Boardgames

Yokohama

In YOKOHAMA, become a savvy merchant during Japan's Meiji period. Build your empire, enhance your techniques, and broaden your sales channels to succeed!

90
minutes

2 - 4
player(s)

Medium Heavy

About the game

Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it’s becoming a harbor open to foreign countries and one of the leading trade cities of Japan. As a result, many Japanese products such as copper and raw silk are collected in Yokohama for export to other countries. At the same time, the city is starting to incorporate foreign technology and culture, with even the streets becoming more modernized. In the shadow of this development was the presence of many Yokohama merchants. In YOKOHAMA, each player is a merchant in the Meiji period, trying to gain fame from a successful business, and to do so they need to build a store, broaden their sales channels, learn a variety of techniques, and (of course) respond to trade orders from abroad.

Setup and rules summary

Game components Unboxing the fun!

In the board game ‘Yokohama’, there are several components that each have unique roles in contributing to the gameplay. Here’s a list of what is included in the game and how each of these components works:

1. Game Board:

The game board represents the city of Yokohama, with various districts that players can move their President to. Each district offers different actions and resources, making strategic movement essential.

2. Player Boards:

Each player receives a player board that tracks their resources, money, and technology. The player board also has spots for the player’s assistants and storehouses.

3. Wooden Components:

  • Presidents: Each player has a President piece, which is moved around the board to take actions in different districts.
  • Assistants: Assistants are placed on the board to reserve districts for future turns and assist in current actions. They also increase the power of your actions in a district.
  • Houses: Houses are built in districts where players have taken actions, providing bonus points at the end of the game.
  • Storehouses: Storehouses are used on players’ boards to increase the amount of resources they can hold.

4. Order Cards:

Order cards are contracts that players can fulfill for points and benefits. They require specific resources to complete.

5. Technology Cards:

Technology cards provide players with ongoing benefits or bonuses for the rest of the game. They require specific resources and money to acquire.

6. Achievement Cards:

Achievement cards represent various goals that players can strive to achieve for additional points at the end of the game.

7. Building Cards:

Building cards allow players to construct buildings in specific districts for added bonuses and benefits.

8. Resource Tokens:

There are different types of resource tokens, including fish, tea, silk, and copper. These are collected from various districts and used to fulfill orders, acquire technology, and build buildings.

9. Money Tokens:

Money tokens represent the currency in the game, used to purchase technology and building cards.

10. Score Markers:

Score markers are used to track each player’s points on the scoring track around the edge of the game board.

11. Foreign Agents:

Foreign agents are used in some variants of the game. They block districts, making it more difficult for players to take actions in those areas.

End of the game All good games must come to an end

Yokohama is a unique and strategic board game that revolves around the concept of trading in the Meiji period of Japan. The game of Yokohama ends when one of three conditions is met:

  • The Import board is emptied of all Import goods.
  • All of the building spaces on the board have been filled.
  • All orders, both Foreign and Japanese, have been completed.

As soon as one of these conditions is met, players will finish the current round so that each player has had an equal number of turns. The game then moves to the final scoring phase.

Before final scoring begins, players must take a few necessary actions:

  1. Each player counts up their remaining money and converts it into Victory Points at a rate of 1 VP for every 3 Yen.
  2. Players must also count any Victory Points they have earned from completed orders during the game and add them to their total.
  3. Next, players look at their collection of technology cards, and earn additional Victory Points based on the total power of these cards.

With these totals calculated, players then move on to the final scoring:

  1. Victory points are awarded for each Achievement Card a player has earned. The points each card is worth are indicated on the card itself.
  2. Players receive points for their positions in the Church and Customs. The player with the most assistants in each area gets 5 points, while the player with the second most gets 2 points. In the event of a tie, the player who placed an assistant there first wins.
  3. Finally, players score points based on their power in each area of the board. The player with the highest total power in each area scores a number of points equal to the highest visible number in that area, while the player with the second highest total scores points equal to the second highest visible number, and so on.

The player with the most Victory Points at the end of this final scoring phase is declared the winner of the game. If there is a tie, the player with the most money left over is the winner. If there is still a tie, the player who is furthest along in player order wins.

Scoring Did you outsmart your rivals?

In the board game ‘Yokohama’, scoring is a crucial aspect and it’s quite multifaceted. Points are awarded throughout the game and at the end of the game based on a number of factors.

Scoring During the Game:

  • Order Cards: Players earn points immediately upon completion of Order Cards. The points are indicated by the number on the top right corner of the Order Card.
  • Technology Cards: Some Technology Cards, once acquired, earn players immediate points. The points are again indicated on the card itself.
  • Building: When a player builds a Shop or Trading House, they earn points based on the number of their own buildings in that area.

