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Gaming Blog

Tokaido

22/3/2021

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21st March 2021

Sunday afternoon gaming continues; I'm logged on to Board Game Arena and Zoom, the second game of the day is Tokaido.

I know several people who have visited Japan but to my knowledge none of them had made the 500km trip along the Tokaido route.
If you like the idea of taking a hike to enjoy hot springs or staying at an inn or looking at beautiful scenery, then maybe this is the game for you.

Caveat: We played a digital version of this game, we have also played the physical version previously.

What's in a game?
  • Game board: A faint map of Japan is shown on this very wide game board, it also depicts The Tokaido Road as a line that threads its way east/west along the coast.
    From this line there are many branching lines that lead to symbols that represent what are essentially tourist traps that players can visit, each branching line also displays 1 or 2 dots. Dots determine how many players may stop at a particular location at any given time.
    Apart from the starting inn, there are a further 4 inns along the road that sort of divide the game up into 4 rounds.
    Finally the board has spaces for the 7 decks of cards used in Tokaido.
  • Cards: Tokaido uses a lot of cards, mostly for the sets that players will be collecting.
    Souvenir card: When a player stops at a village, they will have the option to buy souvenir cards. There are 4 different sets to collect and each set can have up to 4 cards in it.
    Encounter cards: Players may stop at random encounters along their journey, this means drawing an encounter card and following it instructions.
    Hot spring cards: Unsurprisingly, these cards are collected by visiting hot springs, each card is worth either 2 or 3 points.
    Meal cards: When a player reaches an inn, they will have the option of purchasing a meal which will be worth victory points.
    Sea, Mountain & Field panorama cards: These 3 sets of cards form 3 wide vistas of the relevant terrain type. As you collect the cards for a set in numeric sequence, the vistas widen until the set is completed. 3 cards for the fields, 4 for the mountains & 5 for the oceans.
    That's not all!
    Achievement cards: Players earn additional victory points for various achievements
  • Meeples: Your standard wooden player meeples that come in a variety of colours.
  • Coins: Standard quality card chits themed to look like Japanese coins.
  • Character tiles: Each player is randomly given a character tiles that grants them some unique benefit or bonus action.
All of the components are of a reasonable standard quality. Artwork and the art direction is suitably stylised with a Japanese theme, colourful and looks good. The panoramas in particular look very nice.
Art on the board looks quite minimalistic with white as the dominant colour, consequently the Tokaido route draws the eye's attention. However, the symbols used to represent the different destinations along the route are quite small and look samey despite being distinctly coloured from each other. It was something found to occur on both the physical and online version. This is only a minor gripe.

How's it play?
Setup
Each player is given a meeple and a randomly determined character tile, the 7 decks are prepared and placed on to their allotted spaces on the game board. The starting order is determined at the first inn, then money is then given to players according to the starting order.

On to play
Game play is very simple to understand, the purpose of Tokaido is to travel to the eastern end of the road, having the most pleasant journey, this is done by stopping at the various locations along the way.
  • Tokaido does not have a round order per se; instead the player at the 'back' (and the furthest from the end destination) is always the active player, if a player is several spaces behind the other players, it is possible that they can have several turns in a row. At the start of the game the fist player is actually at the back.
  • The active player decides how far they want to move their meeple along the Tokaido road, up to and including the next inn stop. They may choose to skip branches and other players.
    They can stop at any open available space along one of the branching routes, if a branch has all of its spots already taken, then the active player cannot stop there. 
  • Once the player stops, they carry out the action associated with the type of location they stopped at (See below for more info.).
  • Play then continues with the player in last place.
Now we know how to move across the board and stop at locations, but what do those locations do?
  • Encounters: When a player stops at a encounter location. they draw an encounter card, this will give the player some sort of benefit.
  • Farms: Stopping at a farm earns the active player 3 coins, I guess those farms are wealthier than they look!
  • Hot springs: Stopping at a hot spring allows the active player to draw a hot spring card, this immediately score them 2 or 3 points.
  • Panoramas: There are 3 types of panorama locations, field, mountain & sea. 
    Panorama cards are not randomly drawn. When the active player stops at a one, they take a panorama card of that particular type. All panorama cards are numbered and the player take the lowest numbered car that they do not already posses, thus, the first time they stop at a particular panorama they always take a '1' card, followed by a '2' and so on until they complete a panorama. Players immediately score points equal to the number on the card they just played.
  • Temples: A player who stops at a temple can donate 1-3 coins to the temple for an equivalent amount of victory points that are immediately scored.
  • Villages: Upon entering a village location, the active player draws a number of souvenir cards, then they can buy any number of them (Provided they have the funds.), remaining cards are put at the bottom of the souvenir deck. Souvenir cards are put into sets and are scored at end of the game.
  • Inns: Including the last inn, there are 4 inns that all players must stop at during their journey. The first player at an inn reveals a number of meal cards and can choose to buy one, the remaining are left available for following players to purchase. Thus the early players have the best choice.
    Meal cards cost 1-3 coins and always immediately score 6 points. You may be wondering why the cost of buying meal cards vary when the victory points they confer is always 6? This is explained below.
    When all the players have arrived at the inn and have purchased a meal card (Or not.), then the next leg of the journey can commence. The player who came in last is still considered behind the other players and goes first and so on.

Endgame
Play continues until all players have reached the last inn.
Souvenir sets are now scored.
Then achievements are scored. There are achievements for completing panoramas first, having the most encounters, donating the most money to temples and so on. One achievement earns victory points for spending the most on meals at inns - which explains the varying costs for meals.
Points are tallied, highest score wins.
Overall
Tokaido is a fairly straightforward game to play, on the surface the game gives players a simple decision to make - where to stop and what to collect? It's a little more involved though, the question is; how much do you want to visit a certain spot?
As the active player, someone can choose to move their meeple as far as they need to in order to reach a specific spot, however, moving too far means that a player will end up sitting around as other players get multiple turns. Conversely, moving too slowly risks locations being filled with other players. It feels like quite a balancing act.
Generally we found that there's a basic strategy of moving as little as possible in an attempt to maximise the number of turns that are available and just collect what you can.
The games other balancing act is money; knowing when to keep money and knowing when to spend it is important since spending money can earn victory points and it needs to be done as efficiently as possible.

There's minimal player interaction here and generally player's can't interfere with each other. A canny player can try and predict where other players are looking to go (All cards are kept face-up.) and try to get there first but it mostly it hardly seems worth it.

All of this makes Tokaido a gentle, laid back game to play, it sort of fits the theme of talking a walking holiday.
Players used to heavier games may find that they feel like nothing is happening during the game. This may be partially down to playing online.
The online version doesn't feel as good as the physical one. Being able to collect and build panoramas or complete souvenir sets with physical components feels a lot better than when they're collected in the online version. It's a small sense of achievement but a sense of achievement nonetheless.

If you want a light and chilled game to play though, you can do worse than Tokaido.
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