, covering any Event from the previous round. The new Event takes effect immediately. In some cases, the effect must be carried out immediately. In other cases, the effect remains for a whole round or longer. Follow the instructions on the card.
If you are playing with the Closed Districts Event Card set and the Event would cause a District to become inaccessible, place the “District Inaccessible” marker onto the District. Remember to remove this marker during the next Event Phase.
If you are playing with the Closed Locations Event Card set, use Placeholder tokens to mark inaccessible locations. Remember to remove such Placeholder tokens during the next Event Phase.
If you are playing with the Teahouse module, add one more step:
Refresh Characters at the Teahouse: Discard all Character Cards from the Teahouse, placing them face up into a discard pile next to the Character Card deck. Draw and lay out a new set of Character Cards equal to the number of players plus 1 (minimum of 4), reshuffling the Character Card discard pile if the deck runs out.
If you are playing with the Specialists module, add one more step:
Manage Specialists: If any Specialists remain in the Gates District, move each of them one step to the right. If this would cause a Specialist to exit the second space, remove it from the game. Then, move the Specialist token from the Disciples auction space to the leftmost space in the Gates District. This Specialist is now available when performing a Recruit action in the Gates District.

Phases 4–6: Assignment, Watch Patrol & Trade
Phase 4: Assign Disciples

During the Assign Disciples Phase, players place their Disciples onto Annexes or available action spaces around the game board. During the Action Phase (Phase 7), these Disciples will be activated to perform various actions.
In continuous Player Order, until all available Disciples have been placed, each player places one of their remaining Disciples. The Assign Disciples Phase ends when no player has any unassigned Disciples left on their Clan board.
When it is your turn to place a Disciple, you must assign one of your Disciples to either:
- any free action space in an accessible District, OR
- one of the Annexes you have previously added to your Clan board.
While playing with the Hard interaction Mission Card set, it is possible for you to assign a Disciple to an opponent’s Annex.
Assignment Rules and Clarifications
- No player may assign more than one Disciple at once.
- Each action space and Annex can only accommodate a single Disciple. If all action spaces within a District are occupied (either by Disciples or by Placeholder tokens), no more Disciples can be assigned to that District.
- No player may assign more than one Disciple to the Bower (the 3 numbered action spaces in the Castle District).
- On your turn, you must assign a Disciple, if you have any remaining, even if you would rather not do so. Cowardice and laziness have no place in Yedo!
- If, due to an event, the “District Inaccessible” marker has been placed on a District, all action spaces within that District are considered unavailable. You cannot assign any Disciple to any of its action spaces (unless you play the “Heart of the Dragon” Action Card).

Phase 5: Watch Patrol
During the Watch Patrol Phase the Watch Patrol marker moves to another District. All Disciples within that District are arrested!
During this Phase you always do the following, in order:
- Move the Watch Patrol marker to the next District: The Watch Patrol advances to the next space along its circuit. The direction is determined by its color and the direction of the arrows: the gold Watch Patrol marker always moves clockwise while the silver Watch Patrol marker always moves counter-clockwise.
There can only be one Watch Patrol marker on the game board at a time. While the effect of the Watch Patrol is always the same, the color of the marker just indicates the direction of its movement. The color of the Watch Patrol marker can change as the result of certain Events, by playing certain Action Cards, or by completing certain Missions. - Play Action Cards to influence the Watch Patrol’s movement: In Player Order, each player has the option of playing one Action Card to influence the movement of the Watch Patrol. (For example, the Action Card “Double Time” makes the Watch Patrol move one additional District.)
The one-card limit applies only to “Watch Patrol Phase” Action Cards. Other possible Action Cards (such as “Feint” or “Walls Have Ears”) can still be played as usual.
After any cards have been played, the Watch Patrol will have reached its final destination District. All Disciples in that District run the risk of being arrested! - Play Action Cards to save Disciples from being arrested: Again, in Player Order, each player has the option of playing one Action Card (or use their Blackmail Card) to save one or more of their Disciples from being arrested by the Watch Patrol.