Scoring at the End of the Game:

  • Unfulfilled Orders: Any unfulfilled Order Cards count as negative points equal to the number on the card.
  • Foreign Agents: Each Foreign Agent a player has at the end of the game earns them points as indicated on the Foreign Market.
  • Technology Cards: Certain Technology Cards provide points at the end of the game. The points are indicated on the card.
  • Area Majorities: Players earn points based on having the majority of buildings in each district. The player with the most buildings earns points equal to the highest value on the area tile, the second-most earns points equal to the lower value, and so forth.
  • Money: Every 3 yen a player has at the end of the game is worth 1 point.
  • Goods: Every 5 goods a player has at the end of the game is worth 1 point.

Tie-Breaking Rules:

In case of a tie at the end of the game, the following rules are applied in the order until the tie is broken:

  1. The player with the most completed Order Cards wins.
  2. If still tied, the player with the most technology cards wins.
  3. If still tied, the player with the most buildings wins.
  4. If still tied, the player with the most money wins.
  5. If still tied, the player with the most goods wins.

If after all this, there is still a tie, the victory is shared.

Particular Cases and Exceptions Wait… is that legal?

Yokohama is a complex board game, and understanding its special rules, exceptions, and rule clarifications is key to mastering it. Here are some of the key points to be aware of:

1. Foreign Agents: Whenever a player moves their President to a location where there’s a foreign agent, they must pay one extra cost. If they can’t or choose not to pay, they cannot carry out any action in that location.

2. Power Value: The power value of an action is determined by the number of power points a player has in a location, including their President. However, if a player chooses to perform an action without their President present, the power value of the action is halved (rounded down).

3. Canal and Station Bonus: If a player has the most assistants in the Canal or Station area at the time they are completely filled, they get a bonus. In case of a tie, the player who placed an assistant or their President last gets the bonus.

4. Church and Customs Bonus: If a player has the most assistants in the Church or Customs area at the end of the game, they get a bonus. In case of a tie, the player with the most Yen wins the bonus. If there is still a tie, the player with the earliest order of play wins.

  • 5. Contract Completion: Completing a contract requires a player to pay the resources shown on the contract card and then place it face down in front of them. Important to note is that a player can only fulfill one contract per turn.
  • 6. Order of Play: The order of play may change throughout the game, depending on player actions. The player with the lowest score goes first, and the remaining players follow in ascending order of their scores. If players have the same score, the player who has less Yen goes first.
  • 7. End of Game: The game ends when players have placed all of their houses, the church is full, or the customs are full. After this, the final scoring takes place, including bonuses for achievements and remaining money.
  1. 8. Scoring: Each player adds up their points from various sources like completed contracts, achievements, bonuses, and money. The player with the most points wins. In case of a tie, the player with the most money wins.

Tips and tricks Play smarter, not harder!

Yokohama is a strategic board game that requires careful planning and execution. Here are some advanced strategies, beginner tips, common mistakes to avoid, and ways to optimize gameplay:

Advanced Strategies:

  • Focus on Special Buildings: Aim for special buildings that synergize with your overall strategy. These buildings can provide bonuses that can greatly enhance your gameplay.
  • Emphasize on the Church and Customs: The church and customs can provide significant points. Try to get your assistants in these areas regularly to gain these benefits.
  • Plan Ahead: Yokohama is a game of action efficiency. Plan your moves carefully to ensure you are maximizing each turn.

Beginner Tips:

  • Understand the Scoring System: The scoring system in Yokohama is a bit complex. Take the time to understand how you can earn points to ensure you’re playing effectively.
  • Utilize the Market: The market can be a great place to gain resources early in the game. Don’t overlook this area as a beginner.
  • Experiment with Different Strategies: Don’t be afraid to try different strategies. Understanding the range of possibilities can help you improve over time.

Common Mistakes to Avoid:

  • Ignoring Technology: Technology cards can provide powerful benefits. Ignoring these cards can put you at a disadvantage in the game.
  • Not Balancing Your Strategy: It’s easy to get caught up focusing on one aspect of the game. Remember to balance your strategy to ensure you’re not neglecting important areas.
  • Overlooking the Value of Assistants: Assistants are key to executing actions in Yokohama. Make sure you’re utilizing them effectively and not leaving them in areas where they won’t contribute to your strategy.

Ways to Optimize Gameplay:

  • Keep Track of Opponents’ Moves: Paying attention to what your opponents are doing can help you anticipate their strategies and counteract them.
  • Take Advantage of Opportunities: If a beneficial opportunity arises, seize it. Even if it doesn’t fit perfectly into your strategy, it might still offer you a significant advantage.
  • Adapt Your Strategy as Needed: The game can change quickly, so be prepared to adapt your strategy as necessary.