The one-card limit applies only to “Watch Patrol Phase” Action Cards. Other possible Action Cards (such as “Feint” or “Walls Have Ears”) can still be played as usual. Played Blackmail Cards are returned to the game box. - Disciple Arrest: All Disciples present in the Watch Patrol’s District, unless they have been saved by means of an Action Card, are immediately arrested. Return them to the Reserve on the game board.
Important: Unless explicitly allowed by a card effect, no player can lose either of their last 2 Disciples. This protection applies to Disciple arrests as well as other cases in which a player loses a Disciple. If an effect would cause a player to lose a Disciple, but that player already has 2 or fewer Disciples, any “lost” Disciple is returned to their Clan House instead.
During the last round of the game, skip the Watch Patrol Phase since the Watch Patrol has been removed from the board.

Phase 6: Trade
During the Trade Phase, players controlling Disciples in the Tavern District or the Market District may trade assets with other players within that same District. The following assets may be traded:
- Unused Blackmail Cards
- Action Cards
- Bonus Cards
- Weapons
- Geishas
- Uncompleted Mission Cards
- Mon
Annexes, Blessing tokens, Disciples, and completed Mission Cards may not be traded!

Trading Rules
- If the deal includes any cards (Action, Bonus, or uncompleted Mission Cards), these are kept face down at all times. In other words, a player only gets to see the Cards they acquired after the deal has been concluded. You are not allowed to give any specifics about the cards you want to trade (names, categories, requirements, rewards, etc.). However, you may point out that you think a Card is a good fit for another player.
- You may not trade in secret. All players must be informed of what types of assets are being traded.
- During the Assign Disciples Phase, you may propose your deal to another player and suggest that they join your Disciple in the Market or Tavern District.
- After all deals are concluded, the involved Disciples remain in the District.
Example Trade in the Tavern District: Blue, Green, and Red are allowed to trade among themselves. Red proposes to Green the following deal: Red receives Green’s Geisha and their Doku Weapon. In return, Green gets a Bonus Card and a Nawa Weapon. Green consents to the offer if in addition to the Bonus Card and the Nawa Weapon, Red is willing to give Green 6 Mon. Red agrees and they close the deal by exchanging their assets accordingly.
Phase 7: Actions & District Details
Phase 7 Overview
During the Action Phase, players will activate their Disciples to perform certain actions. In continuous Player Order, until all assigned Disciples have been activated, each player activates one of their previously placed Disciples. The Action Phase ends when no player has any Disciples left on any action space or Annex.
When activating a Disciple that was placed on an action space on the main game board, you will use that Disciple to, either:
- A) Complete one of your Missions related to that District, OR
- B) Perform one of the actions associated with that District.
When activating a Disciple that was placed on one of your Annexes, you will use that Disciple to:
- C) Use the special ability of that Annex.
After completing the chosen action, immediately return the Disciple to the Clan House space on your Clan board.
General Action Rules
- No player may activate more than one Disciple at once.
- On your turn, you must activate a Disciple, if you have any remaining, even if you would rather not do so. (Even if you are unable to do something useful, activate the Disciple anyway and then return it to your Clan board.)
- When activating a Disciple in a District, you must choose whether to Complete a Mission OR Perform the Action Associated with the District. A Disciple which is used to Complete a Mission will not be performing any action associated with that District, and vice versa.
A) Completing a Mission

Every Mission Card has Standard Requirements, which, among other things, always includes at least one District. To complete a Mission, you must:
- Activate a Disciple that was placed within one of the Districts shown, AND
- Meet all other listed Standard Requirements.
For the Mission Card shown above, this means (left-to-right, top-to-bottom):
- You must have at least one Disciple in both the Temple District AND the Market District.
- You must own at least one Metsubushi (Weapon).
- You must have at least one Geisha on your Clan board.
- You must own a Yashiki (Annex).
To complete this Mission you must therefore activate either the Disciple in the Temple District or the Disciple in the Market District (the other Disciple remains on the game board and may perform its own action later). You will then gain the Standard Reward (shown in lighter color below the requirements). The Mission above would give you 3 Prestige Points, 10 Mon, and 1 Action Card.
In addition to the mandatory Standard Requirements, a Mission will also state optional Bonus Requirements.

When completing the Mission, if you also meet the Bonus Requirements (in addition to the Standard Requirements) you will receive the Bonus Reward shown (in addition to the Standard Reward received).
However, the Bonus Reward can never be earned alone. You must always meet all Standard Requirements. Sometimes, you may have to decide whether you want to complete just the Standard Requirements or to wait until you can meet both the Standard and Bonus Requirements.
When completing a Mission you always do the following, in order:
- Display the chosen Mission Card face up on the table.
- Show that you meet all Standard Requirements.
- Activate your Disciple.
- Collect the Standard Reward.
- (Optional) Show that you meet all Bonus Requirements and then collect the Bonus Reward.
- Place the Mission Card face down onto your “Completed Mission Cards” pile next to your Clan board.
If any player completes the most difficult Mission — Kill the Shogun — the game will end at the conclusion of that round, after all Disciples have been activated.
B) Performing District Actions
Every action space is located within a specific District. Each District has its own actions that can be performed only when activating a Disciple within that District.
In most Districts, you may freely choose any one action associated with the District. Usually it does not matter if that action has been performed previously. In the Castle District, however, each action space is associated with a single specific action.
The Gates District [Takanawa Okido]
- Recruit one Disciple: You may not choose this action if you already have all 4 Disciples (unless you are playing with the Specialists module). Pay 7 Mon to the bank and take one of your Disciples from the Reserve and place it onto your Clan House.
If you are playing with the Specialists module, when performing this action, after paying 7 Mon to the bank, recruit one of the Specialists currently available in the Gates District. If you already have a total of 4 Disciples and Specialists (combined) you must first return one of your Disciples or Specialists to the Reserve. - Beg: You may not choose this action if you have 0 Prestige Points. Choose one:
- Lose 1 Prestige Point (by moving your Score marker backwards) to receive 3 Mon from the bank.
- Lose 2 Prestige Points to receive 5 Mon from the bank. (You cannot choose this option unless you have at least 2 Prestige Points.)
- Foresight — Action Cards: Look at the top 3 cards of the Action Card deck. Return them, face down and in any order you want, to the top of the Action Card deck.
The Tavern District [Juku]
- Build an Annex: You may not choose this action if you are unable to build any of the available Annexes. Pay 11 Mon to the bank and take one Annex of your choice. The chosen Annex must be one that you do not already own and one which is still available on the game board. Place it onto the appropriate space on your Clan board. Afterwards, gain 2 Prestige Points.
- Foresight — Weapons: Draw 3 Weapons from the cloth bag and look at them. Arrange them in any order you want and place them, face down, next to the Weapon discard pile. The next time Weapons should be drawn from the cloth bag, for any reason, they must first be drawn from the top of this stack.
The Harbor District [Shiba]
- Visit the Church: You may not choose this action if there is no Mon left on the Church or if the Church has been burned as the result of an Event. The Disciple converts to Christianity and receives charity. Take all Mon that is left on the Church.
- Buy Luxury Goods from European Merchants: You may not choose this action if you have less than 4 Mon. Choose one:
- Pay 4 Mon to the bank to receive 1 Prestige Point.
- Pay 9 Mon to the bank to receive 3 Prestige Points.
- Foresight — Bonus Cards: Look at the top 3 cards of the Bonus Card deck. Return them, face down and in any order you want, to the top of the Bonus Card deck.
The Red Light District [Yoshiwara]
- Recruit Geisha: You may not choose this action if you already have 3 Geishas or if no Geishas remain near the Geisha Bidding space. First you must choose whether to pay 8 Mon to the bank OR lose 2 Prestige Points. Then, take one of the remaining Geisha tokens and place it onto the appropriate space on your Clan board. Afterwards, gain the number of Prestige Points depicted on the token you just took.
When performing this action, if you do not have at least 8 Mon and also do not have at least 2 Prestige Points, you forfeit this entire action to no effect. - Buy Action Card: Pay 4 Mon to the bank to draw the top card from the Action Card deck, keeping in mind your Action Card limit afterwards.
The Market District [Kyobashi]
- Buy Weapon at the Market: Choose one of the Weapons available at the Market. Pay, to the bank, the amount of Mon shown beneath its space. Take the Weapon and add it to one of the spaces at the top of your Clan board. If you already own 4 Weapons, replace an existing Weapon with the one you just purchased.
If you own the Kobudo-Ryu Annex, the Weapon will cost you 3 Mon less. - Sell Bonus Card or Action Card: Discard 1 Bonus Card or 1 Action Card, face down, to the bottom of its deck. Receive 2 Mon from the bank.
The Temple District [Ikegami Hommonji]
- Receive a Blessing: You may not choose this action if you already have a Blessing token. Take a Blessing token from the Temple District and place it onto the appropriate space on your Clan board.
- Foresight — Mission Cards or Event Cards: Choose one:
- Look at the top 3 cards of one Mission Card deck. Return them, face down and in any order you want, to the top of that Mission Card deck.
- Look at the top 3 cards of the Event Card deck. Return them, face down and without changing their order, to the top of the Event Card deck.
The Castle District [Edo-Jo]
Depending on which action space your Disciple was assigned to, it can perform one specific action:
- Audience with the Shogun: Your Disciple visits the Shogun. Receive 1 Prestige Point.
- Audience with the Bakufu: Your Disciple receives new orders. Draw the top card from one Mission Card deck of your choice.
- Relax at the Bower: This action will impact the Player Order. The first player to perform this action will trigger an immediate activation of the entire Bower, regardless of the space their Disciple occupies.
When performing this action you always do the following, in order:
- Shift all Player Order markers slightly to the right, off the Player Order Track.
- The player whose Disciple occupies the lowest-numbered action space at the Bower will choose their new position on the Player Order Track by moving their Player Order marker onto the corresponding space. Repeat this process for the remaining numbered action spaces, in order.
- All unassigned Player Order markers must now be returned to the Player Order Track, starting with the top-most marker. Each marker, in order, is placed onto the lowest-numbered available position on the Player Order Track.
- Return all Disciples at the Bower to their respective Clan Houses.
Important Bower Rules:
- The new Player Order takes effect immediately! The Action Phase will proceed with the player whose Player Order marker is positioned immediately after the current player’s marker on the Player Order Track.
- The Bower effect is not triggered if you activate your Disciple here but choose to complete a Mission instead. Likewise, if the Bower effect is triggered, causing your Disciple to activate at the Bower, you may not choose to complete a Mission instead.
- Since the activation of any Disciple at the Bower results in the activation of all Disciples at the Bower — if you assign your Disciple to the Bower with the intent of completing a Mission, another player may activate their Disciple first, thereby triggering the Bower effect, resulting in your Disciple being removed from the Bower.

C) Using the Special Ability of an Annex
To use the special ability of an Annex, you must have built that particular Annex previously. The Annex spaces on your Clan board only indicate where each type of Annex should be placed.
Each Annex effectively acts as its own action space. When you activate a Disciple there, you can use the special ability associated with that Annex.
End of the Game & Final Scoring
The game ends at the conclusion of the last (6th, 8th, or 11th) round, after all Disciples have been activated.
If any player completes the most difficult Mission — Kill the Shogun — the game will end at the conclusion of that round, after all Disciples have been activated.
Final Scoring
After the game has ended, final scoring takes place:
- Every player scores Prestige Points from each achieved Bonus Card they have. (No player may have more than 2 Bonus Cards in total.)
- Any player who still owns their Blackmail Card (because they never used it during the game) will score an additional 2 Prestige Points. (If a player owns more than one Blackmail Card from trade, they score 2 Prestige Points for each.)
- If you are playing with the Teahouse module, each Character provides a number of Prestige Points as indicated on the card.
- Every player scores 1 Prestige Point for every 10 Mon they have left (rounded down).
The player with the most Prestige Points wins the game! In case of a tie, the tied player who is currently first in Player Order wins the game!
Modules & Variants
The Teahouse Module
The Teahouse module gives you the opportunity to meet the greatest personalities from Yedo. Playing it, you will be able to talk Characters into allowing you to use their unique one-time special abilities each round, effectively using a changing tableau of transient special abilities.
Setup
Before Step 21 of the Setup (players receive starting money and assets):
- Locate the following Character Cards: Shogun, Geisha Natsuko, Beggar, Eminent Advisor to the Shogun, Shopkeeper. Set aside the remaining Character Cards.
- Pair the Favor of the Shogun Cards with their corresponding Character Cards:
- Bonus Favor with the Shogun Character Card
- Action Favor with the Geisha Natsuko Character Card
- Blessing Favor with the Beggar Character Card
- Weapon Favor with the Eminent Advisor to the Shogun Character Card
- Mon Favor with the Shopkeeper Character Card
During Step 21 of the Setup:
- When choosing their Favor of the Shogun Card, each player will take the corresponding Character Card as well. When playing with fewer than 5 players, discard any unclaimed Character Cards, adding them to the previously set aside Character Cards.
- Shuffle the set aside Character Cards, forming a Character Card deck.
- Draw and lay out a number of Character Cards equal to the number of players plus 1 (minimum of 4) face up next to the game board. This represents your Teahouse.
Playing with This Module
- During the Preparation Phase:
- If any player still has an active but unused Character Card, they must discard it and take 1 Bonus Card instead, keeping in mind the Bonus Card limit afterwards. (This rule does not apply to solo/co-op mode.)
- If any player recruited a new Character during the previous round, flip the Character Card face up, to its active side.
- During the Event Phase:
Refresh Characters at the Teahouse: Discard all Character Cards from the Teahouse to a discard pile. Draw and lay out a new set equal to the number of players plus 1 (minimum of 4). - During the Action Phase:
When activating a Disciple on a main game board action space, you have a new option: D) Recruit a Character from the Teahouse. Choose one face-up Character Card from the Teahouse and place it face down next to your Clan board.
Using a Character Ability
Each Character Card details information about its ability, any restrictions, etc. After using the Character ability, immediately discard the Character to the common discard pile. Unused active Character Cards are discarded during the Preparation Phase of the following round.
- You can never use a Character in the same round in which it was recruited.
- You may never have more than one active Character each round.
- You may, however, recruit a new Character while you still have an existing active Character.
End of Game
After the game has ended, but before final scoring takes place:
- If any player still has an active but unused Character Card, discard it and take 1 Bonus Card instead.
- If any player recruited a new Character during the final round, flip it face up. Each Character provides a number of Prestige Points as indicated on the card.

Specialists Module
Specialized workforce has come to Yedo! Aspiring Daimyos can hire skilled Disciples and use their special abilities to greater advantages!
Setup
- All players receive 2 regular Disciples as normal. Return the remaining regular Disciples to the game box.
- Take all wooden Specialists and place them within easy reach of all players.
- Put all Specialists tokens inside the bag.
- Do not place the Non-Specialists Board Overlay on the Gate District.
Playing with This Module
- Preparation Phase: Draw a new Specialist token from the cloth bag and place it onto the Disciples auction area.
- Bidding Phase: If you win the Disciples Auction Reward, take the corresponding Specialist of your color.
- Event Phase:
Manage Specialists: If any Specialists remain in the Gates District, move each of them one step to the right. If this would cause a Specialist to exit the second space, remove it from the game. Then, move the Specialist token from the Disciples auction space to the leftmost space in the Gates District. - Action Phase: If taking the Recruit one Disciple action in the Gates District, pay 7 Mon and recruit one of the Specialists currently available. If you already have 4 Disciples/Specialists combined, you must first return one to the Reserve.
- A Specialist cannot be used in the same round in which it was recruited from the Gates District (it can be used the same round when won during Bidding).
- You may only recruit one Specialist of each type.
Specialist Abilities
- Samurai: After completing a Mission with the Samurai, gain 1 Prestige Point.
- Onna-bugeisha: After completing a Mission with the Onna-bugeisha, you may convert 5 Mon into 1 Prestige Point (as many times as you wish).
- Messenger: After completing a Mission with the Messenger, immediately draw the top card from one Mission Card deck of your choice.
- Ninja: The Ninja can never be arrested.
- Weaponsmith: You may have up to 5 Weapons.
- Monk: You always act as if you have a Blessing token when completing a Mission with the Monk. When performing any Foresight action, draw 1 additional card (or Weapon token).

Jesuits Bidding Module
This module can only be used in games that last 8 or 11 rounds!
Setup
- Set all Jesuit Bidding Missions aside, near the Harbor District. These will enter play later.
- Once regular setup is complete, add the Jesuits Bidding Event Card to the Event deck:
- In an 8-round game, shuffle it into the top 4 cards of the Event deck.
- In an 11-round game, shuffle it into the top 5 cards of the Event deck.
Jesuits Bidding Event
When the Jesuits Bidding Event takes place, separate the Jesuit Bidding Missions by color. Shuffle each deck separately, placing all of them next to the Harbor District. From this point on, Disciples in the Harbor District have access to the following new action:
- Draw Jesuits Bidding Mission: Draw the top card from a Jesuits Bidding Mission Card deck of your choice.
If a Jesuits Bidding Mission leaves a player’s hand for any reason other than completing the Mission or passing the card to another player — return the card to the bottom of its corresponding stack.
Sakoku
If you are playing with the Sakoku Event card:
- If Sakoku takes place before the Jesuits Bidding Event: Return the Jesuit Bidding Mission Cards to the box. Leave Sakoku face up next to the Events deck. When the Jesuits Bidding Event Card is later drawn, discard both and draw a new Event Card.
- If Sakoku is drawn after the Jesuits Bidding Event: All players must immediately discard any uncompleted Jesuit Bidding Missions. Return all Jesuit Bidding Mission Cards to the box. (Previously completed Jesuit Bidding Missions are unaffected.)
Clan Powers Module
Setup
During Step 21 of the Setup (before players choose their Favor of the Shogun Card):
- Shuffle all Clan Power Cards to form a face down deck.
- Beginning with the player that is last in Player Order: The player draws Clan Power Cards until they have 2, chooses 1 to keep face down on their Clan board, and passes the remaining card to the player on their right, who repeats this procedure until each player has chosen 1 Clan Power Card.
- Do not reveal Clan Powers yet. Proceed with Favor of the Shogun selection.
- After Favor of the Shogun Cards have been chosen, but before applying their effects, reveal all players’ Clan Powers.
- If any Clan Power offers an ability that can be used when applying Favor of the Shogun effects, apply it now.
| Clan Power Name | Clan Power Ability 1 | Clan Power Ability 2 |
|---|---|---|
| The Wealthy | You begin the game with extra Mon:
|
— |
| The Generous | You may use other players’ Annexes as your own. | Other players may place Disciples here (1 per player per round). If they do so, they receive 7 Mon from the bank and you gain 1 Prestige Point. |
| The Tenacious | Pay 2 Mon less when paying any cost on the Main Board. | — |
| The Seaworthy | Whenever you take Mon from the Church, receive an additional 2 Mon from the bank. | You have access to an additional personal location within the Harbor District. You may use it to, either:
Note: You may use this location even if the Harbor District is closed. |
| The Duplicitous | You begin the game with the Ninja Specialist as an additional (third) Disciple. | If you are not playing with the Specialists module, you instead begin the game with an additional regular Disciple and 4 extra Mon. |
| The Wise | Whenever you draw 1 or more cards from any deck, always draw 2 additional cards (from the same deck). Afterwards, discard 2 cards (of the type taken). | — |
The Shogun Must Die (Cooperative and Solo Play)
Yedo Deluxe Master Set cooperative play expansion for 1–4 players, designed by Dávid Turczi, Thomas Vande Ginste, and Wolf Plancke.
When playing solitaire or cooperating with your friends, you will be facing an automated opponent working similarly to an actual player, referred to as “the Daimyo”, or “it”.
Components
- 30 Emperor Cards: 9 Green, 9 Yellow and 12 Red
- 8 Daimyo Cards
- 1 Cooperative board
- 1 Daimyo’s Interference token
Setup
- Remove every game component marked with the “no solo/co-op” icon before setting up. Event cards will not be used at all.
- Separate out every “Kill the Shogun” Mission card and put them aside.
- Select one unused color for the Daimyo (only its Turn Order Marker and 4 Disciples will be required; Daimyo does not track Prestige points or participate in Auctions).
- Set up normally with these changes:
- In step 10 and 14, add Geisha tokens and Placeholder counters as if there was an additional player.
- In step 16, add two Daimyo Disciples to the Reserve, place two next to the board.
- In step 17, Daimyo always starts as the last player.
- In step 18, each player may choose any combination of 4 starting Missions.
- Place the Cooperative board next to the main board.
- Separate Emperor cards by back color and shuffle separately.
- Select the Emperor’s mood (Gentle, Demanding, Insatiable) and construct the Emperor Deck according to player count:
| Mood | 1p | 2p | 3p | 4p |
|---|---|---|---|---|
| Gentle | GGGGGY | GGYYYYR | GYYYYRR | YYYYRRR |
| Demanding | GGGGYYR | YYYYRRR | YYYYRRR | YYYRRRR |
| Insatiable | GGYYYRR | YYRRRRR | YRRRRRR | RRRRRRR |
- Place two face-down Yellow Emperor cards on the “Winning Conditions” space. Place one randomly selected “Kill the Shogun” Mission face up over them.
- Place two Daimyo Disciples next to the Cooperative board as its available pool (Master Daimyo variant: move one more from Reserve to available pool).
- Shuffle 8 Daimyo cards and place them next to Daimyo Disciples, along with the Daimyo’s interference token.
- Use 3 Specialist pieces of Daimyo color to mark goals on the 3 columns of the Cooperative board. (If solo, omit “Highest Prestige”.)
- Place the No Watch Patrol marker on the 7th round.
- If playing solo, take an additional Disciple of a different color as the Errand Boy.

Changes in Gameplay
General Rules:
- Players may freely discuss anything, including cards.
- Players may not exchange anything outside the Trading Phase.
- Action cards referring to Opponents mean the other players. Cards referring to “your” pieces mean only pieces of the player playing the card.
Phase 1: Preparation
Perform base game steps, plus:
- If there is an Emperor card in “Current Errand”, perform penalty (if Red card shows several assets to lose, each player must choose a different one, or lose 3 Prestige points). Then remove the card from the game.
- Slide face-up Emperor card from “Upcoming Errand” to “Current Errand”.
- If top card of “Winning Conditions” is face down, turn it face up.
- Lay out as many face-down cards from Daimyo deck as available Disciples. Turn the second one face up. Place one Disciple atop each.
Phase 2: Bidding
These rules completely replace Bidding Phase rules:
- Each player secretly selects Mon in hand.
- Players selecting less than 3 Mon drop out and receive 3 Mon from supply.
- Turn the top Emperor card on “Upcoming Errand” face up to reveal prices.
- Each player must spend the selected Mon, then select an asset costing up to that much. Each asset can only be selected by one player. (If unable to select an asset, keep the bid, but receive no Mon.)
Notes: If Daimyo is Starting Player, all bidding prices increase by 1 Mon. Coins placed on Annex market increase price.
Phase 3: Event
- Adjust the Market (unchanged).
- Resolve Event: Read and perform Event text of the Emperor card atop “Upcoming Errand”. (Blessings cannot negate events unless explicitly stated).
Phase 4: Assign Disciples
When it is the Daimyo’s turn to assign:
- Take leftmost Disciple from Daimyo display (flip card face up if needed). Place Disciple on indicated District.
- If placed on Castle District, place on lowest numbered space on the Bower (Daimyo never places on non-Bower Castle spaces).
- If that District has no free spaces, place on Castle Bower instead. If Bower full or already has Daimyo Disciple, find next District with empty space clockwise or counter-clockwise (following Watch Patrol direction).
Errand Spaces: Some Errands have an Assignment Space where one player Disciple may be assigned. It is never blocked by Daimyo and Watch Patrol never affects it.
Phase 5: Watch Patrol
- Move Watch Patrol 1 space according to color.
- Adjust movement in order shown on Daimyo cards revealed during Assign Disciples. Players may play 1 Action card before or after this.
- Players may play Action cards / Blackmail card (or Blessing if indicated on Daimyo card) to save Disciples.
- Player Disciples arrested. Daimyo Disciples are never arrested.
Phase 6: Trade
Base rules apply, with the restriction that only equal assets may be traded: 1 Weapon, 1 Geisha, 5 Mon, 1 Uncompleted Mission Card, 1 Action Card, 1 Bonus Card, 1 Unused Blackmail card. Spare change (<5 Mon) cannot be given.
Phase 7: Actions
Daimyo action priority (highest first):
- Harbor: removes all Mon on Church.
- Market: discards rightmost Weapon.
- Red Light: takes highest valued Geisha from supply and removes from game.
- Gate: takes one Disciple from Reserve to available pool.
- Castle: activates Bower. If already Starting Player and becomes first again, every player loses 1 Prestige Point.
- Tavern: places 1 Mon on Annex offer (permanently increasing Annex price by 1).
- Temple: each player without a Disciple in Temple loses 1 Prestige Point.
Completing Missions and Errands
- Killing the Shogun: One player must complete the face-up Kill the Shogun mission on their own before game end. No rewards are gained, but it unlocks bonus Errands underneath.
- Resolving Errands: Errands are achieved cooperatively. Disciples and assets from multiple players can fulfill requirements, but only players with at least one Disciple in the required District may contribute assets. Contributing players share/choose from the rewards listed.
End of Game
The game ends at the end of the 7th round. If “Kill the Shogun” is not completed, players lose. Otherwise, calculate scoring and compare against Objective card targets (Lowest Prestige, Highest Prestige [multiplayer only], Errands Completed). All targets must be met to win!
Appendix: Icons & Annex Reference
Mission Requirement Icons
- Districts: You must have at least one Disciple present in each District shown (two if shown twice). Activate one to complete.
- Weapons: You must own each Weapon shown (not surrendered).
- Annexes: You must own each Annex shown (not surrendered).
- Geishas: You must have at least the number of Geishas shown (not surrendered).
Assets that must be surrendered (indicated by arrow):
- Blessing: Return Blessing token to Temple District.
- Mon: Pay indicated Mon to bank.
- Specialist Missions: Disciple activated must be the depicted Specialist.
- Soft Interaction: At least one other player must meet depicted requirements (and you may need to pay them).
- Hard Interaction: Place Disciple on opponent’s depicted Annex.
Mission Reward Icons
- Gain indicated Prestige Points.
- Receive indicated Mon from bank.
- Take Blessing token from Temple District.
- Draw Action Card (respect limit).
- Draw Mission Card (respect limit).
- Draw Bonus Card (respect limit).
- Take free Weapon from Market District.
- Activated Disciple returned to Reserve (must have at least 3 Disciples to complete).
- Change Watch Patrol direction/color.
- Take all Mon from Church.
- Replace activated Disciple with depicted Specialist.
- Soft Interaction: lighter background = you, darker background = helper.
- Hard Interaction punishments for target: lose Disciple, lose PP, swap card, steal weapon, destroy annex, lose geisha, lose Mon.


Annex Detailed Abilities
Yashiki (Mansion)
- Activation Effect: Discard one uncompleted Mission Card face down to the bottom of its deck. Then draw the top card from one Mission Card deck of your choice.
- Passive Effect: When activating another Disciple to Complete a Mission, if the Mission requires a Geisha which you do not have, return the Disciple from the Yashiki to your Clan House to act as if you had one additional Geisha for that Mission.
Karesansui (Sacred Garden)
- Activation Effect: Perform a Foresight action of your choice.
- Passive Effect: When activating another Disciple to Complete a Mission, if the Mission requires a Blessing which you do not have, return the Disciple from the Karesansui to your Clan House to act as if you had a Blessing token for that Mission.
Dojo (Training Room)
- Activation Effect: Discard one Weapon face up to the discard pile. Then draw a random Weapon from the cloth bag.
- Passive Effect: During the Preparation Phase, receive 1 Mon from the bank.
Kobudo-Ryu (Weapons School)
- Activation Effect: Discard one Action Card face down to the bottom of the deck. Then draw the top card from the Action Card deck.
- Passive Effect: When buying a Weapon at the Market, each Weapon costs 3 Mon less (5 or 3 Mon instead of 8 or 6 Mon).
